TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VERIntro 4-02 
   
   
   
   
   
   
   
  Joren’s Tomb 
   
  A One-Round D&D LIVING GREYHAWK®  
  Verbobonc Introductory Regional Adventure 
  Version 2 
   
  by Vernon L. Vincent 
  Special thanks to Terry Doner, Lorcan Murphy, and the citizens of Swan 
   
   
  In years past, a gnomish warmaster rose up to command a force and defend his town, friends, and 
  homeland from an invading army of giants. So complete was the victory that it took over three-hundred 
  years for the giants to regain their former strength.  Now, the warmaster’s descendant seeks help in 
  locating his final resting place so that the besieged gnomes of today might regain a sense of pride and 
  rally against those who have occupied their homeland. The warmaster’s name was Arund Joren. The 
  resting place – Joren’s Tomb. A Verbobonc introductory regional scenario for first-level characters only. 
   
  
  Joren’s Tomb 
   
  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 
   
   
   
   
   
  As an Introductory scenario, this scenario is not 
  reported to the RPGA or to the Verbobonc Triad. 
  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): Determine the character level for each of 
  the PCs participating in the adventure.  Since this 
  
  Joren’s Tomb 
   
  Page 3 
  is an Introductory Adventure, all characters must 
  play 1st level characters. 
  You must have no less than four, nor more than 
  six, players in this adventure.  If you have fewer 
  than six players, 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 
  introductory 
  adventure, 
  set 
  in 
  Verbobonc.  
  Characters native to Verbobonc pay one Time 
  Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp 
  per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Areas of Influence 
  This adventure allows the use of the following 
  influence points for purposes of the Verbobonc 
  Influence document. 
  • 
  Viscount Langard 
  • 
  House Avgustin 
  • 
  Church of St Cuthbert 
  • 
  Church of Rao 
  • 
  Church of Heironeous 
  • 
  The Family 
  • 
  Kron Hills Gnomes/Clan Keeleene 
   
  Adventure Background 
  Far back in the history of the Viscounty, when it 
  was still under direct of control of Veluna, the town 
  of Swan went by the name of Guildren. Guildren 
  was a small outpost on the edge of the 
  archclericy’s control. Even in those times, giants 
  and other marauders were a threat to the lives of 
  the citizens who chose to make Guildren their 
  home. 
  A principal figure in the history of the town is 
  Arund Joren, a gnome warmaster who lived in the 
  area and was a pivotal figure during the giant wars 
  of 262-264, Common Year. During that time, the 
  town and surrounding lands were besieged by a 
  giant army. Joren personally led forces toward the 
  end of siege and engaged the frost giant leader 
  long enough for the more accomplished citizens of 
  the town to formulate a plan for defeating the 
  invaders. Joren fought the giant army on the lands 
  south of Guildren, in the Kron Hills and lower 
  Lortmil Mountains. Such was the totality of their 
  defeat that the giants were not able to muster any 
  organized force until recently. 
  Twenty years after the defeat of the giants, Joren 
  himself died of old age and was buried somewhere 
  in the south lands that now bore the name of 
  Joren’s Field – in tribute to his brave stand. 
  In recent year, the gnomes has suffered numerous 
  setbacks as the giants—grown strong in the three-
  hundred-plus years—have renewed their assaults. 
  In late 593, the gnomes were driven from their 
  homes in Tulvar and Sheernobb by a huge giant 
  army, even larger than the force that assaulted 
  Guildren 
  years 
  before. 
  Fleeing 
  before 
  the 
  invaders, the gnomes have taken refuge in the 
  town that once resisted the giant advance – 
  Guildren, or as it is now known, Swan. 
  Among the gnome refugees is Brimblesock Joren, 
  a descendent of Arund Joren and veteran of the 
  retreat from Sheernobb. Like his ancestor before 
  him, Brimblesock is a warrior and commander in 
  the service of Glennddarc the Headgnome. In the 
  flight from Sheernobb, Brimblesock only had time 
  to secure a few possessions, among them an old 
  map that just might lead to Joren’s Tomb. With the 
  talks for re-establishing formal relations going on 
  between the Viscount and the gnome envoys, it 
  might be time to see if the map is real.  
  Adventure Summary  
  The adventure begins with the characters arriving 
  in Swan and ending up at the Swan’s Rest Inn. 
  The Swan’s Rest, known to be a hangout for 
  adventurers and other independent types, lives up 
  to that reputation as the characters are soon 
  approached by Brindlesock Joren, a descendent 
  of Arund Joren 
  Introduction 
  In classic adventure fashion, the adventure begins 
  with the characters arriving in town. 
  
  Joren’s Tomb 
   
  Page 4 
  Morning in the Kron Hills is a wonderful sight, the 
  rays of the early sun casting long shadows toward 
  the west and illuminating the vibrant and brilliant 
  colors of the land. Nearby, the waters of 
  Gillendyl’s Run sparkle in the daylight. 
  The well worn path you follow shows evidence of 
  frequent and recent use, testifying to the fact that 
  your destination is a place many have traveled to 
  and from. Looking ahead, your journey’s end is in 
  sight – the town of Swan. High atop a great bluff, 
  the town seems active even in this early hour. 
  Flags of several different groups fly in the wind – 
  most prominently the symbol of Baron Rollof 
  Avgustin, under whose protection Swan resides. 
  Pennants of the Church of Heironeous, Rao, and 
  St. Cuthbert flap in the light morning breeze as well 
  as that of the 4th company of the Mounted 
  Borderers, stationed at Fort Wilfrick. 
  Characters making a DC 10 Knowledge (Local – 
  Velverdyva 
  Trade 
  Route) 
  check 
  or Bardic 
  Knowledge check can learn one (1) piece of 
  information below. If no one has either of these 
  skills, an Intelligence check will suffice. For every 
  three (3) points above DC 10, an additional piece 
  of information can be learned. There is no 
  particular order to the information below – give it 
  out in whatever order you see fit. 
  • 
  Baron Avgustin was wounded in battle 
  earlier this year when he was sent to 
  assist Veluna in their war against their 
  infernal invaders. 
  • 
  The town of Swan was previously named 
  Fort Wilfrick until the death of Lord Willow 
  Swan. Lord Swan died in Highfolk against 
  forces of the Old One and served both 
  Baron Avgustin and Viscount Langard 
  ably. In recognition of his service, Baron 
  Avgustin petitioned the Viscount to have 
  the town renamed in his honor. A portion 
  of the town is still named Fort Wilfrick and 
  houses 
  the 
  local 
  Mounted 
  Borderer 
  garrison. 
  • 
  Swan has seen an influx of refugees from 
  the gnome lands. The lands were overrun 
  late last year by giants, driving the 
  gnomes out. The Free Assembly of the 
  Kron Hills, the leaders of the gnomes, has 
  taken up residence in Swan. 
  • 
  During the giant war last year, a huge 
  mountain giant laid siege to the town, 
  destroying several buildings and walls 
  before being driven off. The giant hasn’t 
  been seen since, which has people 
  worried as it’s pretty hard to hide a giant 
  the size of a mountain. 
  • 
  There are talks of reunification between 
  the Gnomes and the Viscount, but there 
  are a lot of differences to be ironed out to 
  make it work. 
  Starting up the path toward the gates of the town, 
  the wooden palisades serving as the protective 
  walls become more visible – several sections 
  showing signs of distress, evidence of the town’s 
  involuntary involvement in the Giant siege late last 
  year. That the sections have been repaired and 
  reinforced shows that the town leaders have not 
  been lax in the peaceful calm following the war. 
  Approaching the gates, your travel shows as a 
  liveried soldier approaches your group. The 
  symbol on his tabard identifies him as a member 
  of Baron Avgustin’s house guard, but with the 
  slight stylistic differences labeling him as one of 
  the White Guard, the warrior’s assigned to protect 
  the town of Swan. 
  The guard simply asks the business of the 
  characters in town. They can provide whatever 
  reason they want for traveling here – as they 
  have not been conscripted into the scenario’s 
  plotline … yet. 
  The guard welcomes the characters to Swan and, 
  should they ask – tells them about some of the 
  landmarks and shops in town, including the 
  Bejeweled Halls of Heironeous, the Shrine of the 
  Peacemaker, and, of course, the Swan’s Rest Inn. 
  The guard particularly directs any new visitors to 
  the Swan’s Rest as it has good food at a 
  reasonable price and is known to be a place 
  where adventurers stay and possibly can find 
  work. 
  Refer to Appendix I: Highlights of Swan if the 
  characters choose to explore any part of the 
  town. Proceed to Encounter One once they reach 
  the Swan’s Rest. 
  Encounter 1: Joren’s Heir 
  Light pours in the windows as you enter the 
  Swan’s Rest Inn, giving you a good view of the 
  environs. Opposite your entrance is a bar, 
  apparently ably manned by the gnome bartender. 
  
  Joren’s Tomb 
   
  Page 5 
  Several tables lie situated around the great room 
  and, toward one end, a stage for performing 
  minstrels, members of the Riverwalk Society, and 
  others can be seen. Several patrons appear to 
  have arrived before you, as evidenced by the 
  number of people eating breakfast this morning. 
  The inn has an inviting appearance and the 
  barkeep, busy with another patrol at the moment, 
  catches your eye and nods toward an empty table 
  near the bar. 
  The barkeep, Drafner, is a friendly gnome and 
  always eager to keep his patrons happy. His wife 
  is the cook and his daughters are the barmaids.  
  As the characters sit down, one of the barmaids 
  comes to take their breakfast order. In addition to 
  taking the character’s order, she is sizing them up 
  for Drafner. Character’s making a DC 18 Sense 
  Motive check will realize that she seems to be 
  paying closer attention than a simple barmaid 
  would need to take an order. 
  Drafner has been asked by Brindlesock Joren to 
  keep an eye out for anyone who might be able to 
  help him. The barkeep has many contacts 
  throughout town and was informed of the 
  character’s arrival moments after they passed the 
  gates of town. Observant characters making a DC 
  15 Spot notice that after taking the character’s 
  orders to the barkeep, the barkeep in turn 
  gestures toward another patron at a table – a 
  hardy looking gnome warrior. The Spot DC is 
  lowered to DC 10 for those who made the Sense 
  Motive check earlier. 
  As the characters are waiting for breakfast, they 
  are approached by Brindlesock. 
  As you sit waiting for your order to arrive, your 
  attention is drawn to a gnome warrior rising from a 
  table in the far corner. Though somewhat young-
  looking in appearance, he carries himself with the 
  air of a seasoned fighter. Several scars line his 
  face and lower arms. A serviceable pickaxe lies 
  sheathed on his belt. 
  “Excuse me. I hear you’re new in town. If you 
  have a moment to listen to a proposal, you could 
  do a great service for the gnomes here and earn 
  yourself some coin as well. Interested?” 
  If the character’s decline his offer, then the 
  adventure ends here and you can hand out the 
  Adventure Records. However, if there’s even a 
  hint of heroic endeavor in the characters, they will 
  probably at least listen to him. 
  Seating himself at your table, he gestures for the 
  barmaid to bring his breakfast to where you’re 
  sitting. A moment passes while the barmaid brings 
  both his breakfast and yours as well. Smiling 
  slightly at the gnome warrior, she turns and leaves 
  you your privacy. 
  “Drafner and his family are good people. “He says, 
  gesturing toward the barkeep. “They’ve done a lot 
  for those of us who got out of Sheernobb and 
  Tulvar during the siege.” His face darkens slightly 
  as the flicker of a painful memory briefly crosses 
  his brow before passing. 
  “My name is Brindlesock Joren. I’m one of the 
  commanders for Headgnome Glennddarc of Clan 
  Keeleene. How much do you know about the giant 
  war last year?” 
  If the players are new to the region or are 
  uninformed about the Gnome/Giant plotline, read 
  the following box-text as Brindlesock gives them a 
  quick overview. 
  “Things starting going bad several years ago. The 
  old Viscount decided he’s rather save his men 
  than keep his promises to the gnomes. You know 
  – the ones about protection and all that. That left 
  us to keep watch over the Greenway Valley, the 
  Kron, and the Lortmil Mountains.  
  “Now, we’ve always had problems with giants and 
  orcs and those kinds, but nothing we couldn’t 
  handle as long as we had those patrols. 
  Once they left, we were stretched thin. I don’t 
  know if the giants knew what was up, but they 
  started sending in bigger and bigger groups. First 
  it was orcs and orges. Then hill giants and ogres. 
  Then – well, you know how bad it got – they 
  burned our villages and drove us out. 
  Continue from here. 
  “Let me tell you a story” Brindlesock says, taking 
  a sip of his ale. 
  “My family’s been fighting giants for hundreds of 
  years. They’ve always been a problem in the Kron 
  and the Lortmils. Now, this town was the site of a 
  major battle about three hundred years ago. The 
  giants had grown powerful and were laying siege 
  to everything they could get their hands on. Many 
  gnomes and humans fought together against the 
  
  Joren’s Tomb 
   
  Page 6 
  giants – but the one who led them was a gnome 
  by the name of Arund Joren, my great-great-great 
  grandfather. 
  “Joren was a warmaster – a general who knew 
  how to fight the giants on their home ground and 
  win. These giants, however, were pretty tough. 
  Gnomes and humans were getting slaughtered by 
  the giant advance. Joren took a band of his best 
  warriors and played a game of cat-and-mouse, 
  harried them long enough for a plan to be worked 
  out for the defeat of the giants. Joren’s bravery 
  gave them the time the needed. In fact, the lands 
  south of here were named Joren’s Field because 
  of the victory he bought them during that war.” 
  Characters that make a DC 15 Knowledge 
  (History) check recall that victory was also 
  achieved with the help of a hill giant. This hill giant 
  was different from his kind in that he was not 
  brutish or evil, but introspective and kind-hearted. 
  He helped the defenders work out a plan against 
  his kind because he did not believe in what the 
  giants were doing. 
  Characters mentioning this to Brindlesock are 
  dismissed, saying he’s found nothing to support 
  that, and his family should know if anyone would. 
  “Joren died of old age about twenty years after 
  the war and was supposedly buried somewhere 
  out there in the south lands. Because there were 
  still ogres and other creatures out there, even 
  though the giants were defeated, his tomb was 
  hidden to prevent anyone from robbing or 
  desecrating it. Almost no one knew where it was 
  at. Almost.” 
  Brindlesock reaches into his vest and pulls out an 
  old map, yellowed with age. 
  “Joren’s lieutenant bore him to his tomb and laid 
  him to rest there. He was the only one who knew 
  where the tomb was located and he left this map 
  for Joren’s descendants in case they ever needed 
  to find it. Before the giant war, there was never a 
  need to find the tomb. Now, with the giants out 
  there – we can’t leave to find it. If the giants follow 
  us and find the tomb, they’ll destroy it. “ 
  Sighing, Brindlesock sits back in his chair – it’s 
  obvious that he’s tired, even in this morning hour. 
  “What I ask you to do is take this map and locate 
  Joren’s Tomb. We believe there are relics of his 
  fight against the giants buried with him, including 
  his armor and weapons. Though they aren’t 
  expected to have any magical properties, their 
  recovery would help restore the morale of our 
  people. Will you help us? 
  Questions the characters are likely to ask: 
  What’s in it for us?/how much do we get paid? 
  “All of our gold and resources are tied up in the 
  war effort against the giants. I can’t offer you 
  anything beyond our gratitude and whatever you 
  find on your search for the tomb.” 
  Can you come with us?/Why can’t you 
  accompany us? / Why are you so tired? 
  Swan was besieged last year by a huge mountain 
  giant. Though it was driven off, it hasn’t been seen 
  since the siege. The Council believes the giant is 
  still out there and possibly under the control of the 
  invaders. I’m part of a search team looking for the 
  giant. We’ve been searching for the past several 
  months and not found it, but we’ve seen some 
  signs of its passing. I’m needed to help with the 
  search. 
  What might we face/fight out there? 
  The area of the Kron Hills where you are going is 
  known to be close to areas where the giants and 
  their allies roam. You’ll likely encounter orc patrols 
  and maybe an ogre. 
  What can you tell us about the tomb? 
  Not much is known about Joren’s Tomb. We don’t 
  even know how it got built – Joren didn’t keep any 
  records on its construction. We believe, however, 
  that there are traps designed to incapacitate or kill 
  any non-gnome who tries to enter the tomb – so 
  be careful. 
  Anything not covered here? Wing it. You’re a 
  judge after all. Be creative! 
  DM’s Note: 
  There are three possible outcomes for this 
  conversation. 
  1) Sure – let’s go hiking in the Kron! 
  Assuming the characters accept, Brindlesock will 
  pay for their meal and accommodations in Swan. 
  Remind the characters that they are only to take 
  the armor and weapons – nothing else. He then 
  departs for his patrol, leaving the characters to 
  prepare for their quest. Again, if the characters 
  
  Joren’s Tomb 
   
  Page 7 
  wish to explore the town – let them. Once they’re 
  ready, proceed to Encounter Two. 
  2) Nope, sorry – find it yourself.  
  The adventure ends if the characters decline his 
  offer. Fill out the Adventure Records and go prep 
  for your next mod. 
  3) You look rich. Give us your money, 
  gnomish scum! 
  In the extremely unlikely event the characters 
  attack Brindlesock, Drafner quickly summons the 
  Avgustin House Guard. The characters are 
  arrested, convicted of Assault, fined 50 gp each, 
  jailed for two (2) Time Units (not including any TUs 
  for this mod) and locked in pillory from sunrise to 
  sunset. Characters unable to pay the fine are 
  jailed for 1 additional Time Unit. Void any Influence 
  Points the offending characters have with the 
  Kron Hills Gnomes/Clan Keeleene. Fill out the 
  ARs, go prep your next mod, and mourn the state 
  of gaming today. 
  Brindlesock: Male gnome Rgr2/Ftr3.  
  Encounter 2: Joren’s Field 
  Once the adventurers are ready to go, they 
  proceed on their journey. 
  Quicker than you thought possible, adventure has 
  found you and you set off to locate Joren’s Tomb. 
  The Kron Hills south of Swan is a particularly hilly 
  swath of land, with narrow defiles, rocky terrain, 
  and hard scrub ground marking much of the area. 
  The hills, however, provide much in the way of 
  hiding places for a small band determined to 
  harass a much larger group of foes. Thinking back 
  over what Brindlesock told you about Joren’s 
  stand against the giant invaders of the past, you 
  can’t help but envision how used the land to harry 
  the giant army. 
  The days pass as you trudge through the hills and 
  enter the lower reaches of the Lortmil Mountains, 
  following the map you have been provided. It’s 
  clear that – unless you knew where to look for the 
  tomb, you could spend an eternity out here and 
  never find it. 
  Characters with the Tracking feat can make a DC 
  15 Survival check to discover some strange 
  impressions in the ground that could be tracks. 
  Rangers with favored enemy (giants) or favored 
  enemy (orcs) reduce the DC to 13. 
  Success in the check reveals that a small body of 
  orcs and giants passed through the area some 
  time ago, apparently in pursuit of something. 
  Making the check by 5 (DC 20, or DC 18 for 
  favored enemy (giant)) further reveals that they 
  were pursuing a very large giant-type creature. 
  There are not enough tracks for the characters to 
  follow them – but the fact that they are here at all 
  should cause some concern. 
  DM’s Note: 
  The mountain giant that participated in the siege 
  of Swan is under the control of the forces that 
  occupy Sheernobb and Tulvar.  However this 
  control is not complete – and occasionally it 
  breaks loose to wreak whatever havoc it can. The 
  giants and orcs are pursuing the mountain giant in 
  an attempt to subdue it. See Encounter 7 for more 
  info on this. 
  Encounter 3: Joren’s Tomb 
  You have been following the map for three days, 
  turning through the defiles of the Kron Hills and 
  hiking into the lower portions of the Lortmils. As 
  you come out into a small clearing, a sight 
  catches your eye. 
  Ahead of you, a small flight of stone steps 
  appears carved into the rock; the craftsmanship 
  appearing to be of high quality. Following the 
  steps up the mountain, your eyes rest on a carved 
  entrance into the rock. Two large pillars, carved 
  from the rock, flank the entrance, and a single 
  rune is inscribed above the archway.  
  This is the entrance to Joren’s Tomb – think of the 
  entrance to Mount Doom from the movie LORD OF 
  THE RINGS: RETURN OF THE KING, but with none of 
  the evil connotations. 
  Characters who speak Gnome or who make a DC 
  15 Decipher Script check can identify the rune as 
  a gnomish symbol typically used for tombs of 
  those who were accorded high honor. 
  Gnomes recognize that the structure, although 
  extremely well done, was not crafted by gnomish 
  hands. A DC 15 Knowledge (Architecture & 
  Engineering) 
  check 
  reveals 
  that 
  it 
  was 
  constructed by a skilled giant craftsman. This DC 
  drops to 10 when the characters actually enter the 
  
  Joren’s Tomb 
   
  Page 8 
  structure. Characters with stonecunning can also 
  learn this information. 
  Entering the tomb 
  The tomb descends some fifty feet into the 
  mountain. There are no light sources, beyond 
  what the characters bring. 
  Encounter 4: Joren’s Life 
  Entering the tomb, you are immediately impressed 
  with level of detail from whomever constructed the 
  tomb. Finely etched bas-reliefs are inscribed into 
  the walls on either side. 
  There are four panels of illustrations. 
  Panel 1 
  This panel shows an obviously young gnome 
  warrior wielding a battleaxe and facing down a 
  much larger ogre opponent. The ogre appears to 
  be raging and frothing at the mouth. 
  This panel is an illustration of an early event in 
  young Joren’s life as he single-handedly defeated 
  a powerful ogre barbarian.  
  Panel 2 
  This panel shows the same gnome, older now, 
  leading a small band of warriors against a group of 
  hill giants. 
  This panel illustrates Joren’s ability to command 
  as he leads a band of gnome warriors against a 
  group of hill giant marauders. 
  Panel 3 
  The same gnome in the first two panels is 
  depicted here, addressing a council of humans, 
  elves, and gnomes. In the background, a hill giant 
  can be seen. Unlike his kin in the second panel, 
  this hill giant appears pensive and thoughtful – 
  almost kind. 
  This panel illustrates Joren’s lesser-known skills at 
  diplomacy and negotiation as he addresses the 
  council in Guildren during the Giant Siege of CY 
  264. The hill giant, depicted in the background, is 
  Grobindar – the hill giant who helped the 
  defenders. 
  Panel 4 
  This panel shows the same gnome, older and 
  seasoned now, facing down a powerful looking 
  frost giant wielding a massive greatsword. The 
  gnome appears battered and bloody, yet resolute 
  in the face of his opponent. Nearby the gnome, 
  others can be seen engaging ogres and hill giants. 
  In the background, a small town can be seen on 
  top of a great bluff. Three small figures are etched 
  on top of the town, facing a huge giant holding a 
  boulder. The giant is about the throw the boulder. 
  The panel illustrates the final battle of the Giant 
  Siege as Joren faces down the frost giant leader 
  and the defenders of Guildren work to stop the 
  mountain giant. 
  Encounter 5: Joren’s Trap 
  Past the etchings, a small landing interrupts the 
  progress on the steps. Flanking the passage on 
  either side are two statues wielding battleaxes. 
  Ahead, past the statutes, is what appears to be an 
  iron door. This door has an image in bas-relief of 
  a gnome in full armor and wielding a battleaxe. 
  The statues are that of the gnomish god, Garl 
  Glittergold, as a Knowledge (Religion) DC 10 will 
  reveal. They are also trapped. 
  Trap: There is a pressure plate in the middle of 
  the passageway weighted for gnomes. Due to 
  their balance and weight distribution, gnomes will 
  not trigger the trap. 
  When the trap is triggered, the blades from each 
  battleaxe come cutting down on the poor soul who 
  tripped 
  the 
  trap. 
  Since 
  the 
  trap 
  involves 
  stonework, dwarves can discover the trap as well, 
  even if they are not rogues. 
  All APLs (EL 2) 
  Two Scything Blade Traps: CR 1; mechanical 
  trap; location trigger; automatic reset; Melee 
  attack +8 (1d8+2/x3); Search DC 21; Disable 
  Device DC 20. 
  Note: There are two traps – one from each 
  statue. They may be located by one Search 
  check, but require two separate Disable Device 
  checks to fully disarm the trap. If the trap is 
  discovered, but not disarmed – characters can 
  jump over the area by making a DC 10 Jump 
  check.  
  The trap continually resets unless disarmed. 
  
  Joren’s Tomb 
   
  Page 9 
  The door on the other side depicts Arund Joren in 
  the fullness of life. The iron door is really a double-
  door even though it is only 5-feet wide. It opens 
  outward from the middle and is not locked. 
  Iron Door: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28. 
  Encounter 6: Joren’s Rest 
  The double-doors open into a large octagonal-
  shaped chamber. Soft light illuminates the room 
  from the magically-created torches burning on 
  each wall, causing your shadows to flicker and 
  shift. To your right, a finely-crafted weapons rack 
  holds a gleaming battleaxe made of a silvery metal 
  as well as some other preserved equipment. On 
  your left, an armoring stand bears a suit of fine 
  mail and buckler, each made from the same 
  silvery material; and an apron – apparently spun 
  from gold. Next to the armoring stand rests a 
  simple wooden chest. 
  What commands your attention, however, is a 
  massive stone sarcophagus in front of the wall 
  opposite the door.  A pool of soft light from a shaft 
  in the ceiling illuminates it, complementing the 
  torchlight and revealing the bas-relief of a gnome 
  warrior - the same gnome warrior who has been 
  depicted on the walls and the door in this tomb – 
  Arund Joren. 
  This is it – Joren’s Tomb. Remember, the 
  characters are only to take the armor, nothing 
  else. 
  The chest is locked (DC 20), but not trapped and 
  contains a pile of gold coins.  
  The sarcophagus is sealed, but may be opened by 
  a DC 30 Strength check. Success reveals the 
  remains of a gnome wrapped in white cloth. Near 
  the skull is a holy symbol of Garl Glittergold (Joren 
  was very devout for a non-cleric) and a diary. This 
  diary recounts the events of the Giant Siege and 
  specifically mentions the involvement of Grobindar 
  Give the players Appendix II-History of the Shrine 
  of the Peacemaker (excerpt). Nothing else of 
  value is in the tomb. 
  Development: 
  Once the characters have gotten what they came 
  for, read the following. 
  As you prepare to leave, you feel some pebbles 
  and dust fall on your head from the ceiling. The 
  ground suddenly starts to buckle and shake. You 
  hear a rumbling sound as crashing boulders and 
  rocks fall into the passageway, blocking the exit 
  from the tomb. The avalanche lasts for several 
  moments before subsiding, though you can still 
  feel rumbling and shockwaves through the ground. 
  Something massive is nearby! 
  If any characters did not enter the tomb (perhaps 
  staying outside to keep watch), then they too feel 
  the shockwaves and see a massive landslide 
  cover the entrance to the tomb. 
  The quake is the result of the mountain giant 
  breaking free from its captors and hurling boulders 
  and other implements of destruction in an effort to 
  smite them. 
  Miraculously, the shaft above the tomb is still open 
  and leads one-hundred (100) feet to the outside. 
  Due to the quake, there are rough protrusions in 
  the shaft, providing characters with hand-holds 
  and places to get leverage.  
  Climbing up to the shaft from the floor requires a 
  DC 20 Climb check. Characters with rope and 
  grappling hook can make a DC 10 Use Rope 
  check to hook onto one of the protrusions with the 
  grapple. Once the characters get into the shaft, 
  it’s only a DC 5 Climb check to make it out. Be 
  sure to apply weight and armor check penalties. 
  Encounter 7: Joren’s Foes 
  As the last character climbs out of the shaft, read 
  the following. 
  The rumbling sounds continued to get louder and 
  louder as you climb through the shaft. As the last 
  of your group clears the shaft opening, you finally 
  get a clear view of the area.  
  The rocky outcropping on which you stand 
  overlooks a large canyon below. Steep cliffs lies 
  on either side to the north and south, but what 
  arrests your attention is what’s taking place in the 
  valley. 
  A giant, massive and huge like a lumbering 
  mountain, stands in the middle of the canyon, 
  opposite where you are at. As you watch, the 
  giant grabs a chunk of the rock wall and hurls it at 
  group of ogres and orcs below, scattering body 
  parts everywhere. Beyond the orcs and ogres, a 
  
  Joren’s Tomb 
   
  Page 10 
  group of warriors can be seen, though their race 
  cannot be determined. Flying about them, a figure 
  wrapped in robes and a cowled hood, directs the 
  forces. 
  As you watch, the cowled figure’s hands begin 
  moving in an arcane gesture and a volley of fiery 
  stones fly out from the outstretched hand, 
  streaking toward the giant and exploding in a 
  massive star-shaped pattern.  The impact rocks 
  the valley. The giant staggers backwards, colliding 
  with the canyon walls, and sending another 
  shockwave through the rock. 
  The sound of footsteps behind you draws your 
  attention from the conflict. Turning, you catch the 
  eyes of four orc warriors running up the side of 
  the canyon you are on. They appear just as 
  surprised to see you. 
  Notes: 
  The mountain giant is under the control of the 
  forces that occupy Tulvar and Sheernobb. Those 
  forces are commanded by the cowled figure 
  directing the battle. More is revealed about this 
  individual in VER4-07: Reunification and VER4-
  08: Wicked Three, but what is important at the 
  moment is that the cowled figure is trying to 
  recapture the giant, which has shaken off the 
  influences of the domination spells used to control 
  it. 
  It is extremely important that the character feel 
  they are grossly overmatched by these forces and 
  not attempt to engage them. Their priority should 
  be to escape. The orc warriors are merely a well-
  equipped scouting party, sent to observe from the 
  top of the battle. They did not expect anyone to be 
  here. 
  All APLs (EL 2) 
  Orcs (4): hp 5 each; see Monster Manual page 
  203.  These orcs are much better equipped than 
  ordinary orcs.  They wear masterwork chain shirts 
  (improving their AC to 14).  Their wicked falchions 
  are also masterwork (+5 to hit, 2d4+4/18-20 
  damage), and they carry masterwork mighty 
  composite (Str +3) longbows rather than javelins 
  (+2 to hit, 1d8+2/x3 damage).  They each carry a 
  handful of coins, as well. 
  Treasure: from looting the orcs. 
  All APLs: L: 442 gp; C: 8 gp; M: 0 gp. 
   
  Conclusion 
  By the time the characters defeat the orcs, the 
  mountain giant has been subdued and magically 
  transported back from whence it came. There is 
  no sign of any of the combatants beyond the two 
  orcs that the characters fought. 
  Possible Outcomes: 
  There two basic outcomes. 
  1) The characters try to keep the armor or sell 
  it off for cash. 
  If the characters attempt to sell off the armor or 
  keep it for themselves, they are arrested by 
  Avgustin House Guard, who have been told by 
  Brindlesock about the characters’ mission. The 
  characters are convicted of Theft, fined 200 gp 
  each and sent to the salt mines for five (5) Time 
  Units (not including any TUs for this mod). 
  Characters unable to pay the fine are jailed for 1 
  additional Time Unit.  
  2) The characters return the armor to 
  Brindlesock. 
  They are greeted by Brindlesock Joren at the 
  Swan’s Rest. 
  Brindlesock’s eyes widen at the sight of the 
  recovered armor and you can see the gleam of a 
  tear beginning to form. When he speaks to you, it 
  is with the hushed reverence one holding a 
  religious artifact. 
  “Thank you for what you have done. The sight of 
  this armor in battle again will rally our warriors in 
  the fight to reclaim our home. The gnomes will 
  always speak highly of you.” 
  If character’s mention seeing the mountain giant 
  and the forces arrayed against it, he is 
  immediately interested. 
  “This is incredible. Not only do you give the 
  gnomes renewed hope, you return with information 
  we have been trying for months to locate.” 
  And the adventure concludes. 
  Brindlesock rises and gestures to two gnomes 
  waiting nearby. They gently take the armor and 
  move to leave. Brindlesock turns back to you and 
  says, “You have done the gnomes a great service 
  this day. I hope that we meet again soon.” So 
  saying, he departs the Swan’s Rest Inn. Looking 
  
  Joren’s Tomb 
   
  Page 11 
  at each other, you can’t help but feel like you’ve 
  accomplished something of note – perhaps the 
  beginning of a great adventuring career. Time will 
  tell, but in the meantime, its time to enjoy the fruits 
  of your efforts. As Brindlesock departs, one of the 
  gnome barmaids approaches your table, bearing a 
  platter of drinks. Handing one to each of you, she 
  simply says “On the house.” 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 5: Joren’s Trap 
  Disable, bypass, or survive the traps: 
   
  All APLs 
  100 XP 
  Encounter 7: Joren’s Foes 
  Defeat the orcs: 
   
  All APLs 
  100 XP 
  Story Awards 
  Characters didn’t take anything but the armor: 
   
  All APLs 
  100 XP 
  Good roleplaying: 
   
  All APLs 
  150 XP 
  Total Possible Experience 
  450 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. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all 
  their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because 
  they are varied and because characters may want 
  to use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer 
  or similar spell to determine what the item does 
  and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy  
  C:  Coin, Gems, Jewelry, and other valuables  
  M:  Magic  
  Encounter 7: Joren’s Foes 
  From looting the orcs: 
  All APLs: L: 442 gp; C: 8 gp; M: 0 gp. 
   
  Maximum Possible Treasure: 
  450 gp  
   
   
  
  Joren’s Tomb 
   
  Page 12 
   
  Appendix I: Highlights of Swan 
  (special thanks to Terry Doner, Lorcan Murphy, Joshua O’Connor-Rose, and the citizens of Swan) 
   
  Willow Swan's Mansion and the Avgustin 
  House Guard Barracks 
  One of the largest structures in all of Swan was 
  the home to one of Verbobonc's most well known 
  adventurers. Calling upon the favors of merchants 
  and professionals that he had met during his 
  travels across the Flanaess, Willow Swan had 
  built his home, barracks for the Avgustin House 
  Guard, and the stables for his business, WS 
  Equines, into one structure. The entire complex is 
  in a 'U' shape, the center building being two 
  stories tall. It is longer than it is wide and the first 
  floor contains the offices and barracks of the 
  Avgustin House Guard. The second floor is 
  exactly the same size as the first floor by contains 
  Sir Willow Swan's personal residence. Sir Swan's 
  floor is divided into two parts. The first contains 
  his bedroom, two guest rooms, a small armory, 
  and a rather lavish library. The library contains 
  many books on military history and tactics. The 
  second part is for Sir Swan's personal followers. 
  There are three small yet private bedrooms for the 
  commanders, a large barrack style room for the 
  ordinary soldiers, and another small armory. 
  The other two parts of the 'U' shaped structure 
  contain the Avgustin House Guard armory/training 
  rooms and the WS Equines stables and offices, 
  respectively. WS Equines, while a new business, 
  is vigorously searching for horses of fine quality. It 
  was the hopes of Sir Willow that he may have 
  been able to eventually breed the finest war 
  horses in all of Verbobonc. If the stable master, 
  Bilo Longshank, was any indication, he would 
  have achieved his aims. Bilo is originally from 
  Keoland. He has trained and bred horses his 
  whole life. His maternal grandfather was the 
  master of horses to the King of Furyondy. He is a 
  short, squat man who walks with a decided limp. 
  When Bilo sits on a horse though, even elves 
  would be amazed at his grace. He is soft spoken 
  and was well liked by Sir Willow, as well as the 
  House Guardsmen. Currently he is unsure of his 
  status as no one has stepped forth to claim Sir 
  Swan’s inheritance. 
  The Family in Swan 
  A small home near one of the streams that is 
  around Swan is the home of Drebor. He came to 
  town a few months ago and got a job at the salt 
  mine. He seems to be nothing more than a 
  common worker with a below average intelligence. 
  The truth is something altogether different. Drebor 
  is the Battirovka Family's contact in Swan. His 
  home houses dozens of secret rooms and 
  compartments. These are used for housing the 
  Family's goods or for hiding the occasional 
  person. Drebor's job for the family is to keep them 
  posted on what the caravans that are coming to 
  and from the Kron hills are carrying. 
  A month ago, another member of the Family has 
  moved to Swan. Kuman the baker and his 
  daughter Alix have set up shop in town. Drebor 
  has contacted them and they are working together 
  for the goals of the Family. Whatever those may 
  be. 
  The Swan's Rest 
  The Swan's Rest tavern is a long structure, the 
  main door being in the center of one wall. Upon 
  entering you will see the bar on the opposite wall 
  from you. To both your left and right are tables and 
  chairs of varying sized (to accommodate all the 
  races that may stop in). It is well lit and clean. 
  Along one of the short walls is a stage, where on 
  many nights can be found Bell of the Silver Voice, 
  singing and dancing. The barkeep is Drafner, a 
  gnome of easy disposition. He readily greets one 
  and all as they enter. 
  His wife, Drusilla, is the cook. Her meals are plain 
  but good affairs. She has been known to come out 
  and berate a customer who does not finish their 
  plate. The Swan's Rest is known for its friendly 
  atmosphere. There has never been a night when 
  some members of both the Avgustin House Guard 
  and the Mounted Borderers were not present. 
  The Two Foot Traveler 
  The Two Foot Traveler is an eclectic collection of 
  converted older buildings and new construction to 
  join them. The results are hallways that bend at 
  unusual angles, and the occasional hallways that 
  the Halfling proprietor neglected to make easily 
  navigable to larger races. All of this makes a trip 
  
  Joren’s Tomb 
   
  Page 13 
   
  past the entry-ways of the various structures quite 
  the adventure, which is more than fitting to the 
  intent of the structure, which can be divided into 
  three major purposes: The Two Foot Traveler 
  tavern, Treats of the Two Foot Traveler, and the 
  Shrine to the owner's deity: Brandobaris, the 
  irrepressible halfling god of adventure. The 
  tavern's main room was formerly the town hall of a 
  previous incarnation of the community, and the 
  large open spaces of this structure have made for 
  an oversized common room with more than ample 
  room for travelers and townsfolk to socialize and 
  refresh themselves. There is an unusual amount 
  of seating available for smaller races, and in spite 
  of the Swan's Rest's accommodations to those 
  races, the great majority of the town's halfling 
  population is generally found at the 'Traveler, 
  whose bar is ably staffed by a pair of quick 
  halflings by the names of Fielo and Curtis. Off of 
  the common room are numerous hallways of 
  varying sizes, the smallest of which requires a 
  crouch by human sized patrons and leads 
  throughout the collection of buildings to various 
  halfling sized rooms, the Shrine of Brandobaris, 
  and to Treats'. Some conference rooms from the 
  old city-hall have been converted into storerooms, 
  rooms for rent to bigs', but mostly into a truly 
  massive kitchen that overflows out of the original 
  structure and across the intervening space into 
  the next building. 
  The next building over is the shop Treats of the 
  Two Foot Traveler, and is a much smaller affair, 
  aside from the massive kitchen shared with the 
  tavern. A young halfling girl by the name of Mindy 
  usually maintains the storefront. She is quite 
  popular with the younger halfling men around town 
  and quite unashamed to have them purchase the 
  stores wares for her so that she can more 
  guiltlessly indulge in her love of sampling the 
  pastries, candies, and baked goods sold therein. 
  Somewhere within the entire convoluted structure, 
  the halflings swear, is a Shrine to Brandobaris. 
  They steadfastly refuse to lead newcomers to the 
  shrine, insisting that finding the shrine is the best 
  form of offering to their recklessly traveling deity. 
  The Bejeweled Halls of Heironeous 
  This building is dedicated to the worship of 
  Heironeous the Invincible. This large chapel 
  features a polished stone altar, handsomely 
  finished pews and stained glass in the windows. 
  Fine candelabras rest in separate prayer alcoves, 
  and an elegant room with a wardrobe and large 
  desk allows the presiding cleric to prepare for 
  services in comfort. A supply closet holds extra 
  prayer texts, altar cloths, candles, and other 
  religious paraphernalia. There's also a small 
  dressing room for the cleric to prepare for 
  services in, and in here there's a wardrobe for 
  keeping religious garb and supplies. Up to 240 
  people can fit in here for service. Most distinctive 
  about the halls is that unlike the many austere 
  shrines and chapels to Heironeous in the 
  Viscounty, the Bejeweled Halls have been 
  decorated extensively using stained glass and the 
  precious stones that are Swan's primary export. 
  From any angle, the Halls catch the sunlight and 
  reflect it back in a brilliant blaze, especially the 
  Mailed Fist and Thunderbolts of Heironeous above 
  the main doubledoors, tiled in brilliant yellow and 
  gleaming white stones. 
  Inside the Minster is stored the Thunder Stone, 
  the first stone removed from the precious stone 
  mine in the town, which was itself discovered the 
  same day that the original Halls of Heironeous 
  were consecrated in the town. The Thunder Stone 
  is a local treasure, and reputed to be a gleaming 
  white stone the size of a man's head, shot through 
  with a streak of yellow with an unmistakable 
  resemblance to a thunderbolt. Father Joram, one 
  of the original inhabitants of the thorp of Swan and 
  member of a family residing in the area for untold 
  generations, tends to the stone and says regular 
  masses here, though he leaves the training of 
  warriors to other able defenders of the town. 
  Adjacent to the Minster is the reason that those 
  who mistake the beauty of the minster for 
  weakness have been disappointed. Would-be 
  warriors 
  of 
  the 
  Heironean 
  faith 
  from 
  the 
  surrounding countryside often train in a nearby 
  yard under the tutelage of the numerous Paladins 
  and other warriors of the Invincible native to the 
  town. 
  The Oaken Shrine 
  Constructed, no doubt, as a Cuthbertine answer to 
  the Shrine of the Peacemaker, the Oaken Shrine 
  is in some sense a more lavish structure, if only to 
  the extent that the two faiths can compete in 
  lavish austerity. The shrine itself is housed within 
  a tall single story structure constructed entirely of 
  oak, and polished to a high loss regularly by the 
  faithful. The building is almost entirely without 
  windows near the ground level, but being taller 
  than an ordinary single-story building, much of the 
  
  Joren’s Tomb 
   
  Page 14 
   
  upper parts of the walls are given over to stained 
  glass windows depicting battles with the Hordes of 
  Elemental Evil and the Cuthbertine warriors and 
  priests present at the battle. Inside, the building is 
  a deliberate chamber of echoes for the praise of 
  Saint Cuthbert, protector of the people of 
  Verbobonc, although it is reputed that should 
  someone dare to speak against the Saint within 
  the structure, the walls will silently consume their 
  words and offer no amplification to them. Within 
  the Sanctuary of the structure is the Chalice of 
  Harim of the Ironwood, a minor relic of the 
  Verbobonc 
  Cuthbertine 
  faith. 
  Harim 
  of 
  the 
  Ironwood was a martyr of the Cuthbertine faith 
  who fell in battle against the Hordes of Elemental 
  Evil and whose body was never recovered. The 
  chalice is reputed to be the cup from which he 
  drank before going forth into the battle where he 
  fell. 
  Moschatel's Library 
  The local library is exactly the sort of proper and 
  serious structure that one would expect of a major 
  library, looking precisely like a mansion, only filled 
  with books. This appearance is largely due to the 
  fact that the structure was originally a family 
  mansion, belonging to one of the original families 
  of the area, whose sole living descendant is 
  Moschatel the Sage. A voracious reader and 
  something of a kleptomaniac, the old sage has 
  hidden away an alarming number of books 
  throughout the numerous drawing rooms, dining 
  halls, guest bedrooms, and even the very hallways 
  of the structure, mostly in an organizational 
  pattern that is entirely arcane to those who are 
  not Moschatel himself. 
  He has let out one of his larger rooms that were 
  not yet filled with books to resident members of 
  the Wrinkle Academy, wherein is housed a 
  Research Laboratory for all manner of arcane 
  inquiry. Though he has never visited this part of 
  the house in any other person's presence, and 
  never been seen to cast a spell, the old 
  academician has, through massive accumulation 
  of tomes and the presence of such a laboratory 
  within his home, earned something of a reputation 
  as a wizard, which he steadfastly disavows, 
  claiming that his only divinations chart the course 
  of the stars in the heavens. 
  Somewhere within the large structure must be the 
  personal quarters of the old man, but none in town 
  who admit to it have been to such a place. Largely 
  owing to the enormous number of old and obscure 
  reading to be had within the structure, the Wrinkle 
  Academy has begun preliminary talks with the 
  sage for him to organize his libraries in a fashion 
  more typical of a professional library, and open his 
  doors further to wizards and the like. Due to the 
  results thus far of consulting with wizards, as well 
  as a stubborn resistance to the task of organizing 
  his books, these talks have yet to bear fruit. 
  Nonetheless, for a minor fee and a pastry from 
  'Treats', Moschatel will occasionally locate some 
  obscure 
  piece 
  of 
  lore 
  for 
  a 
  traveler 
  or 
  Academician, and often receives visitors for this 
  purpose. Moschatel is the most promising 
  resource in town for any person wishing to explore 
  the history of the area, as this is a special area of 
  research for him, and he has sent numerous 
  reports and letters on the subject to the Baron 
  Avgustin. 
  The Salt Mines 
  The salt mines were the primary reason for the 
  lingering population of the area prior to the recent 
  population explosion, and most of the locals are 
  miners by trade. Work in the salt mines is hard 
  and exhausting, but the hardy folk of the region 
  largely still ply their historical trades, and resist 
  moving to the silver mines and particularly the 
  motions of a certain local constable to make 
  forced labor in the Salt Mines a punishment for 
  criminals in the area. 
  The Joram Silver Mines 
  Established by Rolan Joram in 592, the Joram 
  Mines were opened by an earthquake in the spring 
  of that year. Much of the Joram family in the area 
  and Viscounty at large pooled their wealth and 
  leveraged their assets in order to hire outside 
  labor and bring the mines into production. 
  To this day, the mines are largely worked by 
  newcomers to the town, with locals either 
  preferring to stick with their experience in salt 
  mining, or somehow being discouraged from taking 
  work 
  in 
  the 
  silver 
  mine. 
  Owing 
  to 
  his 
  disproportionate wealth as a result of profits 
  extracted from the mines, Rolan Joram declared 
  himself acting mayor of the thorp in late 592 CY. 
  As a result of the town's explosive population 
  growth, Baron Avgustin and representatives of the 
  Viscount challenged this claim, and elections were 
  held, resulting in the appointment of Sir Willow 
  Swan as mayor of the town. 
  
  Joren’s Tomb 
   
  Page 15 
   
  The Jewel Mines 
  At the beginning of the year (593CY) as the Hall of 
  the Holy Knight was being consecrated, a miner 
  opened a passage out of the Joram Mines into a 
  new set of water caverns, within which were a 
  variety of veins of precious stones. The worker, a 
  Heironean, 
  ran 
  immediately 
  to 
  inform 
  the 
  congregation, and the Jewel Mines have been 
  viewed as a sign of Heironeous' providence to the 
  present. Not yet fully explored, a tunnel and shaft 
  from the existing caverns has been run out into a 
  seperate entrance into the mines, and work 
  continues apace. The mines are presently held in 
  public trust, leading to some bad blood with Rolan 
  Joram. 
  The Shrine of the Peacemaker 
  The History of the Shrine of the Peacemaker is 
  really a history of the town of Guildren and, later, 
  Swan. 
  Build 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 
  adventures 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. Traveling 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 the 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 
  
  Joren’s Tomb 
   
  Page 16 
   
  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 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. Grobinder, 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. 
  
  Joren’s Tomb 
   
  Page 17 
   
  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 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, 
  obstensibly, 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 
  
  Joren’s Tomb 
   
  Page 18 
   
  attracted to the principles of peace and reason. 
  For the first time since 448, the shrine is almost at 
  its state of former glory. 
  
  Joren’s Tomb 
   
  Page 19 
   
  Appendix II: The Shrine of the Peacemaker (excerpt) 
  The History of the Shrine of the Peacemaker is 
  really a history of the town of Guildren and, later, 
  Swan. 
  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 
  
  Joren’s Tomb 
   
  Page 20 
   
  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 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. 
  
  Joren’s Tomb 
   
  Page 21 
   
  DM Aid 
  DM’s Map of Joren’s Tomb 
   
   
  
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