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.  Tournament detail 
  copyright 2004 by Gregory A. Dreher.  ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  VER4-07 
   
   
   
   
   
   
  Reunification 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
  by Gregory A. Dreher 
  Circle Edit: Tim Sech and David Christ 
   
  Earth and Stone, Man and Gnome.  In Verbobonc, it has been man against gnome since the Kron Hills Revolt of 588 
  CY. But with the common giant foe resurgent, it is time for the revolt to end.  It is time for reunification.  Through word 
  and deed, Verbobonc will regain the allegiance of the gnomes.  An adventure for APLs 10 through 16, with both 
  diplomatic and combat elements. 
   
  
  Ver4-07 Reunification 
   
  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. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  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. 
  
  Ver4-07 Reunification 
   
  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 
  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 
  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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ad
  venture Background 
  About six years ago, Right Honorable Sir Fenward 
  Lefthanded became Viscount of Verbobonc.  He initially 
  made well-publicized raids into the Gnarley Forest and 
  the Kron Hills, but almost immediately put a stop to 
  these patrols, claiming they were too costly.  When the 
  Kron Hills gnomes, ever loyal allies of the Viscounty, 
  protested that these patrols were necessary for their 
  safety, Fenward refused to listen.  Worse, he publicly 
  declared that the Viscounty would not protect the Kron 
  Hills Gnomes, and that “the craven little moles can take 
  care of themselves.”  Immediately, many gnomes of the 
  Kron Hills broke from the Viscounty, forming the Free 
  Assembly of the Kron Hills under their Clan Lord, 
  Urthgan the Eldest of Tulvar. 
  In recent months, however, the giant foe that threatens 
  human and gnome alike is on the rise.  Giants have been 
  seen in increasingly large numbers in the eastern 
  Lortmils and Kron Hills, and have been making forays 
  further west throughout the Kron Hills.  The Gnomes of 
  the Free Assembly of the Kron Hills were driven out of 
  Tulvar, and now reside in the town of Swan. 
  The current Viscount, Langard, has decided that the 
  gnomish rebellion must end.  The safety of both humans 
  and gnomes depends on being able to fight a unified 
  battle against the giants.  Knowing that the normal 
  negotiators for the Viscounty do not have the gnomes’ 
  respect, Viscount Langard has decided to turn to well-
  
  Ver4-07 Reunification 
   
  Page 4 
  known figures that are viewed more favorably—
  adventurers. 
  Note: All the parties in the negotiation suggest the same 
  goals.  The reason for this situation is that both the 
  humans and the gnomes have carefully asked around, 
  finding out what matters are open for negotiation.  They 
  have done their homework, and it makes the negotiations 
  go smoother. 
  Adventure Summary  
  While in the Viscounty of Verbobonc, the characters 
  encounter a series of minor events, but these are mere 
  precursors to the important mission for which they will 
  then be recruited.  Viscount Langard desires a formal end 
  to the rebellion of the Gnomes of the Free Assembly of 
  the Kron Hills.  He believes this is the time to end the 
  revolt, but negotiations between his own diplomats and 
  the stubborn gnomes have been fruitless.  He hopes the 
  characters can be successful in negotiating with the 
  gnomes. 
  Before meeting the Gnomes of the Free Assembly of the 
  Kron Hills, the characters meet with the noted gnome 
  power broker, Prince Jimm.  From Jimm, the characters 
  can gain additional insight into the gnomes’ position, and 
  hear rumors about a historic sword. 
  The characters then journey to Swan, where the Gnomes 
  of the Free Assembly of the Kron Hills currently reside, 
  having been driven out of Tulvar by the giants.  They are 
  willing to forgive the past insults that led to their break 
  from the Viscount’s authority, but want concessions.  
  Based on what the characters have learned from speaking 
  to Viscount Langard and Prince Jimm, they know what to 
  offer.  However, just how little can they get away with 
  offering? 
  Once an acceptable offer is made, the Gnomes of the Free 
  Assembly of the Kron Hills are willing to end their revolt 
  and pledge fealty to the Viscount.  However, there’s this 
  little task they want the characters to handle first.  The 
  giant enemy has built a makeshift fortress around the 
  moot hall in the conquered gnome town of Tulvar.  The 
  gnomes wish to reclaim Tulvar, and can’t do this while 
  this fortress protects the giants.  They wish the characters 
  to strike the fortress, so that gnomish armies can cleanse 
  the town of the normal ogres and giants. 
  Approaching Tulvar, the characters encounter a fire giant 
  outrider, mounted on his faithful cauchemar nightmare 
  steed.  After defeating this foe, the characters reach 
  Tulvar.  The area around the moot hall has been cleared, 
  the better for the ogre bowman and hill giant rock 
  throwers to kill the characters.  Beyond the walls of the 
  makeshift fortress, some powerful humans are engaged 
  in negotiation with one or two fire giants. They will stop 
  at nothing to kill the characters.  The documents being 
  discussed will be of great interest to the Viscounty. 
  In addition to an important clue about the leader of the 
  giant forces, the characters do manage to find Lord 
  Milinous’ lost sword.  They may return it to the gnomes, 
  to Lord Milinous, or to the Viscount. 
  In conclusion, the characters are invited to a meeting of 
  the nobles of Verbobonc, to discuss their findings and 
  offer advice to aid the Viscounty. 
   
  Introduction 
  You will need to begin by grouping the characters and 
  their cohorts into four groups.  Any character of level 7 or 
  lower should be grouped with another character, and 
  then any cohort should be grouped with his or her 
  companion character.  If neither of these cases applies, 
  choose to group together characters who know each 
  other.  Pass out Player Handouts 1a through 1d to these 
  four groups of characters.  These handouts represent 
  events that happened to the characters prior to the 
  beginning of this adventure.  The events will also be of 
  use to the characters in later negotiations. 
  Afterwards, the characters, in the same groups as before, 
  are contacted by a representative of the Viscount.  Pass 
  out Player Handout 2a to characters alone in a group.  To 
  characters that are paired up, also pass out Player 
  Handout 2b; the lower-level character in each pairing is 
  the “companion” mentioned in Player Handout 2b. 
  The messenger found his way to you while you were 
  in Verbobonc City.  (It was addressed to you.)/(It was 
  addressed to you and your fellow adventurer.)  The 
  message was simple and vague at the same time: an 
  invitation to aid the Viscounty with a crucial task.  
  The meeting was to be at nine bells the next morning 
  at Castle Grayfist, the Viscount’s residence at the 
  heart of Verbobonc City.  Although further details 
  were missing, the message intrigued you enough that 
  you decided to attend this meeting. 
   
  Encounter One 
  The characters meet with Viscount Langard on what may 
  be their most difficult mission yet. 
  It is a fine morning as you approach the gates of the 
  palace of the Viscount of Verbobonc.  The sun shines 
  between two slender towers, causing the bridge 
  
  Ver4-07 Reunification 
   
  Page 5 
  between them to glow in the sunlight.  At the gate of 
  a stone fence, two guards, armed with maces and 
  halberds, eye you warily.  They ask your business at 
  the palace, but upon seeing your letter, you are 
  hurried inside. 
  You first gather in a beautiful courtyard.  Although 
  trees and flowers surround you, they block neither 
  the sun nor the breeze.  The wind carries the delicate 
  scent of dozens of flowers.  A human courtier, dressed 
  in the latest fashions, is there, waiting for you.  “I am 
  Siras Dinoth, an aide to the Viscount of Verbobonc.   
  I have contacted several others, so we are waiting for 
  (number) more.”  Soon, (number) more adventurers 
  arrive. 
  This is a good time for players to describe their 
  characters. 
  After all the adventurers have arrived, you enter one 
  of the many buildings that make up the palace 
  complex.  You travel through a narrow hallway, well 
  lit through tall windows.  At the end of the hallway, 
  two guards are waiting.  One speaks.  “You will need 
  to leave your weapons here.  We will safeguard them.” 
  Characters will have to comply in order to proceed into 
  the meeting. 
  Siras Dinoth leads you into a meeting room.  
  Windows on three walls admit the sunlight, and 
  present a splendid view of a verdant garden.  A long 
  ipp wood table dominates the room; refreshments are 
  arranged on the table.  “Please, help yourself to food 
  and drink.  I will alert the Viscount that you have 
  arrived.” 
  You are left alone for only five minutes before the 
  doors open.  First, two guards dressed in plate armor 
  enter.  After quickly surveying the situation, they 
  nod, almost imperceptibly.  Then, a lean, handsome 
  half-elven man enters the room.  He looks you over 
  with piercing blue eyes.  He smiles, then looks to the 
  guards.  “That will be all.”  The guards depart, closing 
  the door behind them.  With that, you are alone in 
  the meeting room with Viscount Langard. 
  Roleplaying Note: Viscount Langard begins by speaking 
  in the formal tones of court, but as a former adventurer 
  himself, eases into more casual speech. 
  Viscount Langard sits at the head of the table, then 
  speaks.  “I have called you here because you all are 
  known for many accomplishments, in the aid of the 
  Viscounty and elsewhere.” 
  (If you are familiar with the past adventures of the 
  characters, feel free to add in specific examples, especially 
  if the characters have participated in the two 591 CY 
  assaults on the Temple of Elemental Evil.) 
  “And now, the Viscounty needs the aid of good 
  people like you, to deal with a problem I inherited 
  when I took the throne.  For sixteen years now, the 
  gnomes of the Kron Hills have been in open revolt, 
  turned away from their traditional ties of fealty due to 
  the actions of my predecessor, Fenward Lefthanded.  
  I cannot express enough my regret for his words and 
  deeds, but they are done, and I believe it is time to 
  put them in the past. 
  “The situation in the Kron grows graver each day.  
  The giants grow stronger.  Already Sheernobb has 
  fallen, and from there, the Kron Valley and Hommlet 
  are threatened.  But because of the rebellion, we can’t 
  make an effective response.  Gnome warriors are 
  exceptional at fighting giants, yet our armies can’t 
  fight together when ‘officially,’ a large portion of the 
  gnomes of the Kron refuse to recognize the authority 
  of the Viscount. 
  “This revolt can’t go on.  I have it on good authority 
  that Urthgan and the Assembly realize this fact, too.  
  All that remains is for the two sides to negotiate, and 
  end this revolt.  ‘Earth and Stone, Man and Gnome.’  
  It’s not an empty phrase.  It is a representation of 
  what made Verbobonc strong.  I want to regain this 
  strength, and formally end the rebellion.  And to that 
  end, I want your aid.  I know that you adventurers 
  can do that I no longer can.” 
  The characters are free to ask questions.  Some important 
  ones are detailed below. 
  What are we negotiating for? 
  “Firstly, when the gnomes pledge fealty to the 
  Viscounty, patrols will resume.  The gnome lands will 
  become safer.  That is a given, although important 
  given the battles in the Kron Hills.  This fact has been 
  insufficient to motivate the gnomes to return to their 
  relationship with the Viscounty.  We need to offer 
  additional inducements. 
  “I talked with many sources, and I have a fair idea of 
  what inducements would mean the most to the 
  gnomes.  I know three clear options. 
  “First, raising one of the gnomes to noble status, a 
  peer of the nobles of the Viscounty, would certainly 
  be viewed most favorably.  I will mention one gnome 
  in Verbobonc City, known as Prince Jimm.  He is no 
  supporter of the rebellion, and has remained friendly 
  to the Viscounty.  However, rewarding rebellion with 
  such an honor would not sit well with several of the 
  
  Ver4-07 Reunification 
   
  Page 6 
  noble families.  Still, if it has to be done to end this 
  rebellion, I will have it done. 
  “Second, a joint military strike against the giants.  For 
  the nobles of Verbobonc to lay down the blood of 
  their own to free the gnomish homelands would 
  command immediate respect from the gnome elders. 
  “Third, superior trade agreements.  The gnome elders 
  know very well that without trade with the 
  Viscounty, their people are in a weak position.  They 
  cannot grow sufficient crops, particularly in the 
  vicinity of Tulvar, and they can’t eat the gems and 
  ores they mine.  They need trade.  And I propose 
  placing the trade between the gnomes of the Kron 
  Hills and the Viscounty under my sole authority.  
  Only the Viscount would be able to set trade 
  arrangements and levy taxes.  And I will set prices for 
  food and certain other goods equal to that charged in 
  the markets of Verbobonc City.” 
  “The trade agreement would be most acceptable to the 
  nobles, even if some nobles with land holdings near 
  the Kron Hills would lose out on levies.  A joint 
  military strike would take additional convincing.  I 
  would prefer if you can gain agreement from the 
  gnome elders to end the rebellion in exchange for 
  these two offers, or even just the trade agreement.” 
  Why involve us? 
  “You have performed many great deeds, making your 
  names known to many throughout the Flanaess.  In 
  particular, many of you have aided the Kron Hills 
  gnomes, often at great risk to yourself.  When 
  compared against the self-dealing deeds some nobles 
  of Verbobonc have done against the gnomes, you can 
  see why Urthgan and the Assembly will view you 
  more favorably. 
  “In addition, whether fair or not, and whether it 
  applies to you or not, adventurers have a reputation 
  for not caring for Lord Simon Milinous.  That can 
  only improve the gnomes’ perception of you,” he says, 
  smiling. 
  “In the meantime, I have other tasks to attend to.  I’ll 
  be meeting with the lords and ladies of the land.  
  There are many logistics to be worked out for this 
  plan to succeed.  With military matters, matters of 
  law, and matters of commerce, I have a lot of work to 
  do.  But in the end, I expect reunification will 
  happen, and I will gain the acceptance of those nobles 
  under me.” 
  Who should we speak to? 
  “The gnome elders of the Assembly, and their leader, 
  Urthgan, are now in the town of Swan.  The fact that 
  they are there, rather than Tulvar, is just one reason 
  why they should be ready to end the rebellion.  It is 
  Urthgan’s signature I will need on this treaty.” 
  “I’d suggest speaking to Faljimm Nizgafal, known as 
  ‘Prince’ Jimm.  His true relation to the Assembly is 
  uncertain, even to me.  He is a loyal subject, on the 
  surface concerned mostly about the dealings of his 
  several merchant houses.  But he meets with gnomes 
  of different factions from time to time.  He is a 
  diplomat, a mediator, perhaps even a significant 
  power, but I suspect we humans will never know for 
  certain. 
  If the characters note that they saw him in Swan, the 
  Viscount will express his interest in this fact. 
  “It is well worth your time to speak to Prince Jimm.  
  In fact, you have a luncheon date with him at highsun 
  today.  It’s at his home here in town.  Don’t be late.” 
  After we handle this, then what? 
  “I would appreciate receiving word by whatever most 
  expeditious means you have available.  I want to hear 
  the details from you, as well as from the gnomes. 
  “In two weeks’ time, I’ll be meeting with the nobles 
  under me to discuss the giant problem.  If you have 
  returned to Verbobonc City by that time, please 
  contact Siras Dinoth, my aide.  He will give you 
  further instructions.” 
  Viscount Langard concludes with a final plea. 
  “Thank you for coming to the aid of the Viscounty.  
  Please do all you can, within your power, to aid the 
  gnomes.” 
   
  Encounter Two 
  The characters enjoy lunch with Faljimm Nizgafal, and 
  learn more about the situation, as well as a lost item that 
  could win influence with the gnomes’ strongest internal 
  enemy. 
  From the front, the home of Faljimm Nizgafal appears 
  much like the home of any prosperous human 
  merchant, appearing very similar to the surrounding 
  homes.  However, from the side, it appears to 
  disappear into the hillside.  A gnome servant has the 
  front door open, obviously having seen your 
  approach.  In the human-sized foyer, a gnome, 
  impeccably dressed in the latest human fashion, waits 
  for you.  He brushes the end of his handlebar 
  
  Ver4-07 Reunification 
   
  Page 7 
  moustache before extending his hand to you.  
  “Greetings, friends, and welcome to my home.  I am 
  Faljimm Nizgafal, but you may call me Jimm.  I am 
  not certain if I have had the pleasure of making your 
  acquaintance in the past, so may I have your names?” 
  Prince Jimm greets each character with a hearty 
  handshake, a big smile, and a pleasant greeting.  He is 
  genuinely happy to meet new people, and welcomes the 
  characters into his home like old friends.   
  If they mention seeing him in Swan, he will respond 
  slyly, “Well, I do have a lot of gnome friends, don’t I?” 
  If they ask about why he’s known as Prince Jimm, he will 
  say “Oh, the Princehood is just an office held by a 
  different gnome each month.”  He won’t reveal just what 
  his true power and authority is. 
  Prince Jimm puts his hands together.  “Now, there’s 
  no reason why we shouldn’t start out with a good 
  meal.  Follow me!”  He leads you into a dining room 
  with a long table, easily capable of seating ten people. 
   Looking closer, you see the table is shorter at the rear 
  of the room.  The floor is higher there, and the seats 
  appropriately sized for smaller folk.  Prince Jimm 
  himself sits at the head of the table at the short side of 
  the room.  “I entertain humans and gnomes quite 
  frequently, and this room is excellent for serving 
  mixed company.  Please, sit!” 
  Soon after sitting, gnome servants bring out mugs of 
  fine gnomish ale.  The lunch that follows features a 
  number of gnomish specialties, as well as human 
  dishes, enough to suit almost anyone’s taste and 
  appetite.  Jimm discusses the weather, travel, and 
  other small talk.  Once the servants clear the dishes, 
  his mirthful face looks a little more serious, but not 
  too serious. 
  “We know why we are here.  We all desire an end to 
  the gnomish rebellion.  Earlier today, you discussed 
  this matter with the Viscount.  And I am intimately 
  familiar with the matter.  My station here in town, 
  involved in both human and gnome circles, and as a 
  strong supporter of the Viscount, puts me in the 
  position of diplomat and peacemaker.” 
  “I believe it is fair to say that certain prominent 
  members of the gnomish community have been 
  furtively discussing reunification for several years 
  now, but the Assembly has been strongly in support 
  of the rebellion.  Now that Sheernobb has fallen, even 
  the most stubborn elder is beginning to realize that 
  the rebellion will not last.  The fear now is not a 
  military attack from an aggressive Verbobonc noble, 
  but total destruction at the hands of the giants.   
  “Pride, however, will not allow Urthgan to simply 
  declare the rebellion over.  You can try swaying him 
  with words, but I will tell you it will not work.  He 
  needs 
  some 
  significant 
  concession 
  from 
  the 
  Viscounty.” 
  Prince Jimm will discuss this matter fairly openly with 
  the characters.  He will share his impressions of the 
  gnome elders, and what they believe.  They will include 
  the following points: 
  • 
  Some of the elders have always felt like second-class 
  citizens, not accorded the respect of the noble 
  families. 
  • 
  Some feel the Viscounty should have supported 
  them more militarily, even with the revolt.  
  Protecting the loyal gnomes would have helped 
  them see that the humans remained allies, despite 
  the actions of Viscount Fenward. 
  • 
  They are worried about matters of trade.  The best 
  route to the human lands often goes through 
  Milinous’ lands, and they would rather not have to 
  deal with him.  Milinous has been increasingly 
  aggressive toward the Free Assembly of the Kron 
  Hills.  Before he left for the Greyhawk Wars, he 
  seemed willing to let them be.  After his return, he 
  vocally insisted that they were a hostile neighbor, 
  and should be brought to heel.  Now that Lord 
  Milinous has risen to Provost Marshall of 
  Verbobonc, it is clear that he would just as soon 
  march the Viscount’s armies into the Kron to fight 
  gnomes as the invading giants…if only he could do 
  so without angering Viscount Langard.  
  • 
  Most of the elders feel their rebellion was the right 
  thing to do, that they are better off independent of 
  humans that would casually insult them.  Many 
  suspect that despite gestures from the new Viscount, 
  he probably feels the same way, deep down. 
  • 
  The elders do have a respect for how adventurers 
  like the characters have aided them before.  They 
  view the characters differently, even though many of 
  them are loyal citizens of Verbobonc, and serve in 
  the military or serve the noble houses. 
  • 
  The elders especially respect how adventures have 
  risked themselves in battles for the gnomes.  If the 
  characters did this again, the elders would certainly 
  view them more favorably. 
  As the characters conclude their conversation with 
  Prince Jimm, he will make a few more points. 
  • 
  The giants have been active, creating a new fortress, 
  built within the rightful gnome town of Tulvar.  The 
  
  Ver4-07 Reunification 
   
  Page 8 
  location is an ideal center to monitor movement in a 
  good portion of the Kron Hills. 
  • 
  The gnomes believe they have located an item that 
  may be of interest to a particular opponent of the 
  gnomes: a sword that once belonged to a certain 
  noble who went off to fight in the Greyhawk Wars 
  and was captured and ransomed.  (He will not 
  mention Milinous by name here, but it should be 
  clear. *wink wink*) 
   
  Encounter Three 
  The characters meet with Urthgan the Eldest of Tulvar 
  and the Assembly of the Kron Hills.  They negotiate the 
  terms of reunification, but first, there’s this task they can 
  take care of…. 
  NOTE: During the negotiations, refer to Appendix 3, 
  which presents a checklist of negotiation points.  It will 
  help keep track of how well the characters are 
  negotiating.  Appendix 4 details background on the 
  Shrine of the Peacemaker.  Any character that succeeds at 
  a DC 15 Knowledge (local: VTF), Knowledge (history), or 
  Bardic Knowledge check should be given a copy of 
  Appendix 4 to peruse. 
  Additionally, the characters should be aware (or should 
  be reminded) that per the Verbobonc Influence 
  Document, a character may spend 1 Influence Point to 
  gain a +4 circumstance bonus to one single Charisma-
  based skill.  Up to 4 Influence Points may be used, but 
  they may not be used on the same Charisma skill. 
  It takes the larger portion of a day to travel the thirty 
  miles from Verbobonc City to Swan, depending on how 
  fast the characters or their mounts travel.  Travel is 
  uneventful.  Assuming that the characters leave after 
  lunch with Prince Jimm, they arrive around midday the 
  next day. 
  As the plains give way to foothills, one large building 
  rises in the distance, the stalwart Fort Wilfrick, 
  defense of the lands of Lord Avgustin.  Soon, the 
  buildings of the surrounding town of Swan come into 
  view.  Most of the buildings appear to be of new 
  construction, a sign of the burgeoning population 
  come to mine newly discovered mineral wealth and 
  serve the growing population. 
  The guards admit you to town without any difficulty; 
  you seem to be well-known in town.  It takes but a 
  few questions to learn that the gnome Assembly is 
  dwelling in the Swan’s Rest.  You proceed there, and 
  find that the innkeeper, a gnome named Drafner, had 
  received advance knowledge of your coming.  “A little 
  bird told me,” he says mysteriously.  “Do you need to 
  visit the rooms and freshen up first?” 
  The statement about the little bird is literal; he was the 
  recipient of an animal messenger.  He sends a young lad 
  to alert the gnome elders that the characters have arrived. 
   If the characters do wish to freshen up, then continue: 
  The innkeeper speaks a few words to a young lad, 
  who dashes upstairs.  He then gathers a number of 
  keys, and leads you up the stairs.  “We have made 
  rooms available for you for as long as you need them.” 
  Once prepared, the innkeeper leads you into a 
  prepared private room. 
  If not, continue: 
  A young lad dashes upstairs as the innkeeper leads 
  you into a prepared private room. 
  Then continue for both: 
  There are two rectangular tables in this room, 
  arranged close to each other to form a rough square.  
  One table is shorter, however, but set on a raised dais, 
  so the surfaces are roughly level.  Three fine chairs, 
  appropriately sized for a gnome, are arranged around 
  the shorter table.  The other table features chairs of 
  appropriate size for your statures.  Pitchers of water 
  and platters of fruits, cheeses, and meats are centered 
  on both tables. 
  An older human dressed in clerical robes is standing 
  near where the tables meet.  The serene mask of Rao 
  is prominently featured on his attire.  “Greetings.  I 
  am Father Cadifel of Rao, humble servant of the 
  Shrine of the Peacemaker.  May peace, reason, and 
  serenity be with you.  The Shrine was established at 
  the site of a great act of peaceful resolution, when 
  gnomes and humans came together to fight the giant 
  foe.  Urthgan and the gnomes of the Free Assembly 
  recognize the history of the Shrine, and have asked 
  that I be available to mediate, but hope that you will 
  be able to resolve your differences without my 
  assistance.” 
  Father Cadifel (male human Clr7, Diplomacy +14) will 
  not be an active participant in the discussions unless 
  absolutely needed, but may be called upon by the 
  characters or the gnomes to settle a particularly heated 
  point or to calm tempers.  As the characters are the 
  heroes of the adventure, he is not to actively negotiate. 
  It will take the gnomes about fifteen minutes to finish 
  donning their finest attire and arrive in the private room. 
   If the characters take longer to prepare, the gnomes will 
  still arrive two minutes after the characters. 
  
  Ver4-07 Reunification 
   
  Page 9 
  The door to the private room opens, and a young 
  gnome enters.  His age and attire suggests he is a 
  page, although the clothes are of a far more colorful 
  finery than is common in human circles.  In a clear, 
  resonant voice, he intones, “Please rise to welcome 
  the elders of the Gnomes of the Free Assembly of the 
  Kron Hills, and the honorable Urthgan, Eldest of 
  Tulvar.”  A group of three male gnomes enters, the 
  gnomes of ages ranging from old to elderly, with all 
  dressed in quite luxurious attire.  They move to the 
  short table.  The first gnome to enter, who is 
  recognizable as Urthgan, sits in the center chair.  The 
  other gnomes sit in the surrounding chairs. 
  The gnomes peer at you intently.  Urthgan speaks 
  first.  “I, Urthgan, Eldest of Tulvar and leader of the 
  Gnomes of the Free Assembly of the Kron Hills, 
  welcome you, representatives of Viscount Langard of 
  Verbobonc.  With me are my fellow elders, 
  Greenbramble and Wilfrid,” he says, motioning from 
  his left to his right.  “Now, please introduce 
  yourselves, for the record.” 
  Show the players the illustration in Player Handout #4.  
  Allow the characters to introduce themselves in whatever 
  manner they desire, and perhaps talk a little about how 
  much they have helped the gnomes in the past. 
  Father Cadifel addresses the gnomes.  “I greet you 
  again, Urthgan.  May you find peace through 
  reasoned discussions on this day.  Now, I must leave, 
  but you may call if you need to bring serenity to your 
  proceedings.” 
  Before negotiations begin, one matter must be resolved.  
  Wilfrid enters with detect magic active.  He takes 10 on 
  Spellcraft checks to identify all active spells on the 
  characters.  If he identifies spells such as zone of truth, 
  discern lies, detect thoughts, or worse, he will speak up, 
  and demand the spells be terminated.  The gnomes 
  believe all negotiations should be man-to-gnome, with no 
  magical interference.  (Note that normal magic items, 
  including items useful to negotiation like a cloak of 
  charisma or ring of the silver tongue, are not 
  objectionable to the gnomes.  And if the character is 
  protected from detection, Wilfrid won’t know to object.) 
  With formalities out of the way, Urthgan continues.  
  “I believe I speak for all of the elders when I say I am 
  happy to see you here, and not the Viscount’s normal 
  diplomats.  So many of them have served for too long, 
  and we could never vouch for their true motivations.  
  We also know of the good you have done, both for us 
  gnomes and for other good people of the Flanaess. 
  “Still, we can never forgive the treatment we, 
  allegedly equal citizens of the Viscounty, received at 
  the hands of Viscount Fenward.  This insult will 
  persist for generations upon generations.  In the 
  spirit of fairness and brotherhood, though, we will 
  entertain these discussions, and judge the worth of 
  the Viscount Langard appropriately.” 
  Allow the characters to make an offer first.  In fact, the 
  gnomes are hoping they will do so.  If they ask what the 
  gnomes are looking for, they will ask for it all: 
  “What we want is the respect we are due.  For too 
  long, we have been second-class citizens.  Now, could 
  you imagine Viscount Fenward announcing that the 
  humans in the southeastern part of the Viscounty 
  could fend for themselves?  Of course not.  No noble 
  would have stood for such shoddy treatment, and the 
  other nobles would have spoken against a leader who 
  would do so, for their own station would be 
  threatened.  But did you see anyone speak for the 
  gnomes and elves?  No.  It is long past time for a 
  gnome to be a noble, a peer of the great houses of 
  Verbobonc. 
  “Then, with the giant threat growing worse, the 
  armies of Verbobonc choose to meet the giant threat, 
  if that’s what you call their minimal actions, while 
  ignoring the warriors most skilled at fighting giants. 
  “And to make matters worse, the humans of 
  Verbobonc have seen fit to take advantage of our 
  situation.  Food shipments from Verbobonc are sold 
  at inflated prices.  I guess ‘Earth and Stone, Man and 
  Gnome’ really doesn’t mean anything, even when my 
  people are starving. 
  “With the treatment we have received, there is no 
  reason why we should expect anything good to come 
  from reunification.  So what say you?” 
  Role-playing notes: 
  • 
  Urthgan is a fierce proponent of the gnome race and 
  the good gnomes who have long dwelled in the 
  Viscounty.  He states his beliefs strongly, and has a 
  long memory for the history of the gnome rebellion 
  and the problems of the humans.  He is a skilled 
  diplomat and bombastic speechmaker, often going 
  off on tangents about how hurt the entire gnomish 
  race is because of the actions of the Viscounty.  
  However, it is often just an act, as he is willing to let 
  past insults go to end the rebellion.  It is difficult to 
  determine when he truly feels insulted, and when he 
  is acting. 
  • 
  Wilfrid is a learned scholar.  His decades of magical 
  research have made him more level-headed than the 
  typical gnome, and he often speaks to quiet down 
  
  Ver4-07 Reunification 
   
  Page 10 
  Urthgan when he goes on one of his longer rants.  
  Urthgan will look to him for details such as dates, 
  treaties, and names.  For example, he will quantify 
  how a trade offer compares to past arrangements, 
  and judge it’s to the gnomes. 
  • 
  Greenbramble is a warrior and scout, and not much 
  of a negotiator.  He speaks up mostly when military 
  matters are discussed.  He feels for the losses to the 
  gnome forces, and is upset that the humans 
  abandoned them to their fate. 
  The characters are free to negotiate in any way they 
  desire.  Encourage all players to participate; in game 
  terms, the characters will not be penalized for players’ 
  misspeaks, only conscious actions by the characters.  
  Explain to the players that they should choose one player 
  as the chief negotiator, who will roll the main Diplomacy 
  check. 
  During the course of the debate, make note of the points 
  raised by the characters.  Some are worth points for the 
  modified Diplomacy check that will determine the 
  resolution of the reunification.  A checklist is provided in 
  Appendix 3.  Before the Diplomacy check is rolled or 
  established, you may assign a modifier of –4 to +4 to the 
  roll for bad or good role-playing. 
  The characters will need a modified Diplomacy check of 
  70 (68 at a 5 character table, 66 at a 4 character table) to 
  convince the gnomes to end their rebellion.  Although 
  there are three gnomes here, it is solely Urthgan’s 
  decision whether or not to accept the characters’ offer. 
  The characters may want to volunteer to engage in some 
  adventuring (killing giants, for example) as a way of 
  winning points in the negotiation.  Urthgan applauds 
  their enthusiasm, says there might be an opportunity for 
  something like that, but these diplomatic negotiations 
  must be resolved first. 
  If the check is insufficient, continue: 
  Urthgan looks upset.  “What do you take us for?  Such 
  an offer pales in comparison to the injustices visited 
  upon us.” 
  The characters may try another round of discussions (and 
  another Diplomacy check), but only if they have not 
  already granted all three concessions (favorable trade, 
  military assistance, and gnomish lordship).  The 
  characters must include one more concession that they 
  did not include before in order to attempt another 
  Diplomacy check.  If the characters a clue that they must 
  offer more, Urthgan presses them for any other 
  concessions the Viscount may have authorized. 
  If the characters fail even after offering all three 
  concessions, Urthgan collects his things and gets ready to 
  leave.  As he prepares to do so, Father Cadifel steps into 
  the room.  Cadifel realizes that it is his responsibility to 
  broker this all-important peace, since the characters have 
  completely failed to do so.  Cadifel speaks a few kind 
  words to Urthgan, urging the old gnome to think again 
  about all the things that the characters have said on 
  behalf of the Viscount.  Go to “the check is sufficient,” 
  below, but do not award the characters any experience for 
  this Encounter. 
  If the check is sufficient, continue: 
  The three gnomes converse quietly for some time.  
  Finally, Urthgan turns to you.  “We still have grave 
  reservations about the Viscount’s level of support for 
  the gnomes of the Kron.  Believe me when I say we 
  will be watching his actions closely for some time.  
  But with the best interests of the Viscounty in mind, 
  we will agree to end the rebellion, if you do one more 
  task for us.” 
  “You are certainly aware that our home of Tulvar fell 
  several months ago, and that is why we are here, 
  instead of our home.  The main giant force is now to 
  the south of Tulvar, but Tulvar is still guarded.  The 
  giants have claimed our grand moot hall and turned it 
  into a common fortress for those foul foes.  Our 
  scouts report that giants with an abnormal level of 
  skill stand guard, and occasionally humans have been 
  spied entering and leaving. 
  “The giant and ogre forces that have beset our people 
  will fall in battle to our well-trained warriors.  We 
  have a force arranged, and we are ready to strike back. 
   But we cannot move a force of the necessary size 
  through Tulvar while the giants control this fortress.  
  We need a small group of skilled people to take out 
  this fortress.  Then, we (and the Viscounty forces, [if 
  such was agreed]) can move on the main giant force 
  and bring retribution not seen since the Hateful 
  Wars.” 
  • 
  “Where is the moot hall and fortress?” The 
  gnomes will provide accurate directions to the moot 
  hall. 
  • 
  “Can you provide a layout of the fortress?”  The 
  gnomes will provide a layout of the moot hall, but 
  cannot give specific dimensions for the giant-made 
  additions. 
  • 
  “Can you show us the location, so that we may 
  teleport there?”  Wilfrid will counsel against 
  teleporting to the moot hall, as they have no idea 
  how the giants and their human allies have altered it. 
  
  Ver4-07 Reunification 
   
  Page 11 
   Similarly, much of the town is destroyed.  He will 
  create a major image of a hill within Tulvar, about 
  400 feet away from the fortress, which he knows is 
  unaltered. 
  • 
  “What is guarding the fortress?”  Greenbramble 
  reports that his scouts have seen ogres and hill giants 
  on the walls, and signs of humans and fire giants 
  inside the fortress.  He will also mention losing 
  several skilled scouts to an unknown enemy; these 
  scouts were found far from the fortress, felled by a 
  massive wound like that of a spear or lance. 
  • 
  “Have you scried the fortress?”  Wilfrid has scried 
  the external portion, but the gnome-built moot hall 
  is unreachable by scrying. 
  • 
  “What’s this we hear about a sword?”  Urthgan 
  smiles.  “Yes, one of our scouts reported seeing a 
  human within the fortress, holding a sword with 
  a hilt in the shape of a black griffin.  Based on the 
  quality of the workmanship, we are fairly certain 
  it is the sword that was wielded by one Sir Simon 
  Milinous before he left for the Greyhawk Wars.  
  We would very much like to present it to him 
  when we later meet the Viscount and his 
  assembled nobles.” 
   
  Encounter Four 
  The characters journey into the Kron Hills and to Tulvar 
  to take out the giant fortress.  Before they get there, they 
  may need to take out a fire giant scout. 
  *Note*: If the characters approach from the south (from 
  giant-held lands), teleport directly to the outskirts of 
  Tulvar, or otherwise bypass the fire giant outrider, he is 
  waiting to run down the characters when they leave the 
  fortress.  He will have been alerted to the attack by the 
  wizard’s imp familiar. 
  The gnomes suggest the characters head directly south.  
  The journey from Swan to Tulvar (about 20 miles, so 
  about 2 days of travel) passes without event.  The 
  characters may travel another route, which unless they 
  travel through giant-controlled territory, would be 
  uneventful as well. 
  Note that the characters have been given very good 
  directions and a map.  They should be able to keep track 
  of how much time they have left to reach the fortress, 
  and precast spells appropriately.  Characters are expected 
  to prepare appropriately, and not simply walk up to the 
  fortress unprepared.  Since the enemies have a similar 
  chance to prepare, no adjustment is made to the EL to 
  reflect preparation. 
  The sun shines bright on the Kron Hills as you head 
  south from the Town of Swan.  The sky is clear, and 
  you think you can see for miles in every direction.  
  Having past the last outlying settlement, there is now 
  no sign of any creature’s passage.  The road seems 
  abandoned, and all is quiet. 
  After traveling for two days, you check the map again. 
   You are getting fairly close to the outskirts of the 
  gnome town of Tulvar, and should be there within 
  the hour.  Your luck has held out, and no giant patrols 
  have spotted you. 
  Here, the characters are about a mile out from the 
  fortress, which should take about 30 minutes to traverse, 
  as it is over mountainous terrain.  This is a good point for 
  characters to put up longer duration spells (10 minutes 
  per level and up). 
  There is a scout keeping watch over the most likely 
  approaches (about a 120 degree arc).  The wizard’s imp 
  familiar, Maleface, is invisible, in raven form, and 
  patrolling the sky at a height of about 150 feet.  If he can 
  spot the characters (which will occur at a distance of 
  about 200 linear feet), he flies away to alert Falkur 
  Volkmarr, the fire giant outrider, who patrols this land in 
  a set pattern.   
  Jakob Tallasin, the wizard at the giant fortress, also knows 
  that the characters approach, due to the imp’s telepathic 
  link. 
  Spotting the Imp 
  It is difficult, but not impossible, to spot the imp.  
  Maleface is careful about flying out of the range of true 
  seeing. However, if a character has see invisibility up, he 
  might notice that the raven in the sky is translucent to 
  his vision with a Spot check.  The DC for this check is 8 
  (DC 0, with a +8 modifier for the raven’s Tiny size) with a 
  –25 penalty to the check for distance.  If a character that 
  can see invisibility is able to succeed at this effective DC 
  33 Spot check, he will notice the shimmering of the 
  spotted invisible creature. 
  Although a few birds have graced the clear sky, 
  something about that raven is curious.  As you focus 
  on it, you notice that the raven is translucent to your 
  sight, meaning it is actually invisible!  It turns around 
  and begins to casually fly away from you. 
  Characters that cannot see invisibility still have a slight 
  chance to note the ripples in the air of an invisible 
  creature.  Maleface gains a +20 to his Hide check for 
  moving while invisible, so characters without see 
  
  Ver4-07 Reunification 
   
  Page 12 
  invisibility active notice a suspicious ripple in the air 
  with an effective DC 53 Spot check. 
  You may prefer to roll these Spot checks in secret for the 
  players, so they aren’t alerted that Maleface is watching 
  them. 
  Maleface attempts to flee if attacked, flying straight up.  
  It relies on its perfect maneuverability and speed to 
  escape any pursuer. 
  All APLs 
  �Maleface, Imp Familiar: hp variable; see Appendix I 
  (Encounter 6) 
  The characters are most likely not going to notice the 
  imp, and he will get away to alert the giant, and then 
  return to the fortress.  The fire giant moves to a position 
  at the bottom of a hill and in the path of the characters.  
  The combat happens after 3-15 minutes have passed. 
  As you reach the top of another rise, your vision 
  extends further into the valley.  At the base of the 
  hill, some one hundred feet away, is something out of 
  a nightmare.  A massive jet black horse, snorting 
  smoke, flames licking its hooves, paws the ground 
  eagerly.  Astride the beast is a muscular giant with 
  flaming orange hair and beard and singed plate mail.  
  He levels a massive lance in your direction. 
  APL 10 (EL 13) 
  �Falkur Volkmarr: Male Fire Giant Ftr1; hp 185; see 
  Appendix I 
  �Nightmare, Cauchemar: Huge Outsider; hp 172; see 
  Monster Manual 
  APL 12 (EL 14) 
  �Falkur Volkmarr: Male Fire Giant Ftr3; hp 211; see 
  Appendix I 
  �Nightmare, Cauchemar: Huge Outsider; hp 172; see 
  Monster Manual. 
  APL 14 (EL 16) 
  �Falkur Volkmarr: Male Fire Giant Ftr5; hp 237; see 
  Appendix I 
  �Nightmare, Cauchemar: Huge Outsider Ftr2; hp 232; 
  see Appendix I. 
  APL 16 (EL 18) 
  �Falkur Volkmarr: Male Fire Giant Ftr7; hp 33; see 
  Appendix I 
  �Nightmare, Cauchemar: Huge Outsider Ftr4; hp 262; 
  see Appendix I 
  Some details for the combat: 
  • 
  The fire giant starts 100 feet from the party’s lead 
  member. 
  • 
  The fire giant is on the down slope of the hill; 
  however, the incline is not enough to impact 
  movement or give anyone a bonus for attacking from 
  high ground. 
  • 
  The ground is rocky, mostly barren with scrub 
  plants.  There is insufficient plant matter for a spell 
  like entangle. 
  • 
  The ground counts as light obstruction (+2 to the DC 
  of Tumble checks), but does not count as rough 
  terrain for purposes of reducing movement or 
  preventing charging. 
  • 
  Note that effects that provide concealment 
  (obscuring mist), hamper movement (spike stones), 
  or create barriers (wall of stone) may prevent Falkur 
  from making a ride-by attack and spirited charge in a 
  particular round.  Characters are well-advised to 
  recognize the threat the mounted giant presents and 
  stop his most threatening method of attack. 
  Tactics:  
  • 
  Falkur does not bear a shield, and so wields his lance 
  two-handed. 
  • 
  Falkur prefers to execute a spirited charge and ride-
  by attack on a weak-looking target (lightly-armored, 
  not very muscular).  When doing so, the nightmare 
  is unlikely to be able to attack, but spews smoke 
  upon the target as a free action. 
  • 
  If a character (particularly a weak-looking one) is 
  airborne, Falkur charges that target, stopping next to 
  it to allow the nightmare to attack.  He then prepares 
  to full attack the next round. 
  • 
  If a character goes ethereal (with ghostform, for 
  example), the nightmare goes ethereal, taking Falkur 
  with him, and they attack this character. 
  • 
  If Falkur has a foe in range at his action, he attacks 
  with a full attack action and the nightmare goes 
  ethereal, taking the giant with him. 
  • 
  If Falkur and his mount are ethereal at the start of 
  the round, and a foe is within range with a 5 foot 
  step, they return to the Material Plane and Falkur 
  executes a full attack action. 
  • 
  If either Falkur or his mount is seriously wounded, 
  they go ethereal and consume healing potions. 
  • 
  Falkur and the nightmare delay in favor of the other 
  when necessary to execute these tactics. 
  Treasure:  
  
  Ver4-07 Reunification 
   
  Page 13 
   
  APL 10 and 12: L: 37 gp; C: 0 gp; M: +1 Large light 
  fortification full plate (596 gp per character, +1 large 
  flaming lance (693 gp per character), saddle of ease (167 
  gp per character), potion of resist energy cold 7
  th level 
  caster (58 gp per character), potion of shield of faith 6
  th 
  level caster (25 gp per character), potion of cure serious 
  wounds (62 gp per character), potion of bull’s strength 
  (25 gp per character). 
   
  APL 14 and 16: L: 37 gp; C: 0 gp; M: +1 Large light 
  fortification full plate (596 gp per character, +1 Large 
  flaming lance (693 gp per character), saddle of ease (167 
  gp per character), oil of greater magic weapon 12
  th level 
  caster (150 gp per character), potion of resist energy cold 
  7
  th level caster (58 gp per character), potion of shield of 
  faith 6
  th level caster (25 gp per character), potion of cure 
  serious wounds (62 gp per character), potion of bull’s 
  strength (25 gp per character). 
   
  Encounter Five 
  The characters reach the fortress and defeat the giant 
  guards. The moot hall is the only structure standing 
  in the center of Tulvar.  Buildings in a 150 foot radius 
  have been destroyed and the rubble cleared.  Outside 
  of this kill zone, ample structures stand to allow the 
  characters to approach while hiding. 
  After a half hour of additional travel, you reach the 
  border of what used to be the bustling village of 
  Tulvar.  Where wooden buildings stood, splintered 
  beams and crumbled stone chimneys lie in ruins.  
  Gnomish rents are exposed to the sky, cleaved open 
  by giant greatclubs.  You spy a headless gnome doll 
  crushed under a collapsed earthen wall. 
  You glance past a half-collapsed inn and see the 
  ground is clear beyond, with an ungainly stone 
  structure rising in its center.  Featureless stone walls 
  with crude crenellations surround and protect the 
  hill where the grand moot hall of Tulvar was built.  
  The workmanship of the stone wall would sicken a 
  dwarf or good stonemason. 
  Despite the unattractive features, the wall is 
  obviously strong enough to support the hill giants 
  and ogre walking along the perimeter, standing 
  guard. 
  If the imp is still around, he alerts one hill giant, who 
  sounds an alarm.   
  A gong sounds loudly, echoing off the stone cliff face. 
   The ogre nocks an arrow in his bow, while the giants 
  heft large boulders. 
  APL 10 (EL 10) 
  �Grunsh: Male Ogre Ftr4; hp 76; see Appendix I 
  �Hill Giant (2): hp 102 each; see Monster Manual 
  APL 12 (EL 13) 
  �Grunsh: Male Ogre Ftr7 hp 109; see Appendix I 
  �Hill Giant (4): Large Giant Ftr1; hp 138 each; see 
  Appendix I 
  APL 14 (EL 15) 
  �Grunsh: Male Ogre Ftr9; hp 129; see Appendix I 
  �Hill Giant (4): Large Giant Ftr3; hp 162 each; see 
  Appendix I 
  APL 16 (EL 17) 
  �Grunsh: Male Ogre Ftr11; hp 149; see Appendix I 
  �Hill Giant (4): Large Giant Ftr5; hp 186 each; see 
  Appendix I 
  Some details for the combat: 
  • 
  Refer to the map in Appendix 5.  Grunsh (G) is 
  located above the gate.  The first two hill giants (H1, 
  H2) are in the forward towers.  The other two hill 
  giants (H3, H4), if present, are on the wall, near the 
  towers. 
  • 
  The hill giants and ogre are unable to physically 
  touch a character protected by a protection from evil, 
  magic circle against evil, or similar spells, as if the 
  hill giants were summoned creatures.  Although the 
  reason for this isn’t clear, this fact is significant for 
  future Verbobonc scenarios.  These giants can still 
  attack the characters with rocks and ranged 
  weapons, of course (this restriction only applies to 
  the hill giants and ogre encountered here; the fire 
  giants encountered elsewhere in this scenario can 
  attack the characters freely). 
  • 
  Each of the giants is behind a low wall (relative to his 
  size, of course).  They receive cover from the wall 
  against ranged attacks, but the wall offers no cover to 
  others from their own ranged attacks. 
  • 
  The giants may take full cover behind one of the 
  crenellations and the ground is rocky, mostly barren 
  with scrub plants.  There is insufficient plant matter 
  for a spell like entangle. 
  • 
  The ground counts as light obstruction (+2 to the DC 
  of Tumble checks), but does not count as rough 
  terrain for purposes of reducing movement or 
  preventing charging. 
  • 
  The wall is a uniform 19 feet high, with 4 foot 
  crenellations.  The giants walk along a 10 foot wide 
  path inside the wall, at a height of 15 feet. The wall, 
  as a magical creation, was created perfectly smooth, 
  
  Ver4-07 Reunification 
   
  Page 14 
  and cannot be climbed without rope or magic.  See 
  Player’s Handbook, p. 69. 
  • 
  The gate is blocked by a portcullis of iron bars 2 
  inches thick spaced 6 inches apart (Hardness 10, 60 
  hp per bar, DC 24 Strength check to bend the bars) 
  and locked with a Good lock (Open Locks, DC 30).  
   
  Tactics, APL 10 to 14: 
  • 
  The foes start by focusing on soft targets (lightly 
  armored types).  If there are other archers, Grunsh 
  focuses his shots and the giants’ rocks on them.  
  Otherwise, they then attack the foes closest to the 
  wall.  They attempt to keep the characters out of 
  melee combat range by killing them first. 
  • 
  If the characters choose not to get within a 
  reasonable range for the hill giants to throw 
  boulders, they take full cover behind the wall. 
  Tactics, APL 16 (Same as APLs 10-14 plus): 
  • 
  If Grunsh is getting seriously hurt (not outpacing 
  other archers, for example), he will use Shot on the 
  Run, going between the full cover of different 
  crenellations.  
  Once the characters defeat the giants and pass the walls, 
  they reach the door to the moot hall of Tulvar.  It is 
  closed, but unlocked and not trapped. Note the time it 
  takes the characters to address the walls and door; this 
  will have an impact on the precast spells of the foes 
  beyond the door. 
  Treasure: 
   
  APL 10: L: 4 gp; C: 0 gp; M: +1 large mighty (+8) 
  composite longbow (275 gp per character), +1 large full 
  plate armor (346 gp per character). 
   
  APL 12, 14, and 16: L: 1,004 gp; C: 13 gp; M: +1 large 
  mighty (+8) composite longbow (275 gp per character), 
  +1 large full plate armor (346 gp per character). 
   
  Encounter Six 
  The characters defeat the human and fire giant leaders, 
  and capture items that will be of interest to the leaders of 
  Verbobonc and of the gnomes. 
  Consequences of Delay 
  If the characters take more than two hours to reach this 
  location after the encounter with the fire giant outrider, 
  or more than 8 minutes after defeating the gate guards, 
  Jakob Tallasin assumes the characters aren’t coming 
  immediately and teleports home, taking to a safe place 
  the letter described below.  He teleports back here the 
  next morning, an hour after dawn, but does not have the 
  letter. 
  The tall double doors open easily with little effort, a 
  tribute to the fine gnomish craftsmanship.  The 
  hallway that stretches into the hill is large enough for 
  six gnomes to walk side by side, and tall enough that 
  six gnomes could stand on each others’ shoulders 
  before reaching the ceiling.  It stretches deep into the 
  hill, continual flame sconces illuminating the area, 
  but a dull gray coating on the walls and ceiling mutes 
  the impact of the light. 
  The walls and ceiling are covered in a thin sheet of lead, 
  created with the use of a fabricate spell.  The corridor is 
  15 feet wide and 15 feet tall, and runs 40 feet.  Small 
  chambers are located off the corridor, and are empty and 
  not occupied. 
  At the end of the hallway, a broad archway marks the 
  entrance to the grand moot hall.  Broad steps lead to 
  the recessed floor of the moot hall, which is cut down 
  in size by a crude stone wall, clearly not part of the 
  original construction.  The low floor makes the hall of 
  a size where even a fire giant could fight comfortably. 
   And there is a fire giant here, hefting a spiked chain 
  that resembles a gout of flame.  (Another fire giant 
  wields a pole arm with a curved, hooked blade.)  
  Strangely, there are no humans here, but two 
  troglodytes are ready for you.  One, the thinner one, 
  wears gray linen clothes, and fidgets a bit.  The other 
  appears heavier, and stands still in black plate armor 
  engraved with the image of an eye clutched by a hand 
  (the unholy symbol of Vecna).  The thin one smirks, 
  and the heavier one seems bored. 
  If characters have see invisibility active: 
  You notice another troglodyte, a muscular specimen 
  dressed in loose brown leather clothes.  He deftly 
  balances a long sword in one hand and a short sword 
  in the other.  He examines you hungrily, ready to 
  seek blood. 
  If the characters have true seeing active: 
  By the grace of the magical gift of true sight, you see 
  through the transformations.  The three troglodytes 
  are actually humans.  The expressions on their faces 
  remain the same.  In addition, you notice that a 
  section of the stone wall at the back of the chamber is 
  a mere illusion. 
   
  APL 10 (EL 13) 
  �Jakob Tallasin: Male Human Wiz9; hp 46; see 
  Appendix I 
  
  Ver4-07 Reunification 
   
  Page 15 
  �Verloth Garvim: Male Human Clr9 of Vecna: hp 66; 
  see Appendix I 
  �Silas Dargon: Male Human Rog7: hp 44; see Appendix 
  I 
  �Henrik Amneskog: Male Fire Giant Ftr1: hp 185; see 
  Appendix I 
   
   
  APL 12 (EL 15) 
  �Jakob Tallasin: Male Human Wiz11; hp 56; see 
  Appendix I 
  �Verloth Garvim: Male Human Clr11 of Vecna; hp 80; 
  see Appendix I 
  �Silas Dargon: Male Human Rog9; hp 56; see Appendix 
  I 
  �Henrik Amneskog: Male Fire Giant Ftr1; hp 185; see 
  Appendix I 
  �Jorgen Holmstrom: Male Fire Giant Ftr1; hp 185; see 
  Appendix I 
  APL 14 (EL 17) 
  �Jakob Tallasin: Male Human Wiz13; hp 66; see 
  Appendix I 
  �Verloth Garvim: Male Human Clr13 of Vecna; hp 94; 
  see Appendix I 
  �Silas Dargon; Male Human Rog11; hp 68; see 
  Appendix I 
  �Henrik Amneskog: Male Fire Giant Ftr3; hp 211; see 
  Appendix I 
  �Jorgen Holmstrom; Male Fire Giant Ftr3; hp 211; see 
  Appendix I 
  APL 16 (EL 19) 
  �Jakob Tallasin: Male Human Wiz15; hp 76; see 
  Appendix I 
  �Verloth Garvim: Male Human Clr15 of Vecna; hp 108; 
  see Appendix I 
  �Silas Dargon: Male Human Rog13; hp 80; see 
  Appendix I 
  �Henrik Amneskog: Male Fire Giant Ftr4/Bbn1; hp 
  238; see Appendix I 
  �Jorgen Holmstrom: Male Fire Giant Ftr4/Bbn1; hp 
  238; see Appendix I 
  Some details for the combat: 
  • 
  Refer to the map in Appendix 5.  The enemies have 
  likely been alerted by the gong, by the sound of 
  combat, and by Maleface.  They wait in the indicated 
  locations on the map. Jakob (J) and Verloth (V) have 
  their backs to the wall of stone.  Silas (S) waits near 
  the entrance to the room.  The fire giants (large H 
  and large J) block easy access to the spellcasters and 
  are well-positioned to take attacks of opportunities 
  against characters entering the room. 
  • 
  At APLs 14 and 16, the wizard stands in the location 
  in the sealed area of the moot hall as noted on the 
  map (pale J), and a projected image stands where he 
  is listed in the main room.  Characters with true 
  seeing would see the illusion, see the illusionary 
  sections of wall, and spy the wizard beyond. 
  • 
  Maleface escapes as soon as possible.  The sneaky 
  imp avoids combat of any kind. 
  • 
  Remember that the thin layer of lead, coating all the 
  original walls of the moot hall, prevents many 
  divination spells from functioning from outside the 
  chamber. 
  • 
  The wide steps do not impede movement, nor do 
  they afford anyone an advantage for fighting from 
  higher ground. 
  • 
  Jakob Tallasin has extensive knowledge of the local 
  area, and might recognize the local characters.  If a 
  character is not disguised, he might recognize the 
  character with a Knowledge (Local-VTF) check, DC 
  40 minus the character’s level (higher level 
  characters are easier to recognize).  He acts 
  according to that knowledge. 
  *DM NOTE*: There are more tactics located in the 
  Appendix 1 of the stat blocks.  Please note that precast 
  spells have been accounted for in the stat blocks. 
  Tactics, APL 10: 
  • 
  Jakob tries to damage foes weakened by the attacks 
  of Silas and the fire giant. 
  • 
  If not near any character, Verloth starts by 
  summoning unholy blight.  If one is nearby, he tries 
  to snuff out the life force of an active combatant 
  character with slay living.   
  • 
  Silas positions himself near a foe so that he can take 
  advantage of his sneak attacks.  He avoids characters 
  that look like a rogue or barbarian, who have 
  concealment, or who don’t seem to be taking much 
  damage from his blows. 
  • 
  The giant focuses on tripping as many characters as 
  possible, beginning with archers, then going to 
  melee fighters.   
  Tactics, APL 12 (Same as APL 10 with these changes): 
  • 
  Jakob tries to cut down on the number of foes he has 
  to face.  He will try to destroy a rogue or wizard type 
  with a disintegrate spell.  Then, he will use baleful 
  polymorph to neutralize further foes. 
  
  Ver4-07 Reunification 
   
  Page 16 
  • 
  If not near any character, Verloth starts by 
  summoning unholy blight.  If one is nearby, he tries 
  to harm an active combatant character, to better 
  allow the giants and Silas to drop them.  He tries to 
  isolate a character or two behind a blade barrier. 
   
  Tactics, APL 14 (Same tactics as above in regards to 
  Silas and the giants): 
  • 
  Jakob tries to cut down on the number of foes he has 
  to face.  He begins with a Bigby’s grasping hand spell 
  on an opposing spellcaster.  He will try to destroy a 
  rogue or wizard type with a quickened true strike, 
  disintegrate combination.   
  • 
  Verloth starts by speaking a word of blasphemy.  He 
  then tries to harm an active combatant character, to 
  better allow the giants and Silas to drop them. 
  Tactics, APL 16 (Same tactics as above in regards to 
  Verloth and Silas): 
  • 
  Jakob tries to cut down on the number of foes he has 
  to face.  He begins with a maze spell on a dumb-
  looking character, favoring a wood elf or half-orc.  
  He will then cast a Bigby’s grasping hand spell on an 
  opposing spellcaster.  If a character is then near his 
  projected image, he will try to imprison one of them 
  in temporal stasis.  Otherwise, he will try to destroy a 
  rogue or wizard type with a quickened true strike, 
  disintegrate combination.  He uses his quickened 
  dispel magic on an obviously magically enhanced 
  character, or to end a magical condition that is 
  stopping one of his allies. 
  • 
  The giants rage to increase their strength. 
  Development: If the characters make any more than a 
  cursory inspection of Jakob, they discover a message 
  written in a strange ink.  In daylight (even a daylight 
  spell), the parchment looks completely blank.  In any 
  other light (such as the light inside the moot hall), it can 
  be easily read.  If they can read it, give the players Player 
  Handout #3. 
  This letter is from the Cowled Lady, one of the 
  Viscounty’s master villains.  All of the foes here have met 
  her, but only Jakob has seen her closely.  He knows she is 
  a beautiful woman who wears a heavy cloak at all times.  
  All the foes here are in her employ; they serve her 
  because of decent pay and powerful enchantments she 
  has placed on them.  None of these foes know how to 
  contact the Cowled Lady except for Maleface, and the 
  imp cannot be compelled to reveal how (if Maleface gets 
  the opportunity, he flees).  The Cowled Lady is protected 
  by sufficient magic that the characters cannot yet locate 
  her, even with powerful spells like discern location. 
  Treasure: 
   
  APL 10: L: 225 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +1 (167 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +2 (333 gp per character), periapt of 
  wisdom +2 (333 gp per character), sword of the black 
  griffon (1,276 gp per character), +1 shortsword (193 gp 
  per character), gloves of dexterity +2 (333 gp per 
  character), scroll of alter self 3
  rd level caster (12 gp per 
  character), scroll of shield (2 gp per character), +1 Large 
  full plate armor (346 gp per character), potion of barkskin 
  (25 gp per character), potion of cure serious wounds (62 
  gp per character), potion of bull’s strength (25 gp per 
  character). 
   
  APL 12: L: 254 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +1 (167 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +4 (1,333 gp per character), periapt 
  of wisdom +4 (1,333 gp per character), sword of the black 
  griffon (1,276 gp per character), +1 shortsword (193 gp 
  per character), gloves of dexterity +2 (333 gp per 
  character), scroll of alter self 3
  rd level caster (12 gp per 
  character), scroll of shield (2 gp per character), +1 Large 
  full plate armor (346 gp per character), potion of barkskin 
  (25 gp per character), potion of cure serious wounds (62 
  gp per character), potion of bull’s strength (25 gp per 
  character), +1 Large guisarme (193 gp per character). 
   
  APL 14: L: 254 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +1 (167 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +6 (3,000 gp per character), periapt 
  of wisdom +6 (3,000 gp per character), sword of the black 
  griffon (1,276 gp per character), +1 adamantine 
  shortsword (443 gp per character), gloves of dexterity +2 
  (333 gp per character), scroll of alter self 3
  rd level caster 
  (12 gp per character), scroll of shield 3
  rd level caster (6 gp 
  per character), +1 Large full plate armor (346 gp per 
  character), potion of barkskin (25 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of bull’s strength (25 gp per character), +1 Large 
  guisarme (193 gp per character). 
   
  APL 16: L: 254 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +3 (1,500 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +6 (3,000 gp per character), cloak of 
  resistance +2 (333 gp per character), periapt of wisdom +6 
  (3,000 gp per character), sword of the black griffon (1,276 
  gp per character), +1 adamantine shortsword (443 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  scroll of alter self 3
  rd level caster (12 gp per character), 
  scroll of shield 3
  rd level caster (6 gp per character), +1 
  
  Ver4-07 Reunification 
   
  Page 17 
  Large full plate armor (346 gp per character), potion of 
  barkskin (25 gp per character), potion of cure serious 
  wounds (62 gp per character), potion of bull’s strength 
  (25 gp per character), +2 Large guisarme (693 gp per 
  character). 
  Encounter Seven 
  The characters recover a sword that once belonged to 
  Lord Simon Milinous, and must decide what to do with 
  it. 
  The last of the foes has fallen.  Glancing around, you 
  can see the sword with the black griffin hilt, lying 
  scattered not far from the rogue’s body.  The gnomes 
  were right.  This enemy of the Viscounty did hold a 
  sword bearing the symbol of House Milinous.  Now, 
  what are you going to do with it? 
  The characters have heard that the gnomes wish to have 
  the sword, to give to Lord Milinous, and undoubtedly 
  they deduce that Lord Milinous would prefer to get it 
  from the characters.  They may surmise that Viscount 
  Langard would be interested in being the one to return 
  the sword to Lord Milinous.  On the other hand, they 
  may claim they never found the sword, and keep it for 
  themselves.  There is no “right” answer here, although 
  keeping the sword isn’t very smart. 
  Lord Milinous 
  Your journey into the lands of Lord Milinous has 
  proceeded without serious incident.  Patrols of 
  Milinous House Guards have met your group twice 
  since passing through the borders to his land, but 
  have accepted your explanation for your presence on 
  his lands.  Finally, you have reached the gates of Lord 
  Milinous’ estate.  A mounted guard rides up the trail 
  to meet you, while two swordsmen remain vigilant at 
  the gate.  “Hail, travelers,” the mounted guardsman 
  declares.  “State your business with His Most 
  Honorable Sir Simon Milinous.” 
  The guardsman will treat the characters’ story with 
  skepticism, though with considerably less skepticism if 
  one of the characters is a member of the Milinous House 
  Guard.  He will ask the characters to remain at the gate 
  while he relays their story to Lord Milinous.  After five 
  minutes, he will return, and escort them inside. 
  You are quickly and efficiently escorted through 
  stone corridors to a door deep within Lord Milinous’ 
  estate.  Beyond the door lies a large, sparse stone 
  chamber, clearly used for sparring practice.  A dozen 
  skilled warriors are practicing with longsword and 
  shield.  Lord Milinous is not practicing at this 
  moment, but appears to have recently been sparring.  
  He is outfitted in full battle gear, with a longsword 
  sheathed in a scabbard at his side.  Sweat glistens on 
  his black hair, and he dabs at his face with a cloth as 
  he turns to face you.  “My guardsman tells me a rather 
  surprising tale.  I wish to see this blade for myself.” 
  Once the characters display the sword of the black 
  griffin, proceed: 
  Lord Milinous turns the sword of the black griffin in 
  his hands, inspecting it from hilt to point.  He then 
  hefts the adamantine blade in his sword hand, 
  executing a few deft slashes in the air in front of him. 
   “I never expected to have this blade returned to me.  
  In the years since the Greyhawk Wars, I have never 
  commissioned a blade that resembles it.  I am grateful 
  for its return, and look forward to wielding it in 
  battle.” 
  A soldier approaches, and Lord Milinous gives him 
  the sword from his scabbard.  He slides the recovered 
  blade into the empty scabbard.  “I thank you for 
  bringing this blade to me.  I shall use my resources to 
  aid you in the future.  Now, however, I have a 
  training exercise to resume.  If you will excuse me.”  
  He turns to face the sparring soldiers. 
  On a DC 25 Sense Motive check, a character will suspect 
  that Lord Milinous did not actually remember the blade 
  when he first set eyes on it.  A DC 35 Sense Motive check 
  reveals that Lord Milinous has probably never seen this 
  sword before. 
  The Gnomes 
  Returning north, you spot no enemies, and your 
  travel is uneventful.  After another two days, you 
  reach the Town of Swan.  Obviously, word of your 
  return has preceded you, as the gnome page you met 
  earlier is waiting at the door of the Swan’s Rest.  He 
  says, in a clear voice, “The elders of the Gnomes of the 
  Free Assembly of the Kron Hills are happy to see that 
  you have returned, and wish to speak with you again.” 
  You are given a chance to freshen up.  Once ready, 
  you are led to the same meeting room you used 
  several days ago.  The gnome page announces your 
  return.  “The elders of the Gnomes of the Free 
  Assembly of the Kron Hills welcome your return, 
  heroes of Verbobonc.”  The three gnome elders stand 
  as you enter. 
  Once you are all seated, Urthgan speaks.  “Tell us, did 
  you eradicate our common foes?” 
  
  Ver4-07 Reunification 
   
  Page 18 
  The gnomes will cheer the characters’ victories, 
  commiserate over losses, and pat them on the back, all 
  the while acting a whole lot less formal than in their first 
  meeting.  They will ask if the characters found the sword, 
  and they will ask if they uncovered any information 
  concerning the enemy that would be of interest to his 
  people. 
  If the characters admit to finding the sword, the gnomes 
  expect the characters to give it to them.  If they disagree, 
  they respond as follows: 
  “We only wish to hold this sword, so that we may 
  return it to His Most Honorable Sir Simon Milinous.  
  It would be the perfect demonstration of our return 
  to a formal state of allegiance for us to return this 
  blade to the noble who has most opposed us.” 
  Of course, the real reason is that it would be an 
  embarrassment to Lord Milinous, but the gnomes won’t 
  admit what they’re thinking. 
  Viscount Langard 
  The characters will likely speak to the gnomes before 
  returning the blade to the Viscount in Verbobonc City.  
  Run the previous encounter first. 
  You return to the grounds of the palace in Verbobonc 
  City on an overcast day.  The guards ask for your 
  business.  Mentioning the name of Siras Dinoth, one 
  enters the palace to deliver a message.  After ten 
  minutes of waiting, the Viscount’s aide appears.  “Ah, 
  my good gentlemen (milady).  It is good to see you 
  have returned.  I hope you are available to speak of 
  your findings?” 
  The courtier escorts you into the palace, finding a 
  dining room not currently in use.  He motions for a 
  servant to bring food and drinks.  “Now, word has 
  arrived to the palace that you found some success 
  with your negotiations.  I would like to hear the 
  details, though.” 
  Allow the characters to explain the full details.  He will 
  want to bring the documents, if recovered, to Viscount 
  Langard.  He will also take the sword, if the characters 
  have it, and allow the Viscount to return it to Lord 
  Milinous. 
  As the characters finish their meeting, Siras Dinoth will 
  encourage the characters to stay in the immediate 
  vicinity, as the Viscount might wish to speak to them 
  later.   
   
  Encounter Eight 
  As adventurers of great repute, the characters are invited 
  to speak with the nobles of Verbobonc about the giant 
  threat. 
  Several days after returning to Verbobonc City, you 
  each receive a note, requesting your presence at the 
  palace at midmorning several days’ hence.  (The note 
  also recommends a tailor, who can provide clothing 
  appropriate to the coming meeting.)  Thus, two weeks 
  after you first met with Viscount Langard, you find 
  yourself back at the palace.  The midmorning sun 
  illuminates the area with a warm glow, highlighting 
  the greens and yellows of verdant vegetation.  The 
  guards are expecting you today, and lead you inside. 
  The characters are expected to be wearing appropriate 
  finery, and leave their visible armor and weapons behind. 
  You are led to a waiting room, and told that your 
  presence will be requested soon.  “Soon” turns out to 
  be half an hour, and you have little to do but watch 
  birds flit about the garden on the other side of the 
  window.  Finally, a page asks you to follow him, and 
  you proceed to a magnificent set of double doors. 
  The doors swing open, revealing an enormous 
  chamber.  A long banquet table stretches the length 
  of the room, and ladies and gentlemen in luxurious 
  garb are seated along the table.  You recognize these 
  men and women as the heads of the noble houses of 
  Verbobonc.  You recognize the kind Baroness Asbury 
  and brooding Lord Milinous, and some of you may 
  know Lord Rhynehurst, Lord Galans, Baronet 
  Vaswell, or the gaunt form of Lord Shannus.  Other 
  nobles of Verbobonc are here as well, although the 
  wise countenance of the aged Baron Avgustin is not 
  present.  Viscount Langard sits in a throne at the head 
  of the table, at the far end of the room.  You notice 
  Prince Jimm and Urthgan seated in positions of 
  honor on either side of the Viscount. 
  Viscount Langard raises his hand as the nobles look 
  to your arrival.  “These good men (and women) have 
  recently aided the Viscounty and our allies the 
  gnomes.  They were indispensable in securing the 
  arrangement I have described earlier.  Furthermore, 
  they executed a dangerous mission into the giant-
  conquered town of Tulvar.  I would like you to 
  describe what you discovered, so that all may know of 
  the new danger of our common enemy.” 
  Allow the characters to describe what they discovered.  
  Even if they did not recover the letter from the moot hall 
  in Tulvar, they confirmed the involvement of the church 
  
  Ver4-07 Reunification 
   
  Page 19 
  of Vecna, and learned that the giant forces are recruiting 
  fire giants to the war. 
  Adjust the following paragraphs based on the deal that 
  the characters negotiated: 
  “Thank you,” Viscount Langard says, once you have 
  concluded.  “As you can see, though we have defeated 
  many ogres and giants over the past four years, they 
  are pawns of an unknown force, and I am sure we 
  have not defeated the true leadership.  This 
  leadership has the resources to attract more and 
  stronger enemies to threaten our borders.  Thus, I am 
  proud to have the allegiance of all the gnomes of the 
  Kron Hills, and will be proud to fight together our 
  common enemy.  Earth and Stone, Man and Gnome! 
  “Thanks to these adventurers, a strong giant 
  fortification in Tulvar has been destroyed.  As we 
  speak, gnome armies are preparing to strike into the 
  Kron Hills, and reclaim Tulvar and other gnome 
  lands from the giants.  (And armies of the Viscounty 
  will be joining them in this battle.) 
  “Once the giants are cleared from the lands, our 
  gnome friends can reclaim the mines.  The gems and 
  ore from these mines will be used for the benefit of 
  both our peoples.  (And with the trade agreements we 
  have arranged, there will be no obstacles to getting 
  these goods quickly and efficiently to market.) 
  “And thus, I say, we must stand together.  We will 
  fight with strength and determination.  We will be 
  victorious against the giants.  However, we cannot be 
  successful without your aid, my lords and ladies.  
  (And in that, I especially include your newest peer, 
  Lord Faljimm.)” 
  Conclusion 
  Having said their piece, the characters are dismissed, so 
  that the Viscount and his lords can address other issues.  
  For their assistance in this vital task, the characters have 
  gained the eternal favor of Viscount Langard, and many 
  rewards from him. 
  So ends Reunification 
  Experience Point Summary 
  To award experience for this adventure, add up the s for 
  the objectives accomplished. Then assign the experience 
  award.  Award the total  (objectives plus roleplaying) to 
  each character. 
  Encounter Three: 
  Secure peace with the gnomes without Father Cadifel’s 
  assistance: 
  APL 10 
   
   
  180 xp 
  APL 12 
   
   
  210 xp 
  APL 14 
   
   
  240 xp 
  APL 16 
   
   
  270 xp 
   
  Encounter Four: 
  Defeat the giant outrider and his mount: 
  APL 10 
   
   
  390 xp 
  APL 12 
   
   
  420 xp 
  APL 14 
   
   
  480 xp 
  APL 16 
   
   
  540 xp 
   
  Encounter Five: 
  Defeat the guards at the walls: 
  APL 10 
   
   
  300 xp 
  APL 12 
   
   
  390 xp 
  APL 14 
   
   
  450 xp 
  APL 16 
   
   
  510 xp 
   
  Encounter Six: 
  Defeat the human and fire giant foes: 
   
  APL 10 
   
   
  390 xp 
  APL 12 
   
   
  450 xp 
  APL 14 
   
   
  510 xp 
  APL 16 
   
   
  570 xp 
   
  Discretionary roleplaying award 
  APL 10 
   
   
    90 xp 
  APL 12 
   
   
  105 xp 
  APL 14 
   
   
  120 xp 
  APL 16 
   
   
  135 xp 
   
  Total possible experience:  
   
  APL 10 
   
   
  1,350 xp 
  APL 12 
   
   
  1,575 xp 
  APL 14 
   
   
  1,800 xp 
  APL 16 
   
   
  2,025 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  
  Ver4-07 Reunification 
   
  Page 20 
  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  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 for unclaimed treasure from 
  each encounter add it up and that is the number of gold 
  pieces a characters total and coin  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell )  
  Encounter Four 
   
  APL 10 and 12: L: 37 gp; C: 0 gp; M: +1 Large light 
  fortification full plate (596 gp per character, +1 Large 
  flaming lance (693 gp per character), saddle of ease (167 
  gp per character), potion of resist energy cold 7
  th level 
  caster (58 gp per character), potion of shield of faith 6
  th 
  level caster (25 gp per character), potion of cure serious 
  wounds (62 gp per character), potion of bull’s strength 
  (25 gp per character). 
   
  APL 14 and 16: L: 37 gp; C: 0 gp; M: +1 Large light 
  fortification full plate (596 gp per character, +1 Large 
  flaming lance (693 gp per character), saddle of ease (167 
  gp per character), oil of greater magic weapon 12
  th level 
  caster (150 gp per character), potion of resist energy cold 
  7
  th level caster (58 gp per character), potion of shield of 
  faith 6
  th level caster (25 gp per character), potion of cure 
  serious wounds (62 gp per character), potion of bull’s 
  strength (25 gp per character). 
   
  Encounter Five   
   
  APL 10: L: 4 gp; C: 0 gp; M: +1 Large mighty (+8) 
  composite longbow (275 gp per character), +1 Large full 
  plate armor (346 gp per character). 
   
  APL 12, 14, and 16: L: 1,004 gp; C: 13 gp; M: +1 
  Large mighty (+8) composite longbow (275 gp per 
  character), +1 Large full plate armor (346 gp per 
  character). 
  Scene Six   
   
  APL 10: L: 225 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +1 (167 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +2 (333 gp per character), periapt of 
  wisdom +2 (333 gp per character), sword of the black 
  griffon (1,276 gp per character), +1 shortsword (193 gp 
  per character), gloves of dexterity +2 (333 gp per 
  character), scroll of alter self 3
  rd level caster (12 gp per 
  character), scroll of shield (2 gp per character), +1 Large 
  full plate armor (346 gp per character), potion of barkskin 
  (25 gp per character), potion of cure serious wounds (62 
  gp per character), potion of bull’s strength (25 gp per 
  character). 
   
  APL 12: L: 254 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +1 (167 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +4 (1,333 gp per character), periapt 
  of wisdom +4 (1,333 gp per character), sword of the black 
  griffon (1,276 gp per character), +1 shortsword (193 gp 
  per character), gloves of dexterity +2 (333 gp per 
  character), scroll of alter self 3
  rd level caster (12 gp per 
  character), scroll of shield (2 gp per character), +1 Large 
  full plate armor (346 gp per character), potion of barkskin 
  (25 gp per character), potion of cure serious wounds (62 
  gp per character), potion of bull’s strength (25 gp per 
  character), +1 Large guisarme (193 gp per character). 
   
  APL 14: L: 254 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +1 (167 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +6 (3,000 gp per character), periapt 
  of wisdom +6 (3,000 gp per character), sword of the black 
  griffon (1,276 gp per character), +1 adamantine 
  shortsword (443 gp per character), gloves of dexterity +2 
  
  Ver4-07 Reunification 
   
  Page 21 
  (333 gp per character), scroll of alter self 3
  rd level caster 
  (12 gp per character), scroll of shield 3
  rd level caster (6 gp 
  per character), +1 Large full plate armor (346 gp per 
  character), potion of barkskin (25 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of bull’s strength (25 gp per character), +1 Large 
  guisarme (193 gp per character). 
   
  APL 16: L: 254 gp; C: 17 gp; M: cloak of resistance +1 
  (83 gp per character), ring of protection +3 (1,500 gp per 
  character), rod of extension (917 gp per character), 
  headband of intellect +6 (3,000 gp per character), cloak of 
  resistance +2 (333 gp per character), periapt of wisdom +6 
  (3,000 gp per character), sword of the black griffon (1,276 
  gp per character), +1 adamantine shortsword (443 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  scroll of alter self 3
  rd level caster (12 gp per character), 
  scroll of shield 3
  rd level caster (6 gp per character), +1 
  Large full plate armor (346 gp per character), potion of 
  barkskin (25 gp per character), potion of cure serious 
  wounds (62 gp per character), potion of bull’s strength 
  (25 gp per character), +2 Large guisarme (693 gp per 
  character). 
  Total Possible Treasure 
  APL 10:   
   
   
  2,300 gp 
  APL 12:   
   
   
  3,300 gp 
  APL 14:  
   
   
  6,600 gp 
  APL 16:   
   
   
  9,900 gp 
   
  Viscount Langard “requests” (requires) that treasure 
  beyond a “fair reward” (treasure above the cap) be given 
  to the gnomes, to aid in the rebuilding of Tulvar. 
  Special: 
  �Sword of the Black Griffin: This +1 vicious 
  adamantine longsword has a black onyx hilt carved to 
  resemble a griffin rampant. It has the additional ability to 
  exchange extra damage from the vicious ability for a surer 
  strike. For each d6 of extra damage (max. 2d6.) the 
  wielder willingly forgoes before rolling an attack, he 
  gains a +2 competence bonus to hit.  The wielder sill 
  takes the damage from the viscous ability even if he 
  reduces the extra damage is does to zero. Cannot be 
  crafted, Market Price: 15,315 gp; frequency: Adventure. 
  �Saddle of Ease: This saddle resizes to fit any mount.  
  When activated, the mount is able to carry double the 
  normal load.  It may be activated once per day, for two 
  hours. Faint transmutation; CL 3
  rd; Prerequisites: Craft 
  Wondrous Item, bull’s strength; Market Price: 2,000 gp; 
  frequency: Adventure. 
  �One permanent Influence Point with Viscount 
  Langard: if the characters successfully negotiated an end 
  to the gnomish rebellion. 
  �Meta-org Access: Viscount Langard speaks well of 
  your efforts and suggests you would do well in a 
  particular organization.  You may immediately enter any 
  Verbobonc meta-org at any level, or advance to any 
  higher level in a Verbobonc meta-org of which you are 
  already a member.  You must meet all requirements for 
  the meta-org, save for the time delay normally required to 
  advance levels in the meta-org. 
  �Favor of Lord Milinous: For returning the sword of 
  the black griffin to him, Lord Milinous will arrange for a 
  weapon upgrade.  You may upgrade one weapon with the 
  bane (giant), bane (gnome), or flaming enhancement.  
  You must pay the difference in cost (characters who are 
  members of the Milinous House Guard when playing 
  this scenario may pay only half this difference). 
  �Favor of the Gnomes of the Free Assembly of the 
  Kron Hills: For returning the sword of the black griffin 
  to them, the gnomes will arrange for you to have access 
  to their stock of potions.  Choose one potion or oil from 
  Table 7-17 in the Dungeon Master’s Guide.  You have 
  Regional access to that potion.  Fill in the potion name 
  here: _______________________ 
  �Favor of Viscount Langard: For returning the sword 
  of the black griffin to him, Viscount Langard will arrange 
  for an armor upgrade.  You may upgrade one suit of 
  armor or shield with the moderate fortification, ghost 
  touch, or any energy resistance enhancement.  You must 
  pay the difference in cost (characters who are members of 
  the Knights of the Faithful Defender or Mounted 
  Borderers when playing this scenario may pay only half 
  this difference). 
   
   
   
   
   
   
   
  
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  Appendix I - NPCs 
  Encounter Three 
  �Urthgan: Male Gnome Brd10; CR 10; Small 
  Humanoid (gnome); HD 10d6+20; hp 62; Init +2; Spd 
  20 ft.; AC 22 (touch 15, flat-footed 20) [+7 +3 mithral 
  chain shirt, +2 Dex, +1 size, +2 deflection]; Base Atk +7; 
  Grp +2; Atk +8 melee (1d4 (18-20/x2), +2 rapier) or +11 
  ranged (1d6 (19-20/x2), masterwork light crossbow); 
  Full Atk +8/+3 melee (1d4 (18-20/x2), +2 rapier) or +11 
  ranged (1d6 (19-20/x2), masterwork light crossbow); 
  Space/Reach 5 ft./5 ft.; SA nil; SQ gnome traits, bardic 
  music, bardic knowledge, countersong, fascinate, 
  inspire courage +2, inspire competence, suggestion, 
  inspire greatness; AL CG; SV Fort +7, Ref +11, Will +9; 
  Str 6, Dex 14, Con 14, Int 14, Wis 10, Cha 24. 
   
  Skills and Feats: Bluff +23, Diplomacy +23, Gather 
  Information +20, Knowledge (arcana) +15, Knowledge 
  (local: VTF) +15, Knowledge (nobility and royalty) +15, 
  Perform (oratory) +20, Sense Motive +16; Leadership, 
  Skill Focus (Bluff), Skill Focus (Diplomacy), Skill 
  Focus  
   
  Possessions: Masterwork light crossbow, 20 bolts, 
  +2 rapier, +3 mithral chain shirt, vest of resistance +2, 
  ring of protection +2, cloak of charisma +6. 
   
  Spells Known  (3/5/5/4/1; base DC = 17 + spell 
  level): 
  0—detect 
  magic, 
  mage 
  hand, 
  message, 
  open/close, prestidigitation, read magic; 1st—disguise 
  self, silent image, Tasha’s hideous laughter, unseen 
  servant; 
  2nd—detect 
  thoughts, 
  glitterdust, 
  misdirection, tongues; 3rd—dispel magic, haste, major 
  image; 4th—break enchantment, modify memory. 
   
  Physical Description: Urthgan is small and thin 
  for a gnome, but stands tall and proud.  He is dressed 
  impeccably in the latest gnomish styles. 
  �Greenbramble: Male Gnome Rgr10: CR 10; Small 
  Humanoid (gnome); HD 10d8+30; hp 83; Init +4; Spd 
  20 ft.; AC 24 (touch 17, flat-footed 20) [+7 +3 mithral 
  chain shirt, +4 Dex, +1 size, +2 deflection]; Base Atk 
  +10; Grp +8; Atk +16 melee (1d6+4 (19-20/x4), +2 
  gnomish battlepick) or +16 ranged (1d6 (20/x3), 
  masterwork longbow); Full Atk +12/+7 melee (1d6+4 
  (19-20/x4), +2 gnomish battlepick) and +12/+7 melee 
  (1d6+3 (19-20/x4), +2 gnomish battlepick) or +16/+11 
  ranged 
  (1d6 
  (20/x3), 
  masterwork 
  longbow); 
  Space/Reach 5 ft./5 ft.; SA nil; SQ gnome traits, wild 
  empathy, favored enemy (giants +6, humans +4, evil 
  outsiders +2), woodland stride, swift tracker, evasion; 
  AL NG; SV Fort +11, Ref +13, Will +6; Str 14, Dex 18, 
  Con 16, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +21, Listen +16, Move 
  Silently +17, Ride +17, Spot +14, Survival +14; 
  Endurance, Exotic Weapon Proficiency (gnomish 
  battlepick), Improved Critical (gnomish battlepick), 
  Improved Two-Weapon Fighting, Leadership, Track, 
  Two-Weapon Fighting, Weapon Focus (gnomish 
  battlepick). 
   
  Possessions: Masterwork longbow, 20 arrows, 2 +2 
  gnomish battlepicks, +3 mithral chain shirt, vest of 
  resistance +2, ring of protection +2, belt of giant 
  strength +4. 
   
  Spells Prepared (2/1; base DC = 11 + spell level): 
  1st—entangle, resist energy; 2nd—speak with plants. 
   
  Physical Description: Greenbramble is a tall 
  gnome with salt-and-pepper hair and moustache. 
  Though old, he is fit and hale.  He is dressed in finery 
  that looks like he could still fight in it.  His dire 
  raccoon animal companion is not present. 
  �Wilfrid: Male Gnome Wiz10 (Illusionist); CR 10; 
  Small Humanoid (gnome); HD 10d4+30; hp 61; Init +2; 
  Spd 20 ft.; AC 19 (touch 15, flat-footed 17) [+4 bracers 
  of armor +4, +2 Dex, +1 size, +2 deflection]; Base Atk 
  +5; Grp -1; Atk +5 melee (1d3-3 (19-20/x2), masterwork 
  silver 
  dagger) 
  or 
  +9 
  ranged 
  (1d6 (19-20/x2), 
  masterwork light crossbow); Full Atk +5 melee (1d3-3 
  (19-20/x2), masterwork silver dagger) or +9 ranged 
  (1d6 
  (19-20/x2), 
  masterwork 
  light 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA nil; SQ gnome traits; AL 
  NG; SV Fort +8, Ref +7, Will +9; Str 6, Dex 14, Con 16, 
  Int 22, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (arcana) +19, Knowledge (history) +19, Knowledge 
  (geography) +9, Knowledge (nature) +19, Spellcraft 
  +21; Craft Wondrous Item, Empower Spell, Greater 
  Spell Focus (Illusion), Leadership, Scribe Scroll, Skill 
  Focus (Concentration), Spell Focus (Illusion). 
   
  Possessions: Masterwork light crossbow, 20 bolts, 
  masterwork silver dagger, vest of resistance +2, ring of 
  protection +2, headband of intellect +4. 
   
  Spells Prepared  (4+1/6+1/6+1/4+1/4+1/3+1; base 
  DC = 16 + spell level, DC 18 + spell level for Illusion 
  spells): 0—detect magic, detect poison, ghost sound*, 
  mage hand, prestidigitation; 1st—color spray* x2, 
  grease, 
  magic 
  missile 
  x2, 
  reduce 
  person, 
  ventriloquism*; 2nd—flaming sphere, glitterdust, 
  hypnotic pattern*, invisibility*, rope trick, see 
  invisibility, whispering wind; 3rd—arcane sight, dispel 
  magic, major image* x2, stinking cloud; 4th—
  dimensional 
  anchor, 
  Evard’s 
  black 
  tentacles, 
  phantasmal killer*, stone shape, wall of fire; 5th—
  break enchantment, cone of cold, persistent image*, 
  teleport. 
  
  Ver4-07 Reunification 
   
  Page 23 
   
  Physical Description: Wilfrid is the oldest of the 
  three gnomes, slightly hunched with age, with snow-
  white hair and beard.  There remains a twinkle in his 
  eye, though.  He is dressed in comfortable robes, 
  though of high quality. 
  Encounter Four 
  Please note that contrary to the Monster Manual, the 
  carrying capacity for a normal cauchemar is 3,672 lbs. 
  (light), 7,344 lbs. (medium), and 11,040 lbs. (heavy), 
  according to the Player’s Handbook, pg. 162.  In this 
  encounter, the cauchemar has a medium load, modified 
  to a light load by the saddle of ease. 
  APL 10 (EL 13) 
  �Falkur Volkmarr: Male Fire Giant Ftr1; CR 11; 
  Large Giant (Fire); HD 15d8+1d10+112; hp 185; Init +1; 
  Spd 40 ft. (30 ft.); AC 27 (30) (touch 10 (13), flat-footed 
  26 (29)) [+1 Dex, –1 size, +8 natural, +9 armor, (+3 
  shield of faith)]; Base Atk +12; Grp +29; Atk +26 (+28) 
  melee (2d6+20 (+23) (20/x3) plus 1d6 fire, +1 flaming 
  large lance) or +25 (+27) melee (3d6+19 (+22) (19-
  20/x2), masterwork large greatsword) or +24 (+26) 
  melee (1d4+13 (+15) (20/x2), slam) or +13 ranged 
  (2d6+13 (+15) (20/x2) plus 2d6 fire, rock); Full Atk 
  +26/+21/+16 (+28/+23/+18) melee (2d6+20 (+23) 
  (20/x3) plus 1d6 fire, +1 flaming large lance) or 
  +25/+20/+15 (+27/+22/+17) melee (3d6+19 (+22) (19-
  20/x2) masterwork large greatsword) or +24 (+26) 
  melee (1d4+13 (+15) (20/x2), 2 slams) or +13 ranged 
  (2d6+13 (+15) (20/x2) plus 2d6 fire, rock); Space/Reach 
  10 ft./10 ft. (20 ft. with lance); SA Rock throwing; SQ 
  Immunity to fire, low-light vision, rock catching, 
  vulnerability to cold; AL LE; SV Fort +18, Ref +6, Will 
  +9; Str 36 (40), Dex 12, Con 24, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Intimidate +9, Ride +20, Spot +12; 
  Cleave, Iron Will, Power Attack, Mounted Combat, 
  Ride-By Attack, Spirited Charge, Weapon Focus 
  (lance). 
   
  Possessions: Masterwork large greatsword, +1 
  flaming large lance, +1 light fortification full plate 
  armor, 2 potions of resist energy (cold) (7
  th level caster), 
  2 potions of shield of faith (6
  th level caster), 8 potions of 
  cure serious wounds (5
  th level caster), potion of bull’s 
  strength (3
  rd level caster), saddle of ease, 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, cooking pot, haunch of meat, whetstone, 
  blanket, 10 ft. chain. 
   
  Physical Description: A short but muscular fire 
  giant, with flaming orange hair and a long beard.  He 
  wears a black leather tabard over his singed plate 
  armor. 
   
  Background: Falkur Volkmarr has taken a 
  different path than most fire giants.  Ages ago, 
  members of his clan consorted with agents of the dark 
  planes, and befriended a number of nightmares, among 
  other creatures.  He has trained on these infernal 
  beasts all his life, and is one of many skilled lancers to 
  come out of his clan. 
  �Nightmare, Cauchemar: CR 11; Huge Outsider 
  (Evil, Extraplanar); HD 15d8+105; hp 172; Init +6; Spd 
  40 ft. (30 ft.), fly 90 ft. (60 ft.) (good); AC 26 (touch 10, 
  flat-footed 24) [+2 Dex, –2 size, +16 natural]; Base Atk 
  +15; Grp +33; Atk +23 melee (2d6+10 (20/x2) plus 1d4 
  fire, hoof); Full Atk +23 melee (2d6+10 (20/x2) plus 
  1d4 fire, 2 hooves) and +18 melee (2d6+5 (20/x2), bite); 
  Space/Reach 15 ft./10 ft.; SA Flaming hooves, smoke; 
  SQ Astral projection, darkvision 60 ft., etherealness; AL 
  NE; SV Fort +16, Ref +11, Will +10; Str 31, Dex 14, Con 
  24, Int 16, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +19, Concentration +25, 
  Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, 
  Knowledge (arcane) +21, Knowledge (the planes) +21, 
  Listen +21, Move Silently +20, Search +21, Sense 
  Motive +19, Spot +21, Survival +19 (+21 on other 
  planes and following tracks); Alertness, Cleave, 
  Improved Initiative, Power Attack, Run, Track. 
  APL 12 (EL 14) 
  �Falkur Volkmarr: Male Fire Giant Ftr3; CR 13; 
  Large Giant (Fire); HD 15d8+3d10+126; hp 211; Init +1; 
  Spd 40 ft. (30 ft.); AC 27 (30) (touch 10 (13), flat-footed 
  26 (29)) [+1 Dex, –1 size, +8 natural, +9 +1 light 
  fortification full plate armor, (+3 shield of faith)]; Base 
  Atk +14; Grp +31; Atk +28 (+30) melee (2d6+20 (+23) 
  (19-20/x3) plus 1d6 fire, +1 flaming large lance) or +27 
  (+29) melee (3d6+19 (+22) (19-20/x2), masterwork large 
  greatsword) or +26 (+28) melee (1d4+13 (+15) (20/x2), 
  slam) or +15 ranged (2d6+13 (+15) (20/x2) plus 2d6 fire, 
  rock); Full Atk +28/+23/+18 (+30/+25/+20) melee 
  (2d6+20 (+23) (19-20/x3) plus 1d6 fire, +1 flaming large 
  lance) or +27/+22/+17 (+29/+24/+19) melee (3d6+19 
  (+22) (19-20/x2) masterwork large greatsword) or +26 
  (+28) melee (1d4+13 (+15) (20/x2), 2 slams) or +15 
  ranged (2d6+13 (+15) (20/x2) plus 2d6 fire, rock); 
  Space/Reach 10 ft./10 ft. (20 ft. with lance); SA Rock 
  throwing; SQ Immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; AL LE; SV Fort +19, Ref 
  +7, Will +10; Str 36 (40), Dex 12, Con 24, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Intimidate +11, Ride +22, Spot 
  +12; Cleave, Improved Critical (lance), Iron Will, 
  Power Attack, Power Critical* (lance), Mounted 
  Combat, Ride-By Attack, Spirited Charge, Weapon 
  Focus (lance). 
   
  Possessions: Masterwork large greatsword, +1 
  flaming large lance, +1 light fortification full plate 
  
  Ver4-07 Reunification 
   
  Page 24 
  armor, 2 potions of resist energy (cold) (7
  th level caster), 
  2 potions of shield of faith (6
  th level caster), 8 potions of 
  cure serious wounds (5
  th level caster), potion of bull’s 
  strength (3
  rd level caster), saddle of ease, 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, cooking pot, haunch of meat, whetstone, 
  blanket, 10 ft. chain. 
  * See Appendix 2: New Rules Items 
   
  Physical Description: A short but muscular fire 
  giant, with flaming orange hair and a long beard.  He 
  wears a black leather tabard over his singed plate 
  armor. 
   
  Background: Falkur Volkmarr has taken a 
  different path than most fire giants.  Ages ago, 
  members of his clan consorted with agents of the dark 
  planes, and befriended a number of nightmares, among 
  other creatures.  He has trained on these infernal 
  beasts all his life, and is one of many skilled lancers to 
  come out of his clan. 
  �Nightmare, Cauchemar: CR 11; Huge Outsider 
  (Evil, Extraplanar); HD 15d8+105; hp 172; Init +6; Spd 
  40 ft. (30 ft.), fly 90 ft. (60 ft.) (good); AC 26 (touch 10, 
  flat-footed 24) [+2 Dex, –2 size, +16 natural]; Base Atk 
  +15; Grp +33; Atk +23 melee (2d6+10 (20/x2) plus 1d4 
  fire, hoof); Full Atk +23 melee (2d6+10 (20/x2) plus 
  1d4 fire, 2 hooves) and +18 melee (2d6+5 (20/x2), bite); 
  Space/Reach 15 ft./10 ft.; SA Flaming hooves, smoke; 
  SQ Astral projection, darkvision 60 ft., etherealness; AL 
  NE; SV Fort +16, Ref +11, Will +10; Str 31, Dex 14, Con 
  24, Int 16, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +19, Concentration +25, 
  Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, 
  Knowledge (arcane) +21, Knowledge (the planes) +21, 
  Listen +21, Move Silently +20, Search +21, Sense 
  Motive +19, Spot +21, Survival +19 (+21 on other 
  planes and following tracks); Alertness, Cleave, 
  Improved Initiative, Power Attack, Run, Track. 
  APL 14 (EL 16) 
  �Falkur Volkmarr: Male Fire Giant Ftr5; CR 13; 
  Large Giant (Fire); HD 15d8+5d10+140; hp 237; Init +1; 
  Spd 40 ft. (30 ft.); AC 27 (30) (touch 10 (13), flat-footed 
  26 (29)) [+1 Dex, –1 size, +8 natural, +9 +1 light 
  fortification full plate armor, (+3 shield of faith)]; Base 
  Atk +16; Grp +33; Atk +30 (+34) melee (2d6+22 (+27) 
  (19-20/x3) plus 1d6 fire, +1 flaming large lance) or +29 
  (+31) melee (3d6+19 (+22) (19-20/x2), masterwork large 
  greatsword) or +28 (+30) melee (1d4+13 (+15) (20/x2), 
  slam) or +17 ranged (2d6+13 (+15) (20/x2) plus 2d6 fire, 
  rock); Full Atk +30/+25/+20/+15 (+34/+29/+24/+19) 
  melee (2d6+22 (+27) (19-20/x3) plus 1d6 fire, +1 
  flaming 
  large 
  lance) 
  or 
  +29/+24/+19/+14 
  (+31/+26/+21/+16) melee (3d6+19 (+22) (19-20/x2) 
  masterwork large greatsword) or +28 (+30) melee 
  (1d4+13 (+15) (20/x2), 2 slams) or +17 ranged (2d6+13 
  (+15) (20/x2) plus 2d6 fire, rock); Space/Reach 10 ft./10 
  ft. (20 ft. with lance); SA Rock throwing; SQ Immunity 
  to fire, low-light vision, rock catching, vulnerability to 
  cold; AL LE; SV Fort +20, Ref +7, Will +10; Str 36 (40), 
  Dex 12, Con 24, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Intimidate +13, Ride +24, Spot 
  +12; Cleave, Improved Critical (lance), Iron Will, 
  Power Attack, Power Critical* (lance), Mounted 
  Combat, Ride-By Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance). 
   
  Possessions: Masterwork large greatsword, +1 
  flaming large lance, +1 light fortification full plate 
  armor, 2 potions of resist energy (cold) (7
  th level caster), 
  2 oil of greater magic weapon (12
  th level caster), 2 
  potions of shield of faith (6
  th level caster), 8 potions of 
  cure serious wounds (5
  th level caster), potion of bull’s 
  strength (3
  rd level caster), saddle of ease, 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, cooking pot, haunch of meat, whetstone, 
  blanket, 10 ft. chain. 
  * See Appendix 2: New Rules Items 
   
  Physical Description: A short but muscular fire 
  giant, with flaming orange hair and a long beard.  He 
  wears a black leather tabard over his singed plate 
  armor. 
   
  Background: Falkur Volkmarr has taken a 
  different path than most fire giants.  Ages ago, 
  members of his clan consorted with agents of the dark 
  planes, and befriended a number of nightmares, among 
  other creatures.  He has trained on these infernal 
  beasts all his life, and is one of many skilled lancers to 
  come out of his clan. 
  �Nightmare, Cauchemar Ftr2: CR 13; Huge 
  Outsider (Evil, Extraplanar); HD 15d8+2d10+170; hp 
  232; Init +6; Spd 40 ft. (30 ft.), fly 90 ft. (60 ft.) (good); 
  AC 26 (touch 10, flat-footed 24) [+2 Dex, –2 size, +16 
  natural]; Base Atk +17; Grp +38; Atk +29 melee (2d6+13 
  (20/x2) plus 1d4 fire, hoof); Full Atk +29 melee 
  (2d6+13 (20/x2) plus 1d4 fire, 2 hooves) and +24 melee 
  (2d6+6 (20/x2), bite); Space/Reach 15 ft./10 ft.; SA 
  Flaming hooves, smoke; SQ Astral projection, 
  darkvision 60 ft., etherealness; AL NE; SV Fort +22, Ref 
  +11, Will +10; Str 36, Dex 14, Con 30, Int 16, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Bluff +19, Concentration +28, 
  Diplomacy +5, Disguise +1 (+3 acting), Intimidate +23, 
  Jump +21, Knowledge (arcane) +21, Knowledge (the 
  planes) +21, Listen +21, Move Silently +20, Search +21, 
  Sense Motive +19, Spot +21, Survival +19 (+21 on other 
  planes and following tracks); Alertness, Cleave, 
  
  Ver4-07 Reunification 
   
  Page 25 
  Improved Initiative, Power Attack, Run, Track. 
  Weapon Focus (bite), Weapon Focus (hoof). 
  APL 16 (EL 18) 
  �Falkur Volkmarr: Male Fire Giant Ftr7; CR 15; 
  Large Giant (Fire); HD 15d8+7d10+154; hp 258; Init +1; 
  Spd 40 ft. (30 ft.); AC 27 (30) (touch 10 (13), flat-footed 
  26 (29)) [+1 Dex, –1 size, +8 natural, +9 +1 light 
  fortification full plate armor, (+3 shield of faith)]; Base 
  Atk +18; Grp +35; Atk +32 (+36) melee (2d6+22 (+27) 
  (19-20/x3) plus 1d6 fire, +1 flaming large lance) or +31 
  (+33) melee (3d6+19 (+22) (19-20/x2), masterwork large 
  greatsword) or +30 (+32) melee (1d4+13 (+15) (20/x2), 
  slam) or +19 ranged (2d6+13 (+15) (20/x2) plus 2d6 fire, 
  rock); Full Atk +32/+27/+22/+17 (+36/+31/+26/+21) 
  melee (2d6+22 (+27) (19-20/x3) plus 1d6 fire, +1 
  flaming 
  large 
  lance) 
  or 
  +29/+24/+19/+14 
  (+31/+26/+21/+16) melee (3d6+19 (+22) (19-20/x2) 
  masterwork large greatsword) or +30 (+32) melee 
  (1d4+13 (+15) (20/x2), 2 slams) or +19 ranged (2d6+13 
  (+15) (20/x2) plus 2d6 fire, rock); Space/Reach 10 ft./10 
  ft. (20 ft. with lance); SA Rock throwing; SQ Immunity 
  to fire, low-light vision, rock catching, vulnerability to 
  cold; AL LE; SV Fort +21, Ref +10, Will +11; Str 36 (40), 
  Dex 12, Con 24, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Intimidate +14, Ride +25, Spot 
  +12; Cleave, Improved Critical (lance), Iron Will, 
  Power Attack, Power Critical* (lance), Mounted 
  Combat, Ride-By Attack, Spirited Charge, Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization 
  (lance), 
  Lightning Reflexes. 
   
  Possessions: Masterwork large greatsword, +1 
  flaming large lance, +1 light fortification full plate 
  armor, 2 potions of resist energy (cold) (7
  th level caster), 
  2 oil of greater magic weapon (12
  th level caster), 2 
  potions of shield of faith (6
  th level caster), 8 potions of 
  cure serious wounds (5
  th level caster), potion of bull’s 
  strength (3
  rd level caster), saddle of ease, 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, cooking pot, haunch of meat, whetstone, 
  blanket, 10 ft. chain. 
  * See Appendix 2: New Rules Items 
   
  Physical Description: A short but muscular fire 
  giant, with flaming orange hair and a long beard.  He 
  wears a black leather tabard over his singed plate 
  armor. 
   
  Background: Falkur Volkmarr has taken a 
  different path than most fire giants.  Ages ago, 
  members of his clan consorted with agents of the dark 
  planes, and befriended a number of nightmares, among 
  other creatures.  He has trained on these infernal 
  beasts all his life, and is one of many skilled lancers to 
  come out of his clan. 
  �Nightmare, Cauchemar Ftr4: CR 13; Huge 
  Outsider (Evil, Extraplanar); HD 15d8+4d10+190; hp 
  262; Init +6; Spd 40 ft. (30 ft.), fly 90 ft. (60 ft.) (good); 
  AC 26 (touch 10, flat-footed 24) [+2 Dex, –2 size, +16 
  natural]; Base Atk +19; Grp +40; Atk +31 melee (2d6+15 
  (20/x2) plus 1d4 fire, hoof); Full Atk +31 melee 
  (2d6+15 (20/x2) plus 1d4 fire, 2 hooves) and +26 melee 
  (2d6+6 (20/x2), bite); Space/Reach 15 ft./10 ft.; SA 
  Flaming hooves, smoke; SQ Astral projection, 
  darkvision 60 ft., etherealness; AL NE; SV Fort +23, Ref 
  +12, Will +13; Str 37, Dex 14, Con 30, Int 16, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Bluff +19, Concentration +28, 
  Diplomacy +5, Disguise +1 (+3 acting), Intimidate +28, 
  Jump +26, Knowledge (arcane) +21, Knowledge (the 
  planes) +21, Listen +21, Move Silently +20, Search +21, 
  Sense Motive +19, Spot +21, Survival +19 (+21 on other 
  planes and following tracks); Alertness, Cleave, 
  Improved Initiative, Iron Will, Power Attack, Run, 
  Track. Weapon Focus (bite), Weapon Focus (hoof), 
  Weapon Specialization (hoof). 
  Encounter Five 
  APL 10 (EL 10) 
  �Grunsh: Male Ogre Ftr4; CR 7; Large Giant; HD 
  4d8+4d10+32; hp 76; Init +2; Spd 40 ft. (30 ft.); AC 24 
  (28) (touch 10 (14), flat-footed 23 (27)) [+1 Dex, –1 size, 
  +5 natural, +9 +1 full plate armor, (+4 cover)]; Base Atk 
  +7; Grp +16; Atk +14 melee (2d8+12 (20/x2), large 
  greatclub) or +10 ranged (2d6+11 (20/x3), +1 mighty 
  (+8) composite longbow); Full Atk +14/+9 melee 
  (2d8+12 (20/x2), large greatclub) or +8/+8/+3 ranged 
  (2d6+11 (20/x3), +1 mighty (+8) composite longbow); 
  Space/Reach 10 ft./10 ft.; SA nil; SQ Darkvision 60 ft., 
  low-light vision; AL CE; SV Fort +12, Ref +4, Will +2; 
  Str 26, Dex 15, Con 18, Int 4, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +6 (+1), Craft (bowmaking) 
  +1, Listen +2, Spot +2; Far Shot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (longbow), 
  Weapon Specialization (longbow). 
   
  Possessions: Large greatclub, +1 mighty (+8) large 
  composite longbow, +1 full plate armor, quiver of 60 
  arrows, backpack, haunch of meat, torch, 2 flasks of oil, 
  flint and steel. 
   
  Physical Description: Thin and wiry for an ogre, 
  with dirty dull yellow skin and brown braided hair.  He 
  wears a crudely stitched tabard of deerskin over his 
  plate armor. 
   
  Background: While a youth, Grunsh saw many 
  members of his tribe wiped out by humanoids with 
  bows, and decided to master this funny weapon.  
  Joining a new tribe, he practiced making bows, 
  
  Ver4-07 Reunification 
   
  Page 26 
  although he was always strong enough to effectively 
  wield the favored ogre greatclub. 
  APL 12 (EL 13) 
  �Grunsh: Male Ogre Ftr7; CR 10; Large Giant; HD 
  4d8+7d10+44; hp 109; Init +2; Spd 40 ft. (30 ft.); AC 24 
  (28) (touch 10 (14), flat-footed 23 (27)) [+1 Dex, –1 size, 
  +5 natural, +9 +1 full plate armor, (+4 cover)]; Base Atk 
  +10; Grp +19; Atk +17 melee (2d8+12 (20/x2), Large 
  greatclub) or +13 ranged (2d6+11 (19-20/x3), +1 mighty 
  (+8) composite longbow); Full Atk +17/+12 melee 
  (2d8+12 (20/x2), Large Large greatclub) or +11/+11/+6 
  ranged (2d6+11 (19-20/x3), +1 mighty (+8) composite 
  longbow); Space/Reach 10 ft./10 ft.; SA nil; SQ 
  Darkvision 60 ft., low-light vision; AL CE; SV Fort +13, 
  Ref +5, Will +3; Str 26, Dex 15, Con 18, Int 4, Wis 10, 
  Cha 4. 
   
  Skills and Feats: Climb +6 (+1), Craft (bowmaking) 
  +4, Listen +2, Spot +2; Dodge, Far Shot, Improved 
  Critical (longbow), Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialization (longbow). 
   
  Possessions: Large greatclub, +1 mighty (+8) large 
  composite longbow, +1 full plate armor, quiver of 60 
  arrows, backpack, haunch of meat, torch, 2 flasks of oil, 
  flint and steel. 
   
  Physical Description: Thin and wiry for an ogre, 
  with dirty dull yellow skin and brown braided hair.  He 
  wears a crudely stitched tabard of deerskin over his 
  plate armor. 
   
  Background: While a youth, Grunsh saw many 
  members of his tribe wiped out by humanoids with 
  bows, and decided to master this funny weapon.  
  Joining a new tribe, he practiced making bows, 
  although he was always strong enough to effectively 
  wield the favored ogre greatclub. 
  �Hill Giant: Large Giant Ftr1; CR 8; HD 
  12d8+1d10+78; hp 138; Init +2; Spd 40 ft. (30 ft.); AC 27 
  (31) (touch 10 (14), flat-footed 26 (30)) [+1 Dex, –1 size, 
  +9 natural, +8 full plate armor, (+4 cover)]; Base Atk 
  +10; Grp +21; Atk +20 melee (2d8+15 (20/x2), large 
  greatclub) or +20 melee (1d4+10 (20/x2), slam) or +14 
  ranged (2d6+10 (20/x2), rock); Full Atk +20/+15 melee 
  (2d8+15  (20/x2), large greatclub) or +20 melee (1d4+10 
  (20/x2), 2 slams) or +14/+9 ranged (2d6+10 (20/x2), 
  rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ 
  Low-light vision, rock catching; AL CE; SV Fort +16, 
  Ref +6, Will +4; Str 30, Dex 14, Con 22, Int 4, Wis 10, 
  Cha 4. 
   
  Skills and Feats: Climb +11 (+5), Jump +10 (+4), 
  Listen +3, Spot +6; Cleave, Far Shot, Point Blank Shot, 
  Power Attack, Quick Draw, Weapon Focus (thrown 
  rock). 
   
  Possessions: Large greatclub, Large full plate 
  armor, 20 throwing rocks, backpack, drinking horn, 5 
  gallons ale, haunch of meat, lion skin. 
   
  Physical Description: Brutish-looking, this hill 
  giant looks uncomfortable in his full plate.  He deftly 
  handles a boulder as easily as a child’s ball. 
  APL 14 (EL 15) 
  �Grunsh: Male Ogre Ftr9; CR 12; Large Giant; HD 
  4d8+9d10+52; hp 129; Init +3; Spd 40 ft. (30 ft.); AC 24 
  (28) (touch 10 (14), flat-footed 23 (27)) [+1 Dex, –1 size, 
  +5 natural, +9 +1 full plate armor, (+4 cover)]; Base Atk 
  +12; Grp +21; Atk +19 melee (2d8+12 (20/x2), Large 
  greatclub) or +17 ranged (2d6+11 (19-20/x3), +1 mighty 
  (+8) composite longbow); Full Atk +19/+14/+9 melee 
  (2d8+12 (20/x2), Large greatclub) or +15/+15/+10/+5 
  ranged (2d6+11 (19-20/x3), +1 mighty (+8) composite 
  longbow); Space/Reach 10 ft./10 ft.; SA nil; SQ 
  Darkvision 60 ft., low-light vision; AL CE; SV Fort +14, 
  Ref +7, Will +4; Str 26, Dex 16, Con 18, Int 4, Wis 10, 
  Cha 4. 
   
  Skills and Feats: Climb +6 (+1), Craft (bowmaking) 
  +6, Listen +2, Spot +2; Dodge, Far Shot, Greater 
  Weapon 
  Focus 
  (longbow), 
  Improved 
  Critical 
  (longbow), Mobility, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialization (longbow). 
   
  Possessions: Large greatclub, +1 mighty (+8) large 
  composite longbow, +1 full plate armor, quiver of 60 
  arrows, backpack, haunch of meat, torch, 2 flasks of oil, 
  flint and steel. 
   
  Physical Description: Thin and wiry for an ogre, 
  with dirty dull yellow skin and brown braided hair.  He 
  wears a crudely stitched tabard of deerskin over his 
  plate armor. 
   
  Background: While a youth, Grunsh saw many 
  members of his tribe wiped out by humanoids with 
  bows, and decided to master this funny weapon.  
  Joining a new tribe, he practiced making bows, 
  although he was always strong enough to effectively 
  wield the favored ogre greatclub. 
  �Hill Giant: Large Giant Ftr3; CR 10; HD 
  12d8+3d10+90; hp 162; Init +2; Spd 40 ft. (30 ft.); AC 27 
  (31) (touch 10 (14), flat-footed 26 (30)) [+1 Dex, –1 size, 
  +9 natural, +8 full plate armor, (+4 cover)]; Base Atk 
  +12; Grp +23; Atk +22 melee (2d8+15 (20/x2), Large 
  greatclub) or +22 melee (1d4+10 (20/x2), slam) or +16 
  ranged (2d6+10 (20/x2), rock); Full Atk +22/+17/+12 
  melee (2d8+15  (20/x2), Large greatclub) or +22 melee 
  (1d4+10 (20/x2), 2 slams) or +14/+14/+9/+4 ranged 
  (2d6+10 (20/x2), rock); Space/Reach 10 ft./10 ft.; SA 
  Rock throwing; SQ Low-light vision, rock catching; AL 
  
  Ver4-07 Reunification 
   
  Page 27 
  CE; SV Fort +16, Ref +6, Will +4; Str 30, Dex 14, Con 
  22, Int 4, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +12 (+6), Jump +11 (+5), 
  Listen +3, Spot +6; Cleave, Far Shot, Point Blank Shot, 
  Power Attack, Precise Shot, Rapid Shot, Quick Draw, 
  Weapon Focus (thrown rock). 
   
  Possessions: Large greatclub, 20 throwing rocks, 
  backpack, drinking horn, 5 gallons ale, haunch of meat, 
  lion skin. 
   
  Physical Description: Brutish-looking, this hill 
  giant looks uncomfortable in his full plate.  He deftly 
  handles a boulder as easily as a child’s ball. 
  APL 16 (EL 17) 
  �Grunsh: Male Ogre Ftr11; CR 14; Large Giant; HD 
  4d8+11d10+60; hp 149; Init +3; Spd 40 ft. (30 ft.); AC 24 
  (28) (touch 10 (14), flat-footed 23 (27)) [+1 Dex, –1 size, 
  +5 natural, +9 +1 full plate armor, (+4 cover)]; Base Atk 
  +14; Grp +23; Atk +21 melee (2d8+12 (20/x2), Large 
  greatclub) or +19 ranged (2d6+11 (19-20/x3), +1 mighty 
  (+8) composite longbow); Full Atk +21/+16/+11 melee 
  (2d8+12 (20/x2), Large greatclub) or +17/+17/+12/+7 
  ranged (2d6+11 (19-20/x3), +1 mighty (+8) composite 
  longbow); Space/Reach 10 ft./10 ft.; SA nil; SQ 
  Darkvision 60 ft., low-light vision; AL CE; SV Fort +15, 
  Ref +7, Will +4; Str 26, Dex 16, Con 18, Int 4, Wis 10, 
  Cha 4. 
   
  Skills and Feats: Climb +6 (+1), Craft (bowmaking) 
  +8, Listen +2, Spot +2; Dodge, Far Shot, Greater 
  Weapon 
  Focus 
  (longbow), 
  Improved 
  Critical 
  (longbow), Mobility, Point Blank Shot, Precise Shot, 
  Rapid Shot, Shot on the Run, Weapon Focus 
  (longbow), Weapon Specialization (longbow). 
   
  Possessions: Large greatclub, +1 mighty (+8) large 
  composite longbow, +1 full plate armor, quiver of 60 
  arrows, backpack, haunch of meat, torch, 2 flasks of oil, 
  flint and steel. 
   
  Physical Description: Thin and wiry for an ogre, 
  with dirty dull yellow skin and brown braided hair.  He 
  wears a crudely stitched tabard of deerskin over his 
  plate armor. 
   
  Background: While a youth, Grunsh saw many 
  members of his tribe wiped out by humanoids with 
  bows, and decided to master this funny weapon.  
  Joining a new tribe, he practiced making bows, 
  although he was always strong enough to effectively 
  wield the favored ogre greatclub. 
  �Hill Giant: Large Giant Ftr5; CR 12; HD 
  12d8+5d10+102; hp 186; Init +2; Spd 40 ft. (30 ft.); AC 
  27 (31) (touch 10 (14), flat-footed 26 (30)) [+1 Dex, –1 
  size, +9 natural, +8 full plate armor, (+4 cover)]; Base 
  Atk +14; Grp +25; Atk +24 melee (2d8+15 (20/x2), 
  Large greatclub) or +24 melee (1d4+10 (20/x2), slam) or 
  +18 ranged (2d6+12 (20/x2), rock); Full Atk 
  +24/+19/+14 melee (2d8+15  (20/x2), Large greatclub) 
  or +24 melee (1d4+10 (20/x2), 2 slams) or 
  +16/+16/+11/+6 
  ranged 
  (2d6+12 
  (20/x2), 
  rock); 
  Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-
  light vision, rock catching; AL CE; SV Fort +17, Ref +6, 
  Will +4; Str 31, Dex 14, Con 22, Int 4, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +12 (+6), Jump +11 (+5), 
  Listen +3, Spot +6; Cleave, Far Shot, Point Blank Shot, 
  Power Attack, Precise Shot, Rapid Shot, Quick Draw, 
  Weapon Focus (thrown rock), Weapon Specialization 
  (thrown rock). 
     
  Possessions: Large greatclub, 20 throwing rocks, 
  backpack, drinking horn, 5 gallons ale, haunch of meat, 
  lion skin. 
   
  Physical Description: Brutish-looking, this hill 
  giant looks uncomfortable in his full plate.  He deftly 
  handles a boulder as easily as a child’s ball. 
  Encounter Six 
  APL 10 (EL 13) 
  �Jakob Tallasin: Male Human Wiz9 (Transmuter); 
  CR 9; Medium Humanoid (human); HD 9d4+18 (36); 
  hp 46 (64); Init +2; Spd 30 ft. (60 ft.); AC 13 (28) (touch 
  13 (14), flat-footed 11 (25)) [+2 Dex, +1 deflection, (+4 
  shield, +4 mage armor, +6 natural, +1 haste)]; Base Atk 
  +4; Grp +3; Atk +4 (+7) melee (1d4-1 (+0) (19-20/x2), 
  masterwork dagger) or +7 (+10) ranged (1d8 (+1) (19-
  20/x2), masterwork light crossbow); Full Atk +4 
  (+7/+7) melee (1d4-1 (+0) (19-20/x2), masterwork 
  dagger) or +7 (+10) ranged (1d8 (+1) (19-20/x2), 
  masterwork light crossbow); Space/Reach 5 ft./5 ft.; SA 
  nil; SQ nil; AL LE; SV Fort +6 (+9), Ref +6 (+8), Will +8 
  (+9); Str 8, Dex 14, Con 14 (18), Int 20 (22), Wis 12, Cha 
  10. 
   
  Skills and Feats: Concentration +14 (+17), 
  Decipher Script +17 (+19), Knowledge (arcana) +17 
  (+19), Knowledge (geography) +6 (+8), Knowledge 
  (local: VTF) +17 (+19), Knowledge (nobility and 
  royalty) +6 (+8), Knowledge (the planes) +17 (+19), 
  Spellcraft +19 (+21); Chain Spell*, Craft Wondrous 
  Item, Energy Affinity (Fire)*, Greater Spell Focus 
  (Transmutation), Improved Familiar, Scribe Scroll, 
  Spell Focus (Transmutation). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, black cloak of resistance +1, ring of 
  protection +1, headband of intellect +2, rod of 
  extension, backpack, 2 flasks of oil, flint and steel. 
   
  Spells Prepared (4+1/6+1/5+1/4+1/3+1/2+1; base 
  DC = 15 (16) + spell level; base DC = 17 (18) + spell 
  level for Transmutation spells): 0—detect magic, mage 
  hand, open/close, prestidigitation, read magic; 1st—
  enlarge person, mage armor, magic missile [2], 
  protection from good [2], shield; 2nd—alter self, bear’s 
  
  Ver4-07 Reunification 
   
  Page 28 
  endurance, fox’s cunning, gust of wind, resist energy, 
  scorching ray; 3rd—fireball, greater magic weapon, 
  haste, keen edge, slow; 4th—dimension door, greater 
  invisibility, mass reduce person, mass resist energy*; 
  5th—cone of cold [fire], overland flight, teleport. 
  * See Appendix 2: New Rules Items 
   
  Physical Description: Jakob Tallasin is a thin, 
  slightly muscled Oeridian human.  He has dark hair 
  cropped short and is clean-shaven.  Other than the 
  black cloak, he wears comfortable linen clothes in 
  muted colors.  He appears to stand uncomfortably in 
  this chamber, nervous, but he feels he has the upper 
  hand in the negotiations with the giants. 
   
  Background: Jakob Tallasin was raised in a quiet 
  home by merchant parents.  When his arcane talent 
  surfaced, he studied magic under distant relative, a 
  wicked man who turned him to using his arcane talent 
  to gain as much power and money for himself as he 
  could.  He is happy to serve certain mysterious forces 
  against Verbobonc. 
  Precast spells: 
  • 
  Beginning of day: overland flight (extended) on 
  self; mage armor (extended) on self 
  • 
  When the imp spots the characters: alter self 
  (troglodyte) on self, mass resist energy (cold) on 
  all, keen edge on Henrik’s spiked chain, greater 
  magic weapon on Henrik’s spiked chain, resist 
  energy (electricity) on self, prestidigitation. 
  • 
  When the characters get within 1200 feet: bear’s 
  endurance on self, shield on self, fox’s cunning on 
  self, protection from good on Silas and Henrik. 
  • 
  When the characters attack the wall: greater 
  invisibility (extended) on Silas, haste on all. 
  �Maleface: Male Imp Familiar: CR n/a; Tiny Outsider 
  (Evil, Extraplanar, Lawful); HD 3d8 (treat as 9); hp 23 
  (32); Init +3; Spd 20 ft., fly 50 ft.; AC 25 (30) (touch 15 
  (16), flat-footed 22 (26)) [+2 Size, +3 Dex, +10 natural, 
  (+4 shield, +1 haste)]; Base Atk +4; Grp -4; Atk +7 (+8) 
  melee (1d4 (20/x2) plus poison, sting); Full Atk +7 
  (+8/+8) melee (1d4 (20/x2) plus poison, sting); 
  Space/Reach 2.5 ft./0 ft.; SA Poison, spell-like abilities; 
  SQ Alternate form, damage reduction 5/good or silver, 
  darkvision 60 ft., fast healing 2, immunity to poison, 
  fire resistance 5; AL LE; SV Fort +3, Ref +6, Will +7; Str 
  10, Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8 (+9), Hide +17 
  (+18), Knowledge (arcana) +6 (+7), Listen +7 (+8), Move 
  Silently +9 (+10), Search +6 (+7), Spellcraft +6 (+7), Spot 
  +7 (8), Survival +1 (+2) (+3 (+4) following tracks); 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion (DC 
  15). Caster level 6th. The save DC is Charisma-based. 
  Once per week an imp can use commune to ask six 
  questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that an imp does not regain hit points for 
  changing form, and an individual imp can assume only 
  one or two forms no larger than Medium. Common 
  forms include monstrous spider, raven, rat, and boar. 
  �Verloth Garvim: Male Human Clr9 of Vecna: CR 9; 
  Medium Humanoid (human); HD 9d8+18; hp 66; Init 
  +1; Spd 20 ft. (40 ft.); AC 23 (33) (touch 11 (15), flat-
  footed 22 (31)) [+1 Dex, +9 +1 full plate armor, +3 +1 
  large steel shield, (+6 natural, +3 shield of faith, +1 
  haste)]; Base Atk +6; Grp +6; Atk +7 (+12) melee (1d4 
  (+3) (19-20/x2), masterwork dagger) or +8 (+13) ranged 
  (1d8 (+3) (19-20/x2), masterwork light crossbow); Full 
  Atk +7/+2 (+12/+12/+7) melee (1d4 (+3) (19-20/x2), 
  masterwork dagger) or +8 (+13) ranged (1d8 (+3) (19-
  20/x2), masterwork light crossbow); Space/Reach 5 
  ft./5 ft.; SA nil; SQ nil; AL NE; SV Fort +9 (+12), Ref +7 
  (+9), Will +12 (+14); Str 10, Dex 12, Con 14 (18), Int 12, 
  Wis 20 (22), Cha 10. 
   
  Skills and Feats: Concentration +14 (+17), Heal 
  +17 (+19), Knowledge (arcana) +13 (+14), Spellcraft +15 
  (+16); Brew Potion, Empower Spell, Greater Spell 
  Focus (Necromancy), Lightning Reflexes, Spell Focus 
  (Necromancy). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, cloak of resistance +1, periapt of 
  wisdom +2, backpack, 2 flasks of oil, flint and steel, 
  silver unholy symbol of Vecna, 2 wood unholy symbols 
  of Vecna (in pocket), platinum ring (50 gp ). 
   
  Spells Prepared (6/6+1/5+1/4+1/3+1/2+1; base DC 
  = 15 (16) + spell level; base DC = 17 (18) + spell level for 
  Necromancy spells): 0—cure minor wounds [3], detect 
  magic, purify food and drink, read magic; 1st—bless, 
  cause fear, cure light wounds, divine favor, protection 
  from good*, shield of faith [2]; 2nd—bear’s endurance, 
  identify*, lesser restoration, owl’s wisdom, resist 
  energy, shield other; 3rd—cure serious wounds, dispel 
  magic*, dispel magic, prayer, searing light; 4th—cure 
  critical wounds, freedom of movement, poison*, 
  
  Ver4-07 Reunification 
   
  Page 29 
  unholy blight*; 5th—mass cure light wounds, slay 
  living*, spell resistance*. 
   
  *Domain spell. Domains: Evil (+1 caster level for 
  spells with the evil descriptor); Magic (may use scrolls 
  and wands as a 4th level wizard). 
   
  Physical Description: Verloth Garvim is a stocky 
  Oeridian man with brown hair and brown eyes.  He 
  normally moves slowly, if at all, in his black plate mail 
  armor.  He loathes physical activity, and avoids 
  drawing his weapon if possible. 
   
  Background: The role of senior cleric of Vecna 
  suits Verloth very well.  After fighting his way into a 
  position of power, he is perfectly happy with letting 
  others do the dirty work now.  However, with a deep 
  sigh, he will stoop to smiting the characters today. 
  Precast spells: 
  • 
  When the imp spots the characters: resist energy 
  (acid) on self, freedom of movement on self, shield 
  other on Silas. 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self, owl’s wisdom on self, 
  bear’s endurance on self, shield of faith on self, 
  spell resistance on self, bless. 
  • 
  When the characters attack the wall: prayer, 
  divine favor on self. 
  �Silas Dargon: Male Human Rog7; CR 7; Medium 
  Humanoid (human); HD 7d6+14; hp 44; Init +4; Spd 30 
  ft. (60 ft.); AC 19 (32) (touch 15 (17), flat-footed 19 (32)) 
  [+4 Dex, +5 +1 mithril chain shirt, (+6 natural, +4 
  shield, +1 shield other/+2 protection from good, +1 
  haste)]; Base Atk +5; Grp +7; Atk +8 (+11) melee (1d8+3 
  (+4) +2d6 (19-20/x2), sword of the black griffin) or +11 
  (+14) melee (1d6+3 (+4) (19-20/x2), +1 shortsword) or 
  +10 (+13) ranged (1d8 (+1) (19-20/x2), masterwork 
  light crossbow); Full Atk +6 (+9/+9) melee (1d8+3 (+4) 
  +2d6 (19-20/x2), sword of the black griffin) and +9 
  (+12) melee (1d6+2 (+3) (19-20/x2), +1 shortsword) or 
  +10 (+13) ranged (1d8 (+1) (19-20/x2), masterwork 
  light crossbow); Space/Reach 5 ft./5 ft.; SA sneak attack 
  +4d6; SQ trapfinding, evasion, trap sense, uncanny 
  dodge; AL CE; SV Fort +4 (+6), Ref +9 (+12), Will +2 
  (+4); Str 14, Dex 19, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +16 (+17), Escape Artist 
  +14 (+15), Hide +14 (+15), Jump +14 (+15), Listen +10 
  (+11), Move Silently +14 (+15), Spot +10 (+11), Tumble 
  +16 (+17), Use Magic Device +10 (+11); Martial 
  Weapon 
  Proficiency 
  (longsword), 
  Two-Weapon 
  Fighting, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (shortsword). 
   
  Possessions: Masterwork shortsword, masterwork 
  light crossbow, 20 bolts, sword of the black griffin, +1 
  shortsword, gloves of dexterity +2, 4 scrolls of alter self 
  (3
  rd level caster), 4 scrolls of shield (1
  st level caster), 
  backpack, 2 flasks of oil, flint and steel, platinum ring 
  (50 gp ). 
   
  Physical Description: Silas is a tall Oeridian/Suel 
  man with sandy brown hair and green eyes.  He looks 
  more like a warrior than a rogue, with well-muscled 
  arms and calloused hands.  He is dressed in loose 
  leather clothes. 
   
  Background: Silas grew up in the poor quarter of 
  Greyhawk, quickly finding use for his size and dirty 
  fighting style as a thug and enforcer for the thieves’ 
  guild.  He left Greyhawk five years ago, serving any 
  paying person on any task.  His latest move has allied 
  him with these forces. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self. 
  • 
  When the characters attack the wall: scroll of 
  shield on self. 
  �Henrik Amneskog: Male Fire Giant Ftr1; CR 11; 
  Large Giant (Fire); HD 15d8+1d10+112; hp 185; Init +2; 
  Spd 40 ft. (30 ft.) (70 ft. (60 ft.)); AC 27 (32) (touch 10 
  (13), flat-footed 26 (30)) [+1 Dex, –1 size, +8 (+10) 
  natural, +9 +1 full plate armor, (+2 protection from 
  good, +1 haste)]; Base Atk +12; Grp +28; Atk +25 (+31) 
  melee (2d6+18 (+24) (19-20/x2), masterwork (+2) large 
  spiked chain) or +23 (+28) melee (1d4+12 (+15) (20/x2), 
  slam) or +14 (+17) ranged (2d6+12 (+14) (20/x2) plus 
  2d6 
  fire, 
  rock); 
  Full 
  Atk 
  +25/+20/+15 
  (+31/+31/+26/+21) melee (2d6+18 (+24) (19-20/x2), 
  masterwork (+2) large spiked chain) or +23 (+28) melee 
  (1d4+12 (+15) (20/x2), 2 slams) or +14 (+17) ranged 
  (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); Space/Reach 
  10 ft./10 ft. (20 ft. with spiked chain); SA Rock 
  throwing; SQ Immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; AL LE; SV Fort +18 
  (+19), Ref +7 (+9), Will +6 (+7); Str 34 (38), Dex 14, Con 
  24, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +31 (+26) (+34 (+29)), 
  Intimidate +18 (+19), Jump +31 (+26) (+34 (+29)), Spot 
  +20 (+21); Cleave, Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Trip, Power Attack, Weapon Focus (spiked chain). 
   
  Possessions: 2 masterwork large spiked chains, +1 
  full plate armor, 2 potions of barkskin (3
  rd level caster), 
  2 potions of cure serious wounds (5
  th level caster), 
  potion of bull’s strength (3
  rd level caster), 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, haunch of meat, whetstone, blanket, 10 ft. 
  chain. 
  
  Ver4-07 Reunification 
   
  Page 30 
   
  Physical Description: A tall and wiry giant, as far as 
  fire giants go.  He has red-orange hair and a short 
  beard.  His plate armor is covered in black enamel, and 
  his spiked chain is painted to resemble a jet of flame. 
   
  Background: Henrik Amneskog spurned the 
  traditional greatsword when a fellow giant experienced 
  firsthand the effects of a well-wielded spiked chain.  
  He has trained for years with his larger chain, finding 
  it an excellent weapon for his natural dexterity. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: potion 
  of barkskin on self. 
  • 
  When the characters attack the wall: potion of 
  bull’s strength on self. 
  APL 12 (EL 15) 
  �Jakob Tallasin: Male Human Wiz11 (Transmuter); 
  CR 11; Medium Humanoid (human); HD 11d4+22 
  (44); hp 56 (78); Init +2; Spd 30 ft. (60 ft.); AC 13 (30) 
  (touch 13 (16), flat-footed 11 (27)) [+2 Dex, +1 
  deflection, (+4 shield, +4 mage armor, +6 natural, +3 
  shield of faith, +1 haste)]; Base Atk +5; Grp +4; Atk +5 
  (+8) melee (1d4-1 (+0) (19-20/x2), masterwork dagger) 
  or +8 (+11) ranged (1d8 (+1) (19-20/x2), masterwork 
  light crossbow); Full Atk +5 (+8/+8) melee (1d4-1 (+0) 
  (19-20/x2), masterwork dagger) or +8 (+11) ranged (1d8 
  (+1) 
  (19-20/x2), 
  masterwork 
  light 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA nil; SQ nil; AL LE; SV Fort 
  +6 (+9), Ref +6 (+8), Will +9 (+12); Str 8, Dex 14, Con 14 
  (18), Int 22, Wis 12 (16), Cha 10. 
   
  Skills and Feats: Concentration +16 (+19), 
  Decipher Script +20 (+21), Knowledge (arcana) +20 
  (+21), Knowledge (geography) +7 (+8), Knowledge 
  (local: VTF) +20 (+21), Knowledge (nobility and 
  royalty) +9 (+10), Knowledge (the planes) +20 (+21), 
  Spellcraft +22 (+23); Chain Spell*, Craft Wondrous 
  Item, Energy Affinity (Fire)*, Greater Spell Focus 
  (Transmutation), Improved Familiar, Quicken Spell, 
  Scribe Scroll, Spell Focus (Transmutation). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, black cloak of resistance +1, ring of 
  protection +1, headband of intellect +4, rod of 
  extension, backpack, 2 flasks of oil, flint and steel. 
   
  Spells Prepared (4+1/6+1/6+1/5+1/4+1/3+1/2+1; 
  base DC = 16 + spell level; base DC = 18 + spell level for 
  Transmutation spells): 0—detect magic, mage hand, 
  open/close, prestidigitation, read magic; 1st—enlarge 
  person, mage armor, magic missile [2], protection from 
  good [2], shield; 2nd—alter self, gust of wind, owl’s 
  wisdom, resist energy, scorching ray [3]; 3rd—dispel 
  magic, fireball, greater magic weapon, haste, keen edge, 
  slow; 4th—dimension door, greater invisibility, mass 
  reduce person, mass resist energy*, stoneskin; 5th—
  baleful polymorph, cone of cold [fire] overland flight, 
  teleport; 6th—chain lightning [fire], disintegrate, mass 
  bear’s endurance. 
  * See Appendix 2: New Rules Items 
   
  Physical Description: Jakob Tallasin is a thin, 
  slightly muscled Oeridian human.  He has dark hair 
  cropped short and is clean-shaven.  Other than the 
  black cloak, he wears comfortable linen clothes in 
  muted colors.  He appears to stand uncomfortably in 
  this chamber, nervous, but he feels he has the upper 
  hand in the negotiations with the giants. 
   
  Background: Jakob Tallasin was raised in a quiet 
  home by merchant parents.  When his arcane talent 
  surfaced, he studied magic under distant relative, a 
  wicked man who turned him to using his arcane talent 
  to gain as much power and money for himself as he 
  could.  He is happy to serve certain mysterious forces 
  against Verbobonc. 
  Precast spells: 
  • 
  Beginning of day: overland flight (extended) on 
  self; mage armor (extended) on self 
  • 
  When the imp spots the characters: alter self 
  (troglodyte) on self, mass resist energy (cold) on 
  all, keen edge on Henrik’s spiked chain, greater 
  magic weapon on Henrik’s spiked chain, resist 
  energy (electricity) on self, stoneskin on self, 
  prestidigitation. 
  • 
  When the characters get within 1200 feet: mass 
  bear’s endurance on all, shield on self, owl’s 
  wisdom on self, protection from good on Silas and 
  Henrik. 
  • 
  When the characters attack the wall: greater 
  invisibility (extended) on Silas, haste on all. 
  �Maleface: Male Imp Familiar: CR n/a; Tiny Outsider 
  (Evil, Extraplanar, Lawful); HD 3d8 (treat as 11); hp 28 
  (39); Init +3; Spd 20 ft., fly 50 ft.; AC 25 (30) (touch 15 
  (16), flat-footed 22 (26)) [+2 Size, +3 Dex, +10 natural, 
  (+4 shield, +1 haste)]; Base Atk +4; Grp -4; Atk +7 (+8) 
  melee (1d4 (20/x2) plus poison, sting); Full Atk +7 
  (+8/+8) melee (1d4 (20/x2) plus poison, sting); 
  Space/Reach 2.5 ft./0 ft.; SA Poison, spell-like abilities; 
  SQ Alternate form, DR 5/good or silver, darkvision 60 
  ft., fast healing 2, immunity to poison, fire resistance 5, 
  SR 16; AL LE; SV Fort +3 (+5), Ref +6, Will +8; Str 10, 
  Dex 17, Con 10 (14), Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8 (+9), Hide +17 
  (+18), Knowledge (arcana) +6 (+7), Listen +7 (+8), Move 
  Silently +9 (+10), Search +6 (+7), Spellcraft +6 (+7), Spot 
  +7 (8), Survival +1 (+2) (+3 (+4) following tracks); 
  Dodge, Weapon Finesse. 
  
  Ver4-07 Reunification 
   
  Page 31 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion (DC 
  15). Caster level 6th. The save DC is Charisma-based. 
  Once per week an imp can use commune to ask six 
  questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that an imp does not regain hit points for 
  changing form, and an individual imp can assume only 
  one or two forms no larger than Medium. Common 
  forms include monstrous spider, raven, rat, and boar. 
  �Verloth Garvim: Male Human Clr11 of Vecna; CR 
  11; Medium Humanoid (human); HD 11d8+22 (44); hp 
  80 (102); Init +1; Spd 20 ft. (40 ft.); AC 23 (33) (touch 11 
  (15), flat-footed 22 (31)) [+1 Dex, +9 +1 full plate armor, 
  +3 +1 large steel shield, (+6 natural, +3 shield of faith, 
  +1 haste)]; Base Atk +8; Grp +8; Atk +9 (+14) melee (1d4 
  (+3) (19-20/x2), masterwork dagger) or +10 (+15) 
  ranged (1d8 (+3) (19-20/x2), masterwork light 
  crossbow); Full Atk +9/+4 (+14/+14/+9) melee (1d4 
  (+3) (19-20/x2), masterwork dagger) or +10 (+15) 
  ranged (1d8 (+3) (19-20/x2), masterwork light 
  crossbow); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +10 
  (+13), Ref +7 (+9), Will +14 (+15); Str 10, Dex 12, Con 
  14 (18), Int 12, Wis 22, Cha 10. 
   
  Skills and Feats: Concentration +16 (+19), Heal 
  +20 (+21), Knowledge (arcana) +15 (+16), Spellcraft +17 
  (+18); Brew Potion, Empower Spell, Greater Spell 
  Focus (Necromancy), Lightning Reflexes, Spell Focus 
  (Necromancy). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, cloak of resistance +1, periapt of 
  wisdom +4, backpack, 2 flasks of oil, flint and steel, 
  silver unholy symbol of Vecna, 2 wood unholy symbols 
  of Vecna (in pocket), platinum ring (50 gp ). 
   
  Spells 
  Prepared 
  (6/7+1/6+1/5+1/4+1/3+1/2+1; 
  base DC = 16 + spell level; base DC = 18 + spell level for 
  Necromancy spells): 0—cure minor wounds [3], detect 
  magic, purify food and drink, read magic; 1st—bless, 
  cure light wounds, divine favor, entropic shield, 
  protection from good*, shield of faith [3]; 2nd—bull’s 
  strength, identify*, lesser restoration [2], owl’s wisdom, 
  resist energy, shield other; 3rd—cure serious wounds, 
  dispel magic*, dispel magic, prayer, protection from 
  energy, searing light; 4th—cure critical wounds, 
  dismissal, freedom of movement, poison, unholy 
  blight*; 5th—flame strike, mass cure light wounds, 
  slay living*, spell resistance*; 6th—antimagic field*, 
  blade barrier, harm. 
   
  *Domain spell. Domains: Evil (+1 caster level for 
  spells with the evil descriptor); Magic (may use scrolls 
  and wands as a 5th level wizard). 
   
  Physical Description: Verloth Garvim is a stocky 
  Oeridian man with brown hair and brown eyes.  He 
  normally moves slowly, if at all, in his black plate mail 
  armor.  He loathes physical activity, and avoids 
  drawing his weapon if possible. 
   
  Background: The role of senior cleric of Vecna 
  suits Verloth very well.  After fighting his way into a 
  position of power, he is perfectly happy with letting 
  others do the dirty work now.  However, with a deep 
  sigh, he will stoop to smiting the characters today. 
  Precast spells: 
  • 
  When the imp spots the characters: resist energy 
  (acid) on self, protection from energy (electricity) 
  on self, freedom of movement on self, shield other 
  on Silas. 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self, owl’s wisdom on 
  Silas, bull’s strength on Silas, shield of faith on 
  self, shield of faith on Jakob, shield of faith on 
  Jorgen, spell resistance on self, entropic shield on 
  self, bless. 
  • 
  When the characters attack the wall: prayer, 
  divine favor on self. 
  �Silas Dargon: Male Human Rog9; CR 9; Medium 
  Humanoid (human); HD 9d6+18 (+36); hp 56 (74); Init 
  +5; Spd 30 ft. (60 ft.); AC 20 (33) (touch 16 (18), flat-
  footed 20 (33)) [+5 Dex, +5 +1 mithril chain shirt, (+6 
  natural, +4 shield, +1 shield other/+2 protection from 
  good, +1 haste)]; Base Atk +6; Grp +8 (+10); Atk +9 (+14) 
  melee (1d8+3 (+6) +2d6 (19-20/x2), sword of the black 
  griffin) or +13 (+16) melee (1d6+3 (+6) (19-20/x2), +1 
  shortsword) or +12 (+15) ranged (1d8 (+1) (19-20/x2), 
  masterwork 
  light 
  crossbow); 
  Full 
  Atk 
  +9/+4 
  (+12/+12/+6) melee (1d8+3 (+6) +2d6 (19-20/x2), sword 
  of the black griffin) and +11/+6 (+14/+9) melee (1d6+2 
  (+4) (19-20/x2), +1 shortsword) or +12 (+15) ranged 
  (1d8 (+1) (19-20/x2), masterwork light crossbow); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +5d6; SQ 
  trapfinding, evasion, trap sense, uncanny dodge, 
  improved uncanny dodge; AL CE; SV Fort +5 (+9), Ref 
  +11 (+14), Will +3 (+7); Str 14 (18), Dex 20, Con 14 (18), 
  Int 10, Wis 10 (14), Cha 10. 
   
  Skills and Feats: Balance +18 (+21), Escape Artist 
  +16 (+19), Hide +16 (+19), Jump +16 (+19), Listen +12 
  (+15), Move Silently +16 (+19), Spot +12 (+15), Tumble 
  
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  Page 32 
  +18 (+21), Use Magic Device +12 (+13); Improved Two-
  Weapon 
  Fighting, Martial Weapon Proficiency 
  (longsword), Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (shortsword). 
   
  Possessions: Masterwork shortsword, masterwork 
  light crossbow, 20 bolts, sword of the black griffin, +1 
  shortsword, gloves of dexterity +2, 4 scrolls of alter self 
  (3
  rd level caster), 4 scrolls of shield (1
  st level caster), 
  backpack, 2 flasks of oil, flint and steel, platinum ring 
  (50 gp ). 
   
  Physical Description: Silas is a tall Oeridian/Suel 
  man with sandy brown hair and green eyes.  He looks 
  more like a warrior than a rogue, with well-muscled 
  arms and calloused hands.  He is dressed in loose 
  leather clothes. 
   
  Background: Silas grew up in the poor quarter of 
  Greyhawk, quickly finding use for his size and dirty 
  fighting style as a thug and enforcer for the thieves’ 
  guild.  He left Greyhawk five years ago, serving any 
  paying person on any task.  His latest move has allied 
  him with these forces. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self. 
  • 
  When the characters attack the wall: scroll of 
  shield on self. 
  �Henrik Amneskog: Male Fire Giant Ftr1; CR 11; 
  Large Giant (Fire); HD 15d8+1d10+112 (144); hp 185 
  (217); Init +2; Spd 40 ft. (30 ft.) (70 ft. (60 ft.)); AC 27 
  (32) (touch 10 (13), flat-footed 26 (30)) [+1 Dex, –1 size, 
  +8 (+10) natural, +9 +1 full plate armor, (+2 protection 
  from good, +1 haste)]; Base Atk +12; Grp +28; Atk +25 
  (+31) melee (2d6+18 (+24) (19-20/x2), masterwork (+2) 
  large spiked chain) or +23 (+28) melee (1d4+12 (+15) 
  (20/x2), slam) or +14 (+17) ranged (2d6+12 (+15) 
  (20/x2) plus 2d6 fire, rock); Full Atk +25/+20/+15 
  (+31/+31/+26/+21) melee (2d6+18 (+24) (19-20/x2), 
  masterwork (+2) large spiked chain) or +23 (+28) melee 
  (1d4+12 (+15) (20/x2), 2 slams) or +14 (+17) ranged 
  (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); Space/Reach 
  10 ft./10 ft. (20 ft. with spiked chain); SA Rock 
  throwing; SQ Immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; AL LE; SV Fort +18 
  (+21), Ref +7 (+9), Will +6 (+7); Str 34 (38), Dex 14, Con 
  24 (28), Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +31 (+26) (+34 (+29)), 
  Intimidate +18 (+19), Jump +31 (+26) (+34 (+29)), Spot 
  +20 (+21); Cleave, Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Trip, Power Attack, Weapon Focus (spiked chain). 
   
  Possessions: 2 masterwork large spiked chains, +1 
  full plate armor, 2 potions of barkskin (3
  rd level caster), 
  2 potions of cure serious wounds (5
  th level caster), 
  potion of bull’s strength (3
  rd level caster), 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, haunch of meat, whetstone, blanket, 10 ft. 
  chain. 
   
  Physical Description: A tall and wiry giant, as far as 
  fire giants go.  He has red-orange hair and a short 
  beard.  His plate armor is covered in black enamel, and 
  his spiked chain is painted to resemble a jet of flame. 
   
  Background: Henrik Amneskog spurned the 
  traditional greatsword when a fellow giant experienced 
  firsthand the effects of a well-wielded spiked chain.  
  He has trained for years with his larger chain, finding 
  it an excellent weapon for his natural dexterity. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: potion 
  of barkskin on self. 
  • 
  When the characters attack the wall: potion of 
  bull’s strength on self. 
  �Jorgen Holmstrom: Male Fire Giant Ftr1; CR 11; 
  Large Giant (Fire); HD 15d8+1d10+112 (144); hp 185 
  (217); Init +2; Spd 40 ft. (30 ft.) (70 ft. (60 ft.)); AC 27 
  (33) (touch 10 (14), flat-footed 26 (31)) [+1 Dex, –1 size, 
  +8 (+10) natural, +9 +1 full plate armor, (+3 shield of 
  faith, +1 haste)]; Base Atk +12; Grp +28; Atk +25 (+30) 
  melee (2d6+19 (+23) (19-20/x3), +1 large guisarme) or 
  +23 (+28) melee (1d4+12 (+15) (20/x2), slam) or +14 
  (+17) ranged (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); 
  Full Atk +25/+20/+15 (+30/+30/+25/+20) melee 
  (2d6+19 (+23) (19-20/x3), +1 large guisarme) or +23 
  (+28) melee (1d4+12 (+15) (20/x2), 2 slams) or +14 
  (+17) ranged (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); 
  Space/Reach 10 ft./10 ft. (15 ft.-20 ft. with guisarme); 
  SA Rock throwing; SQ Immunity to fire, low-light 
  vision, rock catching, vulnerability to cold; AL LE; SV 
  Fort +18 (+21), Ref +7 (+9), Will +6 (+7); Str 34 (38), 
  Dex 14, Con 24 (28), Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +31 (+26) (+34 (+29)), 
  Intimidate +18 (+19), Jump +31 (+26) (+34 (+29)), Spot 
  +20 (+21); Cleave, Combat Expertise, Combat Reflexes, 
  Improved Critical (guisarme), Improved Trip, Power 
  Attack, Weapon Focus (guisarme). 
   
  Possessions: Masterwork large guisarme, +1 large 
  guisarme, +1 full plate armor, 2 potions of barkskin (3
  rd 
  level caster), 2 potions of cure serious wounds (5
  th level 
  caster), potion of bull’s strength (3
  rd level caster), 5 
  throwing rocks, backpack, sack, flint and steel, 
  drinking horn, 5 gallons ale, haunch of meat, 
  whetstone, blanket, 10 ft. chain. 
  
  Ver4-07 Reunification 
   
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  Physical Description: A fairly typical fire giant, 
  stocky and well-muscled.  He has yellow-orange hair 
  and a long beard.  His plate armor appears to be pitted, 
  singed, and worn, but is in fine shape.  He swings a 
  large guisarme with great ease. 
   
  Background: Jorgen Holmstrom hails from the 
  same extended clan as Henrik Amneskog.  Having 
  seen Henrik fighting very effectively with his spiked 
  chain, he chose to practice with another weapon that 
  can trip enemies easily. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: potion 
  of barkskin on self. 
  • 
  When the characters attack the wall: potion of 
  bull’s strength on self. 
  APL 14 (EL 17) 
  �Jakob Tallasin: Male Human Wiz13 (Transmuter); 
  CR 13; Medium Humanoid (human); HD 13d4+26 
  (52); hp 66 (92); Init +2; Spd 30 ft. (60 ft.); AC 13 (31) 
  (touch 13 (17), flat-footed 11 (28)) [+2 Dex, +1 
  deflection, (+4 shield, +4 mage armor, +6 natural, +4 
  shield of faith, +1 haste)]; Base Atk +6; Grp +5; Atk +6 
  (+9) melee (1d4-1 (+0) (19-20/x2), masterwork dagger) 
  or +9 (+12) ranged (1d8 (+1) (19-20/x2), masterwork 
  light crossbow); Full Atk +6/+1 (+9/+9/+4) melee (1d4-
  1 (+0) (19-20/x2), masterwork dagger) or +9 (+12) 
  ranged (1d8 (+1) (19-20/x2), masterwork light 
  crossbow); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +7 
  (+10), Ref +7 (+9), Will +10 (+13); Str 8, Dex 14, Con 14 
  (18), Int 25, Wis 12 (16), Cha 10. 
   
  Skills and Feats: Concentration +18 (+21), 
  Decipher Script +23 (+24), Knowledge (arcana) +23 
  (+24), Knowledge (geography) +9 (+10), Knowledge 
  (local: VTF) +23 (+24), Knowledge (nobility and 
  royalty) +12 (+13), Knowledge (the planes) +23 (+24), 
  Spellcraft +25 (+26); Chain Spell*, Craft Wondrous 
  Item, Empower Spell, Energy Affinity (Fire)*, Greater 
  Spell Focus (Transmutation), Improved Familiar, 
  Quicken 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Transmutation). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, black cloak of resistance +1, ring of 
  protection +1, headband of intellect +6, rod of 
  extension, backpack, 2 flasks of oil, flint and steel. 
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/5+1/4+1 
  /3+1/2+1; base DC = 17 + spell level; base DC = 19 + 
  spell level for Transmutation spells): 0—detect magic, 
  mage hand, open/close, prestidigitation, read magic; 
  1st—enlarge person, mage armor, magic missile [2], 
  protection from good [2], shield; 2nd—alter self, gust 
  of wind, owl’s wisdom, resist energy, scorching ray [3]; 
  3rd—dispel magic, fireball, greater magic weapon, 
  haste, keen edge, empowered magic missile, slow; 
  4th—dimension door, greater invisibility, mass reduce 
  person, mass resist energy*, Empowered scorching ray, 
  stoneskin; 5th—baleful polymorph, cone of cold [fire], 
  Quickened magic missile, overland flight, teleport; 
  6th—chain lightning [fire], disintegrate, mass bear’s 
  endurance, Quickened scorching ray; 7th—Bigby’s 
  grasping hand, project image, reverse gravity. 
  * See Appendix 2: New Rules Items 
   
  Physical Description: Jakob Tallasin is a thin, 
  slightly muscled Oeridian human.  He has dark hair 
  cropped short and is clean-shaven.  Other than the 
  black cloak, he wears comfortable linen clothes in 
  muted colors.  He appears to stand uncomfortably in 
  this chamber, nervous, but he feels he has the upper 
  hand in the negotiations with the giants. 
   
  Background: Jakob Tallasin was raised in a quiet 
  home by merchant parents.  When his arcane talent 
  surfaced, he studied magic under distant relative, a 
  wicked man who turned him to using his arcane talent 
  to gain as much power and money for himself as he 
  could.  He is happy to serve certain mysterious forces 
  against Verbobonc. 
  Precast spells: 
  • 
  Beginning of day: overland flight (extended) on 
  self; mage armor (extended) on self 
  • 
  When the imp spots the characters: alter self 
  (troglodyte) on self, mass resist energy (cold) on 
  all, keen edge on Henrik’s spiked chain, greater 
  magic weapon on Henrik’s spiked chain, resist 
  energy (electricity) on self, stoneskin on self, 
  prestidigitation. 
  • 
  When the characters get within 1200 feet: mass 
  bear’s endurance on all, shield on self, owl’s 
  wisdom on self, protection from good on Silas and 
  Henrik. 
  • 
  When the characters attack the wall: project 
  image, greater invisibility (extended) on Silas, 
  haste on all. 
  �Maleface: Male Imp Familiar; CR n/a; Tiny Outsider 
  (Evil, Extraplanar, Lawful); HD 3d8 (treat as 11); hp 33 
  (46); Init +3; Spd 20 ft., fly 50 ft.; AC 25 (30) (touch 15 
  (16), flat-footed 22 (26)) [+2 Size, +3 Dex, +10 natural, 
  (+4 shield, +1 haste)]; Base Atk +4; Grp -4; Atk +7 (+10) 
  melee (1d4 (20/x2) plus poison, sting); Full Atk +7 
  (+10/+10) melee (1d4 (20/x2) plus poison, sting); 
  Space/Reach 2.5 ft./0 ft.; SA Poison, spell-like abilities; 
  SQ Alternate form, DR 5/good or silver, darkvision 60 
  
  Ver4-07 Reunification 
   
  Page 34 
  ft., fast healing 2, immunity to poison, fire resistance 5, 
  SR 18; AL LE; SV Fort +4 (+6), Ref +7, Will +9; Str 10, 
  Dex 17, Con 10 (14), Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8 (+9), Hide +17 
  (+18), Knowledge (arcana) +6 (+7), Listen +7 (+8), Move 
  Silently +9 (+10), Search +6 (+7), Spellcraft +6 (+7), Spot 
  +7 (8), Survival +1 (+2) (+3 (+4) following tracks); 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion (DC 
  15). Caster level 6th. The save DC is Charisma-based. 
  Once per week an imp can use commune to ask six 
  questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that an imp does not regain hit points for 
  changing form, and an individual imp can assume only 
  one or two forms no larger than Medium. Common 
  forms include monstrous spider, raven, rat, and boar. 
  �Verloth Garvim: Male Human Clr13 of Vecna; CR 
  13; Medium Humanoid (human); HD 13d8+26 (52); hp 
  94 (120); Init +1; Spd 20 ft. (40 ft.); AC 23 (34) (touch 11 
  (16), flat-footed 22 (32)) [+1 Dex, +9 +1 full plate armor, 
  +3 +1 large steel shield, (+6 natural, +4 shield of faith, 
  +1 haste)]; Base Atk +9; Grp +9; Atk +10 (+16) melee 
  (1d4 (+4) (19-20/x2), masterwork dagger) or +11 (+17) 
  ranged (1d8 (+4) (19-20/x2), masterwork light 
  crossbow); Full Atk +10/+5 (+16/+16/+11) melee (1d4 
  (+4) (19-20/x2), masterwork dagger) or +11 (+17) 
  ranged (1d8 (+4) (19-20/x2), masterwork light 
  crossbow); Space/Reach 5 ft./5 ft.; SA nil; SQ nil; AL 
  NE; SV Fort +12 (+15), Ref +9 (+11), Will +17 (+18); Str 
  10, Dex 12, Con 14 (18), Int 12, Wis 25, Cha 10. 
   
  Skills and Feats: Concentration +18 (+21), Heal 
  +23 (+24), Knowledge (arcana) +17 (+18), Spellcraft +19 
  (+20); Brew Potion, Empower Spell, Greater Spell 
  Focus (Necromancy), Lightning Reflexes, Maximize 
  Spell, Spell Focus (Necromancy). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, cloak of resistance +2, periapt of 
  wisdom +6, backpack, 2 flasks of oil, flint and steel, 
  silver unholy symbol of Vecna, 2 wood unholy symbols 
  of Vecna (in pocket), platinum ring (50 gp ). 
   
  Spells 
  Prepared 
  (6/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 17 + spell 
  level; base DC = 19 + spell level for Necromancy spells): 
  0—cure minor wounds [3], detect magic, purify food 
  and drink, read magic; 1st—bless, cure light wounds, 
  divine favor, entropic shield, protection from good*, 
  shield of faith [3]; 2nd—bull’s strength, cure moderate 
  wounds, identify*, lesser restoration [2], owl’s wisdom, 
  resist energy, shield other; 3rd—cure serious wounds, 
  dispel magic*, dispel magic, prayer, protection from 
  energy, searing light [2]; 4th—cure critical wounds, 
  dismissal, freedom of movement, poison, spell 
  immunity, unholy blight*; 5th—flame strike, mass 
  cure light wounds, slay living, spell resistance*, wall of 
  stone; 6th—antimagic field*, blade barrier, harm, heal; 
  7th—blasphemy, maximized poison, spell turning*. 
   
  *Domain spell. Domains: Evil (+1 caster level for 
  spells with the evil descriptor); Magic (may use scrolls 
  and wands as a 6th level wizard). 
   
  Physical Description: Verloth Garvim is a stocky 
  Oeridian man with brown hair and brown eyes.  He 
  normally moves slowly, if at all, in his black plate mail 
  armor.  He loathes physical activity, and avoids 
  drawing his weapon if possible. 
   
  Background: The role of senior cleric of Vecna 
  suits Verloth very well.  After fighting his way into a 
  position of power, he is perfectly happy with letting 
  others do the dirty work now.  However, with a deep 
  sigh, he will stoop to smiting the characters today. 
  Precast spells: 
  • 
  When the imp spots the characters: resist energy 
  (acid) on self, protection from energy (electricity) 
  on self, freedom of movement on self, shield other 
  on Silas, spell immunity (hold person, magic 
  missile, scorching ray) on Silas. 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self, owl’s wisdom on 
  Silas, bull’s strength on Silas, shield of faith on 
  self, shield of faith on Jakob, shield of faith on 
  Jorgen, spell resistance on self, entropic shield on 
  self, bless. 
  • 
  When the characters attack the wall: prayer, 
  divine favor on self. 
  �Silas Dargon: Male Human Rog11; CR 11; Medium 
  Humanoid (human); HD 11d6+22 (+44); hp 68 (90); 
  Init +5; Spd 30 ft. (60 ft.); AC 20 (33) (touch 16 (18), 
  flat-footed 20 (33)) [+5 Dex, +5 +1 mithril chain shirt, 
  (+6 natural, +4 shield, +1 shield other/+2 protection 
  from good, +1 haste)]; Base Atk +8; Grp +10 (+12); Atk 
  +11 (+16) melee (1d8+3 (+6) +2d6 (19-20/x2), sword of 
  the black griffin) or +15 (+18) melee (1d6+3 (+6) (19-
  20/x2), +1 shortsword) or +14 (+17) ranged (1d8 (+1) 
  (19-20/x2), masterwork light crossbow); Full Atk +9/+4 
  (+14/+14/+9) melee (1d8+3 (+6) +2d6 (19-20/x2), sword 
  of the black griffin) and +13/+8 (+16/+11) melee 
  
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  Page 35 
  (1d6+2 (+4) (19-20/x2), +1 shortsword) or +14 (+17) 
  ranged (1d8 (+1) (19-20/x2), masterwork light 
  crossbow); Space/Reach 5 ft./5 ft.; SA sneak attack 
  +6d6, opportunist; SQ trapfinding, evasion, trap sense, 
  uncanny dodge, improved uncanny dodge; AL CE; SV 
  Fort +5 (+9), Ref +12 (+15), Will +3 (+7); Str 14 (18), 
  Dex 20, Con 14 (18), Int 10, Wis 10 (14), Cha 10. 
   
  Skills and Feats: Balance +20 (+23), Escape Artist 
  +18 (+21), Hide +18 (+21), Jump +18 (+21), Listen +14 
  (+17), Move Silently +18 (+21), Spot +14 (+17), Tumble 
  +20 (+23), Use Magic Device +14 (+15); Improved Two-
  Weapon 
  Fighting, Martial Weapon Proficiency 
  (longsword), Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (shortsword). 
   
  Possessions: Masterwork shortsword, masterwork 
  light crossbow, 20 bolts, sword of the black griffin, +1 
  adamantine shortsword, gloves of dexterity +2, 4 scrolls 
  of alter self (3
  rd level caster), 4 scrolls of shield (3
  rd level 
  caster), backpack, 2 flasks of oil, flint and steel, 
  platinum ring (50 gp ). 
   
  Physical Description: Silas is a tall Oeridian/Suel 
  man with sandy brown hair and green eyes.  He looks 
  more like a warrior than a rogue, with well-muscled 
  arms and calloused hands.  He is dressed in loose 
  leather clothes. 
   
  Background: Silas grew up in the poor quarter of 
  Greyhawk, quickly finding use for his size and dirty 
  fighting style as a thug and enforcer for the thieves’ 
  guild.  He left Greyhawk five years ago, serving any 
  paying person on any task.  His latest move has allied 
  him with these forces. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self. 
  • 
  When the characters attack the wall: scroll of 
  shield on self. 
  �Henrik Amneskog: Male Fire Giant Ftr3; CR 13; 
  Large Giant (Fire); HD 15d8+3d10+126 (162); hp 211 
  (247); Init +2; Spd 40 ft. (30 ft.) (70 ft. (60 ft.)); AC 27 
  (32) (touch 10 (13), flat-footed 26 (30)) [+1 Dex, –1 size, 
  +8 (+10) natural, +9 +1 full plate armor, (+2 protection 
  from good, +1 haste)]; Base Atk +14; Grp +30; Atk +27 
  (+34) melee (2d6+18 (+25) (19-20/x2), masterwork (+3) 
  large spiked chain) or +25 (+30) melee (1d4+12 (+15) 
  (20/x2), slam) or +16 (+19) ranged (2d6+12 (+15) 
  (20/x2) plus 2d6 fire, rock); Full Atk +27/+22/+17 
  (+34/+34/+29/+24) melee (2d6+18 (+25) (19-20/x2), 
  masterwork (+3) large spiked chain) or +25 (+30) melee 
  (1d4+12 (+15) (20/x2), 2 slams) or +16 (+19) ranged 
  (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); Space/Reach 
  10 ft./10 ft. (20 ft. with spiked chain); SA Rock 
  throwing; SQ Immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; AL LE; SV Fort +19 
  (+22), Ref +8 (+10), Will +9 (+10); Str 34 (38), Dex 14, 
  Con 24 (28), Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +33 (+28) (+36 (+31)), 
  Intimidate +20 (+21), Jump +33 (+28) (+36 (+31)), Spot 
  +22 (+23); Cleave, Combat Expertise, Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency (spiked chain), 
  Improved Trip, Iron Will, Power Attack, Weapon 
  Focus (spiked chain). 
   
  Possessions: 2 masterwork large spiked chains, +1 
  full plate armor, 2 potions of barkskin (3
  rd level caster), 
  2 potions of cure serious wounds (5
  th level caster), 
  potion of bull’s strength (3
  rd level caster), 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, haunch of meat, whetstone, blanket, 10 ft. 
  chain. 
   
  Physical Description: A tall and wiry giant, as far as 
  fire giants go.  He has red-orange hair and a short 
  beard.  His plate armor is covered in black enamel, and 
  his spiked chain is painted to resemble a jet of flame. 
   
  Background: Henrik Amneskog spurned the 
  traditional greatsword when a fellow giant experienced 
  firsthand the effects of a well-wielded spiked chain.  
  He has trained for years with his larger chain, finding 
  it an excellent weapon for his natural dexterity. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: potion 
  of barkskin on self. 
  • 
  When the characters attack the wall: potion of 
  bull’s strength on self. 
  �Jorgen Holmstrom: Male Fire Giant Ftr3; CR 13; 
  Large Giant (Fire); HD 15d8+3d10+126 (162); hp 211 
  (247); Init +2; Spd 40 ft. (30 ft.) (70 ft. (60 ft.)); AC 27 
  (34) (touch 10 (15), flat-footed 26 (32)) [+1 Dex, –1 size, 
  +8 (+10) natural, +9 +1 full plate armor, (+4 shield of 
  faith, +1 haste)]; Base Atk +14; Grp +30; Atk +27 (+32) 
  melee (2d6+19 (+23) (19-20/x3), +1 large guisarme) or 
  +25 (+30) melee (1d4+12 (+15) (20/x2), slam) or +16 
  (+19) ranged (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); 
  Full Atk +27/+22/+17 (+32/+32/+27/+22) melee 
  (2d6+19 (+23) (19-20/x3), +1 large guisarme) or +25 
  (+30) melee (1d4+12 (+15) (20/x2), 2 slams) or +16 
  (+19) ranged (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); 
  Space/Reach 10 ft./10 ft. (15 ft.-20 ft. with guisarme); 
  SA Rock throwing; SQ Immunity to fire, low-light 
  vision, rock catching, vulnerability to cold; AL LE; SV 
  Fort +19 (+22), Ref +8 (+10), Will +8 (+10); Str 34 (38), 
  Dex 14, Con 24 (28), Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +31 (+26) (+34 (+29)), 
  Intimidate +18 (+19), Jump +31 (+26) (+34 (+29)), Spot 
  
  Ver4-07 Reunification 
   
  Page 36 
  +20 (+21); Cleave, Combat Expertise, Combat Reflexes, 
  Dodge, Improved Critical (guisarme), Improved Trip, 
  Iron Will, Power Attack, Weapon Focus (guisarme). 
   
  Possessions: Masterwork large guisarme, +1 large 
  guisarme, +1 full plate armor, 2 potions of barkskin (3
  rd 
  level caster), 2 potions of cure serious wounds (5
  th level 
  caster), potion of bull’s strength (3
  rd level caster), 5 
  throwing rocks, backpack, sack, flint and steel, 
  drinking horn, 5 gallons ale, haunch of meat, 
  whetstone, blanket, 10 ft. chain. 
   
  Physical Description: A fairly typical fire giant, 
  stocky and well-muscled.  He has yellow-orange hair 
  and a long beard.  His plate armor appears to be pitted, 
  singed, and worn, but is in fine shape.  He swings a 
  large guisarme with great ease. 
   
  Background: Jorgen Holmstrom hails from the 
  same extended clan as Henrik Amneskog.  Having 
  seen Henrik fighting very effectively with his spiked 
  chain, he chose to practice with another weapon that 
  can trip enemies easily. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: potion 
  of barkskin on self. 
  • 
  When the characters attack the wall: potion of 
  bull’s strength on self. 
  APL 16 (EL 19) 
  �Jakob Tallasin: Male Human Wiz15 (Transmuter); 
  CR 15; Medium Humanoid (human); HD 15d4+30 
  (60); hp 76 (106); Init +2; Spd 30 ft. (60 ft.); AC 15 (31) 
  (touch 15 (17), flat-footed 13 (28)) [+2 Dex, +3 
  deflection, (+4 shield, +4 mage armor, +6 natural, +4 
  shield of faith, +1 haste)]; Base Atk +7; Grp +6; Atk +7 
  (+10) melee (1d4-1 (+0) (19-20/x2), masterwork dagger) 
  or +10 (+13) ranged (1d8 (+1) (19-20/x2), masterwork 
  light crossbow); Full Atk +7/+2 (+10/+10/+5) melee 
  (1d4-1 (+0) (19-20/x2), masterwork dagger) or +10 (+13) 
  ranged (1d8 (+1) (19-20/x2), masterwork light 
  crossbow); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +8 
  (+11, +19 versus spells and spell-like abilities), Ref +10 
  (+12, +20 versus spells and spell-like abilities), Will +11 
  (+14, +22 versus spells and spell-like abilities); Str 8, 
  Dex 14, Con 14 (18), Int 25, Wis 12 (16), Cha 10. 
   
  Skills and Feats: Concentration +20 (+23), 
  Decipher Script +25 (+26), Knowledge (arcana) +25 
  (+26), Knowledge (geography) +9 (+10), Knowledge 
  (local: VTF) +25 (+26), Knowledge (nobility and 
  royalty) +14 (+15), Knowledge (the planes) +25 (+26), 
  Spellcraft +27 (+28); Chain Spell*, Craft Wondrous 
  Item, Empower Spell, Energy Affinity (Fire)*, Forge 
  Ring, Greater Spell Focus (Transmutation), Improved 
  Familiar, Lightning Reflexes, Quicken Spell, Scribe 
  Scroll, Spell Focus (Transmutation). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, black cloak of resistance +1, ring of 
  protection +3, headband of intellect +6, rod of 
  extension, backpack, 2 flasks of oil, flint and steel. 
   
  Spells Prepared (4+1/6+1/6+1/6+1/5+1/5+1/4+1 
  /3+1/1+1; base DC = 17 + spell level; base DC = 19 + 
  spell level for Transmutation spells): 0—detect magic, 
  mage hand, open/close, prestidigitation, read magic; 
  1st—enlarge person, mage armor, magic missile [2], 
  protection from good [2], shield; 2nd—alter self, gust 
  of wind, owl’s wisdom, resist energy, scorching ray [3]; 
  3rd—dispel magic, fireball, greater magic weapon, 
  haste, keen edge, empowered magic missile, slow; 
  4th—dimension door, greater invisibility, mass reduce 
  person, mass resist energy*, Empowered scorching ray, 
  stoneskin; 5th—baleful polymorph, cone of cold [fire], 
  Quickened magic missile, overland flight, teleport, 
  Quickened true strike; 6th—chain lightning [fire], 
  disintegrate [2], mass bear’s endurance, Quickened 
  scorching ray; 7th—Bigby’s grasping hand, quickened 
  dispel magic, project image, reverse gravity; 8th—
  maze, temporal stasis. 
  * See Appendix 2: New Rules Items 
   
  Physical Description: Jakob Tallasin is a thin, 
  slightly muscled Oeridian human.  He has dark hair 
  cropped short and is clean-shaven.  Other than the 
  black cloak, he wears comfortable linen clothes in 
  muted colors.  He appears to stand uncomfortably in 
  this chamber, nervous, but he feels he has the upper 
  hand in the negotiations with the giants. 
   
  Background: Jakob Tallasin was raised in a quiet 
  home by merchant parents.  When his arcane talent 
  surfaced, he studied magic under distant relative, a 
  wicked man who turned him to using his arcane talent 
  to gain as much power and money for himself as he 
  could.  He is happy to serve certain mysterious forces 
  against Verbobonc. 
  Precast spells: 
  • 
  Beginning of day: overland flight (extended) on 
  self; mage armor (extended) on self 
  • 
  When the imp spots the characters: alter self 
  (troglodyte) on self, mass resist energy (cold) on 
  all, keen edge on Henrik’s spiked chain, greater 
  magic weapon on Henrik’s spiked chain, resist 
  energy (electricity) on self, stoneskin on self, 
  prestidigitation. 
  • 
  When the characters get within 1200 feet: mass 
  bear’s endurance on all, shield on self, owl’s 
  
  Ver4-07 Reunification 
   
  Page 37 
  wisdom on self, protection from good on Silas and 
  Henrik. 
  • 
  When the characters attack the wall: project 
  image, greater invisibility (extended) on Silas, 
  haste on all. 
  �Maleface: Male Imp Familiar; CR n/a; Tiny Outsider 
  (Evil, Extraplanar, Lawful); HD 3d8 (treat as 11); hp 38 
  (53); Init +3; Spd 20 ft., fly 50 ft.; AC 25 (30) (touch 15 
  (16), flat-footed 22 (26)) [+2 Size, +3 Dex, +10 natural, 
  (+4 shield, +1 haste)]; Base Atk +4; Grp -4; Atk +7 (+10) 
  melee (1d4 (20/x2) plus poison, sting); Full Atk +7 
  (+10/+10) melee (1d4 (20/x2) plus poison, sting); 
  Space/Reach 2.5 ft./0 ft.; SA Poison, spell-like abilities; 
  SQ Alternate form, DR 5/good or silver, darkvision 60 
  ft., fast healing 2, immunity to poison, fire resistance 5, 
  SR 18; AL LE; SV Fort +4 (+6), Ref +7, Will +9; Str 10, 
  Dex 17, Con 10 (14), Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8 (+9), Hide +17 
  (+18), Knowledge (arcana) +6 (+7), Listen +7 (+8), Move 
  Silently +9 (+10), Search +6 (+7), Spellcraft +6 (+7), Spot 
  +7 (8), Survival +1 (+2) (+3 (+4) following tracks); 
  Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, invisibility (self only); 1/day—suggestion (DC 
  15). Caster level 6th. The save DC is Charisma-based. 
  Once per week an imp can use commune to ask six 
  questions. The ability otherwise works as the spell 
  (caster level 12th). 
   
  Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that an imp does not regain hit points for 
  changing form, and an individual imp can assume only 
  one or two forms no larger than Medium. Common 
  forms include monstrous spider, raven, rat, and boar. 
  �Verloth Garvim: Male Human Clr15 of Vecna; CR 
  15; Medium Humanoid (human); HD 15d8+30 (60); hp 
  108 (138); Init +1; Spd 20 ft. (40 ft.); AC 23 (34) (touch 
  11 (16), flat-footed 22 (32)) [+1 Dex, +9 +1 full plate 
  armor, +3 +1 large steel shield, (+6 natural, +4 shield of 
  faith, +1 haste)]; Base Atk +11; Grp +11; Atk +12 (+19) 
  melee (1d4 (+5) (19-20/x2), masterwork dagger) or +13 
  (+20) ranged (1d8 (+5) (19-20/x2), masterwork light 
  crossbow); Full Atk +12/+7 (+19/+19/+14) melee (1d4 
  (+5) (19-20/x2), masterwork dagger) or +13 (+20) 
  ranged (1d8 (+5) (19-20/x2), masterwork light 
  crossbow); Space/Reach 5 ft./5 ft.; SA nil; SQ nil; AL 
  NE; SV Fort +13 (+16, +24 versus spells and spell-like 
  abilities), Ref +10 (+12, +20 versus spells and spell-like 
  abilities), Will +18 (+19, +26 versus spells and spell-like 
  abilities); Str 10, Dex 12, Con 14 (18), Int 12, Wis 25, 
  Cha 10. 
   
  Skills and Feats: Concentration +18 (+21), Heal 
  +23 (+24), Knowledge (arcana) +17 (+18), Spellcraft +19 
  (+20); Brew Potion, Empower Spell, Greater Spell 
  Focus (Necromancy), Lightning Reflexes, Maximize 
  Spell, Quicken Spell, Spell Focus (Necromancy). 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 20 bolts, cloak of resistance +2, periapt of 
  wisdom +6, backpack, 2 flasks of oil, flint and steel, 
  silver unholy symbol of Vecna, 2 wood unholy symbols 
  of Vecna (in pocket), platinum ring (50 gp ), 500 gp 
  diamond, 1000 gp diamond. 
   
  Spells Prepared (6/7+1/7+1/7+1/5+1/5+1/4+1/3+1 
  /1+1; base DC = 17 + spell level; base DC = 19 + spell 
  level for Necromancy spells): 0—cure minor wounds 
  [3], detect magic, purify food and drink, read magic; 
  1st—bless, cure light wounds, divine favor, entropic 
  shield, protection from good*, shield of faith [3]; 2nd—
  bull’s strength, cure moderate wounds, identify*, lesser 
  restoration [2], owl’s wisdom, resist energy, shield 
  other; 3rd—cure serious wounds [2], dispel magic*, 
  dispel magic, prayer, protection from energy, searing 
  light [2]; 4th—cure critical wounds, dismissal, freedom 
  of movement, poison, spell immunity, unholy blight*; 
  5th—flame strike [2], mass cure light wounds, slay 
  living, spell resistance*, wall of stone; 6th—antimagic 
  field*, blade barrier, harm, heal, summon monster VI; 
  7th—blasphemy, empowered flame strike, maximized 
  poison, spell turning*; 8th—greater spell immunity, 
  protection from spells*. 
   
  *Domain spell. Domains: Evil (+1 caster level for 
  spells with the evil descriptor); Magic (may use scrolls 
  and wands as a 6th level wizard). 
   
  Physical Description: Verloth Garvim is a stocky 
  Oeridian man with brown hair and brown eyes.  He 
  normally moves slowly, if at all, in his black plate mail 
  armor.  He loathes physical activity, and avoids 
  drawing his weapon if possible. 
   
  Background: The role of senior cleric of Vecna 
  suits Verloth very well.  After fighting his way into a 
  position of power, he is perfectly happy with letting 
  others do the dirty work now.  However, with a deep 
  sigh, he will stoop to smiting the characters today. 
  Precast spells: 
  • 
  When the imp spots the characters: resist energy 
  (acid) on self, protection from energy (electricity) 
  on self, freedom of movement on self, shield other 
  on Silas, spell immunity (hold person, magic 
  
  Ver4-07 Reunification 
   
  Page 38 
  missile, scorching ray) on Silas, greater spell 
  immunity (harm, holy word, maze) on self, 
  protection from spells on self, Silas, and Jakob. 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self, owl’s wisdom on 
  Silas, bull’s strength on Silas, shield of faith on 
  self, shield of faith on Jakob, shield of faith on 
  Jorgen, spell resistance on self, entropic shield on 
  self, bless. 
  • 
  When the characters attack the wall: prayer, 
  divine favor on self.  If time remains, summon 
  (summon monster VI) 1d3 bearded devils. 
  �Silas Dargon: Male Human Rog13; CR 13; Medium 
  Humanoid (human); HD 13d6+26 (+52); hp 80 (106); 
  Init +5; Spd 30 ft. (60 ft.); AC 20 (33) (touch 16 (18), 
  flat-footed 20 (33)) [+5 Dex, +5 +1 mithril chain shirt, 
  (+6 natural, +4 shield, +1 shield other/+2 protection 
  from good, +1 haste)]; Base Atk +9; Grp +11 (+13); Atk 
  +12 (+17) melee (1d8+3 (+6) +2d6 (19-20/x2), sword of 
  the black griffin) or +16 (+19) melee (1d6+3 (+6) (19-
  20/x2), +1 shortsword) or +15 (+18) ranged (1d8 (+1) 
  (19-20/x2), masterwork light crossbow); Full Atk 
  +10/+5 (+15/+15/+10) melee (1d8+3 (+6) +2d6 (19-
  20/x2), sword of the black griffin) and +14/+9 
  (+17/+12) melee (1d6+2 (+4) (19-20/x2), +1 shortsword) 
  or +15 (+18) ranged (1d8 (+1) (19-20/x2), masterwork 
  light crossbow); Space/Reach 5 ft./5 ft.; SA sneak attack 
  +7d6, opportunist; SQ trapfinding, evasion, trap sense, 
  uncanny dodge,  improved uncanny dodge, slippery 
  mind; AL CE; SV Fort +6 (+10), Ref +13 (+16), Will +4 
  (+8); Str 14 (18), Dex 21, Con 14 (18), Int 10, Wis 10 
  (14), Cha 10. 
   
  Skills and Feats: Balance +22 (+25), Escape Artist 
  +20 (+23), Hide +20 (+23), Jump +20 (+23), Listen +16 
  (+19), Move Silently +20 (+23), Spot +16 (+19), Tumble 
  +22 (+25), Use Magic Device +16 (+17); Expert 
  Tactician*, Improved Two-Weapon Fighting, Martial 
  Weapon 
  Proficiency 
  (longsword), 
  Two-Weapon 
  Fighting, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (shortsword). 
   
  Possessions: Masterwork shortsword, masterwork 
  light crossbow, 20 bolts, sword of the black griffin, +1 
  adamantine shortsword, gloves of dexterity +2, 4 scrolls 
  of alter self (3
  rd level caster), 4 scrolls of shield (3
  rd level 
  caster), backpack, 2 flasks of oil, flint and steel, 
  platinum ring (50 gp ). 
  * See Appendix 2: New Rules Items 
   
  Physical Description: Silas is a tall Oeridian/Suel 
  man with sandy brown hair and green eyes.  He looks 
  more like a warrior than a rogue, with well-muscled 
  arms and calloused hands.  He is dressed in loose 
  leather clothes. 
   
  Background: Silas grew up in the poor quarter of 
  Greyhawk, quickly finding use for his size and dirty 
  fighting style as a thug and enforcer for the thieves’ 
  guild.  He left Greyhawk five years ago, serving any 
  paying person on any task.  His latest move has allied 
  him with these forces. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: scroll of 
  alter self (troglodyte) on self. 
  • 
  When the characters attack the wall: scroll of 
  shield on self. 
  �Henrik Amneskog: Male Fire Giant Ftr4/Bbn1; CR 
  15; Large Giant (Fire); HD 15d8+4d10+1d12+140 (180); 
  hp 238 (278); Init +2; Spd 50 ft. (30 ft.) (80 ft. (60 ft.)); 
  AC 27 (32) (touch 10 (13), flat-footed 26 (30)) [+1 Dex, –
  1 size, +8 (+10) natural, +9 +1 full plate armor, (+2 
  protection from good, +1 haste)]; Base Atk +16; Grp 
  +32; Atk +29 (+36) melee (2d6+20 (+27) (19-20/x2), 
  masterwork (+3) large spiked chain) or +27 (+32) melee 
  (1d4+12 (+15) (20/x2), slam) or +18 (+21) ranged 
  (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); Full Atk 
  +29/+24/+19 (+36/+36/+31/+26) melee (2d6+20 (+27) 
  (19-20/x2), masterwork (+3) large spiked chain) or +27 
  (+32) melee (1d4+12 (+15) (20/x2), 2 slams) or +18 
  (+21) ranged (2d6+12 (+15) (20/x2) plus 2d6 fire, rock); 
  Space/Reach 10 ft./10 ft. (20 ft. with spiked chain); SA 
  Rock throwing; SQ Immunity to fire, low-light vision, 
  rock catching, vulnerability to cold, fast movement; AL 
  LE; SV Fort +22 (+25), Ref +8 (+10), Will +9 (+10); Str 
  35 (39), Dex 14, Con 24 (28), Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +35 (+30) (+38 (+33)), 
  Intimidate +21 (+22), Jump +35 (+30) (+38 (+33)), Spot 
  +24 (+25), Survival +4 (+5); Cleave, Combat Expertise, 
  Combat Reflexes, Dodge, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip, Iron Will, Power 
  Attack, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Possessions: 2 masterwork large spiked chains, +1 
  full plate armor, 2 potions of barkskin (3
  rd level caster), 
  2 potions of cure serious wounds (5
  th level caster), 
  potion of bull’s strength (3
  rd level caster), 5 throwing 
  rocks, backpack, sack, flint and steel, drinking horn, 5 
  gallons ale, haunch of meat, whetstone, blanket, 10 ft. 
  chain. 
   
  Physical Description: A tall and wiry giant, as far as 
  fire giants go.  He has red-orange hair and a short 
  beard.  His plate armor is covered in black enamel, and 
  his spiked chain is painted to resemble a jet of flame. 
  
  Ver4-07 Reunification 
   
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  Background: Henrik Amneskog spurned the 
  traditional greatsword when a fellow giant experienced 
  firsthand the effects of a well-wielded spiked chain.  
  He has trained for years with his larger chain, finding 
  it an excellent weapon for his natural dexterity. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: potion 
  of barkskin on self. 
  • 
  When the characters attack the wall: potion of 
  bull’s strength on self. 
  �Jorgen Holmstrom: Male Fire Giant Ftr4/Bbn1; CR 
  15; Large Giant (Fire); HD 15d8+4d10+1d12+140 (180); 
  hp 238 (278); Init +2; Spd 50 ft. (30 ft.) (80 ft. (60 ft.)); 
  AC 27 (34) (touch 10 (15), flat-footed 26 (32)) [+1 Dex, –
  1 size, +8 (+10) natural, +9 +1 full plate armor, (+4 
  shield of faith, +1 haste)]; Base Atk +16; Grp +32; Atk 
  +30 (+35) melee (2d6+12 (+26) (19-20/x3), +2 large 
  guisarme) or +27 (+32) melee (1d4+12 (+15) (20/x2), 
  slam) or +18 (+21) ranged (2d6+12 (+15) (20/x2) plus 
  2d6 
  fire, 
  rock); 
  Full 
  Atk 
  +30/+25/+20 
  (+35/+35/+30/+25) melee (2d6+22 (+26) (19-20/x3), +1 
  large guisarme) or +27 (+32) melee (1d4+12 (+15) 
  (20/x2), 2 slams) or +18 (+21) ranged (2d6+12 (+15) 
  (20/x2) plus 2d6 fire, rock); Space/Reach 10 ft./10 ft. 
  (15 ft.-20 ft. with guisarme); SA Rock throwing; SQ 
  Immunity to fire, low-light vision, rock catching, 
  vulnerability to cold; AL LE; SV Fort +22 (+25), Ref +8 
  (+10), Will +8 (+10); Str 35 (39), Dex 14, Con 24 (28), 
  Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +33 (+28) (+36 (+31)), 
  Intimidate +19 (+20), Jump +33 (+28) (+36 (+31)), 
  Listen +4 (+5), Spot +22 (+23); Cleave, Combat 
  Expertise, Combat Reflexes, Dodge, Improved Critical 
  (guisarme), Improved Trip, Iron Will, Power Attack, 
  Weapon Focus (guisarme), Weapon Specialization 
  (guisarme). 
   
  Possessions: Masterwork large guisarme, +2 large 
  guisarme, +1 full plate armor, 2 potions of barkskin (3
  rd 
  level caster), 2 potions of cure serious wounds (5
  th level 
  caster), potion of bull’s strength (3
  rd level caster), 5 
  throwing rocks, backpack, sack, flint and steel, 
  drinking horn, 5 gallons ale, haunch of meat, 
  whetstone, blanket, 10 ft. chain. 
   
  Physical Description: A fairly typical fire giant, 
  stocky and well-muscled.  He has yellow-orange hair 
  and a long beard.  His plate armor appears to be pitted, 
  singed, and worn, but is in fine shape.  He swings a 
  large guisarme with great ease. 
   
  Background: Jorgen Holmstrom hails from the 
  same extended clan as Henrik Amneskog.  Having 
  seen Henrik fighting very effectively with his spiked 
  chain, he chose to practice with another weapon that 
  can trip enemies easily. 
  Precast spells: 
  • 
  When the characters get within 1200 feet: potion 
  of barkskin on self. 
  • 
  When the characters attack the wall: potion of 
  bull’s strength on self. 
   
   
   
   
  
  Ver4-07 Reunification 
   
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  Appendix 2 - New Rules Items
  Chain Spell [Metamagic] as presented in 
  Tome and Blood 
  You can cast spells that arc to other targets in addition 
  to the primary target. 
   
  Prerequisites: Any other metamagic feat 
   
  Benefit: You can chain any spell that specifies a 
  single target and has a range greater than touch.  The 
  chained spell affects that target (the primary target) 
  normally, then arcs to a number of secondary targets 
  equal to your caster level.   Each arc affects one 
  secondary target.  You choose the secondary targets as 
  you like, but they must all be within 30 feet of the 
  primary target, and no target can be affected more than 
  once.  You can affect fewer secondary targets than the 
  maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as many dice of damage as the 
  primary target (rounded down) and can attempt Reflex 
  saving throws for half of the secondary damage.  For 
  spells that do not deal points of damage, the save DCs 
  against arcing effects are reduced by 4.  For example, a 
  10th-level wizard casts a chained cause fear on a nearby 
  goblin and can specify up to ten secondary targets.  The 
  goblin, as primary target, must make a Will save against 
  DC 14, while those affected by the secondary arcs save 
  against DC 10. 
   
  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
  Energy Affinity [Metamagic] as presented 
  in Miniatures Handbook 
  You can modify a spell that uses one type of energy to 
  use another type (acid, cold, electricity, or fire) instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, able to 
  cast at least one spell of each of these energy types acid, 
  cold, electricity, and fire. 
   
  Benefit: Choose acid, cold, electricity, or fire.  You 
  can modify any spell with an energy descriptor to use 
  the chosen type of energy instead.  A spell so modified 
  works normally in all respects except the type of 
  damage dealt. 
   
  A modified spell uses a spell slot of the spell’s 
  normal level, modified by any other metamagic feats. 
   
  Special: You can gain this feat multiple times.  
  Each time you take the feat, it applies to a different 
  type of energy. 
  Expert Tactician [General] as presented in 
  Miniatures Handbook 
  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 for 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. 
  Mass Resist Energy as presented in Tome 
  and Blood 
  Abjuration 
  Level: Clr 3, Drd 3, Sor/Wiz 4 
  Targets: One creature/level, no two of which can be 
  more than 30 ft. apart 
  As resist energy, except that it affects multiple 
  creatures. 
   
  Power Critical [General] as presented in 
  Complete Warrior 
  Choose one weapon, such as a longsword or a greataxe. 
   With that weapon, you know how to hit where it 
  hurts. 
   
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4. 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. 
   
  You can gain Power Critical multiple times.  Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon.  If you take it with the 
  same weapon, the effects of the feats stack. 
  
  Ver4-07 Reunification 
   
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  Appendix 3 - Diplomacy 
   
   
  Points 
  Points 
   
   
  Possible 
  Scored 
   
  Section 1: Diplomacy Skill 
   
   
  1 Lead character's Diplomacy check 
  Any 
    
  2 Assists  
  2 to 10 
    
  3 Role-playing bonus 
  -4 to +4 
    
   
   
   
   
   
  Section 2: Words 
   
   
  4 "The Viscount regrets the words and deeds of his predecessor." 
  +5 
    
  5 "After reunification, an attack on your lands will be an attack on the Viscounty." 
  +2 
    
  6 "You need trade with the Viscounty." 
  +2 
    
  7 "The longer the rebellion continues, the better more drastic solutions look." 
  +2 
    
  8 
  "It is easier for the Viscount to win support for military action to aid loyal citizens than to aid 
  rebels." 
  +2 
    
  9a Praise for Lord Milinous or his style of action 
  -2 
    
  9b Openly advocating Lord Milinous' solution to the gnome rebellion 
  -10 
    
   
   
   
   
   
  Section 3: Deeds 
   
   
  10 Favorable trade arrangement 
  +5 
    
  11 Joint military strike against the giants 
  +10 
    
  12a Lordship for a gnome 
  +20 
    
  12b 
  "The Viscount desires a lordship for a gnome, but it will have to wait until after a decade of 
  loyal service." 
  +5 
    
   
   
   
   
   
  Section 4: Modifiers 
   
   
  13 Per influence point with the Gnomes of the Kron Hills expended (max 5 per table) 
  +1 
    
  14a Lead negotiator conducts the negotiations in the Gnome language 
  +1 
    
  14b All characters speak Gnomish 
  +4 
    
  15 Characters bring gifts for the gnomes 
  +1 
    
   
   
   
   
   
  Total  
    
   
  
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  Appendix 4 - History of the Shrine of the Peacemaker 
  by Vernon Vincent 
   
  Built in CY 146, the Shrine of the Peacemaker was part of the outpost then known as Guildren. A way station and 
  meeting place for the elves, gnomes, and men of the land, the priests of the Shrine were often called upon to mediate 
  and settle the inevitable disputes that arose from the different personalities that conducted commerce in the area. 
  During this time, Guildren prospered with the guidance and wisdom of the Raoan priests.  
  The defensible location of Guildren almost guaranteed that a military outpost would be constructed. In CY261, the 
  gnome leader Arund Joren successfully convinced the human and elven settlers to build a military fortification on top 
  of the great bluff overlooking Gillendyl’s Run. Joren, a veteran of many skirmishes in battles against the native ogres 
  and hill giants of the Kron Hills, had received reports of increasingly larger warbands coming further and further north 
  and west out of the Hills. Fearing what it portended, he hastily assembled a council of prominent local citizens of 
  Guildren, including the resident priest of the Stone Shrine, Father Mindael. Seeing the wisdom of the gnome’s 
  persuasive argument, Father Mindael supported the action and a wooden palisade was constructed through the winter. 
  It proved to be a fortuitous move, for in the spring of CY262, an assault party of giants made their way north out of the 
  Kron Hills and began harassing and killing the gnome and elven travelers journeying to and from Guildren. Though 
  the palisade served to protect the town, it did nothing for those out in the open. Bloody skirmishes persisted over the 
  next three years, as human, elf, and gnome resisted the slow but relentless advance of the giants. The mortality count 
  began to climb steadily higher for the defender and might have resulted in the loss of the town had help not come from 
  an unexpected source. 
  During the summer of CY264, Father Mindael received a vision from Rao. In this vision he saw three images – the face 
  of a serene old, a bolt of lightning, and a billet. These images constantly shifted and wavered, blending into and out of 
  each other as they raced over the landscape of the southern hills, heading toward a heretofore unknown cave. When he 
  awoke, the priest quickly jotted down the details of the vision and set about to decipher its meaning. He was not long in 
  his search. The beginning of the week saw additional adventurers pour into the fort, anxious to make a name for 
  themselves against the giants. Two in particular caught Mindael’s attention – Quintin MacHaarl, a Cuthbertine priest, 
  and Corminder Schwan, a priest in the service of the archpaladin, Heironeous. Drawn together by the strands of fate, 
  the three priests conferred and quickly discovered that each had had the same vision. Quickly provisioning themselves, 
  the three set out under cover of darkness to find this mysterious cave they had seen in their vision. They traveled for 
  two weeks – through the plains immediately south of Guildren and across the rugged terrain of the Kron Hills. 
  Discovering the trail of a giant warband, the three followed it to a cave where they discovered the warband, a group of 
  four hill giants, taunting and jeering a fifth giant – this one looking weaker and less healthy than the others. Bleeding 
  gashes lined his body and one of his eyes was blackened and swollen shut. Feeling a surprising sense of pity for the 
  wounded giant, the three priests attacked the warband. Though they were overmatched, a divine grace lent strength 
  and guidance to their strikes and they managed to slay the warband. In speaking with the wounded giant, they made a 
  startling discovery. Unlike his kin, the giant, called Grobindar, did not agree with the war against the humans and 
  gnomes. Weaker than others of his tribe, he had been constantly tormented and ridiculed. Turning away from his 
  warlike nature, Grobindar had thought to flee and make a life for himself away from the others. But he also took plans 
  and information on a siege the giants were planning. The hill giants had recruited assistance from deep in the Lortmils 
  – a giant as tall and strong as a mountain and could easily breach the defenses of Guildren.  
  The three quickly came to the decision that Grobindar should he taken back to Guildren – both for his protection and 
  questioning. Hurrying back to the town, they quickly discovered that the giant army was moving north out of the Kron 
  Hills toward Guildren. Calling Joren’s war council together, Father Mindael informed them what they had discovered. 
  Dismayed at this news, some called for abandoning the town to its fate and leaving the area. Joren himself said nothing, 
  but privately later told his lieutenant’s that he saw further defense as futile. The plans gave the town a chance to leave, 
  but otherwise they could not stand against the invader. It was Father Mindael and Quintin MacHaarl who came up with 
  the plan that gave the town a chance. They had rescued Grobindar from his tribe, so there was a sense of gratitude and a 
  debt to be repaid that the outcast giant felt toward the priests. If they could not defeat the giants by force of arms, what 
  about some other means? Grobindar could provide insight into how the giants thought and acted – could not a means to 
  
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  influence their actions be discovered? A long shot at best, but such a long shot sat better with Joren, who though 
  resigned to defeat – still preferred to fight rather than flee. 
  A hastily assembled group of wizards – human, elven, and gnome – began working with Grobindar to learn about giant 
  behavior and thoughts, in the hopes of discovering a spell or something that could deter the invaders. As the days wore 
  on and the giants got closer, Joren came up with the strategy to gain some time. He would take his band of gnome 
  fighters – seasoned giant slayers – and harry them on their approach toward the town. Though few in number, the 
  gnomes could hopefully buy the time needed for the wizards to make their breakthrough. 
  The fight between the gnomes and the giants was bloody. Though the giants incurred heavy losses, still they came 
  forward, bolstered by the mountain giant who assisted them. Finally, the giants were at the doorstep of Guildren. Joren 
  and his group, forced out into the open by the immediate threat of the giants laying siege to the town, were being 
  decimated by the ogres who accompanied the army. Joren himself faced off against the leader – a huge frost giant who 
  wielded a wicked looking greatsword in his massive hands. The mountain giant, dwarfing everything in sight, loomed 
  over the town like a massive statue and began hurling trees and boulders at the palisade walls and smashing them to 
  flinders. As Joren was about to fall to the frost giant, the mountain giant suddenly stopped and stood still. His torn face 
  looking up, Joren saw three figures standing on the ramparts of Guildren – wizards. Two wizards - a human and an elf - 
  flanked a third wizard, a gnome, who held a book in his hand. Directing his hands in a strange fashion toward the giant, 
  the mountain giant suddenly pivoted and hurled a great boulder at the frost giant leader, struck him in the head, and 
  felled him instantly. The battle became a rout of the giants, who broke ranks and fled back south as soon as they saw 
  their slain leader. 
  Returning to Guildren, Joren went directly to the Stone Shrine of Rao. Grobindar, who had been holed up there during 
  the fight, looked apprehensive as the bloody gnome general walked up to him. Silent for a moment, Joren did 
  something he never thought he would ever do – he extended his hand in friendship toward the hill giant who had 
  risked his life so that peace might return to the town.  From that day forward, the Stone Shrine was known as the Shrine 
  of the Peacemaker, in honor of the peace won that day. 
  The next seventy years saw relative peace in the region as the giants, broken by their defeat on Joren’s Field, as the south 
  plains became known, returned to minor skirmishes in the lower Kron Hills and the Lortmils. Joren himself died some 
  twenty years after the siege and was buried along with those of his kinsmen somewhere in the plains that now bore his 
  name. Of Grobindar, no mention of his fate was recorded. 
  War again returned to the land in 349 with rumors of conflict from relatively distant Kingdom of Keoland. The rumors 
  proved true with the invasion of 350 of Keoish forces into the land. Relations between the gnomes and humans had 
  grown distant with the deaths of Father Mindael and Araun Joren. Retreating to their homes on the edge of the Gnarley 
  Forest, the gnomes left the war to the humans and, in CY355, Guildren became occupied by Keoish forces and 
  continued to be for eighty-three years. During this time, the Shrine of the Peacemaker was blocked shut, but 
  surprisingly left otherwise unmolested. This state of affairs continued until the climax of the Short War in 438 when 
  Canon Turgen V of Veluna sent priests back to the town. Conversations with the delegate sent by the Viscount of 
  Verbobonc had left the Canon with the distinct impression that the tenor of the land had changed considerably during 
  the occupation. The folk of the land held more reverence for the faith of St. Cuthbert than that of Rao. The chief priest 
  of the group, Father Entharian, quickly assessed the situation and discerned the spiritual direction of the land. 
  Corresponding directly with Canon Turgen, Father Entharian proposed a bold solution – concede spiritual authority for 
  the whole region to the priests of St. Cuthbert, an acknowledgement in practice of what existed in fact. 
  The recommendation brought a swift recall of Entharian back to Veluna City as the College of Bishops sought to have 
  the recommendation dismissed. Veluna herself was in the midst of planning secession from Furyondy and it was 
  believed the concession would be seen as an act of weakness. The Canon, however, was a student of history and a 
  shrewd judge of events. He was aware of the events of CY264 – Father Mindael had kept meticulous records – and 
  quickly saw that such a concession would do much to improve the image of the Church in the region. Furthermore, 
  both the Canon and Father Entharian knew that a break with Furyondy would require the support of the sizeable 
  contingent of Cuthbertine priests. That support could be wooed and garnered with the promise of a greater land to 
  oversee. Returning Father Entharian back to Guildren, he directed that the shrine be restored to a semblance of her 
  former service and that preparations be made for the purposes that Entharian described. Following the Concordat of 
  Eademer in 446 and the formal establishment of the Archclericy of Veluna, Entharian’s preparations moved to the 
  forefront and, in the spring of 448, a delegation of Cuthbertine priests traveled to Guildren. Providing a sense of 
  
  Ver4-07 Reunification 
   
  Page 44 
  historical symmetry, Entharian had contact the local priest of Heironeous, Pacinder Swan – a descendant of the priest 
  who had traveled to the town during the giant war of 180 years past – to oversee the proceedings. Though 
  unaccustomed to negotiation and diplomacy, Pacinder acquitted himself surprisingly well during the talks. The talks, 
  later known as the Guildren Accord, were historic for the growing Viscounty of Verbobonc, for they acknowledged the 
  tenor of the land and helped preserve a sense of connection with Veluna.  They lasted for several months, until 
  Patchwall of that year – when the Canon himself came to the town to meet with the Cuthbertine delegation for the 
  ceremony of transference. Even the gruff Cuthbert priest, Magnus Strom, found himself unexpectedly move by the 
  Canon’s words during the ceremony. In the end, though the spiritual authority rested with the priests of St. Cuthbert – 
  the daring idea proposed by Father Entharian resonated through the years as a supreme gesture of wisdom and grace 
  and cemented relations between the priesthoods. 
  Over the next hundred years, Guildren lost its prominence as a historical site as the eye of the Viscounty turned south – 
  where the Hateful Wars caused a great toll on humanoid and demihuman lives; and later north and east – when orc and 
  bandit incursions forced the eyes of the Viscounty toward the Gnarley Forest and the towns of Hommlet and Nulb, 
  where a temple of evil was constructed in the shadow of those two towns. By the time of the Battle of Emridy Meadows, 
  Guildren’s name had been all but forgotten as the town population dwindled down to about fifty to eighty people, 
  mostly miners who worked in the salt mines discovered during the Keoish occupation. This continued until CY585 
  when representatives of Viscount Wilfrick traveled to the area, looking for locations to construct outposts for the 
  Viscount’s Mounted Borderers. Finding the town sparsely populated, they began putting money into the area. About 
  this time, the Church of Rao assigned a new priest to the shrine, Father Cadifel. 
  Between 585 and 593, the town saw an increase in activity and, slowing but surely, Father Cadifel began to restore the 
  shrine, which had fallen again into disrepair. The election of Father Owain Aneirin Llewelyn, a paladin of Rao, after the 
  death of Lord Willow Swan, signaled a new focus for the shrine as the new mayor began to put personal resources into 
  the refurbishment of the shrine. As a sign of personal favor and respect, the Bishop of Whitehale sent Father Owain a 
  personal assistant to help with day to day affairs and, ostensibly, provide information on the restoration of the shrine. 
  The giant uprising of 593 Ready’reat has seen an influx of citizens into the town, and a corresponding increase in status 
  for the Shrine of the Peacemaker, as penitent worshipers are attracted to the principles of peace and reason. For the first 
  time since 448, the shrine is almost at its state of former glory. 
   
  
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  Appendix 5 - Battle Map 
   
  
  Ver4-07 Reunification 
   
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  Appendix 6 (Jakob’s Spellbook) 
  Give this to players who purchase any of the spellbooks. Please mark off the ones in which the player did not 
  purchase and sign it.  
  Jakob Tallasin’s Spellbook I 
  1st—burning hands, enlarge person, mage armor, magic missile, protection from good, shield, shocking grasp; 2nd—
  alter self, bear’s endurance, fox’s cunning, gust of wind, owl’s wisdom, resist energy, scorching ray; 3rd—dispel magic, 
  fireball, greater magic weapon, haste, keen edge, slow. (390 gp) 
  Jakob Tallasin’s Spellbook II 
  4th—dimension door, greater invisibility, mass reduce person, mass resist energy, Otiluke’s resilient sphere, stoneskin; 
  5th—cone of cold, overland flight, teleport. (390 gp) 
  Jakob Tallasin’s Spellbook III 
  5th—baleful polymorph, Leomund’s secret chest; 6th—chain lightning, disintegrate, mass bear’s endurance. (280 gp) 
  Jakob Tallasin’s Spellbook IV 
  6th—flesh to stone, move earth; 7th—Bigby’s grasping hand, project image, reverse gravity. (330 gp) 
  Jakob Tallasin’s Spellbook V 
  7th—control weather, forcecage; 8th—maze, temporal stasis. (300 gp) 
  
  Ver4-07 Reunification 
   
  Page 47 
  Player Handout #1a 
  A few days ago…. 
  Your recent travels had brought you to Verbobonc City.  While browsing the marketplace, you heard a brief scream, and 
  a commotion nearby.  A well-dressed woman was yelling “Thief!”  Looking around, you saw a youth running in your 
  direction.  You barely had to move to grab the young cutpurse and recover the stolen item, an emerald necklace. 
  The noblewoman was quite relieved to have her necklace recovered.  She identified herself as Lady Elise, a cousin of the 
  Asbury family, and again thanked you profusely.  She proved quite loquacious, and in the time it took for the 
  Gentlemen of the Watch to finish dealing with the crime, she had told you a lot about this necklace.  It was a gift from 
  her husband for their wedding anniversary, and he almost didn’t receive it in time.  The supply of local emeralds had 
  dwindled, with fewer gems coming from the Kron.  Many of the stones had been imported from the Principality of 
  Ulek, “at considerable expense,” she mentioned. 
   
   
  Player Handout #1b 
  A few days ago…. 
  Your recent travels had brought you to Verbobonc City.  You were strolling down a crowded, noisy street, and when you 
  stepped into the intersection, you saw a wagon barreling down the street quite quickly.  You had to jump out of the way, 
  almost landing in a horse trough.  The wagon stopped, along with several behind it; it was a trade caravan.  The caravan 
  leader, a large human in robes with the holy symbol of Zilchus displayed prominently, approached you.  The leader, one 
  Jarrel Brightcoin, personally apologized to you.  He mentioned that his caravan of foodstuffs had just returned from a 
  profitable run to Kron, and that while he understood that his drivers were eager to get home, their dangerous driving 
  was unacceptable.  He then mentioned that his caravan run was at times “exciting,” and he might be looking for skilled 
  adventurers to assist in securing the caravan on its run next month. 
   
  
  Ver4-07 Reunification 
   
  Page 48 
   Player Handout #1c 
  A few days ago…. 
  Your recent travels had brought you to Verbobonc City.  You were enjoying a drink at the Brass Rail.  While there, you 
  spent some time talking to Johann Steelblade, a member of the Mounted Borderers who was injured in the recent 
  assault on Sheernobb.  You and he talked about old war stories.  He did mention something interesting.  He had heard 
  from active soldiers that the giant force that had captured Sheernobb had established a stronghold further west into the 
  Kron Hills.  Although it may have been the ale talking, he said he’d bring the fight to the giants, if only his arm would 
  heal. 
   
  Player Handout #1d 
  A few days ago…. 
  Your recent travels had brought you to Swan, the small town built around Fort Wilfrick in the southern part of 
  Verbobonc, near the Kron Hills.  Although largely populated by humans, with many adventurers among their numbers, 
  it was the community of gnomes that attracted your attention.  They were the gnome elders of the Kron, and there was a 
  buzz of activity.  You learned the gnomes were meeting with a gnome known as Prince Jimm (that name delivered with 
  a wink by the gnomes you spoke to).  You even spied this gnome as he and his entourage arrived.  Word is he gets 
  involved in gnomish matters of diplomacy. 
  Afterwards, you continued on to Verbobonc City. 
   
  Player Handout #2a 
  Dear _______ 
   
  I hope this message finds you in good health.  As your deeds are quite well known to the Viscounty, and knowing you 
  are nearby, the Viscounty wishes to request your aid in a matter of great importance to the future.  If you are amenable 
  to this discussion, please arrive at Castle Grayfist, palace of the Viscount, at nine bells tomorrow morning.  Present this 
  letter to the guards at the gate, who will direct you further. 
   
  (The seal of the letter bears the symbol of the Viscounty.) 
  
  Ver4-07 Reunification 
   
  Page 49 
  Player Handout #2b 
  Dear _______ and companion 
   
  I hope this message finds you in good health.  As your deeds are quite well known to the Viscounty, and knowing you 
  are nearby, the Viscounty wishes to request your aid in a matter of great importance to the future.  If you are amenable 
  to this discussion, please arrive at Castle Grayfist, palace of the Viscount, at nine bells tomorrow morning.  Present this 
  letter to the guards at the gate, who will direct you further. 
   
  (The seal of the letter bears the symbol of the Viscounty.) 
   
   
  Player Handout #3 
  This letter is written in a decidedly feminine hand. 
  Jakob- 
   
  I hope you are finding useful the fire giants I sent you.  Although I have an inexhaustible—quite literally 
  inexhaustible—supply of ogres and hill giants, I find fire giants often pack sufficient power to deter all but 
  the most concerted attack.  I don’t have many; put them to good use.  Perhaps Falkur would do as a long-range 
  scout; his skill on that nightmare is legendary among his people. 
   
  The Hammer tells me that Viscount Langard is sending diplomats to woo the displaced Urthgan, to 
  return the dirt-grubbing maggots to his jurisdiction.   They entertain ideas of reunification!  Lord Milinous, it 
  seems, has not proven aggressive enough to keep our enemies sufficiently divided.  If you have uncovered the 
  Griffon sword from Tulvar, think how you might use it to sow discord between the men and the gnomes.  Be 
  absolutely sure to seek my approval before you use it in any clever scheme—there are other plans in motion, 
  and I would be displeased if you were to inadvertently undermine them. 
   
  For now, remain in Tulvar and fortify your position.  I am certain no force the Viscount can muster will 
  be able to supplant you from your post, but be watchful.  Baron Avgustin is a greater tactician than you or I, 
  and his forces should be carefully monitored—we are fortunate that he has elected now (of all times!) to drag 
  his aging carcass to Veluna for one last chance at glory.  As always, be cautious of any bands of roving do-
  gooders or treasure-seekers.  Adventurers are dangerous more due to their unpredictability than any skill they 
  possess. 
   
  Ah—again, I’m dwelling on the details, not leaving you to your work.  If you absolutely must contact me, 
  send Maleface through the usual channels.  I will contact you if I have any further instructions. 
   
  (The document is marked with a sigil that looks disturbingly like a fluttering cloak)  
  
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  Page 50 
  Player Handout #4 
  Show this illustration when the characters meet Urthgan, Eldest of Tulvar, and his entourage (Artwork by Anya 
  Lyuksyutova): 
   
  
  Ver4-07 Reunification 
   
  Page 51 
  Critical Events Summary 
   
  If you run this event before December 1, 2004, give the answers to the following questions to the Senior DM (Senior 
  DMs, send all answers to poc@verbobonc.net): 
   
  1) Did the characters concede favorable trade agreements to the gnomes? 
   
  2) Did the characters concede joint military forces to the gnomes? 
   
  3) Did the characters concede lordship for a gnome? 
   
  4) What did the characters do with the Sword of the Black Griffon? 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER4-07 Reunification (3E).pdf