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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VER3-07  
   
   
   
   
   
  Decision at Sheernobb 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
   Verbobonc Regional Adventure 
  By Lon Lademann 
  Triad Edit: Ron Lundeen 
  Circle Edit: David Christ 
   
  Good times at Sheernobb renew the fellowship between gnomes and the characters. But all is not joy as events turn to a 
  most desperate hour with desperate decisions. This is the fourth event in the Verbobonc Giant series. An adventure for 
  APLs 6 to 12.  
  
  Decision at Sheernobb 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  
  Decision at Sheernobb 
   
  Page 3 
  # 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 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may gain 
  at the end of the adventure. If your character is three 
  character levels or 
  more either higher 
  or lower than the 
  APL 
  this 
  adventure is being 
  played 
  at, 
  that 
  character 
  will 
  receive only half of 
  the 
  experience 
  points awarded for 
  the 
  adventure. 
  This simulates the 
  face 
  that 
  either 
  your character was 
  not as challenged 
  as 
  normal, 
  or 
  relied on help by 
  higher-level 
  characters to reach 
  the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Viscount of 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 Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  
  Decision at Sheernobb 
   
  Page 4 
  Adventure Background 
  Renewed raids on eastern gnome settlements began in 
  CY591. Sheernobb, a village on the edge of the Gnarely 
  Forest, found itself especially hard hit. Headgnome 
  Glennddarc sought the assistance of adventurers to go on 
  a scouting mission, being short handed. Adventurers 
  located a hill giant and ogre hill fortress deep within the 
  Gnarley, in striking distance of Sheernobb. 
  Gnomish forces launched a sizable punitive raid under 
  the gnome Commander Keenbolt. Keenbolt’s force did 
  not return, nor did any of the gnome Scouts sent out to 
  make contact with the force. Once again Glennddarc 
  sought the assistance of trusted adventurers to discover 
  the fate of Keenbolt’s Command. 
  The adventurers followed Keenbolt’s trail through the 
  now dangerous forest. The deadly fate of the force was 
  discovered, but Keenbolt’s trail continued on. Finally, on 
  a ridge top the adventurers caught up with the 
  Commander in a battle with his foes. A costly victory 
  saved the commander and earned the trust of the 
  adventurers as gnome-friends. And, it was these gnome-
  friends who helped sway the Moot vote to not evacuate 
  Sheernobb, but to make a stand and increase their 
  defenses. 
  For a time the raids lessened and gnomish defenses were 
  strengthened. Yet, raids continued with some further to 
  the north into the Viscounty itself. This led to the 
  discovery of a new advanced giant base on the edge of the 
  Gnarley north of Sheernobb. In a swirling battle the 
  gnome-friends, with assistance of rangers and mounted 
  troops, reduced the base. Later, the gnome-friends passed 
  through an entire village in the southern Viscounty 
  completely destroyed by the giant forces. 
  Clearly, the giant forces are strong in the Gnarley, and 
  directed by an unknown force.  Although Sheernobb has 
  been peaceful in the past few months, this was only the 
  calm before the storm.  The giants have rebuilt their 
  strength, and are now poised to descend upon Sheernobb 
  and destroy the gnomish village once and for all. 
  Adventure Summary 
  The characters are each visited by the erstwhile gnome 
  diplomat, Meldreeb, with an invitation to the 500
  th 
  anniversary of Sheernobb. When they arrive, Sheernobb 
  no longer bears the appearance of a peaceful gnomish 
  settlement, but looks more like an armed camp. Gnomes-
  at-Arms and gnome Scouts are seen everywhere. A clear 
  defensive line surrounds the main village as well as many 
  traps and other surprises of gnomish creation. 
  Encounter One 
  The celebration centers in the Moot Hall with the 
  characters among the honored guests, which also include 
  several gnome dignitaries. In the midst of conversations, 
  Keenbolt snatches the characters attention, asking them 
  to join him quickly and quietly into a side chamber down 
  the front hallway. Inside the chamber are three Gnome 
  Scouts. One is severely wounded, one slightly wounded 
  and the last unharmed. They report the movement of a 
  very sizable giant force heading toward the village.  
  Keenbolt’s sub-commanders enter the room to receive 
  orders. Defenses are prepared immediately. Keenbolt 
  turns to the characters and asks them to hang back and 
  guard the Moot Hall with Glennddarc inside. And, if 
  necessary, they are a final reserve he can count on. 
  Encounter Two 
  It is only a few short minutes after the defenses were 
  gnomed that the sounds of battle fill the night. Gnome 
  warriors and scouts run back and forth while the 
  characters establish their watch on the hall. From out of 
  nowhere and everywhere the characters are suddenly 
  attacked. Their assailants are a strike team of ogre mages 
  originally sent in to kill Glennddarc. They did not expect 
  to run into the caliber of opposition the characters 
  present, but do not shrink from the challenge. 
  Encounter Three 
  No sooner is the strike team defeated than a gnome Scout 
  runs up to the characters asking for Commander 
  Keenbolt. He is from the northern flank screen. Before 
  he can finish his sentence reporting on an enemy force 
  trying to turn their flank another gnome rushes up 
  demanding the characters follow him quickly. There has 
  been a breach in the forward defenses threatening the 
  middle of the village. The characters need to make a 
  decision to either assist the northern flank or help 
  against the breach. 
  Encounter Three A 
  The characters go to assist the northern flank. Indeed, a 
  large force of the enemy is already pushing back the 
  
  Decision at Sheernobb 
   
  Page 5 
  defenders here and threatening the lightly guarded rear. 
  The characters’ assistance could be crucial. 
  Encounter Three B 
  The characters go to help against the breach in the front 
  line. They arrive in time to meet the enemy head on. 
  Their assistance could be crucial in establishing a new 
  defensive line. 
  Meanwhile, the left flank and rear guard are turned, and 
  as a result the characters must turn and help fight off an 
  attack from the rear. Few gnomes from the left flank and 
  rear guard remain. 
  Encounter Four 
  The fighting lasts until the pale gray of dawn begins to 
  fill the village. The enemy has pulled back, but they now 
  surround the village. All are exhausted, and casualties are 
  many. Keenbolt has not been seen since early in the 
  battle. A quick search finds those known to be with him 
  all slain, and Commander Keenbolt torn to pieces. 
  Evidence around the slain gnomes suggests they fought a 
  similar group of ogre mage assassins as the one that had 
  originally attacked the characters at the Moot Hall. 
  Encounter Five 
  The giant forces make no serious attacks all the next day 
  and evening. At an early morning meeting of the 
  surviving leaders, Glennddarc reluctantly decides it is 
  time to evacuate the village and move the survivors into 
  the protection of the Greenway Valley. There is one 
  possible way for most of the villagers to sneak out past 
  the surrounding enemy. The ranking gnome commander 
  insists he will do what Keenbolt himself would do: 
  remain behind to hold the defenses as long as possible to 
  allow the non-combatants to sneak away to safety toward 
  the Greenway Valley. Meldreeb wants to track down 
  Keenbolt’s killers. Another gnomish officer will escort 
  the non-combatants out of Sheernobb, and may need 
  help to defend them.  Glennddarc turns to the characters 
  and asks them what they will do.  Their decision 
  determines whether they will go to Encounter Six, 
  Encounter Seven, Encounter Eight, or Encounter Nine. 
  Encounter Six 
  Staying to defend Sheernobb long enough for the 
  refugees to get safely away should appear to be nothing 
  less than a suicide mission. The remaining gnome 
  commander does not make the best decisions. This 
  situation is basically a last stand. The characters may buy 
  more time, but their survival is in question unless they 
  can make a daring escape. 
  Encounter Seven 
  Following the ogre mage assassins that killed Keenbolt 
  leads to a cat and mouse game. Both parties at times hunt 
  the other so that neither is sure who is the hunter and 
  who is the hunted. The characters’ skills and abilities will 
  be tested. If the strike team can be caught one way or the 
  other, the characters can learn new information 
  concerning the scope of the enemy’s plans. 
  Encounter Eight 
  As escorts to the survivors of Sheernobb, the characters 
  must fight a group of trolls trying to cut off their retreat. 
  A glow in the night sky to the northeast marks the 
  burning of Sheernobb. Decisions need to be made for the 
  safety of the refugees. 
  Encounter Nine 
  Characters that want to flee Sheernobb on their own 
  encounter no significant resistance.  However, the first 
  night they camp, they can see a glow in the distance 
  indicating the burning of Sheernobb. 
  Conclusion 
  Sheernobb has fallen. In the Greenway Valley, the 
  Sheernobb refugees join even more refugees from other 
  eastern settlements as news spreads of a much larger 
  invasion than anyone expected. The characters, if they 
  survived, are called to attend a meeting. Attending the 
  meeting are the gnome clan leaders of the Kron, and 
  representatives from several mixed communities from 
  near the Kron Hills: House Asbury, House Delevue, 
  House Milinous, the Mounted Borderers, the Gnarley 
  Rangers, Burne’s Badgers, and two of the Gnarley Elven 
  Clans. This mixed group sits down to a council of war! 
  DM NOTE: Before reading the introduction have each 
  character make two d20 rolls. Record these rolls for use 
  in Encounter Two. 
  Introduction 
  You have looked forward to a much-needed rest for 
  quite some time. All your adventuring is beginning to 
  take a toll on you. The physical and mental stresses of 
  late drift away after a good meal and a longed for 
  restful sleep. On the morrow there is no need to 
  awaken early. 
  Your dreams find you in your long imagined personal 
  paradise.  
  DM’s may wish to go around the table and ask the 
  characters what they are dreaming about. At least have 
  each player imagine for their character in their own 
  
  Decision at Sheernobb 
   
  Page 6 
  minds just what those dreams might be like before 
  reading the next part. 
  But, something begins to nag at the back of your 
  mind. Some tapping sound just doesn’t fit into your 
  surroundings. The tapping sound continues, and no 
  matter how hard you try to hold onto your paradise 
  world, it slips away into darkness and then light. 
  After a confused moment you find yourself rolling 
  over in bed with that tapping sound coming from the 
  door. It must be early morning from the look of 
  things around you. 
  “Wake up! I know you are in there. I have something 
  very important that I knew you wouldn’t want to wait 
  to hear about. Open the door before I have to open it 
  myself,” says a familiar voice you begin to place as 
  Meldreeb, (or an unfamiliar gnomish voice if none of the 
  characters played any of the previous Giant series events). 
  If the character opens the door they find Meldreeb nearly 
  bursting with excitement and holding out a very fancy 
  envelope with a wax seal. 
  If the character takes their time getting up and going to 
  their door, the door opens before they get there and 
  entering is Meldreeb nearly bursting with excitement 
  and holding out a very fancy envelope with a wax seal. 
  As the character(s) open the envelope give them Player 
  Handout One. 
  “Well, don’t just stand there. Get ready! Pack your 
  things. Its going to be the greatest celebration ever 
  with magic and fireworks and singing and dancing 
  and eating and drinking and story telling and 
  speeches and demonstrations– oh, did I say eating! 
  You just have to come now. Don’t wait a second. I 
  have your transportation all arranged and ready and 
  waiting for you. 
  Don’t worry about those nasty giants and their allies 
  neither. We haven’t seen them for a while. Of course 
  we can’t get scouts too close to their fortress anymore 
  with their increased patrols and all. But ever since 
  that encampment near the old forest shrine was 
  defeated, we just haven’t seen them stick their ugly 
  heads around nowhere near.” 
  Meldreeb just keeps talking and won’t accept no for an 
  answer. As soon as each character actually walks out their 
  front door Meldreeb runs off saying he has to hand out 
  more invitations and he will see them there. 
  Any character that did not participate in any of the 
  previous Giant series adventures (Giants on the Move, 
  Games Afoot, or Silver Moon) is being invited based on 
  his or her reputation as a hero. 
  The trip to Sheernobb passes uneventfully. The 
  characters have all met up on their journey toward 
  Sheernobb. If the characters have not yet introduced 
  themselves, now is the time. 
  On a gentle rise ahead is the now familiar gnome 
  checkpoint west of Sheernobb. After that, there is a side 
  trail leading to the east and the village itself. A gnome 
  scout breaks cover onto the trail and motions for you to 
  slow down. On a Spot check (DC 20), a character notices 
  that the trail appears different somehow. The trail 
  through the wooded slope looks to have been improved 
  and slightly widened. On a second Spot check (DC 25), 
  the character notices there are three times as many scouts 
  in hiding around this spot than usual. 
  As the characters pass through the notch in the ridge of 
  trees and underbrush, the trail beneath them sounds 
  hollow as if they are crossing a bridge. 
  If asked, the gnome scout smiles large and replies, 
  “It’s just a little surprise for travelers who aren’t as 
  welcome as yourselves.” 
  This portion of the trail has a large pit trap constructed 
  beneath. After passing through the hollow sounding 
  portion of the trail, a Spot check (DC 25) reveals that 
  several well-prepared defensive positions now exist on 
  both sides of the trail. One gets the impression that a 
  small force here could hold off an entire army for hours. 
  As the characters turn to the east and begin to approach 
  Sheernobb, they pass by several more defensive positions. 
  All are well-gnomed. The village itself no longer bears the 
  appearance of a peaceful gnomish settlement, but looks 
  more like an armed camp. Gnome-at-Arms and gnome 
  Scouts are seen everywhere. A clear defensive line 
  surrounds the village with another line surrounding the 
  main area of rents, as well as many traps and other 
  surprises of gnomish creation. Despite the heavy 
  defenses, many gnomes are out and about in high spirits 
  and greet the characters warmly, and are full of questions. 
   
  Encounter One 
  You find yourselves honored guests at the main table 
  within the impressive woodwork of the Moot Hall. At 
  the table with you are Glennddarc, his wife, Keenbolt, 
  and several other gnome dignitaries whose names you 
  cannot begin to pronounce much less remember. 
  Glennddarc stands and gives a speech announcing the 
  beginning of the festivities celebrating the 500
  th 
  anniversary of Sheernobb. He ends with an elaborate 
  illusion of the first gnome settlers crossing the 
  
  Decision at Sheernobb 
   
  Page 7 
  wooded hillsides and setting up camp. Once the 
  image fades the gnome revelries in the crowded hall 
  are so loud it’s a wonder any conversation can be 
  heard at all. The crowd itself is so large that it must 
  spill outside. 
  The Moot Hall of Sheernobb is the only rent large 
  enough for human sized characters to walk erect. And 
  large it is. The main table is set on a raised platform in the 
  back opposite the entry hall. The main floor has been 
  setup with long tables and benches of gnome size. The 
  tiered galleries on three sides also have been setup to 
  accommodate food and drink. Everywhere possible are 
  gnomes 
  laughing, 
  eating, 
  drinking 
  and 
  talking. 
  Numerous gnomes approach the head table to offer 
  words and ask questions of the characters, none of which 
  can be made out due to the noise of so many gnomish 
  conversations going on in the Moot Hall. 
  It is almost a relief when Commander Keenbolt 
  snatches your attention asking you to join him 
  quickly and quietly in the right hand side chamber 
  down the front hallway. Working your way through 
  the crowd is no easy task. Many gnomes pat you on 
  the small of the back to give words of personal 
  welcome or to ask you to join them in a toast. 
  Standing by the chamber doorway are two Gnome-at-
  Arms who usher you inside while preventing curious 
  onlookers from following. Inside the chamber are 
  three Gnome Scouts. One is severely wounded and is 
  being tended by a gnome cleric. Another is bandaged 
  sitting off to the side with a bewildered look for a 
  gnome. A third Scout appears unharmed, but looks 
  exhausted. 
  Once Keenbolt notices your arrival he nods toward 
  you and turns to the Scouts, “Now, give your report in 
  full.”  
  The Scouts talk about what they thought was a random 
  orc and ogre patrol they let pass by their observation 
  position in the forest. However, not long after that they 
  witnessed the approach of a very large force of orcs, 
  ogres, giants and other creatures. There were so many 
  they knew they could not see them all. They quickly 
  abandoned their post to warn the village. But, they now 
  had to weave their way through the advanced 
  skirmishers of orcs and ogres. This is how they came to 
  be wounded. There was no stopping to fight; they just 
  ran. The skirmishers could be approaching the outer 
  defenses by now.  
  Keenbolt’s sub-commanders had already entered the 
  room shortly after characters. The Commander turns to 
  his subordinates and issues orders in rapid gnomish. 
  They turn and quickly exit the chamber. 
  Keenbolt turns to you and in common says, “Please 
  remain here and guard the Moot Hall with 
  Glennddarc inside. He must be kept safe. And, when 
  necessary you are a final reserve I know I can count 
  on.” 
  For a few moments all seems confusion as gnomes rush 
  out of the chamber and the larger crowd from inside the 
  Hall rushes out to wherever they are most needed. The 
  characters, if they wish, may re-enter the Hall to find 
  Glennddarc still seated at the head table with his familiar. 
  Glennddarc looks at you with a half smile on his worn 
  face, “I have my orders! It appears you are to be my 
  protectors – as if I need protection! Keenbolt feels 
  I’m too important to be risked in the defense of my 
  own village.” 
  Glennddarc waits for any response from the characters. 
  Either after their response or if they have none, he 
  continues: 
  “Well, go protect me!” 
   
  Encounter Two 
  Ask the players how they wish to handle the protection 
  of Glennddarc and the Moot Hall. 
  The Hall has only one entrance from the dirt road as far 
  as the characters know. The stout wooden doorway leads 
  into a large hillside. The entrance hallway is not tall 
  enough for a normal human to stand erect, being only 
  five feet high. Along its wood paneled walls are three 
  doors on the right and one of the left. The door on the 
  left leads to a small 10 x 10 storage room. The first door 
  on the right leads to a make shift 12 x 12 guard room with 
  two cots a small table with two chairs on the far wall, and 
  a weapon rack on the right side of the door and a row of 
  pegs for hanging gear on the left side. The next two doors 
  on the right each lead into 20 x 20 side chambers. The 
  first chamber is furnished as small meeting room while 
  the second is the kitchen. Eighty feet down the hallway 
  is a large opening on the left side into the large meeting 
  hall itself. This is the north end of the meeting hall and is 
  eighty feet long. A wooden railing extends twenty feet 
  ahead separating the hallway from the upper tier of this 
  end of the hall. Looking past the railing into the one 
  hundred-foot long hall shows the main floor to be several 
  wide steps down. Three tiers of five-foot wide steps, each 
  having benches on which to sit, surround the sunken 
  hall. This makes the open lower main floor about 50 x 70. 
  The ceiling height of the main floor easily allows humans 
  and even half-orcs to walk erect. The woodwork within 
  the hall is impressive, from the intricately carved beams, 
  
  Decision at Sheernobb 
   
  Page 8 
  supports and posts to the benches and floor. The east side 
  of the hall also has three tiers, but on the top tier’s center 
  is a long table with chairs behind. 
  Once they have a plan and have taken positions proceed 
  with the following: 
  It is not long after you have taken up defensive 
  positions that the sounds of battle fill the night. (If 
  any characters assumed any positions outside the Moot 
  Hall add the following.) Gnomish warriors and scouts 
  run back and forth. Now and then the familiar sounds 
  and flashes of combat magic mix with the general din 
  of battle. Most of the noise seems to come from the 
  side of the village facing the great forest, but soon 
  additional sounds of battle can be heard from both 
  flanks. This is indeed a serious hour for Sheernobb. 
  At this point refer to the two initial d20 rolls made by 
  each character to see if they either hear or see the coming 
  assailants. The two rolls are their Spot and Listen checks. 
  This ogre mage strike team attacks wherever the 
  characters have established their defensive positions. 
  These elite giant assassins did not expect to find the 
  characters defending Glennddarc. But, since the 
  characters represent his defense they attempt to use their 
  talents to both neutralize the characters and take out 
  Glennddarc at the same time.  
  Creatures: 
  APL 6 (EL 8) 
  �Ogre Mage: hp 37; see Monster Manual. This ogre 
  mage is equipped with a +1 greatsword, so add +1 to its 
  attack and damage rolls. 
   
  APL 8 (EL 10) 
  �Ogre Mages (2): hp 37 each; see Monster Manual. 
  These ogre mages are each equipped with a +1 
  greatsword, so add +1 to their attack and damage rolls. 
   
  APL 10 (EL 12) 
  �Ogre Mage Assassins (2): male ogre mage Rog4; hp 85 
  each; see Appendix One. 
   
  APL 12 (EL 14) 
  �Ogre Mage Assassins (4): male ogre mage Rog4; hp 85 
  each; see Appendix One. 
   
  Tactics: These ogre mages are skilled assassins and use 
  their cone of cold ability whenever they can affect a large 
  number of characters.  At APLs 10 and 12, they make best 
  use of their Expert Tactician feat to make extra attacks 
  with their greatswords when they attack from invisibility 
  (which they can use at will).  This strike force fights to 
  the death. 
  The ogre mages travel up to the characters in gaseous 
  form and invisible.  They dismiss the gaseous form (a 
  standard action which makes no noise), remaining 
  invisible, and prepare to attack the characters from 
  surprise. To act in the surprise round, the characters must 
  succeed at either a Spot or Listen check. 
  The DC for the Spot check is 26 at APLs 6 and 8, and 40 at 
  APLs 10 and 12 (the ogre mages are taking 10 to Hide, 
  with a +20 bonus for being invisible). 
  The DC for the Listen check is much lower:  DC 12 at 
  APLs 6 and 8, and DC 26 at APLs 10 and 12 (the ogre 
  mages are taking 10 to Move Silently, with a +2 
  circumstance bonus for the noise of the battle). 
  Development: Any member of the strike team who 
  comes close enough to threaten Glennddarc directly 
  either “on stage” or “off stage,” will provoke a reaction 
  from 
  Glennddarc. 
  Glennddarc’s 
  survival 
  in 
  this 
  encounter should rest on the shoulders of the characters 
  as much as possible. But, Glennddarc is capable of 
  defending himself to an extent. If at all possible, try to 
  limit Glennddarc’s involvement in this combat to self-
  preservation only. Glennddarc should not save the day 
  for the characters; it should be the other way around. 
  All APLs  
  �Glennddarc: male gnome Wiz7; hp 29; see Appendix 
  One. 
   
  Treasure: 
  Defeat the ogre mage assassins and take their equipment. 
   
  APL 6: L: 8 gp; C: 0 gp; M: +1 greatsword (196 gp per 
  character). 
   
  APL 8: L: 16 gp; C: 0 gp; M: +1 greatsword (2) (196 gp 
  per character/per sword). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 greatsword (2) (196 gp 
  per character/per sword); +1 chain shirt (2) (104 gp per 
  character/per shirt); cloak of resistance +1 (2) (83 gp per 
  character/per cloak). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 greatsword (4) (196 gp 
  per character/per sword); +1 chain shirt (4) (104 gp per 
  character/per shirt); cloak of resistance +1 (4) (83 gp per 
  character/per cloak). 
   
   
   
   
  
  Decision at Sheernobb 
   
  Page 9 
  Encounter Three 
  No sooner is the strike team defeated than a Gnome 
  Scout runs up to the characters asking for Commander 
  Keenbolt. He appears exhausted and scared. 
  “Have you seen Commander Keenbolt?” 
  As soon as he receives any kind of answer he rushes into 
  his next sentence. 
  “I’ve been sent from the northern flank screen. There 
  is a large enemy force hitting us hard, trying to turn . . 
  .” 
  Before he can finish his sentence a gnome-at-arms rushes 
  up interrupting: 
  The gnome-at-arms interrupts almost ordering the 
  characters, “You must come quickly! There is a breach 
  in our defenses and Keenbolt said you were the last 
  reserve. We need your help now!” 
  Then the first gnome scout breaks in: 
   “But if our flank is turned we will be surrounded and 
  attacked from the rear.” 
  Both gnomes then turn to you wide eyed shouting: 
  “We need your help now!” 
  The characters must make a decision to either assist the 
  northern flank or help against the breach. If they decide 
  to split themselves up to cover both trouble spots at the 
  same time, be sure to run both combats, (yes I know it 
  stinks), at the appropriate APL for the characters present 
  at each combat (but at a minimum APL of 6). 
   
  Encounter Three A 
  Use this encounter if the characters decide to assist the 
  northern flank. 
  The gnome scout leads the characters to the north. The 
  sounds of combat are easily heard ahead. Trees and 
  underbrush are not as thick here and what little light the 
  moon provides helps reveal the nature of the situation. 
  The ground slopes downward toward the attacking 
  enemy forces trying to work their way up the wooded 
  slope. This gives the gnomes some advantage. Some of 
  the wounded gnomes assist in loading crossbows as best 
  they can. Arrows whistle through the branches above the 
  characters and their gnome guide. A boulder crashes into 
  a tree next to the characters, but luckily bounces 
  harmlessly to the side. 
  The gnome scout shouts to you, “we’ve been pushed 
  back!” 
  Have the characters make Spot checks. 
  None higher than 10: 
  You think you notice the hulking form of a giant 
  breaking through some undergrowth to your front 
  left. 
  None higher than 15, but at least over 10: 
  You notice the hulking form of a giant breaking 
  through some undergrowth flanked by two smaller 
  forms to your front left. 
  None higher than 20, but at least over 15: 
  You notice the hulking form of a giant breaking 
  through some undergrowth flanked by two ogres to 
  your front left. Some form of magic cast by a nearby 
  gnome immediately hits the giant. (Spellcraft [DC 12] 
  identifies the spell as magic missile) But, then one of 
  the ogres obscures the image of the gnome. 
  Higher than 20: 
  You notice the hulking form of a giant breaking 
  through some undergrowth flanked by two ogres to 
  your front left. Some form of magic cast by a nearby 
  gnome immediately hits the giant. (Spellcraft [DC 12] 
  identifies the spell as magic missile) But, then one of 
  the ogres charges in front of the gnome and smashes 
  him with his club. 
  It is now time for initiative and action by the characters. 
  APL 6 (EL 8) 
  �Hill Giant: hp 98; see Monster Manual.  
  �Ogres (2): hp 29 each; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Hill Giant: hp 98; see Monster Manual. 
  �Ogre, 4th Level Barbarian (2): hp 79 each; see 
  Monster Manual. 
   
  APL 10 (EL 12) 
  �Hill Giant Barbarian: male hill giant Bbn4; hp 187; see 
  Appendix One. 
  �Ogre, 4th Level Barbarian (2): hp 79 each; see 
  Monster Manual. 
   
  APL 12 (EL 14) 
  �Hill Giant Barbarian: male hill giant Bbn4; hp 187; see 
  Appendix One. 
  �Ogre Berserker (2): male ogre Bbn8; hp 118 each; see 
  Appendix One. 
   
  Tactics: These three giants rush into melee as soon as 
  possible. They attack heavily-wounded characters when 
  
  Decision at Sheernobb 
   
  Page 10 
  possible, to make use of feats like Cleave and Great 
  Cleave.  At APL 12, the ogre barbarians use their Power 
  Critical feat in their first possible attack, preferably on a 
  charge.  If the characters want to make a retreat, these 
  giants will fight the gnomes to the left and right instead 
  of pursuing the characters. 
  Throughout the characters’ combat, fighting continues to 
  their left and right. More and more enemies appear to 
  pressure the gnomes and the characters should notice 
  more enemy forces approaching their combat as well. 
  Random missile fire falls in and around the characters 
  during their combat. This is a major engagement. 
  If the characters defeat their opponents: 
  You have dropped your last opponent, but more and 
  more of the enemy can be seen, however, they are 
  beginning to break off contact and are pulling back 
  down the slope. Fewer enemy missiles are falling 
  around you now. Their assault has been blunted for 
  the time being.  
  Meldreeb, comes up behind you, “If you hadn’t 
  slowed that assault I doubt we could held this line 
  much longer. As it is there is one more defensive line 
  up the slope. We have too many casualties to 
  continue to hold this line much longer, even with 
  your help. We’d best move up hill while we can 
  safely. Our only problem now is, I think we are totally 
  surrounded. Lets see if we can help get the wounded 
  back up with us.”  
  If the characters must pull back: 
  You pull back higher up the slope. The shrinking 
  defensive line tightens up making the gnomes 
  numbers count more, but many of the wounded have 
  been left behind. From behind, you hear a familiar 
  gnome voice shout out for you to duck. Logs come 
  crashing down from the trees above you and bounce, 
  fall and roll into the approaching enemy followed by 
  a hail of crossbow fire, blunting the assault. The 
  enemy forces appear to pull back down the slope for 
  the time being. 
  Meldreeb, comes up behind you, “If you hadn’t 
  slowed that assault I doubt we could have pulled off 
  that little log trick. Been working on that for weeks. 
  Pretty good huh? Only problem now is, I think we are 
  totally surrounded.” 
  Development: The breach in the front lines allows the 
  enemy to reach the central rents before a new defensive 
  line is formed. The gnomes take heavy casualties 
  including non-combatants and half their sheep herd. 
  Treasure: 
  Defeat the giants and take their equipment. 
   
  APL 6: L: 4 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 2 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring); +1 heavy flail (193 gp per character); 
  +1 chain shirt (104 gp per character); cloak of resistance 
  +1 (83 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 greataxe (2) (193 gp 
  per character/per axe); +1 chain shirt (3) (104 gp per 
  character/per shirt); cloak of resistance +1 (3) (83 gp per 
  character/per cloak); +1 heavy flail (193 gp per character). 
   
   
  Encounter Three B 
  Use this encounter if the characters decide to follow the 
  gnome-at-arms to the breach in the front line. 
  The gnome-at-arms leads the characters to the front. The 
  sounds of combat are easily heard ahead. Trees are not as 
  thick here and what little light the moon provides helps 
  reveal the nature of the situation. All is chaos. Several 
  giants, ogres and a fair number of orcs are in amongst the 
  gnomes in a raging battle around the uneven ground. 
  Here and there can be seen small wooden doors set back 
  into the sides of sloping ground marking the entrances 
  into the gnomish rents. Even several gnome non-
  combatants can be seen trying to help fend off a group of 
  orcs and an ogre trying to force their way into one of the 
  rents. Arrows whistle through the branches above the 
  characters and their gnome guide. A boulder crashes into 
  a tree next to the characters, but luckily bounces 
  harmlessly to the side. 
  The gnome-at-arms shouts to you, “We can’t let them 
  get to the rents! Argh!” as he charges ahead into the 
  fighting. 
  The characters have two choices at this point. They can 
  either help in the general battle going on in front of them 
  or assist the non-combatants in keeping the ogre and orcs 
  away from the rents. Whether the characters move to 
  defend the rents or charge into the front lines, they 
  encounter an ogre and several orcs. These foes shouldn’t 
  present a real challenge to the party (and therefore award 
  no combat XP), but if the characters don’t stop this group 
  then no one will, and the rents will be invaded. 
   
  
  Decision at Sheernobb 
   
  Page 11 
  All APLs (EL 0) 
  �Ogre: hp 29; see Monster Manual.  
  �Orcs (6): hp 6 each; see Monster Manual. These orcs 
  carry masterwork falchions, and so have +1 to attack rolls. 
   
  The actions of the characters help rally the gnomes in 
  establishing a new defensive line. Keep the general 
  impression of a larger battle going on around them as 
  much as possible. With any success by the characters in 
  their combat, the gnomes also begin to sort out and 
  establish a better line of defense. In other words, the 
  gnomes and the characters are gaining control over the 
  immediate situation. 
  Treasure: 
  Defeat the raiders and take their equipment. 
   
  All APLs: L: 201 gp; C: 0; M: 0. 
   
  If the characters win their combat read the following: 
  You have dropped your last opponent, but more and 
  more of the enemy can be seen, however, they are 
  beginning to break off contact and are pulling back. 
  Fewer enemy missiles are falling around you now. 
  Their breach has been sealed at least for the time 
  being.  
  If the characters need to pull back read the following: 
  You pull back, causing a new defensive line to tighten 
  up making the gnomes’ numbers count more. But 
  many of the wounded have been left behind. Many of 
  the enemy can still be seen, yet they too must have 
  had enough for now as they begin to break off contact 
  and are pulling back toward the forest. Fewer enemy 
  missiles are falling around you now. The breach has 
  been stopped at least for the time being. 
  Development: While the characters fight here, the left 
  flank and rear guard are turned, resulting in the 
  characters needing to help fight off an attack from the 
  rear. Few gnomes from the left flank and rear guard 
  remain. 
  You recognize a familiar gnome voice from behind 
  you. “Thank Garl I found you. Quick, an enemy force 
  has turned our left flank and is now pushing what’s 
  left of the rear guard this way. I haven’t any reserves 
  left,” gasps Meldreeb. 
  There should be no hesitation in the characters if they are 
  true heroes. Following Meldreeb to the rear, the 
  characters soon run into another chaotic battle. There are 
  few gnomes left, but they are giving ground stubbornly 
  to a superior enemy force.  The enemy too has taken 
  heavy losses, as their numbers are not too great. 
  This combat takes place on ground very similar to the 
  rolling wooded terrain they just left, with a few rent 
  entrances here and there, (all closed). 
  The contingent facing off against the characters is as 
  follows: 
  APL 6 (EL 8) 
  �Ettin: hp 65; see Monster Manual.  
  �Ogres (3): hp 29 each; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Ogre 4th level Barbarian: hp 79; see Monster Manual.  
  �Ettins (3): hp 65 each; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Stone Giants (3): hp 119 each; see Monster Manual. 
  �Ogre 4th level Barbarians (2): hp 79 each; see 
  Monster Manual.  
   
  APL 12 (EL 8) 
  �Ogre Berserkers (2): hp 118 each; see Appendix One.  
  �Stone Giants (3): hp 119 each; see Monster Manual. 
   
  During the combat at some point have the characters 
  make a Spot check (DC 18). If any are successful they 
  notice Meldreeb’s fighting style to be that of a rogue. He 
  manages to sneak attack a number of opponents with 
  great skill. In addition he springs out of the way of many 
  return blows.  
  If the characters win their combat they witness the 
  remaining enemy forces pulling back out of sight. 
  If the characters have to pull back, they find a newly 
  created defensive line behind them on a favorable 
  sloping ground, and the enemy stops their advance and 
  pulls back out of range of the gnome crossbows. Now 
  Sheernobb is totally surrounded. 
  Meldreeb approaches you, “Without your help I’m 
  not sure what would have happened. Once again you 
  guys save the day, or should I say morning.” 
  Treasure: 
  Defeat the giants attacking from the rear and take their 
  equipment. 
   
  APL 6: L: 8 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 10 gp; C: 0 gp; M: +1 greatclub (192 gp per 
  character); +1 hide armor (97 gp per character); ring of 
  protection +1 (167 gp per character). 
   
  APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring). 
  
  Decision at Sheernobb 
   
  Page 12 
   
  APL 12: L: 6 gp; C: 0 gp; M: +1 greataxe (2) (193 gp 
  per character/per axe); +1 chain shirt (2) (104 gp per 
  character/per shirt); cloak of resistance +1 (2) (83 gp per 
  character/per cloak). 
   
  Encounter Four 
  The sounds of intermittent fighting last until the pale 
  gray of dawn begins to fill the village. All those 
  around you look exhausted. The ever present 
  Meldreeb finds you, “You have been asked to attend a 
  meeting. I think it will decide what happens next. 
  Come on.” 
  DM note: There has been no time to rest and renew 
  spells. 
  Meldreeb leads you back to the Moot Hall. There are 
  many wounded about being tended by only a couple 
  of gnome clerics. Inside the Moot Hall is more of the 
  same. More wounded, but only one cleric. 
  If Glennddarc survived the strike team against him, he is 
  in charge of the meeting. If he did not survive the strike 
  team the meeting is lead by Mumbleflash, one of the 
  village elders. Also in attendance are a few junior gnome 
  commanders. It looks like they are waiting on the 
  characters. Mumbleflash is present as well, even if 
  Glennddarc is leading the meeting. 
  Glennddarc (or Mumbleflash) looks you over. “Glad 
  you are still with us. Here is what we know. The 
  enemy forces have pulled back, but they likely now 
  surround the village. Their numbers are larger than 
  we ever expected. And, they have fought with a 
  coordination we find curious. 
  Continue with one of the two options below based upon 
  previous character actions. 
  • 
  If the characters went to fight on the north flank 
  (Encounter Three A) add the following: 
  “The north flank held thanks to our friends. The 
  breach up front was stopped, but at great cost. And, 
  the south flank held well. The enemy has not 
  retreated. It appears they are trying to surround the 
  village and are regrouping. It is even possible they are 
  receiving 
  reinforcements. 
  I’m 
  sorry 
  to 
  say 
  Commander Keenbolt has not been seen nor heard 
  from since early in the battle when he went to help 
  out the south flank.” 
  • 
  If the characters went to help close the breach 
  (Encounter Three B) add the following: 
  “The breach up front was stopped thanks to our 
  friends. The north flank was turned and the rearguard 
  nearly overrun. Once again we owe our thanks to our 
  friends for helping to prevent total disaster to the 
  rear. And, the south flank held well. The enemy has 
  not retreated. It appears they have surround the 
  village and are regrouping. It is even possible they are 
  receiving 
  reinforcements. 
  I’m 
  sorry 
  to 
  say 
  Commander Keenbolt has not been seen nor heard 
  from since early in the battle when he went to help 
  out the south flank.” 
  If the characters wish to go search for Keenbolt, 
  Glennddarc (or Mumbleflash) asks them to do so quickly 
  and return with news of what they find. Skip to “The 
  Slain Site.” If they do not offer to search for Commander 
  Keenbolt, skip to Encounter Five. 
  The Slain Site 
  A quick search along the south flank, Search (DC 15), 
  finds those last known to be with Keenbolt all slain near 
  a spot not far within the southern defenses. It appears 
  this particular area saw some heavy combat. Pieces of torn 
  gnome bodies are everywhere.  Here are some clues that 
  the characters might discover: 
  • 
  A Search check (DC 10) reveals the bodies of Jebedar 
  the Cleric and several Gnome-at-Arms. A Heal check 
  (DC 18) reveals the cleric was killed by some cold 
  spell, not by a weapon. The other two gnomes were 
  killed with a precise slash to the throat, although 
  they sport other much less lethal wounds.  All the 
  wounds were delivered by a very large slashing 
  weapon. 
  • 
  A Search check (DC 20) reveals torn, bloody pieces 
  that are identifiable as the remains of Commander 
  Keenbolt himself.  There is not enough of the gnome 
  left to raise dead, and if the characters use other 
  means to try to resurrect Keenbolt, his soul is either 
  unwilling or unable to return.  Someone took great 
  pains to eradicate the famed Commander of 
  Sheernobb. 
  • 
  A Survival check (DC 15) reveals sparse tracks of the 
  enemies.  Only an occasional giantish boot-print is 
  found, as though the giants didn’t touch the ground 
  very often.  With a successful Knowledge (nature) 
  check (DC 15) or a Wisdom check (DC 15), the 
  character realizes that the gnomes’ opponents were 
  probably flying very close to the ground. 
  • 
  If the characters have some means to communicate 
  with any of the dead gnomes (except Keenbolt, who 
  cannot be contacted in any way), the gnomes 
  remember being attacked by a group of ogre mages. 
  
  Decision at Sheernobb 
   
  Page 13 
  They were surprised by the giants because they 
  attacked quickly from within the defensive line 
  during an intense part of the battle. The gnome 
  cleric died first from a cone of cold.  The two gnome-
  at-arms fought bravely, but were overcome by a sleep 
  spell.  While sleeping, the ogre mages slit their 
  throats. None can recall seeing Keenbolt’s death. 
  They all remember him still fighting. 
   
  Encounter Five 
  Have the characters return to the Moot Hall and report 
  what they learned of Keenbolt if they searched the Slain 
  Site. The other gnomes are visibly shaken by the news.  
  After 
  a 
  moment 
  of 
  silence, 
  Glennddarc 
  (or 
  Mumbleflash) declares, “It is now time to think about 
  evacuating the village and move the survivors into the 
  protection of the Greenway Valley. There is one 
  possible way for most of the villagers to sneak out 
  past the surrounding enemy. Keenbolt himself 
  insisted on it just in case. There is a small unassuming 
  rent just to the southwest of the Moot Hall. Inside is 
  a well-concealed entrance into an escape tunnel, 
  which leads to a hidden spot west of the village. 
  APL 6 & 8 
  Our scouts report the enemy has pulled back even 
  further, but they still surround us here. It will take 
  time to gather the villagers and prepare for their 
  escape. We may just have a day or so before the 
  enemy attempts another full scale assault.” 
  The party may rest somewhat peacefully. There are small 
  probing missions by the giant forces but nothing major 
  during the night. 
  APL 10 & 12 
  Our scouts report the enemy has pulled back for the 
  moment, but they still surround us here. It will take 
  time to gather the villagers and prepare for their 
  escape. We may just have a few hours or so before the 
  enemy attempts another full scale assault.” 
  No rest for a APL 10 and 12 party. They must push on to 
  try and save Sheernoob and it’s population. 
  ALL APL’s 
  Swifttoe, the ranking gnome commander adds, “I 
  intend to do what Keenbolt himself would have done. 
  I will remain behind to hold the defenses as long as 
  possible to allow the non-combatants to sneak away to 
  safety.” Several of the other armed gnomes present 
  shout out their will to stay behind as well. 
  Meldreeb barks out, “And I intend to track down 
  Keenbolt’s killers.” A few gnome scouts shout out 
  their will to go with Meldreeb. 
  Glennddarc (or Mumbleflash) breaks into the 
  shouting, “This is all very brave, but we will need an 
  escort for the refugees.  Commander Brimblesock, 
  you will lead the refugees.  You may encounter 
  resistance outside the escape passage; we don’t know 
  where the giant forces are.” 
  Glennddarc (or Mumbleflash) then turns to you and 
  asks, “And what of our good friends? We dare not ask 
  more than you have already given. Your sacrifices 
  have bought us invaluable time. There is no need for 
  you to die on this ground. You could yet make an 
  escape and swing north away from the invaders on 
  your own. What will you do now?” 
  The characters have really four choices here: help defend 
  Sheernobb to give the refugees more time to escape (go 
  to Encounter Six), attempt to track down Keenbolt’s 
  killers (go to Encounter Seven), escort the refugees to the 
  Greenway Valley (go to Encounter Eight), or escape the 
  village and head north back to the viscounty on their 
  own (go to Encounter Nine). 
  For Glennddarc’s (or Mumbleflash’s) part, he announces 
  his intent is to remain in Sheernobb, entrusting the 
  escaping refugees to the leadership of the best of the 
  remaining 
  gnome 
  commanders, 
  Commander 
  Brimblesock.  No argument will convince Glennddarc to 
  leave Sheernobb. 
  There are only a couple of minor probing enemy attacks 
  during the rest of the day and the following evening. This 
  has provided valuable time to assemble the villagers and 
  start them on their way. 
  DM note: Extra healing is available if the characters need 
  it. One raise dead, one reincarnation, one cure critical 
  wounds, two cure serious wounds, three cure moderate 
  wounds, and four cure light wounds can be provided at 
  standard cost by surviving gnome clerics.  Each of these 
  spells is cast by a 9
  th level caster. Characters must pay to 
  receive this healing. 
   
  Encounter Six 
  Staying to defend Sheernobb long enough for the 
  refugees to get safely away should appear to be nothing 
  less than a suicide mission. Scouts have been coming in 
  with reports all morning about the enemy regrouping on 
  all sides. Enemy missile fire, both arrow and stone, 
  resumes in full force. Meanwhile, in small groups, those 
  
  Decision at Sheernobb 
   
  Page 14 
  who are to flee have been going into the rent with the 
  escape tunnel entrance. 
  Glennddarc (or Mumbleflash) approaches the characters: 
  “Once we get word that the refugees are away to the 
  west, I shall give the order to have the tunnel 
  collapsed. In that way the enemy may not learn so 
  quickly that some have escaped.” 
  He looks up at the sparse clouds passing overhead lit 
  by the morning sun, “On this ground and on this day 
  it will not be so bad to die.”  
  At that moment an orc arrow strikes a tree next to 
  him. “Though, I could be wrong. I still have a few 
  tricks up my sleeve,” he says with a wink aimed in 
  your direction. 
  Swifttoe, the last ranking Gnome-at-Arms officer, shouts 
  up the same tree for a scout to come down and report. 
  The Scout drops a rope and quickly slides down as an 
  occasional arrow streaks past him. He reports the enemy 
  is now on the move in all directions with the heaviest 
  numbers still on the east and south. Among them are 
  more heavily armored orcs with shields. 
  “That must be their miners prepared to fight in the 
  warrens,” replies Swifttoe. He raises his voice so all 
  those still left around him can hear. “We must hold 
  the inner perimeter for 15 minutes against the first 
  assault before retreating into the Moot Hall. Wait for 
  the command. Now, go to your positions.” 
  Glennddarc (or Mumbleflash) cautions, “That may be 
  too long.” 
  “You two come with me,” commands Glennddarc at 
  two nearby Gnome-at-Arms. “We will prepare the 
  Moot Hall for uninvited guests.” 
  The conversation ends with the rise of guttural battle 
  cries from all around the village. Swifttoe runs off to the 
  east, but not before asking the characters if they wouldn’t 
  mind keeping the area in front of the Moot Hall clear of 
  the enemy for the next 15 minutes or so.  After a few 
  nervous minutes, a large group appears to challenge the 
  characters. This group is spread out, and approaches from 
  the north up a gentle slope. 
  The area in front of the Moot Hall is relatively clear as the 
  dirt road from the west passes directly in front of the Hall 
  widening into a fifty foot clearing before continuing on 
  to the east and into more of the sloping ground making 
  up the village. Across the clearing to the north is 
  scattered underbrush and trees. The Hall itself is set into 
  a large wooded hillside. 
   
  APL 6 (EL 8) 
  �Ogres (2): hp 29 each; see Monster Manual.  
  �Wolves (6): hp 15 each; see Monster Manual. 
  �Orcs (12): hp 6 each; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Ogres (4): hp 29 each; see Monster Manual.  
  �Dire Wolves (6): hp 45 each; see Monster Manual. 
  �Orcs (12): hp 6 each; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Ogre 4th Level Barbarian (2): hp 79 each; see 
  Monster Manual.  
  �Trolls (4): hp 63 each; see Monster Manual. 
  �Ogres (9): hp 30 each; see Monster Manual. 
   
  APL 12 (EL 14) 
  �Troll Hunter: hp 130; see Monster Manual. This troll 
  has just cast his two ranger spells for the day, so they are 
  active when he enters combat.  They are longstrider and 
  resist energy (fire). 
  �Hill Giants (4): hp 102 each; see Monster Manual. 
  �Trolls (4): hp 63 each; see Monster Manual. 
  �Ogres (9): hp 29 each; see Monster Manual.  
   
  Tactics: These foes try to swamp the characters with their 
  sheer numbers.  
  Treasure: 
  Defeat the giant horde and take their equipment. 
   
  APL 6: L: 101 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 102 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring). 
   
  APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per 
  character); +1 chain shirt (104 gp per character). 
  While you finish off the last of the enemy on the 
  road, you can’t help but be aware of the large number 
  of enemy forces closing in all around you. To your 
  right, Swifttoe races onto the road with nearly a 
  dozen other gnome fighters. Two gnomes disappear 
  as a boulder slams into them from their right. Orcs, 
  orges, some wolves, and a giant burst onto the road 
  behind them. Other gnomes from different directions 
  rush past you into the Moot Hall.  
  Just as it appears Swifttoe and his last companions are 
  about to be overrun before they can reach your 
  position, a large shadow passes over the approaching 
  combatants’ pathway. The trees overhead make it too 
  
  Decision at Sheernobb 
   
  Page 15 
  difficult to see what that was, but it must have been 
  immense. 
  Allow the characters to think what they will about the 
  shadow. (It was a dragon roused by the conflicts in the 
  Gnarley. It was only curious at the activity in the area. 
  Feeling neither threatened by the battle below nor 
  hungry, it has flown off back to its lair.) However, the 
  impact on the approaching groups is quick. The orcs 
  panic and begin to dart about in all directions. The wolves 
  slink away into the brush. The ogres chase after the orcs 
  and the giant just stands there looking around. 
  Meanwhile Swifttoe and his companions are pumping 
  their legs for all they are worth in the direction of the 
  characters. Seconds later additional enemy numbers 
  renew their pursuit of the gnomes, and more can be 
  heard and seen closing in from nearly all directions. 
  Swifttoe shouts at the characters, “Into the Moot Hall, 
  NOW, FAST!” 
  Impress upon the characters, that to stand here and 
  continue to fight is hopeless. The surrounding enemy 
  forces are too many and closing fast. The Moot Hall 
  offers the only alternative. 
  Once all are inside, Swifttoe closes the door and begins to 
  set in the crossbar timbers, locking the door from the 
  inside. As he goes about this task, the sound of missiles 
  striking the door from the other side can be heard. No 
  sooner is the last cross-timber ready to set into place than 
  the door shudders with a loud bang. Glennddarc, calls for 
  the characters to come back further into the Moot Hall. 
  (The Hall has only one entrance from the dirt road as far 
  as the characters know. The stout wooden doorway leads 
  into a large hillside. The entrance hallway is not tall 
  enough for a normal human to stand erect, being only 
  five feet high. Along its wood paneled walls are three 
  doors on the right and one of the left. From the small 
  vertical openings in the wooden walls near each right 
  hand doorway are a couple of gnomes pulling out thick 
  wooden panels. Eighty feet down the hallway is a large 
  opening on the left side into the large meeting hall itself. 
  This is the north end of the meeting hall and is eighty 
  feet long. A wooden railing extends twenty feet ahead 
  separating the hallway from the upper tier of this end of 
  the hall. Looking past the railing into the one hundred-
  foot long hall shows the main floor to be several wide 
  steps down. Three tiers of five-foot wide steps, each 
  having benches on which to sit, surround the sunken 
  hall. This makes the open lower main floor about 50 x 70. 
  The ceiling height of the main floor easily allows humans 
  and even half-orcs to walk erect. The woodwork within 
  the hall is impressive, from the intricately carved beams, 
  supports and posts to the benches and floor. The east side 
  of the hall also has three tiers, but on the top tier’s center 
  is a long table with chairs behind.) 
  “Quickly, we have little time. Swifttoe will see to it 
  that three more defensive portals along the front 
  hallway are sealed. Please look around you at the 
  walls. Do you see the four open panels?” 
  There are four panels open, one on each wall. Two already 
  have their stout defensive iron bound replacements in 
  place. They appear to have enough room for several 
  defenders to fire missile weapons into the Moot Hall 
  through waist high murder holes. The positioning of the 
  defensive panels allows for crossing fields of fire. 
  Glennddarc continues, “Behind each panel is an 
  escape tunnel which winds around the Hall to join up 
  with the one behind the main table on the top tier. 
  Please, take the one behind the table, as your size will 
  make it difficult for you to manage the other three 
  tunnels. Where they all join, the passage becomes a 
  little larger where it descends deeper into the hill.” 
  At this point Swifttoe comes out of the front hallway and 
  directs the few gnomes with him to take the defensive 
  panel opposite the one the characters are to man. The 
  pounding coming from the front door becomes muted 
  behind the closure. Soon, the sound of the outer door 
  splintering is shortly followed by a slightly louder 
  pounding noise. 
  “Quickly, take your positions behind the panels,” 
  directs Swifttoe. “Those behind the panel furthest 
  from the hallway fire first to draw them in, then the 
  panel opposite the platform with me fires on the 
  second volley from the first group, then the panel 
  from behind the main table fires on the second volley 
  from the group opposite you, and finally the panel 
  closest to the hallway fires on the second volley from 
  the panel behind the platform. The panel opposite the 
  platform seals up first to escape through the tunnels, 
  then the one near the hallway, then the one opposite 
  the hallway, and last the one behind the platform. Go, 
  quickly and prepare. They will be amongst us 
  shortly.” 
  Glennddarc 
  (or 
  Mumbleflash) 
  accompanies 
  the 
  characters to the panel behind the main table. Inside 
  Glennddarc shows the characters how to close and bar 
  the defensive panel and open the murder holes. There is 
  just enough room inside for three characters to shoot or 
  cast spells. For larger than gnome sized characters, the 
  murder holes are waist high, making a kneeling position 
  the only way to use them. (Remember that characters 
  gain the effects of cover behind the panel: +4 to AC and 
  +2 to Reflex saves. Also, they receive +10 to Hide checks.) 
  
  Decision at Sheernobb 
   
  Page 16 
  All APLs  
  �Orcs (hundreds): hp 7 each; see Monster Manual.  
  These orcs all wear splint mail and carry heavy wooden 
  shields, raising their AC to 18.  Rather than usual orcish 
  armament, these orcs carry spears, short swords, and 
  crossbows. 
   
  Combat here basically goes like this: 
  First round: after the enemy enters the Hall, the far 
  panel fires a volley. The orcs rush into the Hall and 
  attempt to spot targets on the far wall and fire crossbows. 
  Second round: the far panel fires a volley and the panel 
  opposite the characters fires a volley. The orcs raise 
  shields and rush the far wall as they take fire from their 
  right flank as even more orcs enter the Hall. 
  Third round: the first two panels fire a volley and the 
  characters should now be firing or taking their action if 
  they chose to follow instructions. The orcs have formed 
  two fronts as their numbers increase and attempt to 
  engage the first panel with spears while rushing the right 
  flank. They now take fire from or suffer from the 
  characters’ actions. 
  Fourth round: the first three panels fire a volley and the 
  panel nearest the entry hall fires a volley. The orcs now 
  have formed a three-sided formation, attempting to 
  engage the first two panels and rushing the characters’ 
  position. They now take fire from their rear. New groups 
  of orcs enter the Hall with small battering rams. 
  Fifth round: those behind the panel opposite the 
  characters seal up and start down the escape tunnel. The 
  other three panels fire or engage at close range through 
  the murder holes. The orcs now form a square engaging 
  all four panels. Battering rams are in position against the 
  panel nearest the entryway and the panel opposite the 
  characters. 
  Sixth round: those behind the panel nearest the entry 
  hall seal up and start down the escape tunnel. The other 
  two remaining groups fire or take actions. The orcs now 
  begin to batter the characters’ panel along with the other 
  two and are trying to get a fourth battering ram across to 
  the far panel. 
  Seventh round: those behind the panel opposite the 
  entry hall seal up and start down the escape tunnel. The 
  characters now take their action. The orcs nearly have the 
  panel opposite the characters splintered unless the 
  characters have taken any action to slow them down. 
  Eighth round: the characters seal up and join the others 
  down the escape tunnel. The orcs break through the 
  panel opposite the characters. 
  Development: Providing the characters are able to get 
  away down the escape tunnel and join the others, they 
  will find themselves descending deeper underground 
  into the hill itself. The tunnel behind them is collapsed. 
  Those larger than a gnome will have to crouch as they 
  wind their way following the gnomes through the 
  underground passageway. Here and there the tunnels 
  appear natural, while in some stretches they have been 
  improved. After what seems like a couple of hours travel, 
  some of the gnomes in front breakthrough a shallow wall 
  of earth and stone into daylight. They are just past an 
  enemy encampment to the south of the village. After a 
  short skirmish with a few camp guards, they rapidly 
  make their way for the Greenway Valley in hopes of 
  meeting up with the refugees. Go to the Conclusion. 
   
  Encounter Seven 
  Meldreeb’s plan is to first leave the village with those 
  fleeing to the Greenway Valley. Once out of the escape 
  tunnel beyond the village to the west he plans to strike 
  out to the south away from the refugees and then swing 
  back to the east to attempt to pick up the trail of the 
  assassins south of the enemy besieging the village. He 
  tells the characters to meet him in front of the Moot Hall 
  in a few minutes. 
  Glennddarc (or Mumbleflash) approaches the characters: 
  “Once we get word that your party and the refugees 
  are away to the west, I shall give the order to have the 
  tunnel collapsed. In that way the enemy may not 
  learn so quickly that some have escaped.” 
  He looks up at the sparse clouds passing overhead lit 
  by the morning sun, “On this ground and on this day 
  it will not be so bad to die.” 
  At that moment an orc arrow strikes a tree next to 
  him. “Though, I could be wrong. I still have a few 
  tricks up my sleeve,” he says with a wink aimed in 
  your direction. 
  “Ah, here comes Meldreeb now.” 
  Meldreeb approaches the characters along with five 
  gnome scouts in muted brown leathers. Meldreeb is 
  outfitted nearly the same as his companions. 
  “Well, are we ready to go play hide and seek – 
  revenge?” Meldreeb wears an intense look on his face 
  you have never seen before. 
  Glennddarc (or Mubleflash) turns to the now 
  enlarged group, “Time to go. The last of the villagers 
  
  Decision at Sheernobb 
   
  Page 17 
  to leave have entered the rent behind you. Good 
  hunting.” 
  Allow the characters to role-play their goodbyes as they 
  wish. No powers of persuasion can convince Glennddarc 
  (or Mumbleflash) to leave Sheernobb. 
  Following the refugees down the escape tunnel takes 
  some time for those larger than gnomes. Crouching is 
  necessary to make it through the passageway. Two of the 
  gnome scouts go last. After they pass through the 
  entranceway into the escape tunnel from the back of the 
  rent, they pull out hammers left on either side of the 
  tunnel and pound out wedges. Once the wedges pop out 
  the tunnel behind them collapses sealing off any possible 
  pursuit, or turning back. 
  By the time the characters emerge back into daylight to 
  the west of Sheernobb, the sounds of battle can easily be 
  heard. Fortunately, no enemy is in sight. The refugees 
  and their escort make haste to the west, toward the 
  Greenway Valley. 
  Meldreeb calls for his small force to gather around. 
  “First, we travel south for a little less than a hour and 
  then turn east and enter the forest south of the 
  attackers. We must be watchful not to run into any of 
  their patrols. We need our passing to go unnoticed if 
  we are to succeed. It is my guess the assassins are 
  likely making their way back to the hill fortress in the 
  forest. Their talents are not needed for the grunt 
  work of battering down the village. If we are lucky 
  they are in no hurry and expect no pursuit.”  
  He looks at you, “You are the only ones left who 
  fought a group such as this and can tell if we come 
  across the right ones. Your help is greatly 
  appreciated.”  
  Allow the characters to interact with Meldreeb and make 
  any adjustments to the plan that seem reasonable. If the 
  characters argue that flying ogre mages will be 
  impossible to track, Meldreeb suspects that the ogre 
  mages will probably keep very close to the ground to 
  avoid notice by the gnomes of Sheernobb. They may 
  knock the occasional leaf or snag the occasional branch as 
  they move. 
   
  If any of the characters ask Meldreeb why he is 
  doing this he will look at the character(s) with the most 
  serious and intense expression they have ever seen and 
  say: 
  “Commander Keenbolt has left a widow and young 
  ones behind, and his widow is my daughter and his 
  young ones my . . . I cannot face them without doing 
  everything I can. Do you understand?”  
  The gnome the characters once knew as happy-go-lucky 
  and overly chatty now sets a swift and silent pace in 
  pursuit of his quarry. Not long after entering the forest a 
  scout sent ahead, (or a character who volunteered to take 
  point and discovers a patrol ahead in the woods heading 
  their way), stops the group. A small patrol of six orcs, an 
  ogre and a wolf are approaching in this direction. The 
  group can make any decision they wish. They can hide in 
  the hopes the patrol does not see them, circle around 
  them, or take them out and leave no witnesses.  As this 
  attack poses no real challenge for even an APL 6 party, no 
  combat experience is awarded for this fight. 
  All APLs (EL 0) 
  �Ogre: hp 29; see Monster Manual.  
  �Wolf: hp 15; see Monster Manual.  
  �Orcs (6): hp 5 each; see Monster Manual.  
   
  Treasure: 
  Defeat the scouting party and take their equipment. 
   
  All APLs: L: 51 gp; C: 0 gp; M: 0 gp. 
   
  After dealing with the patrol, the group continues on 
  through the forest for nearly two hours before coming 
  across a well-used trail. From the looks of things this trail 
  has been used by some of the forces now attacking the 
  village and very possibly leads back to the hill fortress 
  deeper in the forest. It is now mid-day. On a Survival 
  check (DC 20) tracks similar to those left at Keenbolt’s 
  murder site are discovered. The tracks appear to be the 
  most recent and head away from the village.  The ogre 
  mages didn’t think anyone was left in the village to 
  follow them, and so they aren’t worried about leaving 
  tracks.  In fact, they’re walking.  Luck is with the 
  characters. 
  Following the trail is easy. Clearly, the ogre mage 
  assassins haven’t thought they might be tracked, and 
  are walking on foot.  The trail winds its way through 
  the forest and the signs of the assassins continue to be 
  the most recent along the way. Crossing one small 
  creek proves a little nervous, but the signs of the 
  assassins did appear again on the other side. The day 
  passes on into twilight. Meldreeb would like to press 
  on, but admits resting now might be for the best.  
  Have the group set their watches for the night. They will 
  notice a glow in the sky to their northwest in the 
  direction of Sheernobb. Sheernobb has fallen and is 
  burning. The evening passes without incident, but feel 
  free to make things tense if time permits – just no actual 
  encounters of a non-mundane nature. 
  
  Decision at Sheernobb 
   
  Page 18 
  The morning dawns clear with the faint smell of 
  smoke in the air coming from the direction of the 
  village.  
  A couple of hours’ travel continues to show the assassins 
  are still ahead of them. On a Survival check (DC 25) the 
  characters discover signs of a cold camp made by the 
  assassins.  
  Ahead, the sound of flowing water can be heard 
  signaling another stream. 
  The group may approach the stream any way they wish. 
  What they discover is that the tracks lead into the stream, 
  but not out of it on the other side.  
  The Assassins’ Tale 
  After ambushing Keenbolt and his forces, the assassins 
  stayed through the following night in one of the giant 
  encampments outside the village and left camp the next 
  morning about the same time the characters entered the 
  escape tunnel. Their pace has been leisurely and 
  unhurried, having completed their mission to kill 
  Keenbolt. However, one of their number felt they were 
  becoming too lax and should take more precautions. So, 
  they used this stream as a means to check out if they had 
  any unwanted company. The ogre mages walked out into 
  the water, flew directly up, and have hidden themselves, 
  invisible, in the forest behind the characters. These 
  cunning assassins intend to stalk the characters for a 
  while and, if necessary, kill them later. 
  The characters need to make three successful Survival 
  checks (DC 25) to discover the assassins have doubled 
  back on them and are now behind them. Of course, they 
  could possibly figure this out on their own without 
  making these checks. However, the assassins are now 
  following the characters and remaining out of sight. Use 
  of opposing Hide and Spot/Move Silently and Listen 
  rolls become necessary if the characters attempt to back 
  track behind them. Remember that invisible characters 
  have +20 to Hide checks if they are moving, and +40 to 
  Hide checks if they are standing still. It is now time for a 
  cat and mouse game. Opposing skill checks need to be 
  used as each group stalks the other and tries to jockey for 
  position. Give the assassins a slight edge unless the 
  characters made their three Survival rolls earlier. Give the 
  assassins a clear advantage if the characters continue on 
  the trail across the steam anyway toward the hill fortress, 
  unless the characters are using this as a ruse to flush out 
  the assassins. 
  This entire situation depends on the actions of the 
  characters. You could even allow the assassins the luck of 
  picking off one or more of the gnome scouts, if this will 
  put a scare into the characters. Feel free to describe the 
  forest setting as time allows. The forest here spreads 
  across uneven ground with rock outcroppings here and 
  there. This all culminates in either the two groups 
  discovering each other or one or the other attacking first. 
  Combat occurs in the forest either on or off the trail 
  depending on the situation. 
  All APLs 
  Ogre Mages (2): hp 37 each; see Monster Manual. 
  Meldreeb: male gnome Rog7/Wiz(Ill)2; hp 58; see 
  Appendix One. 
  Gnome Scouts (5): male gnome Rog3; hp 20 each; see 
  Appendix One. 
   
  Setup: Meldreeb and his scouts will face off against these 
  two ogre mages, leaving the rest of the assassin group 
  (depending upon APL, below) to deal with the characters 
  directly.  You don’t need to fight out this “side combat” 
  roll by roll; just describe Meldreeb and his scouts in 
  pitched battle.  As long as the characters win their fight, 
  Meldreeb and his scouts win theirs. 
   
  APL 6 (EL 8) 
  �Ogre Mage: hp 37; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Ogre Mages (2): hp 37 each; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Ogre Mages (4): hp 37 each; see Monster Manual. 
   
  APL 12 (EL 14) 
  �Ogre Mage Assassins (4): male ogre mage Rog4; hp 85 
  each; see Appendix One. 
   
  Tactics: 
  These 
  assassins 
  prefer 
  confusion 
  and 
  misdirection to straight-up combat. They often become 
  invisible and retreat, only to strike again from an 
  unexpected direction.  They also use their darkness 
  ability (which they can use while invisible) to split up the 
  party as best they can.  
   
  Treasure:  
  Defeat the ogre mages and take their equipment. 
   
  APL 6: L: 38 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 50 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 75 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 25 gp; C: 0 gp; M: +1 greatsword (4) (196 
  gp per character/per sword); +1 chain shirt (4) (104 gp 
  per character/per shirt); cloak of resistance +1 (4) (83 gp 
  per character/per cloak). 
   
  A search of the fallen assassins turns up three items of 
  interest. First is a note detailing the contract to kill 
  Keenbolt during the battle at Sheernobb including his 
  
  Decision at Sheernobb 
   
  Page 19 
  description and a rough layout of the village itself. The 
  note is unsigned, but the reward is listed as 3,000 gp plus 
  an undisclosed item previously agreed upon. Second, the 
  coins in their sacks come from Dyvers, Verbobonc, 
  Furyondy, and Hardby. Lastly, there is a crude map of the 
  region with unknown markings next to each hamlet, 
  village, town, crossroads, and bridge appearing on the 
  map. (These are all references written by one of the 
  assassins, which only he knows. And if spoken to after 
  death, he will not care to reveal their meaning.) If the 
  map is closely examined by dusting it with powder, slight 
  indentations can be made out showing lines drawn from 
  the Gnarley into the Greenway Valley, into the southern 
  Viscounty as far as Fort Wilfrick and across the Gnarley 
  near Twilight Falls.  This cryptic map identifies the 
  targets of the Divide and Conquer Interactive at Stuffed 
  COWS 2003. 
  Development: If the characters eliminate this second 
  group of assassins, they have deprived the enemy of over 
  half their spies in the region of Verbobonc and the 
  Gnarley. Also, Meldreeb insists upon heading with all 
  speed to the Greenway Valley in order to catch up with 
  the survivors of Sheernobb. On this return trip the group 
  encounters two more enemy patrols, one nearly half way 
  between the Gnarley Forest and the Greenway Valley. 
  Neither group poses a challenge to a skilled and careful 
  party. Go next to the Conclusion. 
   
  Encounter Eight 
  Glennddarc (or Mumbleflash) thanks the characters for 
  offering to escort the refugees to the Greenway Valley. 
  He now provides instructions on the morning after a 
  tense day and night of preparation and waiting. 
  “I must admit, I feel better knowing that our villagers 
  have the best escort guards I have left to spare 
  between yourselves and Commander Brimblesock.” 
  Scouts begin coming in with reports about the enemy 
  regrouping on all sides. Enemy missile fire, both arrow 
  and stone, resumes. Meanwhile, in small groups, those 
  who are to flee have been going into the rent with the 
  escape tunnel entrance under the direction of 
  Brimblesock. The commander has seen to it those 
  gnome-at-arms and scouts going along as escorts are sent 
  into the rent one at a time with different groups of 
  villagers. 
  Glennddarc (or Mumbleflash) continues: 
  “Once we get word that the refugees are away to the 
  west, I shall give the order to have the tunnel 
  collapsed. In that way the enemy may not learn so 
  quickly that some have escaped. It is important that 
  you strike hard to the west. Try not to have any 
  enemy see the refugees and live to tell of it.” 
  He looks up at the sparse clouds passing overhead lit 
  by the morning sun, “On this ground and on this day 
  it will not be so bad to die.” 
  At that moment an orc arrow strikes a tree next to 
  him. “Though, I could be wrong. I still have a few 
  tricks up my sleeve,” he says with a wink aimed in 
  your direction. 
  Brimblesock approaches, “Glennddarc, it is time we 
  were away. One of my scouts returned to let us know 
  the villagers are well screened from the enemy on the 
  west after leaving the tunnel. It seems all their 
  attention is focused on their final assault. But, we 
  dare not count on our luck too long. I hope to see you 
  again soon.” 
   He clasps arms with Glennddarc, looks your way, and 
  says “We need to leave. I’ll be your guide.” 
  Ducking into the rent is bad enough for those taller than 
  a gnome, but having to crouch through the long escape 
  tunnel makes it difficult to stand erect once on the 
  outside again. The refugees are all hidden amongst the 
  heavy undergrowth of a ravine completely screened from 
  the direction of the village. A few gnome scouts can be 
  seen watching in that direction as the sounds of the 
  assault reaches into the ravine. 
  A 
  gnome-at-arms 
  approaches 
  Commander 
  Brimblesock and yourselves, “Commander, we have 
  some of the stronger adults taking turns carrying the 
  little ones, but even at that we cannot make much 
  speed and keep together. Everyone who can use a 
  crossbow has been issued one and a case of bolts. We 
  have sent out scouts ahead and await your command.” 
  “Let us move,” orders the Commander. Turning to 
  you, “I would consider it an honor if you would assist 
  the rear guard. At this point that would consist of 
  yourselves and the three scouts watching our backs 
  above us. The remainder of my gnomes will be spread 
  along the flanks of the column as well as a vanguard. 
  In this way we should be able to prevent stragglers 
  and mount a quick defense if necessary.” 
  Have the characters create a marching order showing 
  how they intend to follow the column of retreating 
  gnomes. 
  The retreat of the refugees from Sheernobb so far has 
  proceeded smoothly. The going is slower than you 
  expected. But the use of the terrain to screen the 
  movement of the gnomes toward the west does make 
  
  Decision at Sheernobb 
   
  Page 20 
  it difficult for such a large group to be noticed from a 
  distance. The sounds of the morning assault on 
  Sheernobb have faded into the sounds of the gnomes 
  trudging ahead and the normal sounds of the hill 
  country known as the Kron. 
  Ahead, the refugees cross the road that leads north 
  towards Homlet and south towards Celene. The road 
  west into the Greenway Valley lies to the north, but 
  Brimblesocks thinks it best to remain in the hill country 
  ahead for better cover. 
  Have any of the characters on the right (north) make a 
  Spot check (DC 15). Successful characters notice a very 
  large ogre patrol making way rapidly in their direction 
  from the northeast. They estimate its size to be over fifty. 
   Any character with Spot check over 20 also notices 
  another smaller patrol closing in from the north, 
  consisting of trolls. 
  Brimblesock can be heard shouting orders ahead, 
  while a scout rushes up to you, “The commander 
  requests that you skirt behind our position on the hill 
  in front just past the crest so as not to be seen by a 
  second group of the enemy coming at us from the 
  left. This should allow you to attack them from 
  seemingly out of nowhere. He wants you to keep that 
  group from attacking our left flank while we engage 
  the larger group.” 
  The sight in front of you is a strange one. 
  Brimblesock has the gnomes in a formation you have 
  never seen before with his warriors in line facing the 
  enemy and two lines of villagers in the grass in front 
  of the warriors with another line of villagers behind 
  in the grass above the warriors. But there is no time to 
  fully take it in as you run past the crest behind them 
  to get into position on the left flank. 
  No sooner do you round the slope to take up the left 
  flank on a grassy slope than you see a group of trolls 
  making straight for the position you just took up at an 
  all out run. This gives them only a moment’s pause 
  before they launch themselves at you. 
  Creatures: 
  APL 6 (EL 8) 
  �Trolls (3): hp 63 each; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Troll Ranger: hp 89; see Appendix One. 
  �Trolls (3): hp 63 each; see Monster Manual. 
  APL 10 (EL 12) 
  �Troll Hunter: hp 130; see Monster Manual. This troll 
  has just cast his two ranger spells for the day, so they are 
  active when he enters combat.  They are longstrider and 
  resist energy (fire). 
  Trolls (4): hp 63 each; see Monster Manual. 
   
  APL 12 (EL 14) 
  �Troll Hunters (3): hp 130 each; see Monster Manual. 
  These trolls have just cast their two ranger spells for the 
  day, so they are active when they enter combat.  They are 
  resist energy (acid) and resist energy (fire). 
   
  Tactics: These trolls fight fearlessly, and to the death. 
   
  Treasure: 
  Defeat the trolls and take their equipment. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 8 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per 
  character); +1 chain shirt (104 gp per character). 
   
  APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (3) (193 gp 
  per character/per axe); +1 chain shirt (3) (104 gp per 
  character/per shirt). 
  Development: By the time the characters are finished 
  with their combat, the larger one behind them is also 
  nearly finished. Some of the ogres can be seen running 
  off, while there are only a couple of minor combats being 
  handled by some gnome-at-arms and scouts. Many of the 
  enemy dead and wounded lay scattered over the hillside. 
  Most are in front of where the gnome line stood sporting 
  crossbow bolts. But, there are also a number of gnome 
  casualties: six dead and eighteen wounded. 
  A tired looking and bloody Brimblesock trudges over 
  to you, “We need to find a defensible location with 
  water. There are some rougher hills ahead that just 
  might work for us. But they can work for the enemy 
  as well. I don’t like that fact that they had such a 
  sizable force this far west. And, the fact that they 
  came at us from the north means they probably 
  control the road to the north as well. We can’t take 
  more encounters like this. If you wouldn’t mind 
  taking rear guard again, we need to get moving.” 
  If the characters want to find such a location, they can do 
  so in a couple of hours with a successful Survival roll (DC 
  15).  If the characters don’t find one, then within two 
  hours the advanced scouts locate a good defensible 
  camping site. The refugees set up for the night in a 
  protected notch between two hills where a small stream 
  passes. A picket line is established. Brimblesock asks the 
  characters to be part of the night watch. As darkness falls 
  a glow can be seen to the east. Sheernobb has fallen and is 
  burning. Morale in the camp is low. 
  
  Decision at Sheernobb 
   
  Page 21 
  On the last watch, a new glow can be seen. This time it is 
  to the west. Brimblesocks will approach any characters 
  on the third watch and tell them that must be a village he 
  knows of down this very stream toward the Greenway 
  Valley. He was hoping to find temporary refuge there 
  later today before moving into the valley. The gnome 
  commander always seemed to share Keenbolt’s confident 
  manner. He now looks at the characters with 
  bewilderment in his eyes as he asks for any suggestions. 
  Whatever suggestions the characters have which lead 
  them into the valley skirting the road to the north and 
  the village to the west keep them out of harm’s way. Keep 
  it tense however, with descriptions of coming upon an 
  empty campsite used by the enemy, passing through an 
  abandoned village, and a hillside with signs of a herd of 
  sheep having been slaughtered and carried off, leaving 
  behind the bodies of several shepherds. Some relief is felt 
  when coming upon a strong gnome defensive position. 
  Finally, the Greenway Valley spreads out before the 
  refugees. Go to the Conclusion. 
   
  Encounter Nine 
  If the characters decide to leave Sheernobb on their own, 
  Glennddarc (or Mumbleflash) suggests they take off to 
  the north, where the patrols are probably weakest.  As 
  long as the characters are at least a little bit careful, they 
  can avoid all giant patrols in the area and escape 
  Sheernobb’s fate.  The first night camping away from 
  Sheernobb, the characters can see an orange glow on the 
  horizon to the south.  Clearly, Sheernobb has fallen and is 
  now in flames.  Go to the Conclusion. 
   
  Conclusion 
  Sheernobb has fallen along with other gnome and mixed 
  communities to the east. In the Greenway Valley, the 
  Sheernobb refugees join even more refugees from other 
  eastern settlements with news of a much larger invasion 
  than anyone expected.  
  The characters are called to attend a meeting. Attending 
  the meeting are the gnome clan leaders of the Kron Hills 
  Alliance, and representatives from House Asbury, House 
  Delevue, House Milinous, the Mounted Borderers, the 
  Gnarley Rangers, Burne’s Badgers, several mixed race 
  communities of the Kron Hills, and two of the Gnarley 
  Elven Clans. This mixed group sits down to a council of 
  war! 
  The End 
  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 Two: 
   
  Defeat the ogre mage assassins 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
  Encounter Three:  
   
  Defeat the giants on the north flank -or- defend the 
  breach 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
  Encounter Six, Seven, -or- Eight:  
   
  Defeat the invading giants and orcs (Encounter Six), 
  ogre mage assassins (Encounter Seven), -or- the troll 
  support force (Encounter Eight) 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
  Story Awards 
   
  Good roleplaying 
   
   
  APL 6 
   
   
  120 XP 
   
   
  APL 8 
   
   
  150 XP 
   
   
  APL 10  
   
  180 XP 
   
   
  APL 12  
   
  210 XP 
   
   
  Combat heroism and skillful strategy 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
  Total Possible Experience 
   
  APL 6 
   
   
    900 XP 
   
  APL 8 
   
   
  1,125 XP 
   
  APL 10 
   
   
  1,350 XP 
   
  APL 12 
   
   
  1,575 XP 
   
  
  Decision at Sheernobb 
   
  Page 22 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  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 Two: 
  Defeat the ogre mage assassins and take their equipment. 
   
  APL 6: L: 8 gp; C: 0 gp; M: +1 greatsword (196 gp per 
  character). 
   
  APL 8: L: 16 gp; C: 0 gp; M: +1 greatsword (2) (196 gp 
  per character/per sword). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 greatsword (2) (196 gp 
  per character/per sword); +1 chain shirt (2) (104 gp per 
  character/per shirt); cloak of resistance +1 (2) (83 gp per 
  character/per cloak). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 greatsword (4) (196 gp 
  per character/per sword); +1 chain shirt (4) (104 gp per 
  character/per shirt); cloak of resistance +1 (4) (83 gp per 
  character/per cloak). 
   
  NOTE: Award treasure from either Encounter Three A 
  or Encounter Three B, NOT both. 
   
  Encounter Three A: 
  Defeat the giants and take their equipment. 
   
  APL 6: L: 4 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 2 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring); +1 heavy flail (193 gp per character); 
  +1 chain shirt (104 gp per character); cloak of resistance 
  +1 (83 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 greataxe (2) (193 gp 
  per character/per axe); +1 chain shirt (3) (104 gp per 
  character/per shirt); cloak of resistance +1 (3) (83 gp per 
  character/per cloak); +1 heavy flail (193 gp per character). 
   
  Encounter Three B: 
  Defeat the raiders and take their equipment. 
   
  All APLs: L: 201 gp; C: 0; M: 0. 
   
  Defeat the giants attacking from the rear and take their 
  equipment. 
   
  APL 6: L: 8 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 10 gp; C: 0 gp; M: +1 greatclub (192 gp per 
  character); +1 hide armor (97 gp per character); ring of 
  protection +1 (167 gp per character). 
   
  APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring). 
   
  APL 12: L: 6 gp; C: 0 gp; M: +1 greataxe (2) (193 gp 
  per character/per axe); +1 chain shirt (2) (104 gp per 
  character/per shirt); cloak of resistance +1 (2) (83 gp per 
  character/per cloak). 
   
   
  
  Decision at Sheernobb 
   
  Page 23 
  NOTE: Award treasure from either Encounter Six, 
  Encounter Seven, or Encounter Eight, NOT all 
  three. 
   
  Encounter Six: 
  Defeat the giant horde and take their equipment. 
   
  APL 6: L: 101 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 102 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp 
  per character/per club); +1 hide armor (2) (97 gp per 
  character/per hide); ring of protection +1 (2) (167 gp per 
  character/per ring). 
   
  APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per 
  character); +1 chain shirt (104 gp per character). 
  Encounter Seven: 
  Defeat the scouting party and take their equipment. 
  All APLs: L: 51 gp; C: 0 gp; M: 0 gp. 
   
  Defeat the ogre mages and take their equipment. 
   
  APL 6: L: 38 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 50 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 75 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 25 gp; C: 0 gp; M: +1 greatsword (4) (196 
  gp per character/per sword); +1 chain shirt (4) (104 gp 
  per character/per shirt); cloak of resistance +1 (4) (83 gp 
  per character/per cloak). 
   
  Encounter Eight: 
  Defeat the trolls and take their equipment. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 8 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per 
  character); +1 chain shirt (104 gp per character). 
   
  APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (3) (193 gp 
  per character/per axe); +1 chain shirt (3) (104 gp per 
  character/per shirt). 
   
  Total Possible Treasure: 
   
  APL 6 
  514 gp 
   
  APL 8 
  1,250 gp 
   
  APL 10 
  2,100 gp 
   
  APL 12 
  3,000 gp 
   
  Items for the Adventure Record 
  �Gratitude of the Kron Hills gnomes: For their 
  bravery in the defense of Sheernobb, the characters have 
  earned an Influence Point with the Kron Hills Gnomes. 
  Furthermore, the gnomes of the Kron will provide access 
  to the items listed under “Items Found During the 
  Adventure,” below. This character receives further 
  reward based on the decision made in the course of the 
  adventure, as follows (mark only one, at most, of the 
  following, and cross out the others) 
   
  �If the characters stayed to defend Sheernobb, then 
  Lord Avgustin admires their bravery.  The characters earn 
  an Influence Point with Lord Avgustin, and will be 
  accepted into the Avgustin House Guard meta-org if they 
  choose.  If already members of the Avgustin House 
  Guard, they can accept an early promotion to a higher 
  level if they meet the other qualifications.  Furthermore, 
  this character can purchase the armor enhancement 
  invulnerability after any Verbobonc regional scenario. 
  They do this by paying the difference in cost between the 
  old and new armor.  
   
  �If the characters hunted down the assassins, then 
  Lord Milinous admires their unquenchable lust for 
  vengeance.  The characters earn an Influence Point with 
  House Milinous, and will be accepted into the Milinous 
  House Guard meta-org if they choose.  If already 
  members of the Milinous House Guard, they can accept 
  an early promotion to a higher level if they meet the 
  other qualifications.  Furthermore, this character can 
  purchase the weapon enhancement bane (giants) after 
  any Verbobonc regional scenario. They do this by paying 
  the difference in cost between the old and new armor.  
   
  �If the characters led the refugees to safety, then 
  Lady Asbury admires their dedication to the defenseless. 
  The characters earn an Influence Point with House 
  Asbury, and will be accepted into the Asbury House 
  Guard meta-org if they choose.  If already members of the 
  Asbury House Guard, they can accept an early promotion 
  to a higher level if they meet the other qualifications.  
  Furthermore, this character can purchase the weapon 
  enhancement axiomatic after any Verbobonc regional 
  scenario. They do this by paying the difference in cost 
  between the old and new armor.  
   
  �If the characters left on their own and left 
  Sheernobb to fend for themselves, then bards of 
  Verbobonc learn of their actions and spread the word of 
  their unheroic deeds to one and all in the Viscounty. All 
  Charisma based checks in the region of Verbobonc suffer 
  a –2 modifier. Furthermore, all goods and services in the 
  Verbobonc region cost 10% more for the character. 
  Contact the Verbobonc Triad for details on fixing this 
  problem. 
   
   
  
  Decision at Sheernobb 
   
  Page 24 
  Appendix One: Non-Player Characters 
  Residents of Sheernobb 
  �Glennddarc: male gnome Wiz7; CR 7; Small 
  humanoid (gnome); HD 7d4+7; hp 29; Init +2; Spd 20 
  ft.; AC 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-
  footed 13; BAB +3; Grapple -2; Atk +4 melee (1d3/17-
  20, +1 keen dagger) or +6 ranged (1d6/19-20, light 
  crossbow); SA spells; SQ familiar (weasel), gnome 
  traits; AL LN; SV Fort +3, Ref +6, Will +6; Str 9, Dex 14, 
  Con 12, Int 18, Wis 12, Cha 12. 
   
  Skills and Feats: Alchemy +10, Appraise +6, 
  Concentration +6, Craft (gemcutting) +10, Diplomacy 
  +3, Gather Information +2, Hide +7, Knowledge 
  (arcana) +6, Listen +6, Search +5, Spellcraft +10, Spot 
  +4, Tumble +3; Brew Potion, Craft Wand, Craft 
  Wondrous Item, Scribe Scroll, Spell Focus (Illusion). 
   
  Possessions: wool clothing, spell component 
  pouch, light crossbow, various gems (total value 300 
  gp), +1 keen dagger, ring of minor energy resistance 
  (fire), amulet of natural armor +2. 
   
  Wizard Spells Prepared (4/5/4/3/2; save DC 14 + 
  spell level, DC 16 + spell level for Illusion spells): 0—
  dancing lights, flare, light, open/close; 1st—grease, 
  obscuring 
  mist, 
  silent 
  image, 
  unseen 
  servant, 
  ventriloquism; 2nd—glitterdust, hypnotic pattern, 
  minor image, Tasha’s hideous laughter; 3rd—hold 
  person, displacement, major image; 4th—lesser geas, 
  shadow conjuration. 
   
  �Meldreeb: male gnome Rog6/Wiz(Ill)2; CR 8; Small 
  humanoid (gnome); HD 6d6+2d4+18; hp 58; Init +2; 
  Spd 20 ft.; AC 16 (+1 size, +3 Dex, +2 leather armor), 
  touch 14, flat-footed 13; BAB +5; Grapple +2; Atk +8 
  melee (1d3+2/19-20, +1 dagger) or +9 ranged (1d6/19-
  20, light crossbow); SA sneak attack +3d6, spells; SQ 
  evasion, trapfinding, trap sense +2, uncanny dodge; AL 
  NG; SV Fort +4, Ref +8, Will +5; Str 12, Dex 16, Con 14, 
  Int 14, Wis 10, Cha 12. 
   
  Skills and Feats: Alchemy +13, Appraise +11, 
  Decipher Script +3, Diplomacy +10, Disable Device +8, 
  Escape Artist +12, Gather Information +10, Hide +16, 
  Listen +9, Move Silently +12, Open Locks +12, 
  Profession (herbalist) +3, Spot +9, Tumble +5, Use 
  Rope +5; Alertness, Combat Reflexes, Improved 
  Initiative, Scribe Scroll. 
   
  Possessions: +1 dagger, leather armor, dagger, light 
  crossbow, flint and steel. 
   
  �Gnome Scouts: male gnome Rog3; CR 7; Small 
  humanoid (gnome); HD 3d6+6; hp 20; Init +7; Spd 20 
  ft.; AC 16 (+1 size, +3 Dex, +2 leather armor), touch 14, 
  flat-footed 13; BAB +2; Grapple -1; Atk +4 melee 
  (1d3/19-20, dagger) or +6 ranged (1d6/19-20, light 
  crossbow); SA sneak attack +2d6; SQ evasion, gnome 
  traits, trapfinding, trap sense +1; AL NG; SV Fort +3, 
  Ref +6, Will +1; Str 12, Dex 16, Con 14, Int 8, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Hide +13, Move Silently 
  +9, Listen +8, Search +5, Spot +8, Tumble +9; Alertness, 
  Improved Initiative. 
   
  Possessions: leather armor, dagger, light crossbow, 
  flint and steel, 25 gp. 
   
  Giant Forces 
  Encounter Two (APL 10 and 12) and Encounter 
  Seven (APL 12) 
  �Ogre Mage Assassins: male ogre mage Rog4; CR 10; 
  Large Giant; HD 5d8+4d6+45; hp 85; Init +6; Spd 40 ft. 
  fly 40 ft. (good); AC 21 (-1 size, +2 Dex, +5 natural, +5 +1 
  chain shirt), touch 11, flat-footed 21; BAB +6; Grapple 
  +18; Atk +14 melee (3d6+13/19-20, +1 greatsword) or 
  +13 melee (1d6+8/19-20, dagger); Full Atk +14/+9 
  melee (3d6+13/19-20, +1 greatsword) or +13/+8 melee 
  (1d6+8/19-20, dagger); Space/Reach 10 ft/10 ft; SA 
  sneak attack +2d6, spell-like abilities; SQ darkvision 90 
  ft., 
  evasion, 
  low-light 
  vision, 
  regeneration 
  5, 
  trapfinding, trap sense +1, uncanny dodge; SR19, AL 
  NE; SV Fort +11, Ref +8, Will +5; Str 26, Dex 14, Con 
  20, Int 12, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +16, Concentration +11, 
  Hide +10, Listen +8, Move Silently +14, Spellcraft +7, 
  Spot +8; Combat Reflexes, Expert Tactician*, Improved 
  Feint, Improved Initiative. 
   
  Possessions: +1 chain shirt, +1 greatsword, cloak of 
  resistance +1, six daggers. 
   
  Spell-Like 
  Abilities: 
  At 
  will—darkness, 
  invisibility; 1/day—charm person (DC 15), cone of 
  cold (DC 19), gaseous form, polymorph, sleep (DC 15). 
   Caster level 9th.  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action.  When using gaseous form it can 
  fly at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid do normal 
  damage to an ogre mage. 
   
  *see Appendix Two 
   
  Encounter Three A (APLs 10 and 12) 
  �Hill Giant Barbarian: male hill giant Bbn4; CR 11; 
  Large Giant; HD 12d8+4d12+96; hp 187; Init -1; Spd 50 
  ft.; AC 22 (-1 size, -1 Dex, +9 natural, +5 +1 chain shirt), 
  touch 8, flat-footed 22; BAB +12; Grapple +27; Atk +24 
  melee (2d8+17/17-20, +1 heavy flail) or +22 melee 
  (1d4+11, slam) or +11 ranged (2d6+11, rock); Full Atk 
  
  Decision at Sheernobb 
   
  Page 25 
  +24/+19/+14 melee (2d8+17/17-20, +1 heavy flail) or 
  +22/+17/+12 melee (1d4+11, slam) or +11/+6/+1 
  ranged (2d6+11, rock); Space/Reach 10 ft/10 ft; SA rage 
  2/day, rock throwing; SQ fast movement, rock 
  catching, trap sense +1, uncanny dodge; AL NE; SV 
  Fort +19, Ref +5, Will +8; Str 32, Dex 8, Con 22, Int 9, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +12, Intimidate +12, Jump 
  +13, Listen +5, Spot +5; Cleave, Great Cleave, Improved 
  Critical (heavy flail), Iron Will, Power Attack, Weapon 
  Focus (heavy flail). 
   
  Possessions: +1 chain shirt, +1 heavy flail, cloak of 
  resistance +1, rocks. 
   
  Rage (Ex) 2/day – HD 12d8+4d12+128; hp 219; 
  AC 20, touch 6, flat-footed 20; Grapple +29; Atk +26 
  melee (2d8+20/17-20, +1 heavy flail) or +24 melee 
  (1d4+13, slam) or +11 ranged (2d6+13, rock); Full Atk 
  +26/+21/+16 melee (2d8+20/17-20, +1 heavy flail) or 
  +24/+19/+14 melee (1d4+13, slam) or +11/+6/+1 
  ranged (2d6+13, rock); SV Fort +21, Will +10; Str 36, 
  Con 24; lasts 10 rounds. 
   
  Encounter Three A (APL 12) and Encounter Three 
  B (APL 12) 
  �Ogre Berserker: male ogre Bbn8; CR 11; Large 
  Giant; HD 4d8+8d12+48; hp 118; Init +1; Spd 40 ft.; AC 
  20 (-1 size, +1 Dex, +5 natural, +5 +1 chain shirt), touch 
  10, flat-footed 20; BAB +11; Grapple +23; Atk +20 melee 
  (3d6+13/19-20/x3, +1 greataxe) or +11 ranged (1d8+8, 
  javelin); Full Atk +20/+15/+10 melee (3d6+13/19-
  20/x3, +1 greataxe) or +11/+6/+1 ranged (1d8+8, 
  javelin); Space/Reach 10 ft/10 ft; SA rage 3/day; SQ 
  damage reduction 1/–, fast movement, improved 
  uncanny dodge, trap sense +2; AL CE; SV Fort +15, Ref 
  +4, Will +4; Str 26, Dex 12, Con 18, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +13, Hide –5, Jump +17, 
  Listen +6, Spot +2, Survival +12; Cleave, Improved 
  Critical (greataxe), Power Attack, Power Critical 
  (greataxe)*, Weapon Focus (greataxe). 
   
  Possessions: +1 chain shirt, +1 greataxe, cloak of 
  resistance +1, four javelins. 
   
  Rage (Ex) 3/day – HD 4d8+8d12+75; hp 142; AC 
  19, touch 9, flat-footed 19; Grapple +25; Atk +22 melee 
  (3d6+16/19-20/x3, +1 greataxe) or +11 ranged (1d8+10, 
  javelin); Full Atk +22/+17/+12 melee (3d6+16/19-
  20/x3, +1 greataxe) or +11/+6/+1 ranged (1d8+10, 
  javelin); SV Fort +17, Will +6; Str 30, Con 22; lasts 9 
  rounds. 
   
  *see Appendix Two 
   
  Encounter Eight (APL 8) 
  �Troll Ranger: male troll Rgr3; CR 8; Large Giant; 
  HD 6d8+3d8+54; hp 89; Init +1; Spd 30 ft.; AC 19 (-1 
  size, +1 Dex, +5 natural, +4 chain shirt), touch 10, flat-
  footed 18; BAB +7; Grapple +18; Atk +14 melee (1d8+7, 
  claw); Full Atk +14 melee (1d8+7, 2 claws) and +11 
  melee (1d6+3, bite); Space/Reach 10 ft/10 ft; SA rend 
  2d6+10; SQ darkvision 90 ft., favored enemy (elves +2), 
  low-light vision, regeneration 5, scent, wild empathy, 
  AL NE; SV Fort +14, Ref +6, Will +7; Str 24, Dex 12, 
  Con 22, Int 10, Wis 15, Cha 10. 
   
  Skills and Feats: Hide -2, Listen +14, Knowledge 
  (nature) +3, Move Silently +4, Spot +14, Survival +5; 
  Improved 
  Natural 
  Attack 
  (claw), 
  Iron 
  Will, 
  Multiattack, Track, Two-Weapon Fighting, Weapon 
  Focus (claw). 
   
  Possessions: battered chain shirt. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+10 
  points of damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. 
  
  Decision at Sheernobb 
   
  Page 26 
  Appendix Two: New Rules 
   
  Expert Tactician [General] (from Song and Silence) 
  Your tactical skills work to your advantage. 
   
  Prerequisites:  Dex 13+, base attack bonus +2, Combat Reflexes. 
   
  Benefit: You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch 
  attack, including attempts to disarm, trip, or make a grab to start a grapple) against one foe who is within melee reach 
  and denied a Dexterity bonus against your melee attacks for any reason.  You take your extra attack when it’s your turn, 
  either before or after your regular action.  If several foes are within melee reach and denied Dexterity bonuses against 
  your attacks, you can use this feat against only one of them. 
   
  Note: This feat first appeared in Sword and Fist.  This version supersedes the one originally printed there. 
  Power Critical [General] (from Masters of the Wild) 
  Choose one weapon, such as a longsword or a greataxe.  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Improved Critical with weapon, base attack bonus +12, proficiency with weapon. 
   
  Benefit: Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic 
  threat before you make the attack roll.  If the attack is successful, you roll to confirm the critical, regardless of whether 
  the actual attack roll was a threat. 
   
  Special: You can take this feat multiple times.  Each time you do, it applies to a new kind of weapon.  You may use 
  this ability only once per day per kind of weapon to which it applies. 
   
   
   
   
  
  Decision at Sheernoob 
   
  Page 27 
   
  Player Handout One 
   
   
   
  Invitation 
   You are cordially invited to attend the 500
  th Anniversary 
  of the founding of Sheernobb. As an honorary citizen of the 
  village and defender of the same, you will be treated with all 
  honors according to gnome traditions. 
   
     
   
   
   
   
   
   
  Signed, 
     
   
   
   
   
   
   
   
     
   
   
   
   
   
   
  Glennddarc 
     
   
   
   
   
   
   
  Headgnome 
   
   
   
  
  Decision at Sheernoob 
   
  Page 28 
   
  Critical Events Summary Decision at Sheernoob 
  Did the characters ever treat any of the ranking gnomes poorly?       Yes     No 
   
  If yes what are the characters names and player names? 
   
  1 
   
  2 
   
  3 
   
  4 
   
  5 
   
  6 
  Did the character keep Glennddarc alive in the Moot Hall? 
  Yes 
   
  No 
  Did the characters go assist the northern flank?  
  Yes  
   
  No 
   
  Where they successful in their mission there? 
   
  Yes  
   
  No  
  Did the characters go to stop the breach at the front gate? 
  Yes 
   
  No 
   
  Did the characters help defend the rents and the npc’s? 
  Yes 
   
  No 
   
   
  If yes please list the characters names who did so. 
  1 
  2 
  2 
  4 
  5 
   
   
   
   
   
  6 
   
  Did the characters then help defend the breach? 
   
  Yes 
   
  No 
  Did they discover the remains of Keenbolt? 
   
   
  Yes 
   
  No 
  Which ending did they choose? 
   
  Helped to defend Sheernobb to give the refugees more time to escape. 
  Yes 
    
  Attempted to track down Keenbolt’s killers. 
   
   
   
   
   
  Yes 
   
  Helped escort the refugees to the Greenway Valley. 
   
   
   
  Yes 
   
  Left the village and head north back to the Viscounty on their own. 
   
  Yes  
   
   
  If yes please list the characters names who left on their own. 
  3 
  2 
  4 
  4 
  5 
   
   
   
   
   
  6 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER3-07 Decision at Sheernobb (3E).pdf