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.  
   
  VER4-09  
   
   
   
   
   
   
   
  Wicked Three 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
   
  by Ron Lundeen 
  Circle Edit: Tim Sech 
   
   
  A dryad in the Gnarley Forest has learned a powerful prophesy that speaks of the evil operating in the Viscounty.  She 
  seeks an escort away from her home, so she can give the prophesy to an old friend…Viscount Langard.  A one-round 
  adventure for APLs 2 to 8. 
   
  
  Ver4-09 Wicked Three 
   
  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 
  
  Ver4-09 Wicked Three 
   
  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 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score: 
   
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  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. 
   
  Areas of Influence 
   
   
   
   
  This adventure allows the use of the following influence 
  points for purposes of the Verbobonc Influence 
  document: Viscount Langard, Noble Houses (all), 
  Council of Abbots (all), Gentlemen of the Watch, the 
  Wrinkle Academy, the Family, and any Gnarley Forest 
  Influence. 
   
  Adventure Background 
   
  After the Greyhawk Wars, Iuz the Evil sent three agents 
  undercover into the realm of Verbobonc.  These three 
  agents have been behind much trouble in the region 
  since the Living Greyhawk Campaign began.  One is a 
  hooded woman who leads the giant invasion of the Kron 
  Hills.  The other is a master of disguise, impersonating 
  one of the Nobles of Verbobonc.  The other is a dwarven 
  assassin.  The first two villains are the focus of other 
  Verbobonc scenarios.  This scenario focuses on the 
  activities of Obmi, Iuz’s dwarf assassin in Verbobonc. 
   
  Obmi has led a colorful and evil career in the service of 
  Iuz.  He is old but a still-powerful fighter/rogue/assassin. 
   His beard is gray and he wields a powerful magical 
  
  Ver4-09 Wicked Three 
   
  Page 4 
  hammer.  Obmi has a tendency to mock his victims 
  before killing them, and he has very little patience. 
   
  Many forces of good have arrayed themselves against 
  Iuz’s machinations.  One of these has imparted a 
  prophecy about the three evil agents (called the Wicked 
  Three, or Old Wicked’s Three) to a dryad in the Gnarley 
  Forest.  This dryad, named Elespeth, befriended Viscount 
  Langard during his days living in the Gnarley Forest 
  years ago.  Both Elespeth and Langard occasionally think 
  about their friendship, but they haven’t seen each other 
  in years.  Each assumes the other has forgotten their 
  once-close relationship.  In this scenario, the characters 
  will escort Elespeth from the Gnarley Forest to Viscount 
  Langard, in order to inform him of the prophecy she 
  bears. 
   
  Roleplaying Elespeth: Elespeth the dryad is in a sad 
  situation.  She is normally a curious, fun-loving tree-
  spirit, but is bearing the heavy weight of the prophesy 
  that she sees everywhere she looks.  When the prophesy 
  overcomes her, as it does several times a day, it leaves her 
  feeling weak and scared.  Elespeth calls her prophecy 
  “The Message.”  She’s unsure where it comes from, but 
  she is absolutely convinced that it is true.  She should be 
  roleplayed as manic-depressive: gleefully happy and 
  curious one minute, but sad and confused when she sees 
  something to remind her of the Message (which could be 
  patterns in the clouds, a stand of trees, or the patterns in 
  the hide of an animal).  Anything that shows up in 
  “threes” is likely to send her into her gloomy state, as 
  well.  Furthermore, whenever anyone begins the 
  Message with “I see…”, she recites the entire Message 
  without stopping.  When happy, she is curious about the 
  world away from her tree (“A ‘road’?  What’s that?  What’s 
  it for?”  “The world just seems to go on and on…why is it 
  so big?”) and a little bit flirty with high-Charisma male 
  PCs. 
   
  Power of the Message:  Elespeth bears a message of 
  importance to deliver to Viscount Langard.  Whether this 
  message comes from Ehlonna, the Oak Father, or another 
  mystical source entirely isn’t clear.  The mystical source 
  strongly opposes Iuz and his minions, and has imparted 
  (or cursed) Elespeth with the Message.  This also gives 
  Elespeth two powerful abilities: for the three days of the 
  full moon, Elespeth will not sicken if taken away from 
  her oak.  Also, during that time, she can transport via 
  plants one time (caster level 6th).  Elespeth will use this 
  ability to return to her oak at the end of the three days of 
  the full moon, so she doesn’t die. 
   
  A note on Elespeth’s help:  If necessary, Elespeth can 
  use her spell-like abilities to help the characters in 
  combat.  This shouldn’t be done lightly, however, since it 
  isn’t fair for an NPC to be shouldering much of the duty 
  in combat.  Elespeth will only intervene if the characters 
  ask her to, and if she thinks there is great need.  In any 
  combat where Elespeth is a big help, award only half XP 
  for that encounter. 
   
  Adventure Summary 
   
  As the characters explore the Gnarley Forest, they come 
  upon the dryad Elespeth.  She bears an important 
  message that she feels compelled to give to Viscount 
  Langard, and has been granted the ability to leave her 
  tree.  The characters escort her to Verbobonc City. 
   
  Along the way, the characters encounter river alligators, 
  and innocent travelers along the River Road to 
  Verbobonc City.  Before they arrive at Verbobonc City, 
  the characters are attacked by agents of Obmi, the 
  Hammer of Iuz.  Obmi threatens them by letter but, 
  fortunately for the characters, he is called away before he 
  can attack them in person. 
   
  Once the characters arrive in Verbobonc City, they must 
  use their connections or their wits to locate Viscount 
  Langard.  He is attending services at the Temple to St. 
  Cuthbert, along with Bishop Haufren.  Doppleganger 
  infiltrators (more agents of Obmi) take the opportunity 
  to defeat Elespeth and the characters.  By defeating these 
  infiltrators, the characters prove themselves before 
  Viscount Langard and the Church of St. Cuthbert, and 
  allow Elespeth to deliver her message to Viscount 
  Langard. 
   
  Before Play 
   
  Have the players introduce their characters to each other; 
  they have been traveling together for a day or two.  They 
  have been hunting orcs together, without success, in the 
  Gnarley Forest for the past day. 
   
  The characters left on their expedition from the town of 
  Eglath.  If any character has Influence with the Peasants 
  of Eglath (from VER3-05 Something’s Rotten in Eglath), 
  then the alchemist Dalerond has given that character a 
  vial of antitoxin, a sunrod, and a thunderstone, in hopes 
  they come in handy.  Add these items directly to that 
  character’s MIL; they do not count toward the gp cap of 
  this scenario.  Other characters are given only hearty 
  thanks and best wishes from the earnest townspeople of 
  Eglath. 
   
  
  Ver4-09 Wicked Three 
   
  Page 5 
  This scenario begins fairly early on the first day of the full 
  moon; keep careful track of the passage of days in this 
  scenario. 
   
  Encounter One: 
  Elespeth the Messenger 
   
  Not a single orc. 
   
  Two days ago, your group answered a call from the 
  hard-working commoners of Eglath, a small town on 
  the Low Road near the Gnarley Forest.  Some of them 
  had seen orcs moving around in the woods.  Orcs are 
  common in the Gnarley Forest, but not so near the 
  edges of that deep wood. 
   
  As brave and aspiring adventurers, the group of you 
  agreed to look into the orc movements.  Now, a day 
  later, you have scouted deeper and deeper into the 
  Gnarley, without seeing a single orc.  (If any character 
  in the group has the Track feat, add: Your tracker(s) 
  assure you there are signs of recent humanoid 
  activity, but nothing in the past few hours.) 
   
  Bright sunlight in the forest ahead marks the 
  presence of some form of clearing.  An enormous oak 
  tree blocks your vision, but you hear some animal 
  noises in the clearing.  Perhaps there will be clues 
  there. 
   
  Allow the characters to make any sort of preparations 
  they’d like before moving forward into the clearing.  A 
  DC 15 Listen or Knowledge (nature) check reveals the 
  “animal noises” are insects, crows, and other small 
  carrion-eaters. 
   
  In the clearing are the remains of an orc camp, with tents 
  and supplies for about forty orcs.  The forty orcs are also 
  here, but all of them are dead.  They have been dead for a 
  few hours, and are just starting to smell.  Forest 
  scavengers and insects are only now beginning to 
  discover the bodies (these creatures are the source of the 
  noise). 
   
  In the center of the carnage stands a small, elf-sized 
  woman with green eyes and rich brown skin.  Her 
  hair spreads like a crown of leaves above her head.  
  She’s looking around at all the bodies, as though 
  confused. 
   
  This woman is a dryad named Elespeth (show her picture 
  from Appendix Four).  Her oak is the large tree blocking 
  the view of the clearing.  She is currently in the throes of 
  the Message, and she does not notice the arrival of the 
  characters.  When the characters make themselves 
  known to her, she gives a terrified jump.  Her first words 
  to the characters are the Message; read Player Handout 
  #1.  Elespeth can repeat her prophecy upon command, so 
  you can give the handout to the players if they’d like to 
  hear her repeat it. 
   
  Elespeth’s story: About a week ago, a small bird came to 
  Elespeth’s tree, with a message from the Oak Father.  The 
  Oak Father is an ancient, powerful fey force in the 
  Gnarley, and all the dryads venerate him.  He told 
  Elespeth that she should watch the clouds for signs about 
  an old friend.  Elespeth was looking at the clouds the 
  next day, and she saw the Message in the patterns of the 
  clouds.  Now she sees the Message everywhere, and she’s 
  consumed with the desire to give the message to 
  Viscount Langard in Verbobonc City.  She’s not sure how 
  to get to Verbobonc City, however, since she’s never left 
  the area around her tree.  She knows that the Message 
  has given her the power to leave her tree, and to return to 
  it, but only for the three nights of the full moon. 
   
  Four days ago, a gang of orcs came into the clearing, and 
  started to make camp.  Elespeth hid in her tree, waiting 
  for them to go away.  Elespeth knew she would have to 
  leave when the full moon came, and didn’t like to think 
  about sneaking off through an orc camp.  Then, last 
  night, Elespeth heard the sounds of fighting and orcs 
  screaming.  This morning, she came out of her tree, to 
  find all of the orcs killed.  She’s not sure why. 
   
  Examining the Corpses: A DC 10 Heal check reveals 
  that all of the orcs are dead from a single bludgeoning 
  blow, like from a warhammer.  A DC 15 Heal check 
  reveals that each orc was slain by a single hit to the skull, 
  face, or back that ruptured a vital artery and killed within 
  seconds.  Any character with the sneak attack ability can 
  confirm that the attacker was probably an exceptionally 
  skilled rogue.  The killer left no tracks that can be 
  followed into our out of the clearing. 
   
  If the characters want to loot the camp, they can find a 
  few masterwork axes and several loose coins.  A DC 25 
  Search check reveals that the killer didn’t take anything 
  of value from the orcs. 
   
  What Happened Here: Days ago, Old Wicked’s Three 
  received word from Iuz himself that someone in the 
  Gnarley Forest is capable of revealing his three agents in 
  Verbobonc.  Magical divinations indicated the location of 
  this prophet (this clearing), but the nature of the prophet 
  was shrouded and unknown.  Obmi, the dwarf assassin, 
  was dispatched to deal with this threat.  When he came 
  
  Ver4-09 Wicked Three 
   
  Page 6 
  upon the clearing last night, he assumed the orcs were 
  involved, and killed every one of them.  Obmi made a 
  mistake; the orcs had no idea about the prophecy, and the 
  dryad was safely within her tree at the time, so Obmi 
  didn’t know she was there.  By now Obmi has realized his 
  mistake, but he’s already left the Gnarley Forest for other 
  evil activities in Verbobonc City. 
   
  All APLs 
  � Elespeth the Dryad: hp 18; see Monster Manual. 
   
  Development:  Elespeth won’t come out and ask for help 
  getting to Verbobonc City, but she makes it clear she 
  doesn’t know the way and is afraid of a long journey.  A 
  DC 10 Sense Motive check will reveal that she is afraid, 
  yet committed to delivering what she thinks is an 
  important message. 
   
  If the characters express disbelief that the Viscount will 
  take the time to see a fey creature, Elespeth hints that she 
  knows Langard from his long-ago days in the Gnarley 
  Forest.  A DC 15 Sense Motive check will reveal that 
  Langard and Elespeth were much closer friends than 
  Elespeth is letting on. 
   
  Since the coming night will be the first night of the full 
  moon, Elespeth is ready and anxious to leave 
  immediately. 
   
  Treasure 
  Search the orc camp for loot. 
  All APLs: L: 59 gp; C: 8 gp; M: 0 gp. 
   
  Encounter Two: 
  Full Moon Journey 
   
  DM Map #1 shows the likely route of travel for this 
  journey; it is unlikely at these APLs that the characters 
  have any form of teleportation magic or speedy overland 
  travel.  If they do, and wish to go right to Verbobonc City, 
  skip ahead in this scenario to whatever point they’d like 
  (but realize that they’ll be missing out on the experience 
  of travel). 
   
  From Elespeth’s tree to the River Road is 10 miles. The 
  first two miles are through the Gnarley Forest, and then 
  the characters have to cross Imeryds’ Run, a wide and 
  slow river.  The remaining trip to the River Road is a 
  lightly-forested, civilized area.  Farmhouses are common, 
  and most people here owe fealty to Lord Drenton Vaswell 
  or Lord Milinous (technically, though, this land belongs 
  to neither noble.  It belongs to the Viscount). 
   
  Once on the River Road, the characters have a 30-mile 
  trip to Verbobonc City.  The River Road (sometimes 
  called the Low Road) is well-traveled and quite pretty.  It 
  follows the mighty Velverdyva River for most of the trip. 
   Barge traffic up and down the Velverdyva is common. 
   
  This journey is usually easy and safe, but the characters 
  are on a very tight time limit.  They have only three days 
  to reach Verbobonc City.  If they take longer than that, 
  Elespeth will not have the time to transport via plants 
  back to her oak before she sickens and dies.  Elespeth will 
  have to return to her oak at dusk on the third day of this 
  scenario. 
   
  Here are some common things to keep in mind when 
  planning out the party’s journey: 
   
  • 
  The adventure begins in the morning of the first 
  day of the full moon.  It is still early, unless the 
  characters spent an unusually long time 
  examining the orc camp and talking with 
  Elespeth.  
  • 
  Keep in mind that the party moves as fast as its 
  slowest 
  member, 
  and 
  that 
  excessive 
  encumbrance will slow movement. 
  • 
  Even if the characters own mounts, they left 
  them in Eglath, as the Gnarley Forest is often 
  thick and twisted with undergrowth.  Going to 
  Eglath to get them will take them five miles out 
  of their way, and five miles back again. 
  • 
  Overland movement rules are found on page 
  164 of the Player’s Handbook, and have been 
  used to compute the following: 
   
  � A character moving at a speed of 30 feet 
  will take 80 minutes to get out of the 
  Gnarley Forest (this is considered trackless 
  forest).  Once the characters have crossed 
  over the River Road, they have another 38 
  miles to travel, at 3 miles per hour. 
  � A character moving at a speed of 20 feet 
  will take 2 hours to get out of the Gnarley 
  Forest (this is considered trackless forest).  
  Once the characters have crossed over the 
  River Road, they have another 38 miles to 
  travel, at 2 miles per hour. 
  � A character moving at a speed of 15 feet 
  will take 2 hours and 40 minutes to get out 
  of the Gnarley Forest (this is considered 
  trackless forest).  Once the characters have 
  crossed over the River Road, they have 
  another 38 miles to travel, at 1-1/2 miles 
  per hour. 
  
  Ver4-09 Wicked Three 
   
  Page 7 
   
   
   
  The travel through the Gnarley Forest is without 
  incident, other than Elespeth marveling at every new 
  thing she sees. 
   
  Encounter Three: 
  Across the Run 
   
  Once the characters break free of the Gnarley Forest, 
  read: 
   
  The Gnarley Forest has thinned out noticeably in the 
  last half hour, and now you have come to its western 
  edge.  You stand atop a grassy hill, descending forty 
  yards to Imeryds Run.  The river is wide and slow, but 
  dark.  Rushes grow high on either side of the Run, 
  and large insects buzz in the air.  You look north and 
  south along the Run, looking for pirates that are 
  rumored to ride Imeryds Run, but there is no sign of 
  life. 
   
  Use DM Map #2 for this Encounter.  The characters are 
  free to cross the river with Elespeth however they can.  
  The most common method will be swimming.  As the 
  Run is slow-moving, the Swim checks to navigate it is 
  only a DC 12. 
   
  Elespeth marvels at the river, as it’s more water than she’s 
  ever seen in one place.  She asks the characters what a 
  river is, and what it’s for.  Once the characters explain 
  that they have to cross it, she simply uses tree stride to 
  cross. 
   
  Have characters with Knowledge (nature) or Knowledge 
  (local: Velverdyva Trade Route) make a DC 15 check.  If 
  they succeed, they remember that Imeryds Run is 
  infamous not only for pirate traffic, but for crocodiles.  
  True to form, large crocodiles lurk in the water here. 
   
  If the characters look for danger, have them roll Spot 
  checks, with a +2 bonus if they are looking specifically 
  for crocodiles in the water.  There is also a -1 penalty to 
  Spot checks per 10 feet of distance between the 
  characters and the crocodiles.  The DC to spot crocodiles 
  is 31, and the DC to spot giant crocodiles is 25 (they are 
  taking 10 on their Hide checks). 
   
  The characters may go upstream or downstream, but they 
  will only discover other crocodiles instead. 
   
  APL 2 (EL 4) 
  � Crocodiles (2): hp 22 each; see Monster Manual. 
   
  APL 4 (EL 5) 
  � Crocodiles (3): hp 22 each; see Monster Manual. 
   
  APL 6 (EL 7) 
  � Giant Crocodiles (3): hp 59 each; see Monster 
  Manual. 
   
  APL 8 (EL 9) 
  � Giant Crocodiles (6): hp 59 each; see Monster 
  Manual. 
   
  Tactics: These crocodiles move to attack the second 
  person to enter the water.  If it looks like no characters 
  are going to enter the water (the characters are using 
  jump or fly spells, or the like), they come out of the water 
  to attack the last person remaining on the east side of the 
  Run.  These crocodiles are ferocious, but not very 
  committed.  A crocodile tries to flee underwater if 
  reduced to 10 hit points or less, or if it grabs a character.  
  The crocodiles will not attack Elespeth under any 
  circumstances. 
   
  Once the characters have successfully crossed Imeryds’ 
  Run, they have eight leisurely miles of cross-country 
  travel before reaching the River Road.  Go on to 
  Encounter 4. 
   
  Encounter Four: 
  River Road Travelers  
   
  This encounter is a free-form roleplaying encounter, 
  designed to introduce the characters to a few groups 
  traveling the busy River Road.  These encounters are not 
  entirely valueless, however, as they can provide the 
  characters with aid or interesting information. 
   
  Troubleshooting: If Time Runs Out 
  If the three nights of the full moon pass, and 
  the characters have not yet made it to the 
  Temple of St. Cuthbert in Encounter Eight, 
  Elespeth will head for the nearest tree and 
  transport via plants back to the area around 
  her oak. Before she goes, she will repeat the 
  Message to the characters as often as they 
  need, to help them memorize it.  She begs 
  them to take the Message to Viscount 
  Langard.  Once Elespeth is forced to return 
  home, the rest of the scenario plays out as 
  written (but without Elespeth, obviously). 
  
  Ver4-09 Wicked Three 
   
  Page 8 
  Unless they’ve taken pains to hide her, Elespeth is an 
  unusual sight, and these travelers take notice of her.  
  Even if disguised, Elespeth tries to strike up a 
  conversation with any group of travelers, which could 
  make the characters nervous. 
   
  This encounter should last as long as you and the 
  characters have fun with it. 
   
  Pilgrims 
  (Note: this group is the most significant to the plot, as 
  they reappear in Encounter Nine.) 
  Seven pilgrims are making their way from Dyvers to 
  Verbobonc City.  They are all worshippers of St. 
  Cuthbert, and are excited to see the Temple there. Five of 
  them are human, one is a half-elf, and one is a dwarf.  All 
  are male.  The leader of this band is one of the humans, a 
  stern man named Helfas Dorik. Helfas bears an oaken 
  club that he does not hesitate to use on anyone who 
  disparages St. Cuthbert.  The dwarf, Brottor, is another 
  cleric and as gruff as Helfas.  The other five men are 
  commoners, and much more likely to be pleasant to 
  strangers.  Since this group is traveling in the same 
  direction as the characters, they might spend several 
  hours with them until the pilgrims stop to take a long 
  rest and prayer break, and the characters move on ahead.  
  If the characters are wounded and get along with these 
  pilgrims, Helfas and Brottor will heal them at no charge. 
   
  All APLs 
  � Helfas Dorik: male human Clr5 (St. Cuthbert): LN; 
  Spot +8, Sense Motive +6. 
  � Brottor: male dwarf Clr3 (St. Cuthbert): LN; Spot +4, 
  Sense Motive +4. 
  � Other Pilgrims (5): male human Com2: LN or LG; 
  Spot +2, Sense Motive +2. 
   
  Farmers 
  Five farm children are bringing the very best of their 
  crop in from local farmsteads to Verbobonc City for sale.  
  There are three teenage boys, and a married couple (who 
  are older teenagers), Anders and Sophia.  All but one of 
  the youths are human; the fifth is a large, stout halfling.  
  In theory, Anders and Sophia are supposed to be 
  chaperoning the other three boys, but all five youths are 
  very excited about seeing the “big city.”  They have 
  begged their parents for months to let them go, and saved 
  up their silvers for three days in town.  The youths drive a 
  wagon heavily laden with fine wheat and turnips.  
  Although Anders and Sophia are pleasant enough, the 
  other boys are rowdy and obnoxious.  These boys will 
  happily flirt with any female characters, or with Elespeth. 
   
  � Farm Youths: male and female Com1: NG or N; Spot 
  +3, Sense Motive +1. 
   
  Actors 
  While the characters are stopped for a meal or rest, a 
  group of actors headed to Dyvers passes them on the 
  road, and asks them to stop.  There are three actors in this 
  group: a male human named Coster, a female human 
  named Faytey, and a female dwarf named Bregga.  They 
  want to practice a short skit they’ve been working on 
  while walking and they beg the characters for ten 
  minutes while they perform a quick rehearsal.  Coster 
  puts on a fake beard and Bregga wraps up in a black cloak. 
   The play is about a dwarf trying to sneak in and kill the 
  aged and feeble Baron Avgustin (played by Coster), but 
  Baron Avgustin’s brave kitchen maid chases off the dwarf 
  with a frying pan.  The play is actually quite funny, and 
  the actors are very good.  Knowing about Elespeth’s 
  prophesy, the characters may think this performance is 
  ominous or portentous, but it’s just coincidence.  
  Elespeth, if she watches the performance, is more and 
  more alarmed, and becomes terrified of the actors.  She 
  won’t want anything to do with them. 
   
  Actors: male and female Exp3: NG or N; Perform (acting) 
  +10, Spot +5, Sense Motive +8. 
   
   
   
  Other Encounters 
  Feel free to add other roleplaying encounters if time 
  permits, such as a party of adventurers, a patrol of 
  Mounted Borderers, or a noble traveling with his or her 
  entourage. 
   
  When the characters are spending their last night on the 
  road before reaching Verbobonc City, move on to the 
  next Encounter. 
  A Clever Ruse 
  If one of the players at your table is playing a 
  dwarven male, take him aside at some point 
  during these roleplaying encounters.  Make 
  sure the other players see you do it.  Once 
  you get him aside, make up some reason for 
  doing so: either his character thought he 
  heard the voice of a friend just around a bend, 
  or he had to relieve himself.  It turns out that 
  the distraction was entirely harmless. 
   
  Once the characters get the Letter in 
  Encounter Six, they may suspect that you had 
  some ulterior motive for taking the dwarf 
  player away. This may create suspicion 
  among the characters, which can incite some 
  fun roleplaying. 
  
  Ver4-09 Wicked Three 
   
  Page 9 
  Encounter Five: 
  Attack in the Night 
   
  This Encounter happens on the characters’ last night on 
  the road before reaching Verbobonc City. They should be 
  alone, and outside (either the inns are too far apart right 
  at this point on the River Road, or they are already full of 
  guests). 
   
  The Attack: Note the watch order of the characters.  As 
  soon as there are two or less creatures or characters on 
  watch (including animals), the chokers attack.  If there 
  are at least three creatures on watch on every watch, the 
  chokers attack just before dawn (on the last watch).  
  Anyone on watch should make DC 20+APL Spot and DC 
  16+APL Listen checks.  Success on either check lets the 
  watcher act during the surprise round. 
   
  APL 2 (EL 3) 
  � Choker: hp 16; see Monster Manual. 
   
  APL 4 (EL 6) 
  � Chokers (3): hp 16 each; see Monster Manual. 
   
  APL 6 (EL 7) 
  � Chokers (4): hp 16 each; see Monster Manual. 
   
  APL 8 (EL 9) 
  � Advanced chokers, 6HD (4): hp 45 each; see 
  Appendix 1. 
   
  EL Note: The EL of this encounter has been increased by 
  1 to reflect the advantages of a night attack by the 
  chokers. 
   
  Tactics: These creatures start 30 feet away from any 
  characters on watch.  On the surprise round, the chokers 
  move up and attack the watchers (thanks to their 
  Quickness ability).  They intend to silence characters on 
  watch by choking them, and then constricting them to 
  death.  If they succeed, they will choke the rest of the 
  characters to death while they sleep. 
   
  Development: These creatures have all been collected 
  and trained by Obmi, the dwarf assassin. Normally, 
  chokers live underground and hunt alone.  Any character 
  who makes a DC 13 Knowledge (nature) or Knowledge 
  (dungeoneering) check will know that this is a highly 
  unusual attack for chokers; they are likely working for 
  someone (or something) else. 
   
  The rest of the night passes without incident; move on to 
  the next Encounter. 
  Encounter Six: 
  A Friendly Letter 
   
  Early the next morning as you travel down the River 
  Road, you reach a section of the road that comes quite 
  near the Velverdyva River.  A single Rhennee 
  boatman is poling his small barge into a shallow 
  section near the shore, and at the same time is waving 
  wildly to you. 
   
  If you’d like, you can draw out the road, river, and barge 
  on the battlemat.  There is no combat here, but the 
  players might appreciate a map of the layout (plus, it will 
  keep them on their toes; players always expect a fight 
  whenever you draw on the battlemat, and it’s good to 
  debunk this expectation from time to time).  The barge is 
  about 10 feet square and piled with odds and ends 
  carefully lashed down.  The road is about forty feet from 
  the river here, and the barge is right next to the shore. 
   
  This Rhennee boatman is named Alfonse, and he met 
  with Obmi about an hour ago.  Obmi described the 
  characters in great detail, and threatened Alfonse with 
  serious harm unless he delivered a letter to the 
  characters.  As a result, Alfonse is eager to get Obmi’s 
  letter to the characters, even if he has to run up to the 
  road to give it to them. 
   
  Alfonse hasn’t read the letter, but he can describe the 
  dwarf that gave it to him: he had a gray beard and carried 
  a warhammer.  He was very scary. 
   
  Alfonse is not one to pass up an opportunity to make a 
  sale, so he also tries to get the characters near his barge to 
  offer them some adventuring gear he has.  He has the 
  following items for sale (all items appear on the AR): 
   
  APL 2: elixir of swimming 
   
  APL 4: APL 2 items plus hat of disguise 
   
  APL 6: APL 2-4 items plus ring of swimming 
   
  APL 8: APL 2-6 items plus glove of storing 
   
  Alfonse will ask for 20% more than the DMG price for 
  these items, but with a DC 12+APL Diplomacy check, 
  he’ll take the listed DMG price for them.  Alfonse will 
  charge no less than the DMG price.  If the characters get 
  belligerent, he will quickly pole his barge away. 
   
  Once the characters are done with Alfonse, he’ll pole out 
  into the river and drift away downstream. 
   
  �Alfonse the Bargeman: male human (Rhennee) 
  Rog4/Exp3: N; Charisma 13; Diplomacy +13, Spot +10, 
  Sense Motive +12. 
  
  Ver4-09 Wicked Three 
   
  Page 10 
  The Letter 
  Once the character read the letter, give them Player 
  Handout #2.  Most of this letter is a pack of lies, intended 
  to scare the characters. 
  • 
  Obmi has neither been among the characters, 
  nor has he spoken with them.  He’s trying to 
  make them jumpy, and suspect some of the 
  friends they’ve made on the road.  He has spied 
  on them for the past few days, but from afar.  If 
  you took a dwarf player to the side in Encounter 
  Four, the player characters might even suspect 
  him. 
  • 
  Obmi actually intended to kill the characters 
  before they got into Verbobonc City, whether 
  they killed Elespeth or not.  Fortunately for the 
  characters, Obmi was recalled to the Kron Hills 
  in a hurry, and will not reappear for the 
  remainder of this scenario.  Of course, the 
  characters should have no way of knowing this. 
  • 
  Obmi is not a reasonable fellow; he is cunning 
  and cruel.  He does not intend to afford the 
  characters any future protection at all, even if 
  they kill Elespeth for him. 
   
  The Quandry 
  Few parties will choose to kill Elespeth out of hand 
  (those that do not earn the “Nymph’s Kiss” entry on the 
  AR).  Most groups will contrive to fool Obmi somehow, 
  by leaving a dummy or disguised character out as bait.  
  No matter what they try, nothing works; Obmi is long 
  gone from the area.  Let the characters attempt whatever 
  ruse they contrive; it will probably worry them that their 
  plan doesn’t work. 
   
  Before long, the characters will continue down the River 
  Road.  When they reach the gates of Verbobonc City later 
  in the day, go on to the next Encounter. 
     
  Encounter Seven: 
  City Gates 
   
  The River Road runs north of Verbobonc City and enters 
  the city from the north.  As the characters approach, read: 
   
  The north gate of Verbobonc City is an impressive 
  stone structure.  Carved in stone centuries old are the 
  words “Earth and Stone, Man and Gnome.”  Despite 
  this motto, the tallest spires rising over the city walls 
  are from buildings of elven manufacture, from the 
  days before either man or gnome had come to the 
  area.  At a hill in the center of the city rises Castle 
  Grayfist, stronghold of the Viscount of Verbobonc. 
  The Verbobonc City guard and police are the 
  Gentlemen of the Watch.  Four members of the 
  Watch stand guard near the gate.  One, an Oeridian 
  woman of middle years, is walking toward you.  One 
  of her hands rests on her longsword, and the other is 
  raised, palm forward, signaling you to stop. 
   
  The characters are the only ones entering or leaving 
  through the north gate right now, and this is just a 
  routine questioning.  Due to events in recent scenarios, 
  the Gentlemen of the Watch are on guard for Suloise 
  troublemakers.  This Cobwalker, Myra, asks all the 
  characters who they are and their business in Verbobonc 
  City.  Any Suel character who succeeds at a DC 15 Sense 
  Motive check realizes that Myra is paying particularly 
  close attention to him or her.  If any Suel character states 
  his or her destination as the Bridgeforth Tavern (which is 
  highly unlikely), Myra will report the character to Watch 
  Captain Caleb once they’ve entered the city. 
   
  In any case, the characters are free to enter the city once 
  they’ve answered Myra’s questions.  If Elespeth is not 
  disguised, the Gentlemen of the Watch eye her curiously, 
  but they won’t question her. 
   
  � Cobwalker Myra: female human Ftr5: LN; Spot +7, 
  Sense Motive +7. 
   
  Encounter Eight: 
  It’s a Big City! 
   
  At some point, the characters will realize that they don’t 
  know where Viscount Langard is to be found in the city.  
  There are several ways they can find out, but all will take 
  them some time.  A couple of likely options are listed 
  below; feel free to roleplay any other directions the 
  players invent. 
   
  Go to Castle Grayfist.  There are a couple of obstinate 
  Gentlemen of the Watch on guard near Castle Grayfist.  
  They declare that they cannot allow the characters to 
  enter Castle Grayfist and, in any case, Viscount Langard 
  isn’t in.  He left earlier this morning with a minimal 
  guard, and he isn’t expected back for many hours.  The 
  Gentlemen of the Watch don’t know where Langard 
  went, and refuse to go ask.  They suggest to the 
  characters: “Look, we don’t know where His Noble 
  Lordship is.  Go ask around.  The Viscount is a very 
  public figure, and people are bound to have seen 
  him.”  No one at Castle Grayfist helps the characters; if 
  they make trouble, members of the Knights of the 
  Faithful Defender “escort” them away from the area and 
  see to it that they don’t return. 
  
  Ver4-09 Wicked Three 
   
  Page 11 
   
  Use Meta-Org Connections.  Let any character who is a 
  member of a Verbobonc meta-org know that they can ask 
  around for contacts in Verbobonc City to find out where 
  the Viscount is.  Refer to Appendix Three to find out who 
  the character can meet, and what the contact knows.  
  Reaching one of these contacts will take a couple of 
  hours. 
   
  Just Ask Around.  The characters can learn Viscount 
  Langard’s location with a successful DC 15 Gather 
  Information check.  This costs 2d4 gp per attempt, and by 
  the time the characters eventually succeed (they are free 
  to retry or take 10, but not take 20), several hours have 
  passed. 
   
  By any course, the characters eventually learn that 
  Viscount Langard is at the Temple of St. Cuthbert.  When 
  the characters go there, move on to the next Encounter. 
   
  Encounter Nine: 
  Temple Infiltrators 
   
  Once the characters figure out that Viscount Langard is 
  at the Temple of St. Cuthbert, read: 
   
  The Temple of St. Cuthbert, the state god of 
  Verbobonc, is as stern and imposing as the deity 
  worshipped within.  The large doors stand open at 
  this hour, inviting all to enter and worship.  No 
  temple guards are present to obstruct your entry.  
  Although you can hear voices raised in hymns within, 
  you see no one else about. 
   
  The Temple of St. Cuthbert is typically guarded by club-
  bearing acolytes, but the acolytes on duty today have 
  been replaced by doppelgangers working for Obmi.  The 
  doppelgangers have been mimicking the acolytes for 
  weeks, and they know the Temple area well.  These 
  agents of the Hammer of Iuz have been biding their time, 
  waiting to catch Viscount Langard alone in order to kill 
  and replace him.  Unfortunately, Bishop Haufren (the 
  head of the Temple of St. Cuthbert, and a powerful cleric) 
  accompanies Viscount Langard whenever he’s at the 
  Temple.  Bishop Haufren is more than a mere bodyguard; 
  he is Langard’s trusted friend and closest advisor. 
   
  Yesterday, the doppelgangers received new orders from 
  Obmi.  Instead of targeting Langard, these spies must 
  instead 
  kill 
  Elespeth 
  the 
  dryad 
  and 
  anyone 
  accompanying her.  Rather than ambush the party 
  outdoors, where anyone could see, these doppelgangers 
  decided to make their attack within the Temple. 
   
  The doppelgangers counted on the Temple being mostly 
  empty.  Once combat breaks out, they know that 
  standard procedure is for Bishop Haufren to word of 
  recall with Viscount Langard (which is exactly what 
  happens; see the Tactics, below).  This leaves the 
  doppelganger acolytes alone with dryad and the 
  characters, long enough to kill them.  To the 
  doppelgangers’ dismay, however, Helfas Dorik and his 
  pilgrims (see Encounter Four, above) have just arrived.  
  This means the temple has about a dozen people 
  inside…and the characters won’t know who to trust. 
   
  Once the characters enter the Temple, read the 
  following: 
   
  Your boots click on the polished marble floors of the 
  Temple.  The entry hall opens into a large, spacious 
  area with an altar at the far end and rows of massive 
  pillars along the sides.  The pillars are covered with 
  holy carvings and support a domed roof dozens of feet 
  overhead. 
   
  The entire Temple of St. Cuthbert is covered by a hallow 
  spell with invisibility purge tied to it.  As a result, no form 
  of invisibility functions in this area. 
   
  In this room are 11 men at APLs 2 and 6, and 13 men at 
  APLs 4 and 8.  Seven are the pilgrims the characters met 
  in Encounter Four (Helfas, Brottor, and five other men).  
  Viscount Langard is here (show the characters his 
  illustration in Appendix Four), as is Bishop Haufren.  
  Bishop Haufren is a short, paunchy man in his sixties, 
  with heavy jowls and a piercing gaze.  The other two (or 
  four) men present look like stern, club-wielding men in 
  acolyte’s robes.  These two (or four) acolytes are the 
  doppelganger spies. 
   
  As the characters arrive, all these men are concluding a 
  hymn to St. Cuthbert as Bishop Haufren pronounces a 
  blessing on the Viscounty. Depending on how the 
  characters enter, the men here react in different ways: 
   
  The characters try to sneak in.  Make Hide checks 
  opposed by Spot checks from the doppelgangers; the 
  other participants are too occupied to notice the 
  characters until they present themselves.  However, as 
  soon as she can, Elespeth runs up to Viscount Langard.  
  This causes the doppelgangers to move forward and 
  begin their attack.  Go to The Surprise Attack, below. 
   
  The characters approach openly (but Elespeth is 
  disguised or hidden).  Helfas Dorik and the pilgrims 
  approach the characters, intending to welcome them (or 
  
  Ver4-09 Wicked Three 
   
  Page 12 
  shoo them out of the Temple, if the characters were rude 
  to them in Encounter Four).  The “acolytes” approach as 
  well, and summon monsters as a surprise action.  Go to 
  The Surprise Attack, below. 
   
  The characters approach openly (and Elespeth is 
  visible).  Elespeth immediately runs toward Viscount 
  Langard and embraces him; Viscount Langard looks 
  surprised but returns the embrace. The doppelgangers 
  immediately take advantage of this situation by 
  summoning monsters as a surprise action, and moving to 
  attack Elespeth.  Go to The Surprise Attack, below. 
   
  ALL APLs 
  � Viscount Langard: male human Rog4/Ari4: AC 15 (+3 
  Dex, +2 deflection); hp 54; NG; Spot +12, Sense Motive 
  +12. 
  � Bishop Haufren: male human Clr13 (St. Cuthbert): 
  AC 15 (+3 magic vestment, +2 deflection); hp 94; LG; Spot 
  +6, Sense Motive +12. 
  � Helfas Dorik: male human Clr5 (St. Cuthbert): AC 15 
  (+5 breastplate); hp 33; LN; Spot +8, Sense Motive +6. 
  � Brottor: male dwarf Clr3 (St. Cuthbert): AC 14 (-1 Dex, 
  +5 chainmail); hp 30; LN; Spot +4, Sense Motive +4. 
  � Other Pilgrims (5): male human Com2: AC 11 (+1 
  Dex); hp 9 each; LN or LG; Spot +2, Sense Motive +2. 
   
  The Surprise Attack 
  At some point (usually, as soon as Elespeth makes herself 
  known), the doppelgangers attack.  Once the attack 
  begins: 
  • 
  Bishop Haufren steps to Viscount Langard, casts 
  word of recall, and they both teleport away to a 
  safer part of the Temple. 
  • 
  Helfas Dorik casts sanctuary on himself (Will 
  save DC 14 to attack him) and tries to figure out 
  what’s going on.  He then goes on total defense 
  and doesn’t attack anyone that doesn’t attack 
  him or his pilgrims first.  Mostly, he bellows at 
  the other pilgrims to stay out of harm’s way. 
  • 
  Brottor is completely innocent, but as the only 
  dwarf present, some characters probably think 
  he’s Obmi, or somehow an agent of Obmi.  If 
  the characters are suspicious of him, play this 
  up; he moves near to Elespeth, or moves around 
  like he’s going to flank one of the characters.  In 
  actuality, Brottor is just as confused as Helfas 
  and the other pilgrims.  Like them, he takes 
  total defense actions.  If attacked directly, he 
  tries to flee out of the Temple. 
  • 
  The commoner pilgrims draw clubs and move 
  about cautiously; they take total defense actions 
  and don’t attack anyone.  They try to assess the 
  situation and generally get out the way (of 
  course, at your discretion, they may accidentally 
  get in the way). 
  • 
  The doppelgangers, of course, fight the 
  characters (and Elespeth) to the best of their 
  ability.  They remain in their acolyte disguises 
  unless a good opportunity presents itself (for 
  example, a doppelganger might step behind a 
  pillar and change shape into Viscount Langard 
  or Bishop Haufren).  Further tactics as follows: 
   
  APL 2 (EL 5) 
  � Doppelgangers (2): hp 22 each; see Monster Manual. 
   
  Tactics: One of these doppelgangers wears a robe of 
  bones, and the other has a rust bag of tricks.  They use 
  these items to produce creatures to fight on their behalf 
  (the robe of bones doppelganger prefers to use the wolf 
  skeletons) before entering melee (in a surprise round, if 
  possible).  As long as they remain in acolyte form, these 
  doppelgangers attack with their clubs (+5 to hit, 1d6+1 
  damage).  Note that undead creatures created from a robe 
  of bones do not obey their creator, but just attack 
  whoever the patch is thrown towards.  
   
  APL 4 (EL 7) 
  � Doppelgangers (4): hp 22 each; see Monster Manual. 
   
  Tactics: Two of these doppelgangers wear a robe of 
  bones, and one other has a rust bag of tricks.  The fourth 
  doppelganger doesn’t have any magic items.  The 
  doppelgangers use these items to produce creatures to 
  fight on their behalf (the robe of bones doppelgangers 
  prefer to use the wolf skeletons) before entering melee 
  (in a surprise round, if possible).  As long as they remain 
  in acolyte form, these doppelgangers attack with their 
  clubs (+5 to hit, 1d6+1 damage).  Note that undead 
  creatures created from a robe of bones do not obey their 
  creator, but just attack whoever the patch is thrown 
  towards. 
   
  APL 6 (EL 10) 
  � Doppleganger Rog3/Warshaper2 (2): hp 77 each; see 
  Appendix 1. 
   
  Tactics: One of these doppelgangers has a robe of useful 
  items, and the other has a rust bag of tricks.  They use 
  these items to produce creatures to fight on their behalf 
  (the robe of useful items doppelganger produces a pair of 
  war dogs) in the first round (or in a surprise round, if 
  possible).  They use the summoned creatures to spring 
  attack into flanking positions.  Note that these 
  
  Ver4-09 Wicked Three 
   
  Page 13 
  doppelgangers can use their slam attack even while in 
  acolyte form. 
   
  APL 8 (EL 12) 
  � Doppleganger Rog3/Warshaper 2 (4): hp 77 each; 
  see Appendix 1. 
   
  Tactics: One of these doppelgangers has a robe of bones, 
  another has a robe of useful items, a third has a rust bag of 
  tricks, and the last has a tan bag of tricks.  They use these 
  items to produce creatures to fight on their behalf (the 
  robe of bones doppelganger produces a wolf skeleton, 
  and the robe of useful items doppelganger produces a 
  pair of war dogs) in the first round (or in a surprise 
  round, if possible).  They use the summoned creatures to 
  spring attack into flanking positions.  Note that these 
  doppelgangers can use their slam attack even while in 
  acolyte form. 
   
  Development: Once the doppelgangers are defeated, go 
  to the Conclusion. 
   
  Treasure: 
  APL 2: L: 0 gp; C: 0 gp; M: robe of bones (200 gp per 
  character), bag of tricks, rust (250 gp per character). 
  APL 4: L: 0 gp; C: 0 gp; M: robe of bones (200 gp per 
  character), bag of tricks, rust (x2) (250 gp per character 
  each). 
  APL 6: L: 0 gp; C: 0 gp; M: robe of useful items (583 gp per 
  character), bag of tricks, rust (250 gp per character). 
  APL 8: L: 0 gp; C: 0 gp; M: robe of bones (200 gp per 
  character), robe of useful items (583 gp per character), 
  bag of tricks, rust (250 gp per character), bag of tricks, tan 
  (525 gp per character). 
   
  Conclusion 
   
  Just as the last of your attackers falls, Bishop Haufren 
  storms out from a side passage.  The paunchy bishop 
  is dressed like he was before, except now he is ten 
  feet tall and glowing with a heavenly radiance.  In his 
  hands he wields a spiked oaken club.  Viscount 
  Langard trails behind him, darting from pillar to 
  pillar, drawn rapier in his hand.  Once the men see 
  the situation here in the main temple area, Bishop 
  Haufren exclaims, “It looks like you’ve got things 
  well in hand here, I see.” 
   
  If Elespeth is present and still alive, add: 
   
  Immediately Elespeth blurts out, “I see three wicked 
  wolves prowling through the glades and hills of 
  Verbobonc…” 
  Elespeth goes through the Message again, directing it to 
  Viscount Langard.  Afterwards, Viscount Langard and 
  Bishop Haufren listen to what the characters have to say 
  about their adventures.  If any of the doppelgangers were 
  killed, they resume their natural forms (and it’s clear that 
  they’re doppelgangers).  Otherwise, Bishop Haufren casts 
  true seeing on himself and one member of the party 
  (whichever character seems most like a paladin or 
  follower of St. Cuthbert) to examine the doppelgangers 
  in their true forms. 
   
  If questioned, the doppelgangers admit that they work 
  for a grey-bearded dwarf named Obmi, and that they 
  were assigned to kill the dryad and her companions 
  before she could deliver an important message.  Viscount 
  Langard and Bishop Haufren listen carefully to what 
  Elespeth says, what the doppelgangers say, and how the 
  characters fit it together. 
   
  The doppelgangers don’t mention that the reason they 
  originally infiltrated the Temple of St. Cuthbert was to 
  kill Viscount Langard, or that they’ve been hanging 
  around spying in the Temple for weeks.  They aren’t 
  fools.  Viscount Langard has any surviving doppelgangers 
  arrested and sent to Castle Grayfist. 
   
  If any of the characters are wounded, Bishop Haufren 
  heals them at no charge.  If any characters have been 
  killed, Bishop Haufren offers to cast raise dead if the 
  characters 
  can 
  provide 
  the 
  necessary 
  material 
  component. 
   
  Elespeth and Langard talk together in hushed tones, 
  catching up on each other’s lives.  Elespeth explains that 
  she has to return to her oak, and soon, but Langard 
  promises to visit her there.  The weight of the Message 
  has been lifted from Elespeth, and she has returned to 
  her friendly demeanor. 
   
  Viscount Langard, Bishop Haufren, and Elespeth thank 
  the characters for all the assistance they have caused, and 
  promise to help them however they can in the future. 
   
  The End 
   
   
   
   
   
   
   
   
   
  
  Ver4-09 Wicked Three 
   
  Page 14 
  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 Three: Across the Run 
  Defeat or evade the crocodiles: 
   
  APL 2 
  120 XP 
   
  APL 4 
  150 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  Encounter Four: River Road Travelers 
  Good roleplaying with the travelers on the road: 
   
  APL 2 
    45 XP 
   
  APL 4 
    75 XP 
   
  APL 6 
  105 XP 
   
  APL 8 
  135 XP 
   
  Encounter Five: Attack in the Night 
  Defeat the chokers: 
   
  APL 2 
    90 XP 
   
  APL 4 
  180 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  Encounter Nine: Temple Infiltrators  
  Defeat the false clerics: 
   
  APL 2 
  150 XP 
   
  APL 4 
  210 XP 
   
  APL 6 
  300 XP 
   
  APL 8 
  360 XP 
   
  Story Award 
  Elespeth personally tells her message to Langard: 
   
  APL 2 
    45 XP 
   
  APL 4 
    60 XP 
   
  APL 6 
    75 XP 
   
  APL 8 
    90 XP 
   
  Total Possible Experience 
   
  APL 2 
  450 XP 
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 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 Items. 
   
  Encounter One: Elespeth the Messenger 
  Search the orc camp for loot. 
  All APLs: L: 59 gp; C: 8 gp; M: 0 gp. 
   
  Encounter Nine: Temple Infiltrators 
  Defeat and loot the doppelgangers. 
   APL 2: L: 0 gp; C: 0 gp; M: robe of bones (200 gp per 
  
  Ver4-09 Wicked Three 
   
  Page 15 
  character), bag of tricks, rust (250 gp per character). 
  APL 4: L: 0 gp; C: 0 gp; M: robe of bones (200 gp per 
  character), bag of tricks, rust (x2) (250 gp per character 
  each). 
  APL 6: L: 0 gp; C: 0 gp; M: robe of useful items (583 gp per 
  character), bag of tricks, rust (250 gp per character). 
  APL 8: L: 0 gp; C: 0 gp; M: robe of bones (200 gp per 
  character), robe of useful items (583 gp per character), 
  bag of tricks, rust (250 gp per character), bag of tricks, tan 
  (525 gp per character). 
   
  Maximum PossibleTreasure  
   
  APL 2:  
   
  450 gp 
   
  APL 4:  
   
  650 gp 
   
  APL 6:  
   
  900 gp 
   
  APL 8:  
   
  1,300 gp 
   
   
   
   
   
   
   
   
   
  
  Ver4-09 Wicked Three 
   
  Page 16 
  Appendix One: NPCs 
   
  Encounter Five: 
  APL 8 (EL 9) 
  �Advanced Chokers, 6HD (4): CR 4; Small Aberration; 
  HD 6d8+18; hp 45 each; Init +9; Spd 20 ft., climb 10 ft.; 
  AC 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 
  15; Base Atk +4; Grp +8; Atk +9 melee (1d3+4, tentacle); 
  Full Atk +9 melee (1d3+4, tentacle); SA constrict, 
  improved grab; SQ darkvision 60 ft., quickness; AL CE; 
  SV Fort +5, Ref +9, Will +8; Str 19, Dex 20, Con 16, Int 6, 
  Wis 12, Cha 4. 
   
  Skills and Feats: Climb +13, Hide +15, Move Silently 
  +11; Improved Initiative (B), Iron Will, Lightning 
  Reflexes, Stealthy. 
   
  Possessions: none. 
   
  Encounter Six: 
  APL 6 and 8 (EL 10 and 12) 
  �Doppelganger 
  Clerics: 
  male 
  doppelganger 
  Rog3/Warshaper2*; CR 8; Medium monstrous humanoid 
  (shapechanger); HD 4d8+3d6+2d8+36; hp 77; Init +7; Spd 
  30 ft.; AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14; 
  Base Atk +7; Grp +12; Atk +12 melee (1d6+5, slam); Full 
  Atk +12 melee (1d6+5, slam); SA detect thoughts, 
  morphic weapons, sneak attack +2d6; SQ change shape, 
  evasion, immune to sleep and charm effects, morphic 
  body, morphic immunities, trapfinding, trap sense +1; AL 
  NE; SV Fort +9, Ref +11, Will +7; Str 16 (20), Dex 16, Con 
  14 (18), Int 12, Wis 12, Cha 18. 
   
  Skills and Feats: Bluff +16*, Diplomacy +12, Disguise 
  +16*, Hide +5, Listen +3, Knowledge (religion) +4, Move 
  Silently +5, Open Lock +5, Sense Motive +8, Spot +3, 
  Tumble +11; Dodge, Improved Initiative, Mobility, 
  Spring Attack. 
   
  Possessions: varies based on APL; see Tactics section 
  in Encounter Nine. 
  * See Appendix 2: New Rules Items 
   
   
   
  
  Ver4-09 Wicked Three 
   
  Page 17 
  Appendix Two: New Rules Items 
   
  WARSHAPER as presented in Complete 
  Warrior 
  Most martial characters rely on manufactured gear 
  such as a sword and a shield or natural endowments such 
  as teeth and claws to survive on the battlefield. The 
  warshaper finds those options sadly limiting, instead 
  growing and evolving her own weapons and armor to 
  suit the threat at hand. Blessed with the ability to 
  change form at a moment's notice, warshapers delight 
  in surprising their foes by growing massive claws, 
  armored skin, or other unpleasant surprises. 
   
  Warshapers must have some ability to change their 
  form, and many are shapechangers such as 
  doppelgangers and lycanthropes. Wizards and 
  sorcerers who know the polymorph spell can take levels 
  in the prestige class, as can druids who have 
  mastered the wild shape class feature. 
   
  Most 
  warshapers 
  can 
  change 
  their 
  outward 
  appearance in the blink of an eye, so they don't stand 
  out among the ranks of their allies. It's not until the 
  soldier you're fighting grows a tentacle and fangs that 
  you know you have met a warshaper. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify to become a warshaper, a character must fulfill 
  all the following criteria. 
   
  Race: Any (but see below). 
   
  Base Attack Bonus: +4. 
   
  Special: Must be able to change shape in one of the 
  following five ways: 
  Change shape supernatural ability (aranea, hound 
  archon, barghest, doppelganger, rakshasa, slaad).  
  Shapechanger subtype (lycanth opes, phasm). 
  Polymorph as a spell-like ability (astral deva, planetar, solar, 
  couatl, marilith, bronze dragon,  
  gold dragon, silver 
  dragon, efreeti, leonal guardinal, night hag, ogre mage, 
  pixie). 
  Able to cast the polymorph spell. 
  Wild shape or similar class feature (bear warrior*, druid).  
   
  The alternate form ability (possessed by quasits, 
  vampires, and others) is insufficient to become a 
  warshaper.  
  *Prestige class from this book. 
   
  Class Skills 
  The warshaper's class skills (and the key ability for each 
  skill) are Balance (Dex), Climb (Str), Concentration 
  (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), 
  Jump (Str), and Swim (Str). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the 
  warshaper prestige class. The class features function 
  only when the warshaper is in a form other than her 
  own (which for doppelganger and phasm warshapers is 
  most of the time). 
   
  Weapon and Armor Proficiency: Warshapers gain 
  no proficiency with any weapon or armor. 
   
  Morphic Immunities (Ex): A warshaper is adept 
  at distributing her form's vital organs around her body 
  to keep them safe from harm. Warshapers are 
  immune to stunning and critical hits. 
   
  Morphic Weapons (Su): As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual). These morphic weapons need not be natural 
  weapons that the creature already possesses. For 
  example, a warshaper polymorphed into an ettin (Large 
  giant) could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals Id8 points 
  of damage. 
   
  If the warshaper's form already has a natural weapon of 
  that type, the weapon deals damage as if it were one 
  category larger. For example, a warshaper who used wild 
  shape to become a dire wolf (Large animal) could grow its 
  jaw and snout, enabling a bite attack that deals 2d6 
  points of damage (as a for Huge animal), not the normal 
  1d8. 
   
  A warshaper can change morphic weapons as often as it 
  likes, even if it is using a shapechanging technique 
  such as the polymorph spell or the wild shape class 
  feature that doesn't allow subsequent changes after the 
  initial transformation. 
   
  Morphic Body (Su): At 2nd level and higher, a 
  warshaper can use its precise control over its form to 
  
  Ver4-09 Wicked Three 
   
  Page 18 
  make itself stronger and heartier. It gains +4 to 
  Strength and +4 to Constitution. 
   
  Morphic Reach (Su): A warshaper of 3rd level or 
  higher can suddenly stretch its limbs, neck, or other 
  appendages outward, giving it 5 more feet of reach 
  than the creature it's emulating. Unlike most creatures, 
  warshapers don't appear to have a longer reach until they 
  actually use it. 
   
  Morphic Healing (Su): At 4th level, a warshaper 
  becomes able to change its form where wounds appear, 
  creating smooth skin where once were wounds. The 
  warshaper gains fast healing 2, and if it spends a full-
  round action and succeeds on a Concentration 
  check (DC equal to the total damage it has sustained), it 
  heals 10 points of damage. 
   
  Flashmorph/Multimorph 
  (Su): 
  A 
  5th-level 
  warshaper gains one of two class features. If the 
  warshaper has the ability to change form at will, such 
  as from the change shape ability, the shapechanger 
  subtype, or a polymorph spell-like ability, it gains the 
  flashmorph class feature, allowing it to change form as a 
  move action. If it casts the polymorph spell, has 
  polymorph as a spell-like ability usable less often than at 
  will, or has the wild shape class feature, it instead gains 
  the multimorph class feature. Multimorph allows a 
  warshaper to change forms multiple times during the 
  duration of the spell, spell-like ability, or class feature 
  that enables her to change form. For example, a 
  wizard/warshaper could polymorph into a troll for 2 
  minutes, then change into a red dragon for 4 minutes, 
  and then spend the rest of the spell's duration in 
  the form of a hill giant. Each change requires a 
  standard action, and only the first transformation 
  heals the warshaper. If the warshaper changes into its 
  natural form, the spell, spell-like ability, or of wild shape 
  ends.
   
   
   
   
   
   
   
   
   
   
  Base 
   
   
  Attack  Fort  
  Ref  
  Will 
  Level 
  Bonus 
  Save  
  Save  
  Save 
  Special 
  1
  st   
  +0 
  +2 
  +0 
  +0 
  Morphic immunities / Morphic weapons 
  2
  n d   
  +1  
  +3  
  +1  
  +1  
  Morphic body 
  3
  r d   
  +2  
  +3  
  +1  
  +1 
  Morphic reach 
  4
  t h   
  +3  
  +4  
  +1  
  +1 
  Morphic healing  
  5
  t h  
  +3 
  +4 
  +1 
  +1 
  Flashmorph, / multimorph 
  
  Ver4-09 Wicked Three 
   
  Page 19 
  Appendix Three: Meta-Org 
  Contacts 
   
  Use the following list to identify a meta-org contact in 
  Verbobonc City.  Looking up these contacts, catching 
  up on meta-org news, and questioning them, takes a 
  couple of hours, as the following narratives indicate: 
   
  Members of the Church of St. Cuthbert hear that 
  Viscount Langard is in private prayers at the Temple of 
  St. Cuthbert with Bishop Haufren (#46 on Map 3).  
  However, it is best to give the Viscount some privacy 
  in his worship; he often councils with the Bishop to 
  discuss affairs of state.  Perhaps it’s best to arrive at the 
  Temple of St. Cuthbert after an hour or two, when the 
  services should be concluding. 
   
  Members of the Church of Ehlonna can ask at their 
  shrine in Verbobonc City near the Ash Horn Stream 
  (#49 on Map 3), where a service is in progress.  Of 
  course, the character is obligated to participate.  After a 
  couple of hours, feeling spiritually renewed, the 
  character is informed that the Viscount is worshipping 
  at the Temple of St. Cuthbert. 
   
  Members of the Church of Pholtus know that a 
  service is not scheduled for today; however, reliable 
  sources reveal that Bishop Prosser himself (head of the 
  Church of Pholtus in Verbobonc City) is preaching 
  near the Inner Gate (#6 on Map 3).   When the 
  character arrives, Bishop Prosser takes the opportunity 
  to set up a Socratic dialogue for the illumination of the 
  masses.  This dialogue takes a couple of hours, but 
  Bishop Prosser is pleased at the assistance, and readily 
  explains that the Viscount is worshipping today at the 
  Temple of St. Cuthbert. 
   
  Members of the Church of Fharlanghn are not at all 
  surprised that no clergy are present at the Shrine to 
  Fharlanghn in Verbobonc City (#26 on Map 3).  
  However, the character knows that it is entirely 
  appropriate to rest at the shrine, particularly after the 
  long journey from the Gnarley Forest.  After a couple 
  hours of waiting and quiet contemplation, a few clerics 
  return from wherever they had wandered off to—and 
  they can inform the character that Viscount Langard is 
  at the Temple of St. Cuthbert. 
   
  Members of the Church of Heironeous know that 
  today is a holy day for the Archpaladin, and the Temple 
  to Heironeous (#47 on Map 3) is quite crowded with 
  worshippers.  After renewing old acquaintances and 
  reporting within the church hierarchy—as is 
  appropriate—the character learns that Viscount 
  Langard is actually quite nearby, attending a more 
  private worship at the Temple of St. Cuthbert.  This 
  information takes a couple of hours to acquire. 
   
  Members of the Church of Old Faith and Gnarley 
  Druids are rarely found in Verbobonc City, but the 
  character has heard that a druid named Alistair is 
  secretly making a round of the stables of Verbobonc, 
  determining the quality of each, and inflicting just 
  punishment on abusive proprietors.  After spending so 
  much time in Verbobonc City, perhaps this Alistair 
  knows something of the Viscount’s schedules.  After 
  some discreet inquiries (occupying several hours), the 
  character is able to identify a tired-looking hound 
  outside of Hamstid’s Stables and Horse Sales (#35 on 
  Map 3)   Behind the stables, this dog returns to the 
  form of the druid Alistair and is able to provide two 
  pieces of information: first, that Viscount Langard is 
  probably worshipping at the Temple of St. Cuthbert; 
  second, that Hamstid has an ill-tempered stableboy 
  who kicked at the wrong dog earlier today, and will 
  never kick another animal again. 
    
  Members of the Church of Pelor know of a Pelorite 
  who recently left the church in order to pursue a career 
  as an antiques dealer.  Although no longer a cleric, this 
  man has a widely-known passion for politics, and is 
  likely to know where the Viscount is to be found.  
  Inquiries lead the character to the Segemm’s Store of 
  Collectibles (#29 on Map 3), where the former Pelorite 
  is engaged in some serious gossip about the Lord 
  Mayor.  After polite introductions, and answering 
  requests for opinions on some urns, the character 
  learns that Viscount Langard is worshipping at the 
  Temple of St. Cuthbert today.    
   
  Members of the Church of Rao know of a Raoan 
  diplomat from Veluna who is staying at the Bronze 
  Unicorn Inn (#4 on Map 3).  When the character 
  arrives, the diplomat is out but the innkeeper, a man 
  named Coldon, expects him back any moment.  Hours 
  pass, and the diplomat does not return; but out of sheer 
  luck, the character hear the innkeeper’s son, Unwal, 
  yammering with a local.  Unwal asks whether the 
  Viscount would be at the Temple of St. Cuthbert later 
  today, and the local says he saw the Viscount enter the 
  Temple himself earlier today. 
   
  Members of the Church of Trithereon have heard 
  that their church has bought one of the warehouses in 
  the warehouse district of Verbobonc City (near #45 on 
  Map 3), and are using it as a training ground to teach 
  interested young people in the local populace how to 
  
  Ver4-09 Wicked Three 
   
  Page 20 
  defend themselves.  When the character arrives, the 
  residents of the warehouse scatter—after chasing one 
  of them down, the character learns that the warehouse 
  is used for training, but also as a safe house for a couple 
  of political dissidents fleeing from Keoland to set up a 
  new life in Verbobonc City.  All of the clergy involved 
  in the “warehouse project,” then, are understandably 
  jumpy, and the character gets the distinct impression 
  that this isn’t the first set of anarchists relocated to the 
  Viscounty by the Church of Trithereon.  After taking 
  some time to calm everyone down, the character learns 
  that the Viscount is quite close; he’s worshipping at the 
  Temple of St. Cuthbert. 
   
  Members of the Church of Zilchus recall that a high-
  ranking member of their order is involved in 
  ownership of the Spruce Goose (#3 on Map 3), possibly 
  the finest inn in Verbobonc City.  Surely this high-
  ranking priestess would know where Viscount Langard 
  could be found.  After making some inquiries at the 
  Spruce Goose, and waiting for the currency of 
  information to flow, the character is able to meet this 
  priestess.  She is quite busy, as is to be expected, but 
  can relate that the Viscount is attending services at the 
  Temple of St. Cuthbert. 
   
  Members of the Circle of the Prime know that they 
  can often meet members perusing the esoteric volumes 
  at Betham’s Bookseller (#23 on Map 3).  After spending 
  some time there, a Verbobonc City resident, and 
  member of the Circle of the Prime, enters the shop.  
  After only a little small talk, this contact states with 
  some authority that Viscount Langard is currently at 
  the Temple of St. Cuthbert. 
   
  Members of the Dwarven Church or Dwarven Clans 
  know of a contact working with Barlonn, proprietor of 
  Barlonn’s Stoneworks (#37 on Map 3).  This skilled 
  craftswoman is in the middle of a particularly delicate 
  work of sculpture, but after a couple of hours, she is 
  free to talk.  The typical dwarven formalities are brief 
  but pleasant.  She has heard that Viscount Langard 
  would be at the Temple of St. Cuthbert today. 
   
  Members of the Elven Church or Elven Clans know 
  that the Elven Enclave in Verbobonc City is the largest 
  concentration of the olve in Verbobonc outside of the 
  Gnarley Forest.  The character must ask in the proper 
  political elven manner—with a great deal of hospitality 
  yet a great deal of waiting—but eventually discovers 
  that the Viscount is attending services at the state 
  temple: the Temple of St. Cuthbert. 
   
  Members of the Family know that agents of their 
  underground organization exist all over Verbobonc 
  City. Making discreet inquiries can take some time, 
  however.  Finally, in a back room of Macor’s Merchant 
  House (#7 on Map 3), a contact that owes the character 
  a favor provides him or her with the information he 
  seeks—that Viscount Langard is attending services at 
  the Temple of St. Cuthbert.  Except for the powerful 
  Bishop Haufren, the Viscount is probably alone. 
   
  The Gentlemen of the Watch need only check in 
  with the local watch station (several throughout the 
  city).  The Gentlemen there don’t know precisely 
  where the Viscount is, but can quickly check with the 
  other watch stations and find out.  After an hour or so 
  of delay, the Gentlemen of the Watch discover that the 
  Viscount is currently attending semi-private services at 
  the Temple of St. Cuthbert. 
   
  Gnarley Rangers know that Wyn, a ranger of some 
  renown in the Gnarley, had traveled to Verbobonc City 
  for his own business.  Wyn is known to frequent the 
  Harvester’s Theater occasionally (#20 on Map 3).  
  Although he is marveling at a popular new 
  performance (and thus takes some time to locate), Wyn 
  is happy to take some time for the character.  He 
  mentions that he saw the Viscount earlier today, and 
  that he was going to the Temple of St. Cuthbert with 
  Bishop Haufren.  Wyn suspects that he should be there 
  now. 
   
  Members of the Gnome Church, Kron Hills 
  Gnomes, Kron Militia, or Mootsingers all know that 
  the greatest friends the gnomes have in Verbobonc 
  City is “Prince” Jimm (#25 on Map 3).  Jimm is always 
  eager to meet with other gnomes, despite the fact that 
  he’s recently acquired a whole slate of new 
  responsibilities with the end of the Free Alliance of the 
  Kron Hills.  After only a couple hours’ wait, Jimm 
  entertains his fellow gnome with local gossip—
  including the gossip that Viscount Langard is 
  attending the Temple of St. Cuthbert today. 
   
  Members of the Hardiggin League are able to meet 
  with a contact at Clotho’s Cheese House (#31 on Map 
  3).  No one seems willing to provide the character any 
  information until he or she has tasted, compared, and 
  evaluated several different cheeses.  After that pleasant 
  relaxation, though, the character learns that Viscount 
  Langard is at the Temple to St. Cuthbert. 
   
  Members of the Itinerant Faith hear that similarly-
  inclined clerics are in the city, and they are involved in 
  religious discussions at the Pond of the Hart (#48 on 
  
  Ver4-09 Wicked Three 
   
  Page 21 
  Map 3).  The only price for the information that the 
  character is seeking is that he or she has to back one of 
  these contacts in the religious debate, which takes a 
  couple of hours.  The contact then peevishly informs 
  the character that Viscount Langard is frequenting the 
  monolithic 
  institution 
  dominating 
  worship 
  in 
  Verbobonc City—the Temple of St. Cuthbert. 
   
  It is unlikely that any Knights of the Faithful 
  Defender are playing this scenario, they may inquire at 
  Castle Greyfist (#28 on Map 3).  After taking some time 
  to report recent adventuring activity to his or her 
  superiors, the character learns that Viscount Langard is 
  at the Temple of St. Cuthbert, under the quite capable 
  guardianship of Bishop Haufren. 
   
  The Mounted Borderers maintain several facilities in 
  Verbobonc City; if these wandering deliverers of 
  justice can call any place home, it is the barracks in the 
  southeast corner of the city (near #56 and #57 on Map 
  3).  Before the character can perform any serious 
  questioning, a higher-ranked officer demands that the 
  character ride to the Tavern of the Four Trails outside 
  the city and return a Trooper overdue to return for 
  duty.  This chore is not difficult—the poor fellow 
  spent longer than he should have reminiscing with an 
  old friend—but it does take several hours.  Ultimately, 
  however, the character is able to discover that Viscount 
  Langard is attending services at the Temple of St. 
  Cuthbert. 
   
  Members of any Noble House Guard know that a 
  relative of the noble they serve is staying at Jylee’s Inn 
  (#58 on Map 3), a secluded inn for nobility staying in 
  Verbobonc City.  Certainly, the nobles keep track of 
  where the Viscount might be found.  After pulling 
  some strings to get in to Jylee’s, the character discovers 
  that Viscount Langard is attending services at the 
  Temple of St. Cuthbert. 
   
  Protectors of the Iron Wood remember hearing that 
  one of Lord Shannus’ representatives would be in 
  Verbobonc City this week, selling some rare spices 
  from the Iron Wood at Kile’s Spice Shop (#11 on Map 
  3).  Although the character has to wait a while for this 
  contact to conclude business, the contact knows that 
  Viscount Langard is at the Temple of St. Cuthbert. 
   
  Members of the Riverwalk Society rarely leave the 
  town of Rhynehurst but this is no ordinary week.  Lia 
  Songbird, a quite talented singer and poet, is 
  performing at the Players’ Inn (#21 on Map 3) with her 
  sister in a once-in-a-lifetime duet.  Needless to say, 
  many members of the Riverwalk Society have made 
  the trip to Verbobonc City (several of them consider 
  this vacation to be “slumming it” in a town almost 
  entirely devoid of culture) to hear the sisters perform.  
  Luckily, the character was able to catch the last hour of 
  this delightful act.  Although not from this area, the 
  bards of the Riverwalk Society tend to pick up loose 
  bits of information here and there—and some of them 
  are able to inform the character that Viscount Langard 
  is attending services at the Temple of St. Cuthbert. 
   
  The Transcendent Order of the Arcane and Divine 
  (TOAD) is known to meet at a quiet café near the 
  Castle Gate (#42 on Map 3).  Upon arriving, the 
  character is immediately drawn into a quite 
  complicated discussion, and performs some logical 
  wrangling in order to become extricated.  After this 
  discussion, the members of the Order here all agree 
  that Viscount Langard is almost certainly at the Temple 
  to St. Cuthbert. 
   
  The Twilight Falls Academy of Combat Mastery is 
  not well-represented in Verbobonc City, but the 
  character knows that one of their number serves in 
  Gentlemen of the Watch as well.  It takes some time to 
  locate this contact in person, but he has heard that 
  Viscount Langard would be at the Temple to St. 
  Cuthbert today. 
   
  Members of the Verbobonc Standing Army know 
  that locals hang out at Packard’s Trough (#60 on Map 
  3), a tavern for soldiers.  After taking the time to renew 
  some old acquaintances, the character learns that 
  Viscount Langard is at the Temple of St. Cuthbert. 
   
  The Wanderers of Coldeven meet, on occasion, at the 
  Electrum Eel (#34 on Map 3), a fairly rough inn and 
  tavern.  When the character arrives, no fellow 
  Wanderers are present, but the patrons expect a couple 
  of them to arrive in an hour or so.  Sure enough, a trio 
  of fellow Wanderers eventually arrives.  One has heard 
  that Viscount Langard would be in semi-private 
  worship at the Temple of St. Cuthbert today.  
   
  Students and instructors of the Wrinkle Academy, of 
  course, need only go to the Wrinkle Academy itself 
  (#53 on Map 3).  However, the place is nearly 
  abandoned, and after some confused searching, 
  someone’s dozing familiar indicates that the classes 
  today were being held at the Shrine to Istus (#36 on 
  Map 3).  Apparently, Magister Har had planned some 
  sort of field trip involving divination.  At the Shrine to 
  Istus, contacts in the Wrinkle Academy inform the 
  character that the Viscount is at the Temple of St. 
  Cuthbert.
  
  Ver4-09 Wicked Three 
   
  Page 22 
  Appendix Four: Illustrations 
   
  You can use these illustrations for Elespeth the Dryad and Viscount Langard.  (Artwork by Anya Lyuksyutova.)  
   
   
   
   
  
  Ver4-09 Wicked Three 
   
  Page 23 
  DM Map #1: Path of this Scenario 
   
  This map shows the path of the party from the Gnarley Forest to Verbobonc City.  The white numbers represent 
  Encounter numbers in the text.  One inch is about 10 miles.  (Map of the Viscounty by Russell Akred.) 
   
   
  
  Ver4-09 Wicked Three 
   
  Page 24 
  DM Map #2: Imeryds Run 
   
  This map can be used for Encounter Three: Across the Run.  (Map by Tony Mastrangeli.) 
   
  
  Ver4-09 Wicked Three 
   
  Page 25 
  Map 3: Verbobonc City 
   
  This map shows the layout of Verbobonc City.  Castle Grayfist is number 28 on this map, and the Temple of St. Cuthbert 
  is number 46. (Map from the Fate of Istus product by TSR.) 
   
   
   
  
  Ver4-09 Wicked Three 
   
  Page 26 
  Player Handout #1: Elespeth’s Message 
   
  I see… 
  I see three wicked wolves prowling through the glades and hills of 
  Verbobonc. 
  The Three were sent by the Wicked One after a great war many 
  seasons ago. 
  These wicked three are these: the Imposter, the Cowled Lady, and 
  the Killer. 
  The Imposter has taken the place of a great hero.  His reach grows 
  as he gathers authority. 
  The Cowled Lady works high in the hills.  She is a master of magic, 
  a master of strategy, and she commands an army of giants. 
  The Killer is cloaked in night shadow.  He is short, but stout, and 
  none can live whom he has marked for death. 
  These three have schemed for many seasons.  They would hand all 
  of Verbobonc to the Wicked One. 
  Ever has Langard been a friend of Verbobonc, and so now as its 
  leader, he must know of these Wicked Three. 
  
  Ver4-09 Wicked Three 
   
  Page 27 
  Player Handout #2: A Friendly Letter 
   
  Good Friends-
  The dryad is fortunate in her choice of protectors.  
  You are more…resilient than the orcs near Eglath.  
  But you have been lucky.  I have been watching 
  you, and stalking you.  I have been among you, 
  and spoken with you.  Your abilities and 
  weaknesses are clear to me.  If I mark you for 
  death, you will die.
  Yet I am a reasonable fellow.  I will give you a 
  chance to save your own lives.  You see, the 
  dryad knows too much about me and my two 
  associates.  Kill her by noon today, and leave her 
  corpse to rot in the road.  If you do this, I will 
  place you under my protection, and I will never 
  lift a hand against you.  Fail me in this, and you 
  will not live to see dusk.  This I vow.
  --The Hammer of Iuz
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER4-09 Wicked Three (3E).pdf