TEXT:  
  Death & Heroic Deeds 
  (RUP Supplement - February, 2002) 
   
  Verbobonc Website – www.verbobonc.net 
  Verbobonc Open Forum – www.yahoogroups.com/group/verbobonc 
  Verbobonc In Character Discussion – www.yahoogroups.com/group/verbobonc-news 
  Verbobonc Guidelines: RUP3  
   
  This document is intended as a regional supplement to 
  the Living Greyhawk Rules Update 3: Adventure 
  Certificates. Contained within are regional modifications 
  and clarifications that apply to open item purchases in 
  the 
  Verbobonc 
  region of the Living Greyhawk 
  Campaign (which corresponds to the real-world US state 
  of Illinois and Indiana). You should have a copy of 
  RUP3: Adventure Certificates on hand to reference when 
  reading this document. 
  This document is a living document and subject to 
  change at any time. For the most updated version visit 
  the Verbobonc Website or subscribe to the Verbobonc 
  Open Forum. Join the Verbobonc Character Discussion 
  for story telling and regional flavor in the Tavern of the 
  Four Trails. This document is also considered regional 
  documentation for the campaign-related purposes 
  contained herein. 
  THE ADVENTURE CERTIFICATE 
  The adventure certificate is covered in depth in RUP3: 
  The Adventure Certificate. All fields above and 
  including the "End of Adventure gp" need to be 
  completed by the player and verified by the DM at the 
  end of the scenario, prior to leaving the table. 
  The equipment list may be completed at any time 
  before the next scenario is played. Methods for 
  completion of this section can be as simple as writing 
  ‘see previous Adventure Certificate’ if no change in 
  equipment has occurred. Also, the use of labels is 
  authorized. If there has been a change in equipment, 
  simply note what equipment has been removed, sold, or 
  broken with a description of the reason for its exclusion 
  on the new adventure certificate. 
  Before you begin play at your next game with that 
  character, you should show the DM your last completed 
  adventure certificate, so he/she can verify the math and 
  take a quick look at any special items of note. 
  The Adventure Certificate Text Block 
  The text block of the Adventure Certificate contains an 
  area that allows the Verbobonc Triad to provide 
  descriptive information on the scenario, as well as 
  specific items that may be available for purchase from 
  the builder books, and special regional or augmented 
  magical items.  
  Wayfarer’s Guide to Verbobonc’ 
  The Wayfarer’s Guide to Verbobonc is divided into two 
  sections, ‘Journal of the Wanderer’ and ‘Death and Heroic 
  Deeds.’ These sections guide the player through the 
  lands of the Viscount. The Wayfarer’s Guide is a living 
  document, which will be updated as the campaign 
  develops.  
  ‘Death and Heroic Deeds’ 
  This section of the players guide provides all the details 
  on regional game mechanics topics. Meta-gaming 
  organizations, 
  rules 
  and 
  regional 
  demographical 
  information are provided to allow players access to all 
  the nuances of the region. 
  Verbobonc Open Purchase Items 
  At the end of regional and regionally adapted scenarios, 
  the player character may purchase items directly from 
  the Player’s Handbook and Dungeon Masters Guide under 
  the guidelines of their regional triad.  
  Items with a value up to 40,000 Wheatsheaves are 
  generally available for purchase in Verbobonc. There are 
  a few items that are banned or restricted. Banned items 
  may not be purchased within the Viscounty of 
  Verbobonc from general play. Restricted items are 
  available with the use of influence granted from regional 
  play. If you lack the appropriate influence the item may 
  be purchased from one of the various merchant houses 
  at increased cost reflected by a price adjustment 
  modifier listed as +percentage after the item. This price 
  modifier does not count towards the level cap per 
  character 
  level 
  per 
  single 
  item 
  purchase. 
  All 
  requirements within this document are in addition to 
  any campaign-related documentation on the availability 
  of item purchases. Note that specific regional scenarios 
  may override this list. Each region may have a different 
  listing, or no listing at all, so it is advisable to check 
  other regions' documentation before purchasing items 
  after a scenario in a "foreign" region. 
  The Banned and Restricted list are only for those 
  characters that are purchasing items through the open 
  purchase system.  Characters [or cohorts] that possess 
  appropriate 
  item 
  creation 
  feats 
  and 
  meet 
  the 
  prerequisites for creation of a restricted or banned item 
  may ignore the restricted/banned list. Creation of a 
  banned item may violate local laws and the character 
  will be held accountable for any laws broken through 
  possession or use of said item. 
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  1
   
  Spells and Feat Acquisition in Verbobonc 
  In the Viscounty of Verbobonc there are many different ways to acquire both spells and feats 
  from the builder books put out by Wizards of the Coast for the 3rd Edition of Dungeon and 
  Dragons game. 
  • Awarded while playing in a regional Verbobonc Module. 
  • Joining a regional Verbobonc Meta-Organization. 
  • Joining a regional Verbobonc Charter Group. 
  • Or by paying for it with either Influence, Favors, gold, and or Time Units. 
   
   
  Paying for Spells or Feats Acquisition 
   
   
  How it is acquired 
  Spells and Feats Class A Spells and Feats Class B 
   
   
  Influence 
   
   
   
   
  One Influence Point 
   
   
  Three Influence Points and  
  2 Time Units 
   
   
  Favors 
   
   
   
   
  One Favor and 1 Time Unit 
   
   
  Four Favors and 
  2 Time Units 
   
   
  Gold 
  (Verbobonc Residents Only) 
   
   
   
  1250 gold pieces and  
  3 Time Units 
   
   
   
  3500 gold pieces and 
  6 Time Units 
   
   
   
   
  Mundane Item Acquisition in Verbobonc 
  In the Viscounty of Verbobonc there are many different ways to acquire mundane items from the 
  builder books put out by Wizards of the Coast for the 3rd Edition of Dungeon and Dragons game. 
  • Awarded while playing in a regional Verbobonc Module. 
  • Joining a regional Verbobonc Meta-Organization. 
  • Joining a regional Verbobonc Charter Group. 
  • By paying for it with either Influence, Favors, gold, and or Time Units. 
  • Or by petitioning the Triad. 
   
   
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  2
  Feats Builder Books 
   
  Name of Feat 
  Source Class A Class B
  Divine Cleansing                 
  DF 
  X 
    
  Divine Might                
  DF 
   X 
   
  Divine Resistance        
  DF 
    
  X 
  Divine Shield                          
  DF 
   X 
   
  Divine Vengeance                          
  DF 
   X 
    
  Divine Vigor                            
  DF 
    
  X 
  Empower Turning                          
  DF 
  X 
   
  Extra Smiting                          
  DF 
  X  
   
  Heighten Turning                          
  DF 
  X  
   
  Improved Shield Bash                          DF 
  X 
    
  Quicken Turning                         
  DF 
  X 
    
  Reach Spell                          
  DF 
  X  
    
  Sacred Spell                          
  DF 
    
  X 
  Shield Charge                          
  DF 
  X 
    
  Name of Feat 
  Source Class A Class B
  Animal Control 
  MW 
   
  X 
  Animal Defiance 
  MW 
  X 
    
  Blindsight 
  MW 
  X 
   
  Brachiation 
  MW 
   
  X 
  Clever Wrestling 
  MW 
  X 
    
  Create Infusion 
  MW 
  X 
   
  Destructive Rage 
  MW 
  X 
   
  Dragon’s Toughness 
  MW 
   
  X 
  Dwarf’s Toughness 
  MW 
   
  X 
  Extended Rage 
  MW 
  X 
    
  Extra Favored Enemy 
  MW 
  X 
    
  Extra Rage 
  MW 
  X 
   
  Extra Wild Shape 
  MW 
  X 
   
  Fast Wild Shape 
  MW 
  X 
    
  Faster Healing 
  MW 
   
   X 
  Favored Critical 
  MW 
  X 
   
  Flyby Attack 
  MW 
  X 
   
  Giant’s Toughness 
  MW 
   
  X  
  Greater Resiliency 
  MW 
  X 
   
  Greater Two-Weapon Fighting 
  MW 
  X 
    
  Improved Flight 
  MW 
  X 
   
  Improved Swim 
  MW 
  X 
    
  Instantaneous Rage 
  MW 
  X 
    
  Intimidating Rage 
  MW 
  X 
    
  Multiattack 
  MW 
  X 
    
  Multidexterity 
  MW 
  X 
   
  Natural Spell 
  MW 
  X 
   
  Off-Hand Parry 
  MW 
  X 
   
  Plant Control 
  MW 
   
  X 
  Plant Defiance 
  MW 
  X 
    
  Power Critical 
  MW 
  X 
    
  Proportionate Wild Shape 
  MW 
  X 
    
  Remain Conscious 
  MW 
  X 
   
  Resist Disease 
  MW 
  X 
   
  Resist Poison 
  MW 
   
  X  
  Resistance to Energy 
  MW 
  X 
    
  Scent 
  MW 
  X 
    
  Shadow 
  MW 
  X 
   
  Snatch 
  MW 
  X 
   
  Speaking Wild Shape 
  MW 
  X 
   
  Supernatural Blow 
  MW 
  X 
    
  Wingover 
  MW 
  X 
   
  Name of Feat 
  Source Class A Class B
  Blindsight  5' -foot Radius  
  SF 
  X  
    
  Circle Kick                         
  SF 
  X 
    
  Close-Quarters Fighting                         SF 
  X 
    
  Death Blow                 
  SF 
    
  X 
  Dirty Fighting                         
  SF 
  X  
   
  Dual Strike                         
  SF 
  X  
   
  Eagle Claw Attack                 
  SF 
  X  
    
  Expert Tactician                         
  SF 
    
  X 
  Extra Stunning Attacks 
  SF 
  X  
    
  Eyes in the Back of Your Head 
  SF 
  X  
    
  Feign Weakness                         
  SF 
  X 
    
  Fists of Iron                         
  SF 
  X  
   
  Hold the Line                         
  SF 
  X  
   
  Improved Overrun             
  SF 
  X  
   
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  3
  Improved Sunder                         
  SF 
  X  
   
  Knock-Down                         
  SF 
  X  
   
  Lightning Fists                         
  SF 
  X  
   
  Mantis Leap                         
  SF 
  X  
    
  Monkey Grip                         
  SF 
    
  X 
  Off-Hand Parry                         
  SF 
  X  
   
  Pain Touch                 
  SF 
    
  X  
  Pin Shield            
  SF 
  X 
    
  Power Lunge                         
  SF 
  X  
   
  Prone Attack                         
  SF 
  X 
    
  Rapid Reload                         
  SF 
  X  
   
  Remain Conscious                         
  SF 
  X  
   
  Sharp-Shooting                         
  SF 
  X  
   
  Shield Expert                         
  SF 
  X 
    
  Snatch Arrows    
  SF 
  X  
   
  Throw Anything 
  SF 
   
   X 
  Zen Archery  
  SF 
  X  
    
  Name of Feat 
  Source Class A Class B 
  Acrobatic                
  SS 
  X 
    
  Alluring                  
  SS 
  X 
    
  Arterial Strike                
  SS 
    
  X 
  Athletic                  
  SS 
  X 
    
  Charlatan                          
  SS 
  X 
    
  Chink in the Armor 
  SS 
  X  
   
  Dash                          
  SS 
  X 
    
  Disguise Spell                         
  SS 
  X  
   
  Expert Tactician 
  SS 
   
  X 
  Extra Music                          
  SS 
  X  
    
  Fleet of Foot                          
  SS 
  X  
   
  Flick of the Wrist                  
  SS 
  X  
    
  Green Ear               
  SS 
  X  
   
  Hamstring                         
  SS 
   
   X 
  Jack of All Trades                  
  SS 
    
  X 
  Lingering Song                  
  SS 
  X  
   
  Multicultural                
  SS 
   
  X  
  Obscure Lore                         
  SS 
  X 
    
  Persuasive                   
  SS 
  X 
    
  Pyro                          
  SS 
    
  X 
  Quicker Than the Eye                       
  SS 
  X  
   
  Requim                          
  SS 
  X  
   
  Shadow                
  SS 
  X 
    
  Snatch Weapon                          
  SS 
  X  
   
  Subsonics                         
  SS 
  X 
    
  Trustworthy                          
  SS 
  X 
    
  Name of Feat 
  Source Class A Class B
  Arcane Defense 
  TB 
  X 
   
  Arcane Preparation 
  TB 
  X 
   
  Augment Summoning 
  TB 
   
  X 
  Chain Spell                          
  TB 
   
  X 
  Cooperative Spell                       
  TB 
  X 
   
  Delay Spell 
  TB 
  X 
   
  Energy Admixture                          
  TB 
   
  X 
  Energy Substitution                          
  TB 
   
  X 
  Eschew Materials                          
  TB 
   
  X 
  Extra Slot                          
  TB 
  X 
   
  Extra Spell                          
  TB 
  X 
   
  Greater Spell Focus 
  TB 
  X 
   
  Greater Spell Penetration 
  TB 
  X 
   
  Improved Familiar 
  TB 
   
  X 
  Innate Spell 
  TB 
  X 
   
  Persistent Spell 
  TB 
   
  X 
  Repeat Spell                          
  TB 
   
  X 
  Sanctum Spell                         
  TB 
  X 
   
  Sculpt Spell                         
  TB 
  X 
   
  Spell Specialization                  
  TB 
  X 
   
  Split Ray                          
  TB 
  X 
   
  Subdual Substitution                        
  TB 
  X 
   
  Twin Spell 
  TB 
   
  X 
   
  Widen Spell 
  TB 
   
  X 
   
   
   
   
   
   
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  4
   
  Spells from Defenders of the 
  Faith 
   
  Name of Spell 
  Source Class A Class B 
  Aspect of the Deity 
  DF 
   
  X 
  Bear’s Heart 
  DF 
   
  X 
  Beast Claws 
  DF 
  X(druid) X(cleric)
  Beastmask 
  DF 
  X 
   
  Blessed Aim 
  DF 
  X 
   
  Blight 
  DF 
   
  X 
  Bolt of Glory 
  DF 
   
  X 
  Bolts of Bedevilment 
  DF 
   
  X 
  Brain Spider 
  DF 
   
  X 
  Brambles 
  DF 
  X 
   
  Briar Web 
  DF 
  X 
   
  Burial Blessing 
  DF 
  X 
   
  Castigate 
  DF 
   
  X 
  Chain of Chaos 
  DF 
   
  X 
  Chain of Eyes 
  DF 
  X(cleric) X(druid) 
  Crown of Glory 
  DF 
   
  X 
  Curse of the Brute 
  DF 
  X 
   
  Curse of Lycanthropy 
  DF 
   
  X 
  Divine Agility 
  DF 
   
  X 
  Divine Flame 
  DF 
  X 
   
  Divine Sacrifice 
  DF 
  X 
   
  Divine Storm 
  DF 
   
  X 
  Divine Zephyr 
  DF 
  X 
   
  Flame of Faith 
  DF 
  X 
   
  Genesis 
  DF 
   
  X 
  Greater Aspect of the Deity 
  DF 
   
  X 
  Harrier 
  DF 
  X(druid) X(cleric)
  Knife Spray 
  DF 
  X 
   
  Lesser Aspect of the Deity 
  DF 
  X 
   
  Lesser Telepathic Bond 
  DF 
  X 
   
  Maddening Scream 
  DF 
   
  X 
  Monstrous Thrall 
  DF 
   
  X 
  Otyugh Swarm 
  DF 
   
  X 
  Plague Rats 
  DF 
   
  X 
  Probe Thoughts 
  DF 
   
  X 
  Rage 
  DF 
  X 
   
  Recitation 
  DF 
   
  X 
  Righteous Wraith of the Faithful DF 
   
  X 
  Scourge 
  DF 
   
  X 
  Slime Wave 
  DF 
   
  X 
  Spikes 
  DF 
  X 
   
  Sweet Water 
  DF 
  X 
   
  Sword Stream 
  DF 
  X 
   
  Touch of Madness 
  DF 
  X 
   
  True Creation 
  DF 
   
  X 
  True Domination 
  DF 
   
  X 
  Unbinding 
  DF 
   
  X 
  Unfailing Endurance 
  DF 
   
  X 
  Weapon of Deity 
  DF 
   
  X 
  Weather Eye 
  DF 
  X(druid) X(cleric)
  Zeal 
  DF 
  X 
   
   
   
   
   
   
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  5
  Spells from Masters of the 
  Wild 
   
  Name of Spell 
  Source Class A Class B
  Adrenaline Surge 
  MW 
  X 
   
  Animal Reduction 
  MW 
  X 
   
  Animal Trick 
  MW 
  X 
   
  Beget Bogun 
  MW 
   
  X 
  Blight  
  MW 
   
  X 
  Bloodhound 
  MW 
  X 
   
  Body of the Sun 
  MW 
   
  X 
  Bottle of Smoke 
  MW 
  X 
   
  Briar Web 
  MW 
  X 
   
  Camouflage 
  MW 
  X 
   
  Cloak of the Sea 
  MW 
   
  X 
  Cloudwalkers 
  MW 
   
  X 
  Contagious Touch 
  MW 
   
  X 
  Countermoon 
  MW 
  X 
   
  Creeping Cold 
  MW 
  X 
   
  Darkseed 
  MW 
  X 
   
  Dawn 
  MW 
  X 
   
  Daze Animal 
  MW 
  X 
   
  Decomposition 
  MW 
   
  X 
  Detect Favored Enemy 
  MW 
  X 
   
  Druid Grove 
  MW 
   
  X 
  Embrace the Wild 
  MW 
  X 
   
  Epidemic 
  MW 
   
  X 
  False Bravado 
  MW 
  X 
   
  Feathers 
  MW 
   
  X 
  Fire Eyes 
  MW 
  X 
   
  Forestfold 
  MW 
  X 
   
  Greater Call Lightning 
  MW 
   
  X 
  Greater Creeping Cold 
  MW 
   
  X 
  Green Blockade 
  MW 
  X 
   
  Hawkeye 
  MW 
  X 
   
  Invulnerability 
  MW 
   
  X 
  Kiss of Death 
  MW 
   
  X 
  Langor 
  MW 
   
  X 
  Last Breath 
  MW 
   
  X 
  Lookingglass 
  MW 
   
  X 
  Mandragora 
  MW 
   
  X 
  Mass Awaken 
  MW 
   
  X 
  Mass Calm 
  MW 
   
  X 
  Mass Trance 
  MW 
   
  X 
  Miasma 
  MW 
   
  X 
  Might of the Oak 
  MW 
  X 
   
  Nature’s Avatar 
  MW 
   
  X 
  Nature’s Favor 
  MW 
  X 
   
  Persistence of the Waves 
  MW 
  X 
   
  Power of Sight 
  MW 
  X 
   
  Protection of All Elements 
  MW 
   
  X 
  Regenerate Circle 
  MW 
   
  X 
  Regenerate Critical Wounds 
  MW 
   
  X 
  Regenerate Light Wounds 
  MW 
  X 
   
  Regenerate Moderate Wounds MW 
  X 
   
  Regenerate Ring 
  MW 
  X 
   
  Regenerate Serious Wounds 
  MW 
   
  X 
  Sandblast 
  MW 
  X 
   
  Scarecrow 
  MW 
  X 
   
  Slime Wave 
  MW 
   
  X 
  Speak with Anything 
  MW 
   
  X 
  Speed of the Wind 
  MW 
  X 
   
  Standing Wave 
  MW 
  X 
   
  Thunderswarm 
  MW 
   
  X 
  True Reincarnate 
  MW 
   
  X 
  Waterball 
  MW 
   
  X 
  Wood Wose 
  MW 
  X 
   
   
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  6
  Spells from Song and Silence 
   
  Name of Spell 
  Source Class A Class B 
  Allegro 
  SS 
   
  X 
  Ambient Song 
  SS 
  X 
   
  Blunt Weapon 
  SS 
  X 
   
  Choir 
  SS 
   
  X 
  Crescendo 
  SS 
  X 
   
  Easy Math 
  SS 
  X 
   
  Fanfare 
  SS 
   
  X 
  Fine-Tuning 
  SS 
  X 
   
  Focusing Chant 
  SS 
  X 
   
  Follow the Leader 
  SS 
   
  X 
  Fortissimo 
  SS 
  X 
   
  Harmonic Chorus 
  SS 
   
  X 
  Harmonize 
  SS 
  X 
   
  Healthful Slumber 
  SS 
  X 
   
  Hymn of Praise 
  SS 
  X 
   
  Improvisation 
  SS 
   
  X 
  Infernal Threnody 
  SS 
   
  X 
  Insidious Rhythm 
  SS 
   
  X 
  Joyful Noise 
  SS 
  X 
   
  Listening Coin 
  SS 
   
  X 
  Lullaby 
  SS 
  X 
   
  Otto’s Resistible Dance SS 
   
  X 
  Percussion 
  SS 
  X 
   
  Protégé 
  SS 
   
  X 
  Song of Discord 
  SS 
   
  X 
  Spectral Weapon 
  SS 
   
  X 
  Summon Instrument 
  SS 
  X 
   
  Sympathetic Viberation SS 
   
  X 
  Wail of Doom 
  SS 
   
  X 
  Zone of Silence 
  SS 
   
  X 
   
   
   
   
  Spells from Tome and Blood 
   
  Name of Spell 
  Source Class A Class B
  Absorption 
  TB 
   
  X 
  Acid Orb 
  TB 
   
  X 
  Arcane Sight 
  TB 
  X 
   
  Chain Contingency 
  TB 
   
  X 
  Choke 
  TB 
  X 
   
  Cold Orb 
  TB 
   
  X 
  Command Undead 
  TB 
   
  X 
  Corpse Candle 
  TB 
  X 
   
  Dimensional Lock 
  TB 
   
  X 
  Disguise Undead 
  TB 
   
  X 
  Eagle’s Splendor 
  TB 
  X 
   
  Electric Orb 
  TB 
   
  X 
  Energy Buffer 
  TB 
   
  X 
  Energy Immunity 
  TB 
   
  X 
  Enhance Familiar 
  TB 
  X 
   
  Familiar Pocket 
  TB 
  X 
   
  False Life 
  TB 
  X 
   
  Feign Death 
  TB 
  X 
   
  Filter 
  TB 
  X 
   
  Fire Orb 
  TB 
   
  X 
  Fortify Familiar 
  TB 
   
  X 
  Fox’s Cunning 
  TB 
  X 
   
  Gaze Screen 
  TB 
  X 
   
  Ghostform 
  TB 
   
  X 
  Great Shout 
  TB 
   
  X 
  Hide Life 
  TB 
   
  X 
  Ice Burst 
  TB 
  X 
   
  Ice Knife 
  TB 
  X 
   
  Imbue Familiar with Spell Ability 
  TB 
   
  X 
  Indifference 
  TB 
  X 
   
  Lesser Acid Orb 
  TB 
  X 
   
  Lesser Cold Orb 
  TB 
  X 
   
  Lesser Electric Orb 
  TB 
  X 
   
  Lesser Fire Orb 
  TB 
  X 
   
  Lesser Sonic Orb 
  TB 
  X 
   
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  7
  Mass Darkvision 
  TB 
   
  X 
  Mass Fly 
  TB 
   
  X 
  Mass Resist Elements 
  TB 
  X 
   
  Mass Teleport 
  TB 
   
  X 
  Mordenkainen’s Private Sanctum 
  TB 
   
  X 
  Negative Energy Burst 
  TB 
   
  X 
  Negative Energy Ray 
  TB 
   
  X 
  Negative Energy Wave 
  TB 
   
  X 
  Otiluke’s Dispelling Screen 
  TB 
   
  X 
  Otiluke’s Greater Dispelling Screen TB 
   
  X 
  Owl’s Wisdom 
  TB 
  X 
   
  Repair Critical Damage 
  TB 
   
  X 
  Repair Light Damage 
  TB 
  X 
   
  Repair Minor Damage 
  TB 
  X 
   
  Repair Moderate Damage 
  TB 
  X 
   
  Repair Serious Damage 
  TB 
  X 
   
  Sonic Orb 
  TB 
   
  X 
  Spiritwall 
  TB 
   
  X 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Verbobonc Builder Book Acquisition 
  Feats, Spells, and Mundane Items  
  (RUP Supplement - March, 2002) 
   
   
  8
   
   
   
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  Member Director of Wrinkle Academy of Magic - Ron Lundeen (rlundeen@uchicago.edu) 
  Wrinkle Academy of Magic 
  The Wrinkle Academy of Magic is a brand-new school of magic founded by the enthusiastic and intelligent 
  gnome wizard, Obble Quillkeeper Humbleburrow Har.  Obble Har founded the Academy in 592 CY, purchasing 
  and renovating an old, sprawling manor house in Verbobonc City.  The Wrinkle Academy is so new that many 
  places sport fresh paint and some parts of the building are still under construction.  The Academy boasts eight 
  lecture halls, two laboratories (one still under construction), a mostly-empty library (also under construction) and 
  an administrative suite.  Obble Har has taken the title of Magister Har, and has thrown the doors of his school 
  open for all who choose to pursue wizardry.  Magister Har’s academy has been met with some suspicion by the 
  cautious folk of Verbobonc City. 
  Unfortunately, to run a “premier academy for wizardly instruction of the young and old,” Magister Har needs 
  students and teachers.  Magister Har has managed to induct an opening class of over 80 students of varying 
  levels of skill.  These are almost all Commoners who will, upon graduation, take one level in Wizard, but many 
  adventurers have also signed on as students.  Most of the classes taught at the Wrinkle Academy of Magic are 
  time-intensive and designed to produce skilled wizards.  However, anyone with a degree of magical knowledge 
  can attend irregular classes to improve their skill, for a small requirement of money and time each academic year. 
  Other than the Instructors and the energetic Magister Har, the Wrinkle Academy has only one staff member:  the 
  gaunt and creepy Artemis Kurl, an older human who oversees construction at the Academy and performs other 
  administrative duties. 
  The Wrinkle Academy is shunned and feared by many of the common folk of Verbobonc, who dislike the idea 
  of a “wizard’s school” in their city walls.  However, some of the more professional organizations in Verbobonc see 
  a well-run, low-key magic academy as a boon. Magister Har encourages this cooperation among prestigious 
  groups in Verbobonc, as it enhances the reputation of his burgeoning school. 
  Magister Har emphasizes control and discretion when using any magic, but particularly so when using these 
  spells, which can be easily traced to the Wrinkle Academy and besmirch the academy’s reputation.  In addition to 
  any legal penalties imposed in Verbobonc, a Students or Magisters of the Wrinkle Academy who commits a crime 
  using magic may face sanctions from the academy, up to and including expulsion. 
  Requirements:   
  To qualify to join the Wrinkle Academy of Magic, a character must fulfill all the following criteria. Each level’s requirements 
  are independent of the previous level. 
  Student 
  Skills: 1 rank in Alchemy, Knowledge (Arcana), Scry or Spellcraft 
  Annual Class Time Units: 3 TU  
  Library Fee:  150 gold pieces (Campaign Certified Books, Tomes, Scrolls or Spell books may be exchanged at full certified 
  value). 
  Instructor 
  Knowledge (Arcana): 4 ranks 
  Spellcraft: 4 ranks 
  Additional Skills: 4 ranks in Alchemy or Scry 
  Annual Class Instruction:  6 TU  
  Library Fee:  300 gold pieces (Campaign Certified Books, Tomes, Scrolls or Spell books may be exchanged at full certified 
  value). 
  Benefits:  
  General 
  Permanent Influence : One permanent influence with/from the Wrinkle Academy of Magic, which can be used in any way  
  a normal influence can be used in the Viscounty of Verbobonc. This benefit exists as long they maintain membership in  
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  Member Director of Wrinkle Academy of Magic - Ron Lundeen (rlundeen@uchicago.edu) 
  good  standing with the Academy. 
   
  Student 
  Education’s Bounty – A Student of the Wrinkle Academy of Magic is provided with excellence in instruction granting a +1 
  insight bonus to Knowledge (Arcana) and Spellcraft.  This bonus is granted as long as the student is within the boundaries 
  of the Verbobonc Campaign allowing the student to be close to the Academy’s center of instruction. 
  Arcane Research – A Student is granted relief of 1 event within the boundary of the Verbobonc Campaign.  The 
  Adventure Summary must specifically state that members of the Wrinkle Academy of Magic are relieved [pay no Time Unit 
  Cost for play] in the adventure.  
  Arcane Lore – A Student may upon gaining a level of wizard research and scribe 1 additional spell into their spellbook for 
  half cost.  
  Instructor (Magister) 
  Arcane Lore – The Magister may upon gaining a level of wizard research and scribe 2 additional spells into their spellbook 
  for half cost.  
  Education’s Bounty – A Magister of the Wrinkle Academy of Magic has access to numerous resources to research and 
  seek knowledge. These resources grant the Magister a +2 insight bonus to Alchemy, Knowledge (Arcana) and Spellcraft.  
  This bonus is granted as long as the student is within the boundaries of the Verbobonc Campaign allowing the Magister to 
  be close to the Academy’s resources. 
  Arcane Research – A Magister is granted relief of 2 events within the boundary of the Verbobonc Campaign.  The 
  Adventure Summary must specifically state that members of the Wrinkle Academy of Magic are relieved [pay no Time Unit 
  Cost for play] in the adventure.  
  Builder Book Feats – A Magister has access to the following meta-magic feats from Tome and Blood: a Guidebook to 
  Wizards and Sorcerers: Arcane Defense, Chain Spell, Cooperative Spell, Delay Spell, Eschew Materials, Extra Slot, Extra 
  Spell, Sanctum Spell, Sculpt Spell, Spell Specialization, Spilt Ray, Subdual Substitution, Widen Spell. The hero must have 
  met the requirements for feat selected.  This is not a bonus feat, it only grants your character the right to take one of the 
  feats listed above when you gain a new feat normally. If you take one of these feats you must bring a copy of the feat when 
  you play an event so that the GM can reference its rules.   
  Builder Book Spells – a Magister has access to any 0 through 2nd level spells from Tome and Blood: a Guidebook to 
  Wizards and Sorcerers. Further, the Magister is granted access to Arcane Sight, Ice Burst, Feign Death, Negative Energy 
  Burst and Enhance Familiar. The Magister must have met the requirements for casting the spell to include normal scribing 
  costs.  If you take one of these spells you must bring a copy of the spell when you play an event so that the GM can 
  reference its rules.  
  Builder Book Equipment (Mundane) – not available at press release, please contact the Triad if you desire to purchase 
  something from the either Tome and Blood: a Guidebook to Wizards and Sorcerers . 
  Builder Book Equipment (Magical) – not available at press release, please contact the Triad if you desire to purchase 
  something from the Tome and Blood: a Guidebook to Wizards and Sorcerers. 
  Builder Book Specials – a Magister has access to call forth an Improved Familiar as per the feat from Table 2-2 of Tome 
  and Blood: a Guidebook to Wizards and Sorcerers. The hero must have met the requirements for familiar selected. This 
  seeking and bonding with the familiar will cost the hero 3 Time Units.  If you accept one of these familiars you must bring a 
  copy of the regional certificate when you play an event so that the GM can reference its rules.  When you call the familiar 
  contact the Triad to receive the familiar and a supplementary Adventure Certificate, record necessary information on the 
  Adventure Certificate and present it for signature to the GM at your next Verbobonc Regional event, any Verbobonc 
  Council Member or Triad Member. Any questions on familiar selection should be addressed to meta-
  campaign@verbobonc.net. 
  Builder Book Prestige Classes – not available at press release, please contact the Triad if you desire to advance in an 
  Adaptable or Special Prestige Class that is available within the Verbobonc Campaign. 
   
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  The Church of Fharlanghn 
  Fharlanghn is shown as a seemingly old man with leathery, wrinkled skin and young-seeming bright green eyes.  Brother of the 
  Oeridian god Celestian, he is on amiable terms with non-evil earth gods and several nature gods, and is sometimes tied to Atroa.  His 
  symbol is a wooden disc carved with the curved line of the horizon, and he carries a magical version of this symbol called the Oerth Disc.  
  He is the patron of those that walk or ride long distances (including travelers in tunnels, and as such is praised by those that must use 
  mountain passes or travel the Under-Oerth.) 
  The church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics (who favor 
  brown and are usually older clerics whose wandering days are behind them).  Clerics of Fharlanghn are encouraged to travel the world and 
  see new things.  They bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people.  Because they 
  learn many languages and cultures, they act as translators and diplomats.  Many aid in constructing of roadways and bridges, and a pair of 
  shoes made by one of his clerics is held to last longer than any other. 
  Requirements:   
  To qualify to join the Church of Fharlanghn, a character must fulfill all the following criteria. Each level’s requirements are independent of 
  the previous level. 
  Layman 
  Knowledge (Local – Verbobonc): 1 rank 
  Knowledge (Geography – Verbobonc): 1 rank 
  Annual Devotional Time Units: 2 TU and 200 gold pieces. 
  Low Ministry (Journeyman) 
  Knowledge (Religion): 4 ranks 
  Knowledge (Local – Verbobonc): 2 ranks 
  Knowledge (Geography – Verbobonc): 2 ranks 
  Annual Devotional Time Units: 6 TU 
  Residency: Verbobonc Resident 
  Special: Must have the ability to cast divine spells and tithe of 10% of earned wealth. 
  High Ministry (Wayfarer) 
  Knowledge (Religion): 8 ranks 
  Knowledge (Local – Verbobonc): 3 ranks 
  Knowledge (Geography – Verbobonc): 3 ranks 
  Annual Devotional Time Units: 8 TU 
  Residency: Verbobonc Resident 
  Special: Must have the ability to cast 3rd level divine spells and tithe of 10% of earned wealth. 
  Benefits:  
  General 
  Permanent Influence : One permanent influence with/from the Church of Fharlanghn, which can be used in any way a  
  normal influence can be used in the Viscounty of Verbobonc. This benefit exists as long they maintain membership in good  
  standing with the church. 
  Layman 
  Shelter, Maps & Travel Aid – A Layman of the Church of Fharlanghn may seek refuge at any way station of the Traveler during an 
  adventure.  The Layman is provided with a clean room for resting and replacement of any standard traveling equipment that may be 
  required.  This does not include ammunition [arrows, bolts or bullets]. Injured Layman will be tended to during the night allowing for 
  the provision of long term care. The Layman animals will be tended by the blacksmith to include medical care [mundane], feeding and 
  grooming. The animal’s tack will be cleaned, repaired or replaced as necessary. 
  Divine Spell Casting – A Layman is granted the casting of 1st through 3rd level divine spells from the tending Cleric of Fharlanghn for 
  free. For divine spells of 4th – 6th level, the Layman is considered to have 1 Favor of Fharlanghn.  Spells above 6th level are available at 
  normal costs to the Layman. 
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  Low Ministry 
  Regional Devotional – A Journeyman of the Low Ministry is granted relief of 2 events within the boundary of the Verbobonc 
  Campaign.  The Adventure Summary must specifically state that member of the Pioneers of Fharlanghn are relieved [pay no Time Unit 
  Cost for play] in the adventure.  
  Shelter, Maps and Travel Aid –As Layman, plus the Low Minister is granted free access to the way stations map archive and may 
  have a copy of any desired Verbobonc Campaign map for free. 
  Divine Spell Casting – A Low Minister is granted the casting of 1st through 6th level divine spells from the tending Cleric of 
  Fharlanghn for free. For divine spells of 7th level, the Low Minister is considered to have 1 Influence Point with Fharlanghn.  Spells 
  above 7th level are available at normal costs to the Low Minister. 
  Travel Competency – A Low Minister is well learned in the roads and wilderness paths of Verbobonc granting a +2 insight bonus to 
  Intuit Direction, Tracking and Wilderness Lore within the physical boundaries of the Verbobonc Campaign. 
  Builder Book Spells – a Low Minister has access to any 1st through 3rd level spell from Defenders of the Faith: a Guidebook to Clerics 
  and Paladins or Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. 
  Builder Book Feats – not available at press release, please contact the Triad if you desire to purchase something from either Defenders 
  of the Faith: a Guidebook to Clerics and Paladins or Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. 
  Builder Book Equipment (Mundane) – not available at press release, please contact the Triad if you desire to purchase something 
  from either Defenders of the Faith: a Guidebook to Clerics and Paladins or Masters of the Wild: a Guidebook to Barbarians, Druids 
  and Rangers. 
  Builder Book Equipment (Magical) – not available at press release, please contact the Triad if you desire to purchase something from 
  either Defenders of the Faith: a Guidebook to Clerics and Paladins or Masters of the Wild: a Guidebook to Barbarians, Druids and 
  Rangers. 
  Builder Book Specials – a Low Minister Paladin has access to call forth a special mount from Table 1-1 or 1-2 of Defenders of the 
  Faith: a Guidebook to Clerics and Paladins. The hero must have met the requirements for mount selected. This will cost the hero 3 
  Time Units for the seeking and training of the mount.  If you accept one of these mounts you must bring a copy of the regional 
  certificate when you play an event so that the DM can reference its rules.  When you call the mount contact the Triad to receive the 
  mount and a supplementary Adventure Certificate, record necessary information on the Adventure Certificate and present it for 
  signature to the GM at your next Verbobonc Regional event, any Verbobonc Council Member or Triad Member. Any questions on 
  mount selection should be addressed to meta-campaign@verbobonc.net. 
  Builder Book Prestige Classes – not available at press release, please contact the Triad if you desire to advance in an Adaptable or 
  Special Prestige Class that is available within the Verbobonc Campaign. 
  High Ministry 
  Regional Devotional – A member of the High Ministry is granted relief of 3 events within the boundary of the Verbobonc Meta-
  Regional Campaign.  The Adventure Summary must specifically state that member of the Church of Fharlanghn are relieved [pay no 
  Time Unit Cost for play] in the adventure.  
  Shelter, Maps and Travel Aid – As low Minister except the High Minister is granted free access to the way stations map archive and 
  may have a copy of any desired Verbobonc Meta-Regional Campaign map for free. 
  Divine Spell Casting – A High Minister is granted the casting of 1st through 7th level divine spells from the tending Cleric of 
  Fharlanghn for free. For divine spells of 8th and above, the High Minister is considered to have 2 Influence Point with Fharlanghn. 
  Travel Competency: A High Minister is well learned in the roads and wilderness paths of Verbobonc granting a +2 insight bonus to 
  Intuit Direction, Tracking and Wilderness Lore in the physical boundaries of the Verbobonc Meta-Regional Campaign. 
  Builder Book Spells – A High Minister has access to any 1st through 5th level spell from Defenders of the Faith: a Guidebook to 
  Clerics and Paladins or Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. 
  Builder Book Feats – As Low Minister. 
  Builder Book Equipment (Mundane) – As Low Minister. 
  Builder Book Equipment (Magical) – As Low Minister. 
  Builder Book Specials – As Low Minister. 
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  People of the Gnarley 
  The Western Gnarley Forest is home to many and protected by the brave few. 
  People of the Wood have chose a life of the forest.  They live off the gifts of the forest provide and use of its 
  resources sparingly.  It is not uncommon to witness on eof their numbers standing in the forest quietly listening.  
  The enjoy hearing the wind rustle the leaves, which they call the “Song of the Trees.” When danger nears they 
  tend to band together for their own safety and that of the forest. Wary of strangers at first, they quickly turn to offer 
  warm hospitality for those who mean no harm. 
  Gnarleyman are well-established residents of the Gnarley Forest. They tend to be on the leaders of their small 
  communications in the woods. Gnarley Rangers and/or Druids are known to stop by a Gnarleyman’s home on 
  occasion and be made welcome. 
  Gnarley Ranger – Junior Rangers are the entry point of the Gnarley rangers and act as the defenders of the 
  Great Forest.  Their job is not only to the protection of the wood and its inhabitants, but also to hunt down those 
  who seek to do it harm. The Rangers protect the forest from outsiders, especially humanoids from the Pomarj, but 
  also bandits and evil cults skulking in the Gnarley. Warm relations exist between the Rangers and Gnomes, 
  Gnarleyman, Swanmays, and Werebears. They are closely tied to the Western Gnarley High Druid and the 
  Oaken Father. While they have neutral relations with the Greyhawk, Dyvers, Furyondy, Verbobonc and Celene; 
  they prefer not to see their political expansion in to the forest. 
  Requirements: 
  To qualify to join the Mounted Borderers, a character must fulfill the following criteria for each rank. The general requirements 
  are required to petition; thereafter, each Mounted Borderers Rank is independent of the previous rank’s requirements. 
  People of the Wood 
  Annual Duty Time Units: 2 TU 
  Residency: Verbobonc or Dyvers Resident, Gnarley Forest Resident 
  Gnarleyman 
  Base Attack: +2 
  Annual Duty Time Units: 3 TU 
  Residency: Verbobonc or Dyvers Resident, Gnarley Forest Resident 
  Special: Must have spent six months real calendar time as People of the Wood. 
  Junior Ranger of the Gnarley 
  Base Attack: +3 
  Skills: Wilderness Lore (5 ranks), Listen (3 ranks), Spot (3 ranks), Hide (2 ranks), Move  
  Silently (2 ranks), Animal Empathy (1 rank), Handle Animal (1 rank). 
  Feats: Tracking and Point Blank Shot 
  Annual Duty Time Units: 6 TU 
  Residency: Verbobonc or Dyvers Resident, Gnarley Forest Resident 
  Special: Must be invited to begin training by a Gnarley Ranger Knight. 
  Benefits: 
  General 
  Permanent Influence : One permanent influence with/from the Gnarley Rangers, which can be used in any way a  
  normal influence can be used in the Viscounty of Verbobonc. This benefit exists as long they maintain membership in good  
  standing with the groups of the Gnarley. 
   
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  People of the Wood 
  Forest Children: +1 competency bonus to Wilderness Lore skill checks and +1 insight bonus to Spot skill checks while in 
  the Gnarley Forest. 
  Forest Lore: May select the following knowledge skills to concentrate study of the Gnarley Forest Lore: Geography-
  Gnarley Forest, Local-Gnarley Forest, Nature-Gnarley Forest.  The Peoples of the Gnarley are able to concentrate study in 
  these fields of knowledge giving them an increased focus on skill checks at the GMs discretion.  
  Builder Book Feats: Acrobatic, Athletic, Dash from Song and Silence: a Guidebook to Bards and Rogues. 
  Gnarleyman 
  Forest Children: +2 competency bonus to Wilderness Lore skill checks and +2 insight bonus to Spot skill checks while in 
  the Gnarley Forest. 
  Forest Lore: May select the following knowledge skills to concentrate study of the Gnarley Forest Lore: Geography-
  Gnarley Forest, Local-Gnarley Forest, Nature-Gnarley Forest.  The Peoples of the Gnarley are able to concentrate study in 
  these fields of knowledge giving them an increased focus on skill checks at the GMs discretion.  
  Forest Friend: the PC may select the either the Gnarley Rangers or the Gnarley Druids. Once designated, these may not 
  be changed.  
  Builder Book Feats: Faster Healing and Improved Swimming from Masters of the Wild: a Guidebook to Barbarians, 
  Druids and Rangers. 
  Junior Ranger of the Gnarley 
  Insignia: Silver Oak Leaf neck-chain. The insignia acts as an Influence Point with Gnarley Rangers. 
  Forest Children: +1 insight bonus to animal empathy or handle animal skill checks and +1 competency bonus to listen 
  skill checks while in the Gnarley Forest. 
  Health of the Forest: 10% discount on all purchases (mundane) made from within the Gnarley Forest or made from 
  Gnarley Forest available goods when in either Dyvers or Verbobonc. 
  Call of the Forest: the Junior Ranger may call upon a Senior Ranger once per adventure for consultation (non-combat) 
  when in the Gnarley Forest. 
  Forest Lore: May select the following knowledge skills to concentrate study of the Gnarley Forest Lore: Geography-
  Gnarley Forest, Local-Gnarley Forest, Nature-Gnarley Forest.  The Gnarley Rangers are able to concentrate study in these 
  fields of knowledge giving them an increased focus on skill checks at the GMs discretion. Also, access (training) to 
  language – Gnarley Ranger Sign. (A system of hand signals, chirps and whistles known only to the Gnarley Rangers.) 
  Builder Book Spells: The Junior Ranger has access to all 1st through 3rd Level spells from the Masters of the Wild: a 
  Guidebook to Barbarians, Druids and Rangers. 
  Builder Book Feats: Animal Defiance, Brachiation, Chink In The Armor, Close Quarters Fighting, Death Blow, Dual Strike, 
  Expert Tactician, Eyes In The Back Of Your Head, Hold The Line, Off-Hand Parry, Pin Shield, Plant Defiance, Shadow, 
  Sharp Shooting, Zen Archery. 
   
   
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  Mounted Borderers 
  Description 
  The Mounted Borderers, as a group, are considered the most capable soldiers the Viscounty has to offer. 
  As the only military arm directly reporting to the Viscount, their duties are many. The Mounted Borderers are 
  responsible for patrolling the frontiers of Verbobonc, from the difficult terrain of the Lortmils to the deep forests of 
  the Gnarley. They are central to the Viscounties defense and make up the majority of its heavy cavalry.  
  They are also responsible for the administration justice for many of the small thorps and villages that lie 
  on the Viscounty’s borderers. In this capacity, they are empowered by the Viscount to actively investigate 
  injustice, pursuing those doing wrong, and bringing them to justice. To this end, Borderers are entreated with help 
  from local magistrates and sheriffs, though they are not obliged to. 
  When conflicts arise between different Nobles and/or their retainers, the Mounted Borderers are the first 
  to investigate, and if necessary, arrest those breaking the Viscount’s laws. It should be clear that while the 
  Mounted Borderers themselves do not have jurisdiction over a noble, they are vested with the power to bring a 
  noble, or their vassals, in front of the Viscount to answer charges. 
   
  Size 
  Throughout the Verbobonc, there are approximately 250 Mounted Borderers in the ranks. Support 
  personal number just under 100. With its stringent requirements, the Mounted Borderers have increased their 
  numbers rather slowly. Many Mounted Borderers have no permanent home, finding themselves always traveling 
  instead. All of the highest-ranking Mounted Borderers are knights, veterans of many battles. The lowest tier is 
  made up of new recruits, many whom are sons and grandsons of Borderers, looking to achieve knighthood. 
   
  Culture 
  The Borderers have existed for about 150 years. There is an old adage goes, “once a Mounted Borderer, 
  always a Mounted Borderer.” They were first organized by several army veterans and retired adventurers who 
  vowed to protect the Viscount and his interests. After taking the vow they formed themselves into a secular 
  organization resembling a knightly order. Borderers rely on intense personal combat training and riding skill more 
  than their numbers.  
  They are given the first responsibility of protecting the Viscount and his interests. A small contingent of 
  Mounted Borderers resides at the Viscounts castle in Verbobonc City. It is here that they have their headquarters. 
  They are further charged with upholding the Viscounts laws on the frontier, bringing criminals and villains to 
  justice through the use of brains and brawn. They are often given the most difficult assignments when it comes to 
  law enforcement and military missions. 
   Admission to their ranks can be a difficult process, as their membership requirements are strict and only 
  the most qualified applicants find themselves recruited. Even though the Mounted Borderers carry an elite status 
  and institute demanding requirements, Borderers do not consider themselves a step above the common man. In 
  fact they, as well many citizens, view themselves as a symbol of altruistic duty to the Viscounty. They recognize 
  that it is their duty and responsibility to protect the Viscount and his subjects from the ever-present face of evil. To 
  this end, they continuously patrol the areas assigned to them, always on the move. The average Mounted 
  Borderer views the citizens as people who need to be protected. They solely exist to serve Viscount and protect 
  its citizens.  
  In carrying out their missions, the Borderers work in small groups. This usually ranges from a Knight 
  Baronet and three or four of his Men at Arms, to a couple of Sergeants. In time of war, Mounted Borderers are 
  mustered into their cavalry field units, and directed to assist the standing army. At all other times they try to keep 
  a high state of preparedness and efficiency. They are all taught to plan for every contingency, to seek out the 
  enemies’ weakness.  
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  Occasionally they may be chosen for special missions. Only the best, bravest, and brightest are allowed 
  to operate in such a way. In order to assure the successful result of these missions, the Mounted Borderer will 
  bring to bear all their skills, be it intimidation, intelligence gathering through scouting, or even brute force. They 
  will try to utilize any resources that they find, whether its people, animals, or magic. 
  As for their military duties, Borderers prove to be impressive foes. The Mounted Borderers as a military 
  organization have two beliefs, prepare for the worst and do not assume. Borderer battles are the subject of many 
  stories and local legends. Through talent and sheer will power they have overcome great perils. Because of their 
  continuous travel and the lack of time to forge relationships, Mounted Borderers often feel most comfortable 
  interacting with each other. Marriages and close friendships amongst the Borderers are very common, while 
  relationships developed with those outside the Borderers are often plagued with problems related to their amount 
  of travel or their commitment to the Viscount. Because of this it is not surprising that several establishments have 
  been set-up by veterans who cater to Borderers. A good example of this is the Grim Wolf inn. Located on the 
  Viscounty’s southern border with Celene, it caters almost exclusively to Mounted Border’s, to the point that even 
  open rooms are left vacant in the event a Knight Borderer does show up from out of the wilds. 
   
  Relationships with other Organizations 
  The Viscount above all others greatly appreciates the job the Borderers have done, having been on the 
  receiving end of their justice early on in his career. Upon taking office the a census of Mounted Borderer knights, 
  consisting of Knight Baronets and Knight Commanders, make a vow of fealty to the new Viscount. This ceremony 
  is a somber one and figures very highly in the relationship between the Viscount and the Mounted Borderers.  
  Members of other organizations typically show respect to the Borderers on a professional level. Nobles 
  tend to appreciate Borderer patrols and combat prowess, though one or two nobles find that the issue with the 
  Borderers telling them how to administrate justice. On a personal level, the simple nature of the Borderers often 
  prevents any strong relationships from being developed. The exception to this is the Borderer’s relationship with 
  the Gnarley Rangers, which share a level of discipline and training that on some levels unite the two 
  organizations. They also find themselves working on the same problems on the eastern woods and hills. 
   
  Accomplishments 
  The Mounted Borderers were one of the elite fighting groups at the Battle of Emridy Meadows. Their 
  cavalry tactics were indispensable in defeating the armies of humanoids who crawled forth from the hills and 
  forests. They were also effective in supporting attacks against the Temple of Elemental Evil and were partially the 
  reason that Nulb is a ghost town today. They have upheld Verbobonc codified law throughout the Viscounty for 
  over 100 years. Many vile creatures and villains have faced their tempered justice, with some not living to tell 
  about it. 
   
  Challenges 
  The biggest challenge that the Mounted Borderers face is member recruitment. Their numbers have been 
  slowly dwindling for the past decade. The problem lies with the fact that there aren’t as many qualified applicants. 
  Many squires have made it through the ranks to become Borderer Knights. They simply do not have enough 
  people to effectively patrol all the fringe areas of the region. They have of late been charged with keeping the 
  roads open for trade, enforcing laws against smuggling and preventing bandit activity. With information of new cult 
  activity in the Viscounty, they are on the look out for any strange activity.  
  To this end, the Borderers have worked closely with the Gentlemen of The Watch in Verbobonc City, and 
  other town based organization dedicated to enforcing laws to protect the common man. The common citizen 
  appreciates the protection that the Borderers provide them. Many business owners, especially tavern keepers and 
  inn owners, go out of their way to assist Borderers in their duties. This assistance takes the form of information, 
  accommodations, equipment, or introductions. Thus the Borderers find information gathering somewhat easier. 
  Another challenge facing the Borderers is that due to their success and status, they find themselves the target of 
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  villains and enemies. Many intelligent enemies look to waylay and kill Borderers, trying to make a name for 
  themselves or open up an area to lawlessness.  
   
  High Guard of the Viscount 
   
  Mounted Borderers who have proved their courage, resourcefulness, and honor while serving the Viscounty, 
  maybe assigned to the High Guard of the Viscount. For a Mounted Borderer, there is no higher honor. Duties 
  generally include day-to-day safety of the Viscount, following up on potential trouble, and fulfilling special tasks 
  called for by the Viscount himself. Many evil deeds have been averted because of the bravery and intelligence of 
  the High Guard. 
   
  Mounted Borderers Support Attachment 
   
  The Mounted Borderers are an organization with their own logistics and support structure. It is said that if 
  something is needed to complete a task, a Borderer can have it by next day’s light. The Mounted Borderers rely 
  on craftsmen and professionals for everyday needs. It is rumored that they have masters of many fields on 
  retainer throughout the Viscounty. 
   
  Mounted Borderers Special Detachment 
   
  While it is not common knowledge, the Mounted Borderers have a small detachment of uncommon Troopers 
  who specialized in uncommon tasks. The detachment was created after the battle of Emridy Meadows. It is said 
  that the Mounted Borderers were in a need for some magical assistance and put a wizard in their employ. This 
  wizard turned on them in the last minute and had to be put down like a rabid dog. The Knight Marshall of the 
  Mounted Borderers made it policy to enlist citizens with skills uncommon to the average Borderer. Arcane and 
  Divine magic are much appreciated, with the latter usually coming from St. Cuthbert or Heironeous. Skills in 
  scouting, spying, and information retrieval has also become imperative. Those who are approached are given a 
  strict once over before the application process gets started. 
   
  Conflicts with Other PCs 
  While adventuring, a Borderer PC may encounter PCs that act in a way that violates the laws and morals 
  of the Verbobonc. The Borderer PC should feel compelled to act against another player. Here’s some guidance 
  on how players and judges should handle such conflicts. If a PC commits an act which would force the Borderer 
  PC to take action, the PC should step "out of character" for a moment. He should explain to the player why acting 
  this way in the Verbobonc will cause severe problems –arrest, imprisonment, or even execution after a trial. Let 
  the player explain and reconsider his PC’s actions.  
  Only if the player decides to continue should action be taken. Physical conflicts should be rare and should 
  only happen when all parties are aware of the consequences of their acts. When a Borderer PC acts to stop 
  another PC from committing an unlawful act, the goal must be to use the minimal amount of force necessary. 
  Stealth, trickery, and tact are encouraged. Preventing loss of life must be paramount. The Borderers are a force to 
  bring people in to face justice and are not the ones to pass judgment. Because of this the Viscount or his 
  representative should be adjudicating such matters. 
   
  Summary 
  The Borderers is a highly elite force wholly devoted to the Viscounty and its citizens, upholding the law 
  and defending the populace. The individual Borderer makes use of whatever means they deem most efficient at 
  achieving their mission. It is an organization well respected and trusted among many throughout the Viscounty. 
  They make extensive use of their own personal combat skills and at the same time take advantage of any help 
  afforded to them by locals; including spells. This tight knit organization fosters much in the way of bonding and 
  members exhibit a high degree of esprit de corps. Borderers take their reputation very seriously and do not take 
  any mistakes lightly. 
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  Requirements: 
  To qualify to join the Mounted Borderers, a character must fulfill the following criteria for each rank. The general requirements 
  are required to petition; thereafter, each Mounted Borderers Rank is independent of the previous rank’s requirements. 
  General 
  Ride: 1 rank 
  Gather Information: 1 rank 
  Spot: 1 rank 
  Influence: 1 Mounted Borderers, Viscount or Invention from play. 
  Speak Language: Common plus one of the following: Elven, gnome, Dwarf, Halfling or Orc 
  Alignment: Any Good 
  Residency: Verbobonc Resident 
  Special: Petition for admission. 
  Trooper 
  Base Attack: +2 
  Annual Duty Time Units: 4 TU 
  Corporal 
  Base Attack: +4 
  Ride: 2 rank 
  Feat: Mounted Combat 
  Annual Duty Time Units: 6 TU 
  Special: Must have served 4 months real calendar time as a trooper or receive a promotion due to meritorious 
  service. 
  Sergeant 
  Base Attack: +5 
  Ride: 3 rank 
  Intimidate: 1 rank 
  Annual Duty Time Units: 8 TU 
  Special: Must have served 6 months real calendar time corporal or receive a promotion due to meritorious 
  service. 
  Benefits: 
  General 
  Discount: 10% from any merchant that supports the Mounted Borders. 
  Permanent Influence : One permanent influence with/from the Mounted Borderers, which can be used in any way a  
  normal influence can be used in the Viscounty of Verbobonc. This benefit exists as long they maintain membership in good  
  standing with the Borderers. 
   
  Builder Book Feats: Duel Strike, Expert Tactician, Eyes in the Back of Your Head, Hold the Line, Improved Overrun, Pin 
  Shield, Power Lunge, Sharp Shooting, Shield Expert.  
  Special: Eligible for special awards or promotion recommendations base on play. Influence cost is waived for buying 
  magical or special material arms or armors. 
  Builder Book Equipment (Mundane) – not available at the present time. Items will be reviewed as released in future 
  publications. 
  
  Death & Heroic Deeds 
  (Meta-Organization Supplement - March, 2002) 
  Builder Book Equipment (Magical) – not available at press release, please contact the Triad if you desire to purchase 
  something from Sword and Fist: a Guidebook to Fighters and Monks or Defenders of the Faith: a Guidebook to Clerics and 
  Paladins. 
  Builder Book Prestige Classes – not available at press release, please contact the Triad if you desire to advance in an 
  Adaptable or Special Prestige Class that is available within the Verbobonc Campaign. 
  Trooper 
  Regional Duty – A Trooper is granted relief of 1 event within the boundary of the Verbobonc Campaign.  The Adventure 
  Summary must specifically state that members of the Mounted Borderers are relieved (pay no Time Unit Cost or Upkeep 
  for play) in the adventure. 
  Uniform – receive Mounted Borderers Uniform Tabard to be worn during play in any Verbobonc Regional Campaign 
  scenario. 
  Military Presence – + 1 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign. 
  Corporal 
  Regional Duty – A Corporal is granted relief of 2 event within the boundary of the Verbobonc Campaign.  The Adventure 
  Summary must specifically state that members of the Mounted Borderers are relieved (pay no Time Unit Cost or Upkeep 
  for play) in the adventure. 
  Uniform – receive Mounted Borderers Uniform Tabard with rank insignia of Corporal to be worn during play in any 
  Verbobonc Regional Campaign scenario. 
  Military Presence – +1 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign. 
  Military Training - +1 competency bonus to Ride skill checks. 
  Sergeant 
  Regional Duty – A Sergeant is granted relief of 3 event within the boundary of the Verbobonc Campaign.  The Adventure 
  Summary must specifically state that members of the Mounted Borderers are relieved (pay no Time Unit Cost or Upkeep 
  for play) in the adventure. 
  Uniform – receive Mounted Borderers Uniform Tabard with rank insignia of Sergeant to be worn during play in any 
  Verbobonc Regional Campaign scenario. 
  Military Presence – +2 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign. 
  Military Training –  +2 competency bonus to Ride skill checks. 
   
  
   
  Death & Heroic Deeds 
  (RUP Supplement - February, 2002) 
   
  Verbobonc Website – www.verbobonc.net 
  Verbobonc Open Forum – www.yahoogroups.com/group/verbobonc 
  Verbobonc In Character Discussion – www.yahoogroups.com/group/verbobonc-news 
  RESTRICTED ITEMS 
  Item 
  Influence 
  Cost 
   
   
  Modifier 
  Armor & Shield 
  Enchantment/Enhancement @ 
  Adamantine (any item) 
  2 – Dwarves ** 
  N/A 
  Darkwood (any item) 
  1 – Elves * 
   +10% 
  Mithral (any item) 
  1 – Dwarves* 
  +10% 
  Breast Plate of Command 
  2 – Viscount 
  N/A 
  Celestial Armor 
  2 – Church 
  N/A 
  Dwarven Plate 
  2 – Dwarves #  * 
  N/A 
  Elven Chain 
  1 – Elves * 
  N/A 
  Plate Armor of the Deep 
  1 – Appendix A 
  +10% 
  Weapons 
  Enchantment/Enhancement @@ 
  Adamantine (any item) 
  2 – Dwarves ** 
  N/A 
  Darkwood (any Item) 
  1 – Elves * 
   +20% 
  Mithral (any item) 
  1 – Dwarves * 
   +10% 
  Dwarven Thrower 
  2 – Dwarves * 
  N/A 
  Holy Avenger 
   
  Contact Triad 
  Life Drinker 
  2 – Appendix A 
  +20% 
  Oathbow 
  2 – Elves * 
  N/A 
  Rapier of Puncturing 
  2 – Appendix A 
  +20% 
  Sun Blade 
  2 – Appendix A 
  +20% 
  Potions 
  None 
  Rings 
  Shooting stars 
  3 – Appendix A 
  +30% 
  Spell storing 
  2 – Appendix A 
  +20% 
  Regeneration 
  3 – Appendix A 
  +30% 
  Wizardry III 
  3 – Appendix A 
  +30% 
  Wizardry IV 
  4 – Appendix A 
  +40% 
  Item 
  Influence 
  Cost 
   
   
  Modifier  
  Rods 
  Absorption 
  1 – Appendix A 
  +10% 
  Lordly might 
  3 – Appendix A 
  +30% 
  Negation 
  1 – Appendix A 
  +10% 
  Security 
  2 – Appendix A 
  +20% 
  Splendor 
  1 – Appendix A 
  +10% 
  Staffs 
  Life  
  3 – Appendix A 
  +30% 
  Woodlands 
  1 – Appendix A 
  +10% 
  Scrolls 
  None 
  Wands 
  None 
  Wondrous Items  
  Belt of Dwarvenkind 
  1 – Dwarves * 
  N/A 
  Boots of Elvenkind 
  1 – Elves * 
  N/A 
  Cloak of Elvenkind 
  1 – Elves * 
  N/A 
  Elemental Command/Control Items 
  Contact Triad 
  Hat of Disguise 
  1 – Appendix A 
  +10% 
  Ioun Stone (lavender & green) 
  2 – Appendix A 
  +20% 
  Ioun Stone (pale lavender) 
  1 – Appendix A 
  +10% 
  Ioun Stone (pearly white) 
  3 – Appendix A 
  +30% 
  Ioun Stone (vibrant purple) 
  1 – Appendix A 
  +10% 
  Robe of the Archmagi 
  2 – Appendix A 
  +20% 
  Vestments of Faith 
  2 – Appendix A 
  +20%
  VERBOBONC BANNED ITEMS 
  Armor 
  Absorbing Shield 
  Demon Armor 
  Rhino Hide 
  Weapons 
  Arrow of Slaying – Fey  
  Arrow of Slaying – Outsiders, Good 
  Bane Weapons – Fey  
  Bane Weapons – Outsiders, Good 
  Assassin's Dagger 
  Dagger of Venom 
  Luck Blade 
  Nine Lives Stealer 
  Sword of Life Stealing 
  Unholy 
  Potions 
  None 
  Rods 
  Cancellation 
  Rulership 
  Viper 
  Rings 
  Three wishes 
  Scrolls 
  Any Evil 
  Any Polymorph 
  Staffs 
  None 
  Wands 
  Polymorph Self 
  Polymorph Other 
  Poison 
  Unholy Blight 
  Wondrous Items 
  Amulet of the Planes  
  Darkskull 
  Hand of Glory 
  Hand of the Mage 
  Mask of the Skull 
  Orb of Storms  
  Talisman of the sphere  
  Well of many worlds  
   
   
  @ Any Enhancement or Enchantment advancing the total bonus above a +5 requires +1 Influence point or +10% per plus over 5. 
  @@ Any Enhancement or Enchantment advancing the total bonus above a +4 requires +1 Influence point or +10% per plus over 4. 
  # 2 TUs for fitting unless magically enchanted at time of purchase. 
  * player characters that are a resident of Verbobonc and of the stated race have no additional influence costs. 
  ** player characters that are clan members of the Dwarves of Rockhall have no additional influence costs. 
  
   
  Death & Heroic Deeds 
  (RUP Supplement - February, 2002) 
   
  Verbobonc Website – www.verbobonc.net 
  Verbobonc Open Forum – www.yahoogroups.com/group/verbobonc 
  Verbobonc In Character Discussion – www.yahoogroups.com/group/verbobonc-news 
  Appendix A - Influence in Verbobonc  
  Influence is an important advantage in the Verbobonc 
  Regional Living Greyhawk Campaign.  These rewards 
  manifest 
  themselves 
  in 
  many 
  ways. 
  Entrance 
  requirements for meta-gaming, emergency aid from the 
  Viscount, the occasional restoration of life to a cherished 
  adventuring companion and the acquisition of an 
  audience with a power that can grant access to magical 
  goods and services.  
  The ability to speak with powers capable of crafting 
  magical items is an important factor in the fantasy 
  setting of Living Greyhawk.  Those groups that have the 
  power to bestow such items will do so only if you have 
  proven yourself to their cause or in some cases have the 
  ability to shoulder the additional acquisition fees.  Listed 
  below and maintained on the Viscounty web site is 
  information on what groups are aligned with other 
  groups and what resources each group is normally 
  willing to grant. 
  Having an influence with the group allows the 
  adventuring hero to tender that influence to gain an 
  audience for obtaining a desired magical item.  The 
  audience gets you in and you must have the gold to pay 
  for the item. Some items require multiple influences to 
  access the greater magic.  On items requiring multiple 
  influences, the additional influence may be substituted 
  with the appropriate bonus +percentage gold cost at a 
  rate of +10% per lacking Influence Point.  Influence from 
  allies can be added to gain the total influence required 
  but the adventuring hero must start with an influence 
  from the granting source. The allied influence will carry 
  either Full or Half value depending on the strength of 
  the allied association. The following rules apply to the 
  use of influence: 
   
  ��The first influence must be from the group that is 
  providing the service or item. 
  ��Additional influence from an allied group will help 
  reduce the required influence. The allied influence 
  point either counts as full or half value toward the 
  total number of influence points required. 
  ��Cohorts may apply their influence if the influence is 
  with the group that is providing the service or item.  
  Allied influence from the Cohort may not be used. 
  A cohort’s influence only counts as ½ value toward 
  the total number of influence points required. 
   
   
  Influence Affiliations
  Viscount 
  �� Borderers – Full 
  �� Gnarley Rangers – Half 
  �� St. Cuthbert – Half 
   
  St Cuthbert 
  �� Viscount – Full 
  �� Lady Asbury – Full 
  �� Milinous – Half 
  �� Rhynehurst – Half 
  �� Other Religions – Half 
   
  Gnarley Rangers 
  �� Viscount – Half 
  �� Borderers – Half 
  �� Lady Asbury – Full 
  �� Ehlonna – Full 
  �� Obad-Hai – Full 
  Silver Consortium 
  �� Viscount – Half 
  �� Mayor – Half 
   
  Rockhall Dwarves 
  �� Lady Asbury – Full 
   
  Kron Hills 
  �� Lady Asbury – Full 
   
  Merchant House 
  �� Viscount – Half 
  �� Fharlanghn – Half 
   
  Milinous 
  �� Viscount – Half 
  �� Borderers – Full 
   
  Asbury 
  �� Viscount – Half 
  �� Ehlonna – Full 
  �� St. Cuthbert – Full 
  �� Gnarley Rangers – Half 
  �� Borderers – Half 
   
  Delevue 
  �� Viscount – Half 
  �� Borderers – Full 
  �� Gnarley Rangers – Full 
   
  Rhynehurst 
  �� Viscount – Half 
  �� Borderers – Half 
  �� Fharlanghn – Half 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Verbobonc/Verbobonc Gazetteer/Verbobonc - Gazetteer Update.pdf