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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and e-mail your triad 
  point of contact (POC). For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
   
  VER7-07 
   
   
   
   
   
  A Bitter Pill 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
   
   
  By Ian Thomas Hardin and Chad LaMontagne 
  Circle Reviewer: Tim Sech 
  Triad Reviewers: Greg Hanigan and Vernon L. Vincent 
  Playtesters: 
   
   
  Fame.  It can be a double-edged sword.  With the Viscounty on the brink of civil war a chance to alleviate some of the 
  tension-and line your pockets-presents itself.  But what is best for the Viscounty may be in the eye of the beholder.  A 
  one-round Verbobonc regional adventure set in Verbobonc City and possibly the Ironwood for PCs level 1-10 (APLs 2-
  8). It is strongly suggested that PCs have played all previous Verbobonc Year 7 adventures prior to this adventure. 
   
  .
  
  VER7-07 A Bitter Pill 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the PC level for each of the PCs 
  participating in the adventure. 
   If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a PC with the Mounted Combat feat, use 
  the sidebar chart to determine the number of levels 
  you add to the sum of step one. Add each PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  # 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 
   Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  receives only one-half of the experience points and gold 
  for the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied on 
  help by higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round adventure, set in Verbobonc. 
  All within-region PCs pay 1 Time Units per round, while 
  out of region PCs must pay 2. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Lord Roland Galans, in an attempt to secure exclusive 
  rights to the newly found Skyroad, asked a group of 
  adventurers to accompany him on a mission into the 
  Ironwood (VER7-02 Storm the Dragon’s Bastion) to 
  negotiate with Shannus, the Lord of the Ironwood.  
  Negotiations failed and a skirmish at the base of one of 
  the Skyroad towers ensued.   
   
  Lord Shannus has recently closed the Ironwood and 
  annexed the town of Validia in the southern Ironwood 
  under the auspices of protecting the Viscounty from the 
  return of “the Great Dire Dark.” Troops have begun to 
  assemble in an attempt to dislodge Shannus from Validia. 
    
   
  At the same time, a patrol of Mounted Borderers 
  went missing while investigating the Viscount’s 
  disappearance in the Ironwood.  They were rescued from 
  a stockade in Glory, Shannus’ stronghold in the 
  Ironwood (VER7-03 Mourning Glory). 
   
  Shannus knows that fighting with the Mounted 
  Borderers and the troops being assembled by various 
  other nobles will dilute his ability to devote all his efforts 
  on fighting the Great Dire Dark and so he has developed 
  a strategy.  Shannus is willing to exchange exclusive 
  rights to the section of the Skyroad in the Ironwood to 
  Lord Galans-as long as Galans will defer to him in regards 
  to safety measures.   In return, Lord Galans (who 
  commands the 4
  th Company of the Mounted Borderers) 
  will use his influence to assuage the tensions 
  surrounding Shannus’ annexation of Validia. 
   
  Shannus has delegated the delivering of the 
  agreement to Lord Galans to one of his trusted Captains, 
  Caisys Adamorn.  However, Caisys does not agree with 
  Shannus’ plans and so has assigned it to Lamin Gelltara, a 
  well-meaning, dutiful, albeit naïve officer under his 
  command.  
   
  Caisys has instructed Lamin to seek out adventurers 
  to act as couriers for the agreement between Shannus and 
  Galans, but the methods he has instructed Lamin to use 
  are designed to have the mission fail.   
   
  Caisys believes that Shannus is wrong to bargain 
  away a section of the Ironwood, even if it is air, to an 
  outside noble.  He is confident that Shannus will realize 
  this soon enough and be thankful the alliance with 
  Galans failed. 
   
  Lamin, on the other hand, does not suspect Caisys’ 
  plans and considers being selected for this as a great 
  honor.  He also does not realize that if the alliance offer 
  fails, Caisys will use him as the scapegoat. 
  VER7-07 A Bitter Pill 
   
  Page 2 
  
   
  Lamin has used the last few days to gather 
  information on suitable candidates for the mission. 
  Information gathering is not his strong suit and so 
  unbeknownst to him he has sent offers to many who, by 
  the nature of their affiliations, are opposed to Shannus.  
  This, of course, is exactly what Caisys hoped would 
  happen. 
   
       
  ADVENTURE SUMMARY 
  Encounter One: A game of Pawns  
  The PCs will receive their letter from Caisys. Those PCs 
  with affiliations to noble houses, military units and the 
  various churches will check with those organizations to 
  seek opinions and instructions.  After doing this they will 
  continue on to Verbobonc City. 
   
  Encounter Two: Who’s the Half-dragon that’s a 
  Smooth Talker to all the Chicks? 
  The PCs will meet with Lamin and he will ask them to 
  take a sealed scroll case to Lord Galans.   
   
  Encounter Three: It can’t really be that easy can it? 
  The PCs will travel across Verbobonc City to Lord Galan’s 
  estate only to find he isn’t there.  A properly worded 
  Diplomacy/Intimidate check will reveal Lord Galans is at 
  his shipping office on the River Road, some 80 miles east 
  of Verbobonc City. 
   
  Encounter Four: Fight or Flight 
  The PCs will be approached by a group of adventurers on 
  their way to Verbobonc City.  The NPC Adventurers are 
  undercover agents of Trithereon and will be nervous & 
  fidgety.  A fight could break out.  IF the PCs avoid 
  combat with the first group, then soon a second group 
  will come down the road.  The second group is a group of 
  cultists from the former Temple of Elemental Evil who 
  have recently escaped from the destruction of Tricaster in 
  the lands of Dyvers.  Combat is, most likely, a certainty 
  with the second group. 
   
  Encounter Five: Talking the Talk 
  The PCs must use diplomacy to get Lord Galans to look at 
  the proposal from Shannus.  If they are successful they 
  are invited to a party. 
   
  Encounter Six: Walking the Walk 
  The party is in full swing and the PCs have a chance to 
  earn some unusual favors from a couple of colorful NPCs 
  in attendance.   
    
  Encounter Seven: “Spider-holes” 
  The PCs travel back along the River Road to announce 
  their success or failure to Lamin.  A group of 
  lycanthropes attempts to ambush the party. 
   
  Encounter Eight: Caisys-tastrophe! 
  In the conclusion the PCs will either report their success 
  or failure to Caisys.  He will reward or admonish the PCs 
  accordingly.  The PCs may have a chance to meet Lord 
  Shannus.   
   
   
  PREPARATION FOR PLAY 
  There are quite a few things that you as the DM need to 
  determine at the beginning of the adventure.   
  • 
  Do any of the PCs have the “Attacked the Mist 
  Children” AR entry from VER7-02 Storm the 
  Dragon’s Bastion? 
  • 
  Do any of the PCs have the “Defended the Mist 
  Children” AR entry from VER7-02 Storm the 
  Dragon’s Bastion?  
  • 
  Are any of the PCs members of any Verbobonc 
  meta-orgs?  If so, which ones? 
  Because there exists the potential for a lot of information, 
  we suggest you have each of the PCs write down their 
  Verbobonc meta-org affiliations on a piece of paper large 
  enough for you write back to them the opinions and 
  instructions for each PCs from their respective meta-orgs. 
   
  This information will also affect the diplomacy skill 
  check made in Encounter Six with Lord Galans. 
    
  INTRODUCTION 
  The life of an adventurer has its ups and downs.  
  Friends become foes and vice-versa.  Thankful 
  villagers eventually stop buying you drinks, damsels 
  in distress move on with their lives, and the list of 
  those you’ve vanquished grows ever longer… 
   
  Now the next chapter in your saga begins with a 
  rolled parchment, sealed with wax, an odd crest 
  pressed into the wax.  What new challenge awaits to 
  test your arm’s strength, your arcane might, your 
  gifted skills, or your stalwart faith? 
   
  You only need break the seal and read… 
   
  [Hand players a copy of Player Handout #1] 
   
  A DC 10 Knowledge (local-VTF), Knowledge (nobility & 
  royalty) or Bardic Knowledge check will reveal the wax 
  seal on the parchment as belonging to Shannus, Lord of 
  the Ironwood. 
   
   
  VER7-07 A Bitter Pill 
   
  Page 3 
  
  ENCOUNTER ONE: A GAME 
  OF PAWNS 
  At this point, PCs may want to gather information about 
  Shannus and Current Events in the Viscounty.  They may 
  also wish to check with the meta-orgs they belong to. 
   
  GATHER INFORMATION: 
   
  DC 5: You just got a letter from a man named Caisys. 
  DC 10:  Shannus is the Lord of the Ironwood.  He is 
  known as a staunch foe against the lycanthropes of the 
  Ironwood and is not well liked by several noble houses. 
  DC 12:  Shannus is half elf/half dragon and is a might 
  warrior.  He lives in a town in the Ironwood called Glory 
  with many others of draconic ancestry. 
  DC 15: Shannus has recently led an army south and 
  annexed the town of Validia from the control of House 
  Chondell.  Troops are massing in preparation for battle. 
  DC 17: There has also been increasing tension between 
  the Elven Clans of the Gnarley Forest and the humans of 
  the Viscounty, though specific reasons have not come to 
  light. 
  DC 20: Shannus has a captain named Caisys Adamorn. 
  DC 25: Unlike most of Shannus’ officers, Caisys has not 
  manifested any draconic ancestry. 
  DC 27: There are rumors that Shannus has been 
  considering taking a wife so that he can have a legitimate 
  heir. 
  DC 30: There are rumors that a patrol of Mounted 
  Borderers were captured and held prisoner by Shannus 
  in Glory.  When Shannus marched to Validia they 
  escaped. 
  DC 32:  The number of lycanthropes in the Ironwood has 
  dropped drastically in the last few years. 
  DC 35: It is rumored that Lord Shannus has recently 
  gone 
  through 
  the 
  Dragonborn 
  transformation, 
  abandoning the last vestiges of his Elven ancestry. 
   
  VERBOBONC REGIONAL META-ORGS: 
  Using the information provided by the PCs, paraphrase 
  the following opinions and instructions to each PC as 
  necessary.  If a PC doesn’t inquire of their meta-orgs DO 
  NOT provide the opinions and instructions.  This is 
  important because there are chances for PCs to earn or 
  lose affiliation with their meta-orgs according to their 
  actions in this adventurer.  Here are the opinions and 
  instructions from the Verbobonc meta-orgs to those PCs 
  who inquire: 
  • 
  Church of Ehlonna:  Shannus has ever been a 
  stalwart protector of the wood.  Insure his 
  efforts do not lead towards an evil end. 
   
  • 
  Church of Fharlanghn:  The road must remain 
  open.  Do not allow imaginary lines drawn upon 
  the Oerth to inhibit free travel. 
   
  • 
  Church of Heironeous: Shannus is not evil, 
  but he is misguided.  The alliance could keep 
  the peace.  As long as their isn’t anything illegal 
  in the contract you may assist.   Report back. 
   
  • 
  Church of Pelor: Shannus is not evil and is 
  attempting 
  to 
  prevent 
  suffering 
  in 
  the 
  Viscounty from a return of some great evil. If it 
  is true that this evil is coming and that this 
  contract will help Shannus fight it then we 
  should assist.  Report back. 
   
  • 
  Church of Pholtus: See what the laxity of the 
  Cuthbertines has wrought?  Shannus is a 
  criminal and must be stopped.  Disrupt this deal. 
   
  • 
  Church of Rao: We must be the voice of reason 
  in the Viscounty.  If we cannot keep civil war 
  from erupting, Veluna may reinstate full 
  control.  This contract may prevent bloodshed, 
  so we must assist. 
   
  • 
  Church of St. Cuthbert: Shannus is a criminal 
  and we must deal with him.  However, the 
  Viscounty is in no shape to fight him right now. 
   Go along, assist if you must.  Document 
  everything so we can add it to our case against 
  Shannus.  When the Viscount is found he will 
  have to answer for his charges.  Report back 
  everything and apprehend any lawbreakers.  
   
  • 
  Church of Trithereon:  Shannus is the wake-up 
  call we of the summoner have waited for!  After 
  he is defeated the noble power structure will be 
  all the more weakened and the people will have 
  more freedom.  This deal is two nobles getting 
  fatter…do your utmost to prevent it and report 
  back. 
   
  • 
  Church of Zilchus: War is good for profits, but 
  so is prolonged tension.  As long as the contract 
  honors the great money-changer you may assist. 
   
  • 
  Clan Rockhall:  We’ve troubles enough on our 
  own without adopting those of that damned 
  wyrmling.  Keep a careful eye out, but don’t 
  support either side.  
   
  • 
  Clan Tuvar:  No specific stance 
  VER7-07 A Bitter Pill 
   
  Page 4 
  
   
  • 
  Elven Clans of the Gnarley: The more unrest 
  Shannus causes the better.  He will serve as a 
  warning of what will happen on the other side 
  of the Viscounty if we are not listened to.  Assist 
  if the contract makes his position stronger. 
   
  • 
  Elven Enclave: A peaceful Viscounty will help 
  us heal the breach with the clans, who are 
  preparing for their own war.  Assist the deal. 
   
  • 
  The Family: Willem Haxx is an ally of ours, 
  what hurts Galans helps him.  Prevent the deal 
  from happening and report back. 
   
  • 
  Gentlemen of the Watch: Until the Viscount 
  is returned we are vulnerable.  We must 
  preserve the peace until he can be found. 
   
  • 
  The Hardiggan League:  No specific stance 
   
  • 
  House Avgustin:   Any agreement between 
  Shannus and Galans will make Shannus 
  stronger – do not let this occur. 
   
  • 
  House Chondell: Shannus must be stopped by 
  any means necessary.  You must keep this 
  proposed contract from happening. 
   
  • 
  House Deleveu: See Mounted Borderers-3
  rd 
  Company. 
   
  • 
  House Estival:   No specific stance 
   
  • 
  House Galans: See Mounted Borderers-4
  th 
  Company. 
   
  • 
  House Haxx: We are still stinging from that 
  upstart Galans’ previous actions.  Time for 
  payback.  Keep the proposed contract from 
  happening. 
   
  • 
  House Langmuir: We have enjoyed watching 
  Haxx & Galans bicker, mostly because we 
  benefit from it.  Information is what we require. 
   Report back exactly what is going on with this 
  “contract.” 
   
  • 
  House Rhynehurst: Galans is a friend.  If he 
  thinks the deal is good for business then he’ll 
  most likely be giving us a cut of whatever it is. 
   
  • 
  House Saflynd: Shannus must be stopped, 
  prevent the deal.  Then we can sweep down and 
  destroy him once and for all! 
   
  • 
  House Stefania:   No specific stance 
   
  • 
  House Vaswell: Help the deal and make sure 
  any vassals of other houses you meet along the 
  way know that House Vaswell helped this deal 
  happen!  Remember the details so we can 
  compose some songs. 
   
  • 
  House Velysin:  Shannus is a criminal and we 
  must brook no unlawfulness.  However, we 
  can’t move yet.  If this deal prevents combat for 
  now-assist. 
   
  • 
  Mounted Borderers-1
  st Company: With the 
  Viscount’s disappearance we are not prepared 
  for a protracted engagement.  If this will 
  prevent bloodshed then assist and report back. 
   
  • 
  Mounted Borderers-2
  nd Company: We have 
  always known Shannus is a madman and we 
  need him isolated.  Go along and see if you can 
  speak reason to Lord Galans.  Report back. 
   
  • 
  Mounted 
  Borderers-3
  rd 
  Company: 
  With 
  Blackthorn looming on the other side of the 
  Gnarley our attentions must not be diverted by 
  Shannus.  If this prevents bloodshed assist and 
  report back.  
   
  • 
  Mounted Borderers-4
  th Company: Lord Galans 
  is our leader, we will support his decisions. 
   
  • 
  Protectors of the Gnarley: Blackthorn is our #1 
  concern.   We’ll need the 3
  rd Company so a battle 
  with Shannus that will take them away is not 
  desired. 
   
  • 
  Protectors of the Ironwood: We will help Lord 
  Shannus make this alliance. 
   
  • 
  The Riverwalk Society:  Learn as much as you 
  can about both parties.  We’ll sell the good 
  information and sing about the rest. 
   
  • 
  The Wanderers of Coldeven: A war will 
  already stretch the dwindling resources left 
  from last year’s winter.  If combat breaks out-the 
  people will suffer. 
   
  VER7-07 A Bitter Pill 
   
  Page 5 
  
  • 
  The Wrinkle Academy: Can you bring me a 
  specimen from a real lycanthrope?  No? Oh 
  well, how about just observing all you can and 
  reporting back? 
   
  After you have given notes to those PCs with meta-org 
  affiliations detailing their instructions and opinions, 
  continue with the Encounter Two:  
   
  ENCOUNTER TWO: WHO’S 
  THE HALF−DRAGON THAT’S 
  A SMOOTH TALKER TO ALL 
  THE CHICKS? 
  Read the following: 
   
  The Giant’s Flagon, true to its name features a flagon 
  the size of a cask of ale, behind the bar.  Although it is 
  still quite early the bar is open and several barmaids, 
  their hands full of libations, brush past you to deliver 
  their orders amongst the thirsty clientele. 
   
  Sitting at a corner table on the far side of the 
  tavern is a man of Suel descent who couldn’t be more 
  out of place.  His long, strawberry blonde hair is well 
  coifed and worn in a loose ponytail.  He is dressed in 
  dignified 
  clothes 
  of 
  golden 
  velvet 
  with 
  an 
  embroidered, platinum colored, brocade.  Hanging 
  from an ornate loop on his belt is a finely crafted 
  silver pick and around his neck he wears a holy 
  symbol on a platinum chain. 
   
  This man is Lamin Gelltara, the man mentioned in 
  Caisys’ letter.  A DC 10 Knowledge (religion) or Bardic 
  Knowledge check will reveal that the holy symbol is that 
  of Bahamut.  When the PCs approach: 
   
  The man waits for all of you and then smiles at the 
  entire group and gestures to the empty chairs in front 
  of him.   
   
  After the PCs sit, say hello, show the letters they were 
  given, etc., Lamin begins speaking:   
   
  “May the blessings of Bahamut be upon you for 
  answering Caisys’ letter.  I am Lamin Gelltara, Knight 
  of the Platinum Dragon and vassal of Shannus, Lord 
  of the Ironwood.  To those of you here out of 
  curiosity, I applaud you.  To those of you here out of a 
  sense of duty, I honor you.  To those who are here for 
  money-you shall have it.” 
   
  Lamin reaches deeply inside a leather satchel at 
  his side and retrieves an elaborately carved wooden 
  scroll case.  An ornate wax seal covers the clasp. 
   
  “Delivering this,” Lamin says, holding the scroll 
  in front of him, “Is your task.” 
   
  Lamin will now answer questions from the PCs.  The 
  most important thing to remember is that Lamin is not 
  an NPC the PCs can bully.  If the PCs berate him or Lord 
  Shannus at any time during their discussions he will ask 
  them to put aside their personal feelings and think of the 
  Viscounty as a whole.  If they persist in their attitudes he 
  will say and do the following to each offensive PC: 
   
  Lamin reaches into the leather satchel and retrieves a 
  small leather pouch. “Here is 50 silver, thank you for 
  your time.  If you’ll please excuse yourself so I can 
  continue with the others I would appreciate it.” 
   
  At this point the adventure is over for this PC unless they 
  make a DC 15 Diplomacy check (which can be assisted by 
  the rest of the party).  If the PC actually says “I’m sorry” or 
  words to that effect then regardless of the die result 
  Lamin will allow them to remain.   
   
  • 
  What’s inside the case? Documents for Lord 
  Rolan Galans. 
   
  • 
  What kind of documents? I’m told its an 
  incredibly lucrative offer from my lord to Lord 
  Galans.  
   
  • 
  You haven’t looked at it/opened it?  Of course 
  not.  My superiors have entrusted it to me and I 
  take my duties seriously. 
   
  • 
  Can we look at it?  I’ll assume you’re joking, 
  but the answer is no.  It is for Lord Galans’ eyes 
  only. 
   
  • 
  I/we won’t deliver it if I/we don’t know what 
  it is I/we are delivering.  You would not be the 
  first today to say that.  I hope you’ll reconsider, 
  but if not, I will pay you for your time & you 
  can be on your way.   Do you wish your 50 silver 
  or will you reconsider the mission? 
   
  • 
  I/we reconsider.  That is a wise decision. 
   
  • 
  Why should I/we help Shannus?  You aren’t 
  helping 
  Shannus. 
   
  You 
  are 
  delivering 
  documents to Lord Galans.  It would seem to me 
  VER7-07 A Bitter Pill 
   
  Page 6 
  
  that if anyone would be helping Lord Shannus 
  it will be Lord Galans. 
   
  • 
  Shannus is just making a power-grab! If he 
  was after power, why wouldn’t we have marched 
  on Rhynehurst or Verbobonc City?  You’re just 
  acting silly now & this is a serious matter. 
   
  • 
  Well then what is Shannus up to? The Great 
  Dire Dark is returning and Lord Shannus is the 
  Viscounty’s best hope to defeat it.  Once the 
  Great Dire Dark is defeated my lord will return 
  to Glory, leaving Validia safer then when he 
  found her. 
   
  • 
  What is the Great Dire Dark?  The Great Dire 
  Dark is a creature of great evil, it was bound to 
  the Ironwood and has haunted the wood ever 
  since.  Several years ago it was struck a heavy 
  blow by some adventurers, but has since 
  reconstituted itself.    
   
  • 
  Shannus invaded Validia! He was welcomed 
  with open arms and cheers from the populace, 
  so you can hardly call it an invasion. 
   
  • 
  Shannus is a criminal, committed treason, 
  etc. Unfortunately, the three people who could 
  legally bring that charge: Viscount Langard, 
  Bishop Haufren, & Canoness Y’Dey are either 
  missing, comatose or must think differently on 
  the matter because no writ of arrest has been 
  issued.  When the Viscount is found, Haufren 
  awakes, or Canoness Y’Dey changes her mind 
  and a writ is drawn up-my lord will face those 
  charges and be acquitted forthwith. 
   
  • 
  What about the Mounted Borderers who 
  were imprisoned in Glory. They were subdued 
  using non-lethal force & taken to Glory under 
  arrest for trespassing in the Ironwood & under 
  suspicion of being involved with the Viscount’s 
  disappearance.  Before they could be fully 
  questioned or their identities as Mounted 
  Borderers could be confirmed they were broken 
  out of jail by criminals still at large. 
   
  • 
  I/we broke them out of jail, etc. If we were in 
  lands under my lord’s jurisdiction I would 
  unfortunately have to take you into custody for 
  a variety of charges. My lord was convinced that 
  adventurers 
  were 
  behind 
  the 
  jailbreak. 
  However, I have been authorized to acquit you 
  of any charges you may have faced in this if you 
  will agree to this task for Lord Shannus. 
   
  • 
  How much are we being paid? My Lord is 
  generous.  For delivering the documents to Lord 
  Galans & returning with his reply you’ll be paid: 
  o 
  APL 2: 400gp 
  o 
  APL 4: 600gp 
  o 
  APL 6: 800gp 
  o 
  APL 8: 1250gp 
   
   
  Payment is upfront.   
   
  • 
  Did you say “upfront?” Yes. 
   
  • 
  What’s to prevent us taking the coin and the 
  scroll case and running? Well hopefully your 
  conscience.  I just assume you’ll honor our 
  agreement. 
   
  • 
  Why don’t you just take it to Lord Galans 
  yourself? After the recent confrontation 
  between Galans and Shannus he felt a third 
  party would be welcomed more warmly by 
  Galans. 
   
  • 
  Who gave you your instructions/what are 
  your 
  instructions? 
  Lord 
  Shannus 
  gave 
  instructions to Caisys Adamon, my superior, 
  who then ordered me to meet the adventurers 
  to whom letters had been sent and to secure a 
  group of them to deliver these documents to 
  Lord Rolan Galans 
   
  • 
  Why doesn’t Shannus himself deliver them? 
  Lamin gives the PC a look as if to say “are you 
  daft?” Because Lord Shannus has more 
  important duties then ferrying messages. 
   
  • 
  I/we also have more important duties then 
  ferrying messages. Then I thank you for your 
  time.  Please take 50 silver for your time and 
  trouble making the meeting. Now if you 
  wouldn’t mind vacating the table, I have others 
  to interview.  
   
  • 
  Where is Lord Galans? I would assume he is at 
  his manor here in Verbobonc City. 
   
  • 
  Where do we meet after we have made the 
  delivery and gotten Lord Galans’ response? 
  At the eastern gate into the Ironwood.  I will 
  await you there. 
   
  VER7-07 A Bitter Pill 
   
  Page 7 
  
  OPTION A: If the PCs accept the mission: 
   
  Pleased with your acceptance, Lamin provides you 
  with directions to Lord Galans’ estate in Verbobonc 
  City. 
   
  “I hope you don’t mind being paid in platinum,” 
  Lamin says as he hands each of you a leather sack full 
  of coins. 
   
  “I thank you for your assistance in this matter, as 
  does my lord.  I will see you at the eastern entrance to 
  the Ironwood where we will toast to your success!  
  May Bahamut’s blessings be upon you!” 
   
  OPTION B: If the PCs decline the mission read the 
  following to them: 
   
  Moving from the table you are quickly replaced by 
  other adventurers bearing the same letter you 
  received.  You begin to wonder just how many of 
  those Caisys sent out.  Within moments you see 
  Lamin smile and begin handing sacks of what could 
  only be coin to the newcomers.  Taking the sacks and 
  the ornate scroll case they rise and exit the tavern, the 
  exultant joy of not only NOT being too late to get the 
  job coupled with the thrill of being paid upfront 
  obvious in every step.  Suddenly, 50 silver doesn’t 
  seem like much.   
   
  Refer to the “This cannot be” troubleshooting section 
  below for parties which do not wish to deliver the 
  message. 
   
  OPTION C: If a member of the party is excused by Lamin 
  because of their attitude toward him or Shannus read the 
  following: 
   
  Moving from the table you watch from across the 
  room as the rest of those who entered with you 
  receive sacks of coin from Lamin.  Judging from the 
  size of the sacks you can only assume that you have 
  missed out on a substantial, upfront, payoff.  You 
  realize that for once it wouldn’t have been scrounging 
  for gold, stripping and lugging around the gear of 
  foes you defeat, or searching every nook and cranny 
  of a villain’s lair for every last ounce of wealth to 
  make ends meet.  It’s a bitter pill you have to swallow 
  as you watch your former table-mates exit the tavern, 
  the exultant joy of not only NOT being too late to get 
  the job coupled with the thrill of being paid upfront 
  obvious in every step.  Suddenly 50 silver doesn’t 
  seem like much.   
   
  Refer to the “This cannot be” troubleshooting section 
  below for parties which do not wish to deliver the 
  message. 
   
  ALL APLS (EL 2) 
   
  Lamin Gelltara: Human Fighter 2; hp 12;  
   
  Tactics: This is not supposed to be a combat encounter.  
  Lamin is unarmored and would be taken completely by 
  surprise if he were attacked.  If he is, however, he will 
  defend himself, calling for the Gentlemen of the Watch 
  at his first opportunity. The GotW will arrive 5 rounds 
  after combat is initiated and will take the entire party into 
  custody.  There are dozens of witnesses who will testify 
  against those who attacked Lamin, regardless of whether 
  they used lethal or non-lethal means. 
   
  PCs will be charged with the following crimes as 
  applicable per the Laws of the Viscounty (Appendix 2): 
   
  • 
  Assault (pg. 5) 
  • 
  Battery (pg. 5) 
  • 
  Disturbing the Peace (pgs. 5-6) 
  • 
  Interfering with the Representative of a Noble 
  (pg. 6) 
   
  If Lamin is killed, then an additional charge of 
  Manslaughter or Murder (pg. 7) will be made in place of 
  the above charges. 
   
  If Lamin’s personal property is taken, an additional 
  charge of Robbery (pgs. 7-8) will be added.  
   
  Development 
  For those PCs who have: 
  • 
  Turned down Lamin’s offer and not made the 
  diplomacy check to re-join the group; or 
  • 
  To those PCs who’s attitudes caused Lamin to 
  reject them for the mission 
   
  The adventure isn’t necessarily finished for them.  The 
  party may choose to let these PCs re-join the party 
  outside the tavern.  At this point they have 50 silver.  
  They can earn more money from this adventure by 
  recovering and selling the equipment removed from foes 
  defeated further on in the adventure. 
   
  If a PC chooses to not re-join the group, then they 
  receive 50 silver (5 gp) on their Adventure Record and no 
  XP. 
   
  Development:   This cannot be! 
   
  VER7-07 A Bitter Pill 
   
  Page 8 
  
  If at any time during the adventure the PCs or PC decides 
  to open the scroll case please refer to Appendix 3 for 
  resolving that choice.  
   
  Some parties may not only refuse to assist Shannus, 
  but may wish to actively sabotage the efforts of Shannus 
  to reach an agreement with Galans.   
   
  If the PCs choose to sabotage the agreement, but have 
  refused to deliver the message (such as would result in 
  options B and C) they may still be able to do so.  As noted 
  in the read aloud text, another party is contracted to 
  deliver the scroll case if the PCs refuse to deliver it.  
  Using the descriptions and stats for the NPC’s in 
  Encounter Four describe the adventurers as receiving the 
  tube and heading off.  
   
  PCs may at that time attempt to seize the scroll case or 
  otherwise hinder the other party, be it by stealth, or force. 
   Please note the PC’s actions, and remind them if what 
  they suggest would be considered illegal.   
   
  If the PCs do seize the scroll case please refer to 
  Appendix 3 for resolving their actions with that case.  
  They may even at that time choose to deliver the scroll 
  case, reinserting themselves back into the adventure. 
   
  As always it is up to you as the DM to accommodate the 
  PCs choices. 
   
  ENCOUNTER THREE: IT 
  CAN’T BE THIS EASY CAN IT? 
  Once the party accepts the offer they can then head to 
  Lord Galans’ manor in Verbobonc City.  Some PCs or 
  parties may wish to make stops on the way.  Assume that 
  all mundane/magic LGCS items are available at their 
  commonly listed prices. 
    
  You find Lord Galans’ estate with relative ease. The 
  entrance you see that it is flanked by two guardsmen 
  in House Galans’ livery.  As you approach they cross 
  their halberds. 
   
  “State yer name and yer business” barks one of 
  the guards matter-of-factly. 
   
  Below are some basic responses for the guards: 
   
  • 
  We’re here to see Lord Galans.  Lord Galans 
  isn’t home. 
   
  • 
  Where is he?  I don’t see how that is any of 
  your business. 
   
  The guards aren’t particularly rude, and it isn’t a great 
  secret where Lord Galans is.  This is more an attempt to 
  prolong the conversation in an effort to alleviate their 
  boredom. 
   
  A DC 15 Diplomacy or DC 20 Intimidation check will 
  convince the guards to tell the PCs that Lord Galans is at 
  his shipping company office located about 70 miles east 
  of Verbobonc City on the River Road. 
   
  In the event of failure on the Diplomacy/Intimidation 
  check, allow the players a DC 15 Gather Information 
  check from passersby on the streets, which will reveal to 
  the players that Lord Galans’ shipping company has a 
  sizeable office and warehouse 70 miles east of Verbobonc 
  City on the River Road.  If the party fails this check…the 
  adventure is over for them.   
   
  Once the PCs are resigned to the decision that they will 
  have to leave Verbobonc City for the Galans shipping 
  compound read the following: 
   
  Determined to overcome this setback and accomplish 
  your mission you make your way towards the River 
  Road.  Your destination lies some seventy miles to the 
  east.   
   
  If the PCs wish to purchase mounts they can do so at the 
  rates presented on pg. 129 of the Player’s Handbook.  
  Returning to the tavern finds Lamin has already left. 
   
  OVERLAND MOVEMENT: 
   
  This is covered on pgs. 162-164 of the Player’s Handbook, 
  but listed below is a primer to aid the DM in judging this 
  adventure.   
  • 
  Walking Speed per Day: 
  o 
  15’ = 12 miles per day 
  o 
  20’ = 16 miles per day 
  o 
  30’ = 24 miles per day 
  o 
  40’ = 32 miles per day 
   
  • 
  Riding Speed per Day (consult table 9-6 of the 
  PHB, pg. 164) 
   
  Regardless of which method is chosen, Encounter Four 
  will occur. 
   
  ENCOUNTER FOUR: FIGHT 
  OR FLIGHT! 
   
  Encounter 4A: 
  VER7-07 A Bitter Pill 
   
  Page 9 
  
  As your group makes its way to the East, you see 
  another group moving west towards Verbobonc City.  
  The four of them in their group have covered 
  themselves up with hooded cloaks, and are furtively 
  looking at the party, and amongst themselves. 
   
  Spot Checks can reveal further information: 
   
  DC 5  These guys look nervous 
  DC 10 This group appears dressed in a style similar to 
  that of the Northern Gnarley region. 
  DC 15 This group moves and acts as if they have received 
  formal military training at some point. 
  DC 20 They appear to have their hands on weapons/spell 
  component pouches. 
  DC 25 One appears to have her hands on a holy symbol 
  of Trithereon. 
   
  APL 2 (EL 5) 
   
  Cleric: Human Cleric 1; hp 10; See Appendix 1 
   
  Sorcerer: Human Sorcerer 1; hp 5; See Appendix 1 
   
  Rogue: Human Rogue 1; hp 7;  See Appendix 1 
   
  Fighter: Human Fighter 1; hp 12; See Appendix 1 
   
  APL 4 (EL 7) 
   
  Cleric: Human Cleric 3; hp 23; See Appendix I 
   
  Sorcerer: Human Sorcerer 3; hp 12; See Appendix I 
   
  Rogue: Human Rogue 3; hp 16;  See Appendix 1 
   
  Fighter: Human Fighter 3; hp 30; See Appendix 1 
   
  APL 6 (EL 9) 
   
  Cleric: Human Cleric 5; hp 36; See Appendix I 
   
  Sorcerer: Human Sorcerer 5; hp 19; See Appendix I 
   
  Rogue: Human Rogue 5; hp 25;  See Appendix 1 
   
  Fighter: Human Fighter 5; hp 45; See Appendix 1 
   
  APL 8 (EL 11) 
   
  Cleric: Human Cleric 7; hp 52; See Appendix I 
   
  Sorcerer: Human Sorcerer 7; hp 29; See Appendix I 
   
  Rogue: Human Rogue 7; hp 37;  See Appendix 1 
   
  Fighter: Human Fighter 7; hp 60; See Appendix 1 
   
  These folks are freedom fighters from the troubles east of 
  here.  They are attempting to link up with other 
  Trithereonites in Verbobonc for training and assistance.  
  They will answer all questions tensely and briefly and 
  will only stop if a law officer in full uniform requests 
  them to.  If the PCs draw weapons, ready spells, or 
  otherwise act threatening the Trithereonites act to 
  defend themselves.  They are not evil and have no wicked 
  intent, they’re just really nervous. 
   
  If combat ensues they will fight for their lives, but they 
  will only initiate it if they feel endangered. 
   
  If the party lets the Trithereonites pass, then proceed 
  with Encounter 4B.  If the party fights the Trithereonites 
  then ignore encounter 4B and proceed to encounter 5.   
   
  Encounter 4B: 
   
  Encounter 4B is almost identical to encounter 4A. The 
  only exception is the cleric in encounter 4B will be a 
  cleric of Vecna.  They will initiate combat…preferably as 
  a surprise, if the party does not. 
   
  ENCOUNTER FIVE: TALKING 
  THE TALK 
  One look at Lord Galans’ Verbobonc shipping office 
  is all you need to determine the reason it is located on 
  his own lands.  Warehouses,  docks and offices make 
  up the compound.  A fresh road cut into the Gnarley 
  most likely leads to the Eastern Skyroad Pylon, and 
  dozens of wagons flow in a steady stream in that 
  direction. 
   
  After speaking to numerous underlings and showing 
  them the scroll case you carry, you are finally met by 
  an escort, who explains he will bring you to Lord 
  Galans.   Several more minutes are spent as you wind 
  your way through preparations for some party, until 
  you finally reach a set of large double doors.   The 
  escort opens the doors and as you enter says “I hope 
  you’ve brought good news, he’s in a great mood and 
  we’d all like to keep it that way.  He just brokered a 
  monumental deal with a silent partner that will have 
  us all up to our necks in coin for at least another 
  year!” 
   
  You find Lord Galans in the middle of a dozen or so 
  servants. 
   
  “…start with the best wine and then once they’re 
  too drunk to tell the difference you switch to the 
  regular vintage!  Now go, and make me proud!” 
   
  As the servants file past you Lord Galans rises 
  from his desk to address you. 
   
  “So,” his eyes glowing with mischief, “what do we 
  have here? 
   
  As soon as the name “Shannus” is mentioned: 
   
  Upon hearing the name of the Lord of the Iron wood 
  Lord Galans raises his hand and interrupts you. 
   
  “I want nothing to do with that overgrown lizard; 
  he’s cost me some of my most loyal soldiers!” 
  VER7-07 A Bitter Pill 
   
  Page 10 
  
   
  Turning to the escort Lord Galans says “Show 
  these… people outside the compound.”  
   
  Though reasonably good-natured, the memories of the 
  last time Lord Galans attempted to do business with 
  Shannus is still a stinging memory for him.   
   
  SWEET TALKING LORD GALANS: 
  The PCs can make a DC 30 Diplomacy check (any 
  attempt 
  to 
  intimidate 
  Lord 
  Galans 
  will 
  have 
  consequences involving the exercise of his authority to 
  charge the adventurers with as many of the crimes noted 
  in Appendix #2 as he reasonably can claim).  Some of the 
  negatives also represent the attempts (as per instruction) 
  of PCs to sabotage this diplomacy through body 
  language, etc.  Apply the following modifiers to the roll: 
   
  • 
  Has the “Fought the Mist Children Elves” AR 
  entry from VER7-02 Storm the Dragon’s 
  Bastion: +2 per PC  
  • 
  Has the “Defended the Mist Children Elves” AR 
  entry from VER7-02 Storm the Dragon’s 
  Bastion: -2 per PC 
  • 
  Vassal of House Galans in the party: +5 
  • 
  Vassal of House Haxx in the party:  -5 
  • 
  Vassal of Shannus in the party: -5 
  • 
  Vassal of House Langmuir in the party: -2 
  • 
  Vassal of House Chondell or Saflynd in the 
  Party: -3 
  • 
  Vassal of any other noble house: +1 
  • 
  Mounted Borderer (1
  st or 3
  rd Company): +2 
  • 
  Mounted Borderer (2
  nd Company): -2 
  • 
  Mounted Borderer (4
  th Company): +4 
  • 
  Players actually role-play what they say in their 
  diplomacy check: +10 (Used only to propel low 
  level parties over the DC 30 check.  If higher 
  level parties can get there without it…allow 
  them their little glories.) 
  • 
  Failed (if attempted) the DC 25 forgery check 
  from Encounter Two: +5 
   
  OPTION A: The PCs fail the check 
  Though eloquent, your words cannot overcome the 
  sting of Lord Galans’ last meeting with Shannus in 
  the Ironwood.  He listens to your arguments but will 
  not be swayed.  He asks you once again to leave, 
  though there is a little more iron in his voice this 
  time. 
   
  As you are escorted to the entrance, what had 
  started as a quick jaunt across Verbobonc City has 
  resulted in failure.  
   
  As you leave, you hear a guard remark to his 
  companion, “a pity for them, Lord Galans’ parties are 
  legendary…”  
   
  Soon you are back on your way to Verbobonc 
  City and then on to the Ironwood to report to Lamin. 
     
   
  Proceed to Encounter Seven: “Spider Holes.” 
   
  OPTION B: The PCs make the check 
  Your words seem to at least spark Lord Galans’ 
  curiosity as you see the scowl on his face soften into 
  his famous grin. Under his breath you hear “Why 
  you slick son of a… I knew he’d come around!”  
   
  Raising his hand to point at you his eyes once 
  again glow with mischief. 
   
  “You!  By the money-lender’s coin-purse I’m glad 
  I listened to you!  I can’t believe you almost let me 
  toss you out!” 
   
  Lord Galans rushes up to shake your hands, his 
  meaty paws gripping almost too hard. 
   
  “You’ll stay for the party as guests of honor of 
  course…Now give me that scroll case, and I’ll hear 
  for myself what Shannus has to say.” 
   
  Galans will not activate the scroll case where he might be 
  overheard, although some PCs may note Galans 
  referencing hearing Shannus, and not reading the scroll.  
  When the players agree to attend the party please read or 
  paraphrase the following: 
   
  “Well as it’s my party and its fancy dress you can 
  either wear something suitable or sit here in your 
  room all night…the choice is yours.” 
   
  Read or paraphrase the following depending on PC 
  choice: 
   
  OPTION 1: “I’ll dress appropriately” 
  “I guarantee you will not regret it, I’ll send you my 
  stylist, she’ll get you ready.  Rest assured your 
  belongings will be quite safe…no one would dare 
  abuse my hospitality!” 
   
  Proceed to Encounter Six: Walking the Walk 
   
  OPTION 2: “I’ll stay in my room.” 
  “Surely you’re not afraid of a little wine, excellent 
  food and some merriment?  You adventurers need to 
  relax and live a little.”  
   
  If the PC(s) persists in deciding to stay in their room(s): 
    
  VER7-07 A Bitter Pill 
   
  Page 11 
  
   
  The following morning Lord Galans meets you at 
  the gate handing you a scroll case and escorts you out 
  of the complex.  He has a basket with leftovers 
  handed to you, along with a small keg of Herman’s M 
  Ale and a couple bottles of wine. 
   
  Clapping you on the back he bids you farewell 
  and a safe, speedy journey to the Ironwood.  
   
  Proceed to Encounter Seven: “Spider Holes.”  
   
  OPTION 3: “On second thought I think I’ll be heading 
  back  
  “Surely you’re not afraid of a little wine, excellent 
  food and some merriment?  You adventurers need to 
  relax and live a little.”  
   
  If the PC(s) persist in deciding to head back: 
   
  Shrugging, Lord Galans sighs lightly.  “Well, suit 
  yourself…but you are going to miss the event of the 
  season!  I’ll have a basket made up for you and 
  brought so you at least get to taste of something from 
  this evening.  
   
  Lord Galans personally escorts you out of the 
  complex. 
   
  “A pity…my parties are legendary!” Galans says as 
  he hands you the scroll case and bids you farewell. 
   
  Proceed to Encounter Seven: “Spider Holes.” 
   
  Development:   This cannot be! 
   
  If at any time during the adventure the PCs or PC decides 
  to open the scroll case please refer to Appendix 3 for 
  resolving that choice, as well as resolving PCs that wish 
  to sabotage or keep Shannus from reaching an 
  agreement with Galans. 
   
  ENCOUNTER SIX: WALKING 
  THE WALK 
  PCs should only get to attend the party if they have 
   
  • 
  Made the Diplomacy Check with Lord 
  Galans; AND 
  • 
  Agreed to leave their armor, weapons, and 
  gear behind and dress as Lord Galans insists 
  they do. 
   
  Soon after Lord Galans leaves, a single knock on the 
  door announces the entrance of a slight half elven 
  woman, followed by a rack of fashionable attire.. 
   
  “I’m Fiona, Lord Galans’ stylist.  Now hold still 
  and let me get a look at you.”  Fiona squints as she 
  sizes you up and then runs her fingers down the rack, 
  until she decides on an outfit for you.  Taking it off 
  the rack and places it with matching shoes and a 
  small velvet bag behind the dressing screen. 
   
  With a snap of her fingers the servants move 
  toward the door and as they and Fiona leaves she 
  winks at you as if to say “Have a marvelous evening.”   
   
  A DC 20 Appraise check or a DC 15 Forgery, Craft 
  (jewelry) check will identify the jewels as excellent fakes, 
  worth about 50gp.  If the check isn’t made then the PCs 
  believe they have jewelry worth thousands of gold pieces. 
   
  As you enter the main hall in your sartorial splendor, 
  you suddenly know that all the previous hassles of 
  this mission have been worth it.  A butler leads you to 
  your assigned seats and you watch as all the 
  remaining guests are seated. 
   
  Lord Galans rises as the last guests take their 
  places, a large goblet in his hand.  The conversations 
  slowly die down awaiting his toast. 
   
  “My friends, for you are all my friends tonight, I 
  welcome you to this party in honor of our recent 
  business successes.” 
   
  Gesturing to different tables around the room he 
  continues. 
   
  “To my friends from the Kron, I applaud your 
  insight and say truly we are living proof of earth & 
  stone, man and gnome!” 
   
  “To the excellent representative of the Elven 
  Clans of the Gnarley Wood I say thank you for your 
  hospitality in your woodland home and wish with all 
  my heart that soon we will salve the wounds between 
  us!” 
   
  “Finally, to my brave boys of the 4
  th, who I love as 
  my own sons…wherever and whoever THEY are, I 
  say the last one left standing has to do the dishes!” 
   
  Carts and trays are wheeled to each table and set 
  before you is an absolutely ridiculous arrangement of 
  food and drink.    
   
  Encounter Notes: 
   
  This encounter is for those wishing to rub elbows with 
  folks a little higher on the food chain than they are.  It is 
  primarily an unstructured encounter where the DM is 
  free to add lib at will.  If time is an issue (very doubtful) 
  this can be shortened considerably.   
   
  Seated at the PC’s table are two NPCs loosely modeled on 
  the authors of this adventure, so if you know us, do us 
  proud) they are: 
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  Page 12 
  
   
  Nail T. Hamdin, a 6 foot, balding, heavy-set Oeridian 
  human who works as a barrister specializing in 
  workman’s compensation rights for Rhennee.  The other 
  is Chule M. Lemonteague.  Chule is a good head taller 
  then Nail.  He is a  balding, lanky human sage who 
  specializes in soil issues as they relate to the care, feeding 
  & ultimately the distillation of Ypsolantian Gin Weed. 
   
  Nail & Chule are engaged in a debate at the table and will 
  ask the PCs what they think.   
   
  The nature of this debate is based upon the nature of your 
  players.  If the table includes a randy bunch of hack and 
  slash types, the debate should be appropriately thorough. 
   If there are those who actually possess social graces or 
  are of a young or innocent status, then care should be 
  taken to soften the specifics. 
   
  In short, Nail T. Hamdin feels that the traditional 
  methods of romance and wooing are to be used to win 
  over a paramour’s heart.  Chule M. Lemonteague feels 
  that whatever means that appear to be working at the 
  moment need to be employed to gain the favors desired 
  from the “mark”.  Nail is, obviously, an idealist while 
  Chule seems to be a bit jaded for some reason. 
   
  Make a note of which approach the PCs prefer.  It will 
  make a difference which influence will be garnered at the 
  end of the adventure. 
   
  If the PCs don’t wish to talk to Nail & Chule (or finish 
  with them quickly) then they are free to mingle.  The 
  Gnome NPCs will be discussing the recent news that a 
  Gnome had come forward claiming to have forged the 
  paperwork used to legitimate Viscount Langard’s claim.  
  The Elves, of course, will be discussing the recent 
  reclamation of the forest from Terre Verte and the hope 
  that soon Twilight Falls will be cleansed as well.  The 4
  th 
  company soldiers will be discussing the inferiority of the 
  Long Riders (the 2
  nd Mounted Borderer company).  Any 
  PCs who are members of the 4
  th will be greeted as 
  brothers, any members of the 2
  nd will be told to shove off. 
   
  ENCOUNTER SEVEN: “SPIDER 
  HOLES” 
  The next morning finds you at the gate of Lord 
  Galans’ warehouse, you have been handed a large 
  basket teeming with sumptuous aromas, a couple 
  bottles of wine, a small keg of Herman’s M Ale, and of 
  course Lord Galans’ reply to Shannus. 
   
  Your travel to the Ironwood is uneventful, 
  though seems to pass all the sweeter because of the 
  wonderful provisions given you by Lord Galans. 
   
  Unscrupulous players may wish to break the seal and 
  open the scroll case.  The text of the contents is available 
  [DM Handout #1].  If the party succeeded in their 
  Diplomacy check with Lord Galans then they will see his 
  signature on the agreement.  If they did not succeed in 
  the Diplomacy check they will discover the agreement 
  [DM Handout #1] and Lord Galans’ reply [DM Handout 
  #2].   
   
  If at any time during the adventure the PCs or PC decides 
  to open the scroll case please refer to Appendix 3 for 
  resolving that choice, as well as resolving PCs that wish 
  to sabotage or keep Shannus from reaching an agreement 
  with Galans. 
   
  The party can decide how they want to approach the gate. 
   It won’t matter how they want to approach, Lamin is 
  waiting for them and if they are reasonably stealthy he 
  won’t see them. 
   
  When the party approaches the Eastern gate to the Iron 
  Wood 
   
   
  Standing on guard at the Eastern gate to the Iron 
  wood are several soldiers in Shannus livery.  It is 
  obvious from their appearance that they all have 
  Draconic heritage. 
   
  Pacing back and forth in front of the gate is 
  Lamin, a look of concern on his face.  As you 
  approach his head raises and a broad smile erupts 
  across his face. 
   
  “Huzzah!  You made it!”  Lamin moves toward 
  you, excitement in his every step. 
   
  “Well?  What happened?  Was your mission 
  successful?” 
   
  If the mission was NOT successful (meaning that the 
  party was unable to get Lord Galans to sign the 
  agreement) then read the following: 
   
   
   
  Lamin’s smile disappears as you relate your 
  misfortune.  His brow furrows in concern.  
   
  “Well,” 
  Lamin 
  says-his 
  voice 
  laden 
  with 
  disappointment, “That is unfortunate.  I know you 
  tried your best.” 
   
  Extending his hand he reaches toward you. 
   
  “I will need the scroll tube with the agreement 
  back.” 
   
  After returning the scroll tube, Lamin bids you 
  farewell and somberly unties his horse from the 
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  hitching post next to the gate.  Without any further 
  words he rides slowly into the Ironwood.   
   
  THE END 
   
  If the mission WAS successful: 
   
  Lamin’s smile grows wider as you report your success. 
   His eyes alight; he escorts you past the gate.  
  Climbing in his saddle, he waves you into the 
  Ironwood. 
   
  “Come friends, let us bring Lord Shannus this 
  news personally. I am sure he will want to speak with 
  you!” 
   
  If anyone is apprehensive about meeting Lord Shannus 
  have Lamin ask them sincerely why they are 
  apprehensive.  If they mention that Shannus may be 
  holding a grudge against them for something down in a 
  previous trip to the Ironwood, have Lamin remind them 
  that Shannus is a forgiving liege and in light of the 
  service rendered will probably pardon any past wrongs 
  committed by the PCs.   
   
   
  If the PCs continue on with Lamin then they will 
  encounter a would-be ambush.  This encounter, however, 
  is one which the PCs with the right skills can see coming. 
   
  Regardless of which method they chose, as the party 
  travels with Lamin in the Ironwood they will trigger the 
  encounter.   
   
  Continuing on through the Ironwood you find 
  yourself quickly on your way to Glory.  
   
  Suddenly, stepping out into the middle of the 
  road 100 feet ahead of you is a human strapped at his 
  waist is a longsword, but your first instinct that he 
  means you possible harm is the crossbow he has 
  leveled in your direction. 
   
  “That’s far enough.  Hand over Geltarra there and 
  I’ll let you all live.” 
   
  OPTION: If the PCs refuse: 
   
  The man smirks and shrugs his shoulders.  
   
  “Fine, have it your way.” 
   
  As the “w” in “way” is spoken, the bolt from the 
  crossbow speeds the distance between you and your 
  mysterious accoster.  With a sickening “thunk” it 
  punctures Lamin’s breastplate.  His eyes roll back into 
  his head, his body spasms and he tumbles from his 
  saddle, clanking to the ground in a tumbled heap of 
  armor. 
   
  Dropping the crossbow, the assassin lowers his 
  head and lets out a low, feral growl. 
  Begin the encounter according to the notes below 
   
  OPTION: If the PCs decide to deal away Lamin: 
   
  The man with the crossbow seems more then a little 
  surprised that you would be willing to part company 
  with Lamin.  
   
  “That’s very pragmatic of you.  Now if all you 
  good folk will just turn around and head back the way 
  you came, I’ll take care of my business with Geltarra 
  here.” 
   
  Lamin’s face is a mask of disdain as he regards 
  you.   
   
  “I 
  should 
  have 
  expected 
  as 
  much 
  from 
  adventurers.  Go ahead, leave me to deal with 
  this…man.  You have fulfilled your part of the 
  bargain and I can ask no more of you.” 
   
  “Galant to the last, dear Lamin, trusting to a 
  fault.”  As the “f” in “fault” is spoken, the bolt from the 
  crossbow crosses the distance between you and your 
  mysterious accoster.  With a sickening “thunk” it 
  punctures Lamin’s breastplate.  His eyes roll back into 
  his head, his body spasms and he tumbles from his 
  saddle, clanking to the ground in a tumbled heap of 
  armor. 
   
  APL 2 (EL 5)  
   
  Wererats (3): hp 12 each; see Monster Manual pg. 
  173  
   
  APL 4 (EL 7) 
   
  Werewolves (4): hp 20 each; see Monster Manual 
  pg. 175 
   
  APL 6 (EL 9) 
   
  Wereboars (4): hp 34 each; see Monster Manual pg. 
  172 
   
  APL 8 (EL 11)  
   
  Weretigers (8): hp 50 each; see Monster Manual pg. 
  174 
   
  ENCOUNTER NOTES: 
  Though he is in human form, the man in the road is a 
  lycanthrope-as is his allies.  The other lycanthropes are 
  hiding in ambush in camouflaged pits on either side of 
  the road (like trapdoor spiders).  Noticing them before 
  they spring their ambush is accomplished by a DC 30 
  Spot check (the lycanthropes took 20 on their hide 
  checks and were assisted by their allies).  If they are 
  spotted, they will attack as soon as their presence is 
  noticed.  These lycanthropes have returned to the 
  VER7-07 A Bitter Pill 
   
  Page 14 
  
  Ironwood to frustrate the plans of Shannus by any means 
  necessary.  They see themselves as freedom fighters for 
  the lycanthropes of the Ironwood.  Obviously the 
  negotiations are a ruse so that the leader can get a bead on 
  Lamin before attacking.  A DC 20 Sense Motive check 
  will reveal that the leader is stalling for time. 
   
  The lycanthropes do not rush the PCs.  They allow 
  them to move up into position to attack the leader.  On 
  his initiative he will transform into his hybrid form 
  version and ready to attack the first PC who gets within 
  range (note that at APL 8 the Weretigers have 10’ reach). 
   
  The remaining lycanthropes lay in wait until a PC is 
  within 10’ of the leader and then they spring from their 
  ambush, concentrating on that PC.  Once that PC is 
  down, they work as a team and concentrate on the 
  “softer” targets in the group (obvious arcane spellcasters, 
  etc)-unless it means going past more heavily armored 
  foes.  Once a foe is down, the group moves onto another 
  target.   
   
  The Wererats (in hybrid form) attack with their 
  rapiers. 
   
  The Werewolves (in hybrid form) attack with their 
  claws. 
   
  The Wereboars (in hybrid form) attack with a battle 
  axe and with their gore attack. 
   
  The Weretigers (in hybrid form) attack with their 
  claws and bite attack.  As soon as 3 of the Weretigers are 
  killed or incapacitated the remaining switch to tiger form 
  and use their pounce attack or improved grab to establish 
  holds and then use their rake attack 
   
  Remember that lycanthropy can be contracted from: 
  Wererat bite; Werewolf bite; Wereboar gore; or 
  Weretiger bite.  The save for all is a DC 15 fortitude save. 
   
  Lamin is not dead.  He is at -7 hit points and assume 
  he is automatically last in the initiative so you can roll his 
  stabilization checks.  A DC 20 Heal check reveals he is on 
  the brink of death. 
   
  If any of the lycanthropes are subdued they readily 
  admit that they are in the Ironwood to frustrate the plans 
  of Shannus.  If anyone whines about Weretigers being in 
  the Ironwood, remind them that adventurers “get 
  around” and could have contracted lycanthropy 
  anywhere in the Flanaess.  
   
  ENCOUNTER NINE: CAISYS−
  TASTROPHE!  
  It has been a longer road then was expected, but at 
  last the wooden stockade of Glory comes into view.  
  As you approach the gate it flies open and a large man 
  in an ornate set of battle plate strides out too meet 
  you. 
   
  Choose the appropriate text to read from the choices 
  below: 
   
  IF Lamin is with the party and conscious read or 
  paraphrase the following: 
   
  Weakly, Lamin introduces his superior. 
   
  “This is Caisys Adamorn, Knight of the Dragon 
  Claw and my Captain.  Caisys, these are the excellent 
  individuals who have accomplished the task you and 
  our Lord Shannus set them to.” 
   
  If Lamin is dead (and the party has his body) or if he is 
  unconscious read or paraphrase the following 
   
  Several guards rush out and to Lamin’s body.  With a 
  grunt four of them lift his body and carry it into town 
  without a moment’s hesitation.  Turning to your 
  party, the man speaks  “I am Caisys Adamorn, Knight 
  of the Dragon Claw and servant of Shannus, Lord and 
  Baron of the Ironwood.” 
   
  If Lamin is NOT with the PCs read or paraphrase the 
  following: 
   
  Bringing a hand up to his chest he speaks. 
   
  “I am Caisys Adamorn, Knight of the Dragon 
  Claw and servant of Shannus, Lord and Baron of the 
  Ironwood.  Where is Lamin?” 
   
  CONCLUSION  
  After the introduction by either Lamin or Caisys, and 
  possibly the whereabouts of Lamin, read or paraphrase 
  the following, depending on whether or not the PCs have 
  set off the Magic Mouth. 
   
  If the magic mouth message from Galans to Shannus is 
  intact, read or paraphrase the following. 
   
   
  Turning to regard you once more Caisys reaches 
  an outstretched hand towards you. 
   
  “The documents, if you would be so kind.” 
   
  From behind Caisys strides a being that could 
  only be Shannus, Lord of the Ironwood.  Caisys hands 
  Shannus the scroll case.  Holding it up Shannus 
  whispers something in draconic.  With a ripple in the 
  air a mouth forms on the side of the case.  The 
  distorted but understandable voice of Lord Galans 
  speaks from the disembodied mouth.  “Lord Shannus 
  of the Iron Wood.  I, Lord Rolan Galans accept your 
  proposal.” 
   
  A dragon’s smile crosses Lord Shannus’s scaled 
  visage.  “Excellent!  Tonight we celebrate!”  A cheer 
  VER7-07 A Bitter Pill 
   
  Page 15 
  
  erupts from the guards on the wall.  The Lord of the 
  Ironwood shakes each of your hands firmly and then 
  without any further adieu turns and re-enters Glory.   
   
  If the PCs had dispelled the magic mouth on the scroll 
  case read or paraphrase the following.  
   
   
  Turning to regard you once more Caisys reaches 
  an outstretched hand towards you. 
   
  “The documents, if you would be so kind.” 
   
  From behind Caisys strides a being that could 
  only be Shannus, Lord of the Ironwood.  Caisys hands 
  Shannus the scroll case.  Holding it up Shannus 
  whispers something in draconic.  When nothing 
  occurs Shannus speaks the draconic words more 
  forcibly.  Then, closely peers at the scroll case, before 
  slowly raising his head and glaring at you and your 
  party.  “Turn these people out into the wood.  They 
  are not welcome on my lands.” 
  With a sweep of his cape the Lord of the Iron Wood 
  strides back through the gates of Glory. 
    
  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 PC. 
   
  Encounter 4 
  Defeat 1 of 2 possible groups 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Encounter 6 
  Gain Lord Galans’ cooperation  
  APL 2  
    60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Encounter 8 
  Defeat Lycanthropes 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Discretionary roleplaying award 
  APL 2  
    90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Total possible experience: 
  APL 2  
    450 XP 
  APL 4  
    675 XP 
  APL 6  
    900 XP 
  APL 8  
  1125 XP 
    
  TREASURE SUMMARY 
  During an adventure, PCs 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 character 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.   
  VER7-07 A Bitter Pill 
   
  Page 16 
  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2:   
  APL 2: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp 
  APL 4: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp 
  APL 6: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp  
  APL 8: Loot: 0 gp; Coin: 1250 gp; Magic: 0 gp 
   
  Encounter 4:   
  APL 2: Loot: 250 gp; Coin: 0 gp; Magic: 0 gp  
  APL 4: Loot: 540 gp; Coin: 0 gp; Magic: 0 gp 
  APL 6: Loot: 540 gp; Coin: 0 gp; Magic: 500 gp – Bracers 
  of Armor +1 (83 gp each)  
  APL 8: Loot: 170 gp; Coin: 0 gp; Magic: 7070 gp- (2) +1 
  Full Plate (440 gp each), +1 Heavy Steel Shield (97 gp 
  each), +1 Bastard Sword (195 gp each), +1 Studded 
  Leather (98 gp each), +1 Buckler (97 gp each), +1 Bracers 
  of Armor (83 gp each), +1 Ring of Protection (167 gp 
  each). 
   
  Encounter 8: 
  APL 2: Loot: 20 gp; Coin: 0 gp; Magic: 0 gp 
  APL 4: Loot: 53 gp; Coin: 0 gp; Magic: 0 gp 
  APL 6: Loot: 23 gp; Coin: 0 gp; Magic: 0 gp 
  APL 8: Loot: 200 gp; Coin: 0 gp; Magic: 0 gp 
   
  Treasure Cap  
   
  APL 2: 450gp 
   
   
  APL 4: 650gp 
   
  APL 6: 900gp 
   
  APL 8: 1,300gp 
   
  Total Possible Treasure 
  APL 2: Loot: 270 gp; Coin: 400 gp; Magic: 0 gp; Total: 670 
  gp 
  APL 4: Loot: 593 gp; Coin: 600 gp; Magic: 0 gp; Total: 
  1193 gp 
  APL 6: Loot: 563 gp; Coin: 800 gp; Magic: 83 gp; Total: 
  1446 gp 
  APL 8: Loot: 370 gp; Coin: 1250 gp; Magic: 1178 gp; Total: 
  2798 gp 
   
  ITEMS TO BE LISTED ON THE AR 
  During the course of this adventure, PCs can earn the 
  following: 
   
  Favor of Lord Shannus: for brokering the deal between 
  Shannus and Galans, Lord Shannus is willing to forgive 
  you a previous slight.  This favor may be used to atone for 
  any one previous negative AR entry/award pertaining to 
  Lord Shannus. 
   
  Favor of Lord Rolan Galans:  for brokering the deal 
  between Shannus and Galans, Lord Rolan Galans is 
  willing to forgive you a previous slight.  This favor may 
  be used to atone for any one previous negative AR 
  entry/award pertaining to Lord . 
   
  Blade of the Ironwood:  for accomplishing the task set 
  them by Caisys Adamorn he has awarded you a gift from 
  the arsenal of Lord Shannus.  You may select a small or 
  medium bladed weapon from those currently available to 
  your PC.  This weapon is a masterwork, alchemical silver 
  weapon embossed with the sigil of the Lord of the 
  Ironwood on the pommel and hilt.  You may use this 
  weapon as a pass of safe conduct through the Ironwood. 
   
  Favor of Lamin Geltarra:  for assisting a paladin of 
  Bahamut in his duty to his liege and escorting him safely 
  back to Glory, Lamin Geltarra is willing to share with you 
  the teachings of Bahamut and will pay the gold piece cost 
  of the casting of an atonement spell required to convert 
  to the faith of Bahamut. 
   
  The Favor of Nail T. Hamdin:  you have impressed a 
  well-known and respected barrister of Verbobonc City.  
  This one-time favor may be called on the next time you 
  run afoul of the Laws of the Viscounty you may call upon 
  Barrister Hamdin to reduce the penalty you are facing.  
  This favor can be used to reduce any low crime’s penalty 
  by 75% or any high crime’s penalty by 50%.  The favor 
  cannot be used to commute a capital crime.  
   
  Favor of Chule M. Lemonteague:  you have impressed a 
  prominent Sage and herbalist.  This one-time favor may 
  be used to call upon Chule to heal you of any disease 
  (magical or otherwise) which you may contract during 
  the course of your adventuring. 
   
   
   
   
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  VER7-07 A Bitter Pill 
   
  Page 18 
   
   
  APPENDIX 1: APL 2
  ENCOUNTER 4: FIGHT OR FLIGHT 
  CLERIC 
  CR1  
  Male Human Cleric (Trithereon or Vecna) 1 
  CG (or NE) Medium (Humanoid) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 17, touch 9, flat-footed 17 
   (/-1 Dex, +6 armor, +2 shield) 
  hp 10 (1d8+2 HD)  
  Fort +4, Ref -1, Will +6 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee Masterwork Heavy Mace +2 (1d8+1) or 
  Ranged Light Crossbow -1 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Cleric Spells Prepared (CL 1st): 
   1st: bless, command (DC 13) (enlarge person OR 
  protection from good) 
   0: create water, cure minor wounds, resistance 
  Deity: Trithereon or Vecna.  
  Domains: Strength & Chaos OR Evil & Magic   
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 
  12  
  SQ Turn Undead 
  Feats Combat Casting, Iron Will  
  Skills Concentration +6, Heal +6, Knowledge-Religion 
  +4  
  Possessions: Splint Mail, Heavy Steel Shield, 
  Masterwork Heavy Mace, Light Crossbow, 10 Bolts 
   
  SORCERER 
  CR1  
  Male Human Sorcerer 1 
  CG (or NE) Medium (Humanoid) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 5 (1d4 HD)  
  Fort +1, Ref +2, Will +5 
  Speed 30 ft., base movement 30 ft. 
  Melee Morningstar -1 (1d8-1) or 
  Ranged Masterwork Light Crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -1 
  Sorcerer Spells Known (CL 1st): 
   1st: magic missile, sleep (DC 13) 
   0: resistance, detect magic, ray of frost, mage hand 
  Sorcerer Spells per day: 
  1st: 4  
  0: 5  
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 
  15  
  Feats Combat Casting, Iron Will  
  Skills Concentration +5, Knowledge-Arcana +4, 
  Spellcraft +4 
  Possessions: 
  Morningstar, 
  Masterwork 
  Light 
  Crossbow, 10 Bolts 
   
  ROGUE 
  CR1  
  Male Human Rogue 1 
  CG (or NE) Medium (Humanoid) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 7 (1d6 HD)  
  Fort +1, Ref +4, Will +2 
  Speed 30 ft. in Light Armor (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Rapier +2 (1d6+1) or 
  Ranged Masterwork Light Crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Abilities Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 
  8  
  SQ  
  Feats Improved Initiative, Iron Will  
  Skills Bluff +3, Climb +5, Disable Device +6, Gather 
  Information +3, Hide +6, Intimidate +3, Spot +4, 
  Listen +4, Move Silently +6, Open Lock +6, Tumble 
  +6 
  Possessions: Masterwork Studded Leather Armor, 
  Masterwork Rapier, Masterwork Light Crossbow, 
  10 Bolts 
   
  FIGHTER 
  CR1  
  Male Human Fighter 1 
  CG (or NE) Medium (Humanoid) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 18, touch 10, flat-footed 17 
   (+0 Dex, +6 armor, +2 shield) 
  hp 12 (1d10 HD)  
  Fort +4, Ref +1, Will +3 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee Masterwork Bastard Sword +4 (1d10+2) or 
  Ranged Light Crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Improved Initiative, Iron Will, Exotic Weapon 
  Proficiency (Bastard Sword) 
  Skills Climb +6, Jump +6, Handle Animal +3 
  Possessions: Splint Mail, Heavy Steel Shield, 
  Masterwork Bastard Sword, Light Crossbow, 10 
  Bolts 
   
   
   
  
  APL 4 
  CLERIC 
  CR 3  
  Male Human Cleric (Trithereon or Vecna) 3 
  CG (or NE) Medium (Humanoid) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 9, flat-footed 19 
   (-1 Dex, +8 armor, +2 shield) 
  hp 23 (3d8+6 HD)  
  Fort +5, Ref +0, Will +7 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee Masterwork Heavy Mace +5 (1d8+1) or 
  Ranged Light Crossbow +1 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Cleric Spells Prepared (CL 3rd): 
  2nd: 
  aid, 
  bull’s 
  strength 
  (bull’s 
  strength 
  OR 
  desecrate) 
  1st: bless, command x2 (DC 13), sanctuary (DC   13) 
  (enlarge person OR protection from good) 
  0: create water, cure minor wounds, resistance 
  Deity: Trithereon or Vecna.  
  Domains: Strength & Chaos OR Evil & Magic   
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 
  12  
  SQ Turn Undead 
  Feats Combat Casting, Iron Will, Weapon Focus: 
  Heavy Mace  
  Skills Concentration +8, Heal +8, Knowledge-Religion 
  +6  
  Possessions: Full Plate, Heavy Steel Shield, 
  Masterwork Heavy Mace, Light Crossbow, 10 Bolts 
   
  SORCERER 
  CR 3  
  Male Human Sorcerer 3 
  CG (or NE) Medium (Humanoid) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 12 (3d4+3 HD)  
  Fort +2, Ref +3, Will +6 
  Speed 30 ft., base movement 30 ft. 
  Melee Morningstar +0 (1d8-1) or 
  Ranged Masterwork Light Crossbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Sorcerer Spells Known (CL 1st): 
   1st: magic missile, shield, sleep (DC13) 
   0: resistance, detect magic, ray of frost, mage 
  hand, prestidigitation 
  Sorcerer Spells per day: 
  1st: 6 
  0: 6  
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 
  15  
  Feats Combat Casting, Iron Will, Spell Focus: 
  Evocation  
  Skills Concentration +7, Knowledge-Arcana +6, 
  Spellcraft +6 
  Possessions: 
  Morningstar, 
  Masterwork 
  Light 
  Crossbow, 10 Bolts 
   
  ROGUE 
  CR 3  
  Male Human Rogue 3 
  CG (or NE) Medium (Humanoid) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common  
  AC 16, touch 12, flat-footed 13 
   (+2 Dex, +3 armor, +1 shield) 
  hp 16 (3d6+3 HD)  
  Fort +2, Ref +5, Will +3 
  Speed 30 ft. in Light Armor (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Rapier +4 (1d6+1) or 
  Ranged Masterwork Light Crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Abilities Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 
  8  
  SQ  
  Feats Improved Initiative, Iron Will, Skill Focus: 
  Tumble  
  Skills Bluff +5, Climb +7, Disable Device +8, Gather 
  Information +5, Hide +8, Intimidate +5, Spot +6, 
  Listen +6, Move Silently +8, Open Lock +8, Tumble 
  +10 
  Possessions: Masterwork Studded Leather Armor, 
  Masterwork 
  Buckler, 
  Masterwork 
  Rapier, 
  Masterwork Light Crossbow, 10 Bolts 
   
  FIGHTER 
  CR 3  
  Male Human Fighter 3 
  CG (or NE) Medium (Humanoid) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 30 (3d10+9 HD)  
  Fort +5, Ref +2, Will +4 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee Masterwork Bastard Sword +7 (1d10+2) or 
  Ranged Light Crossbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Improved Initiative, Iron Will, Exotic Weapon 
  Proficiency (Bastard Sword), Weapon Focus 
  (Bastard Sword), Toughness  
  Skills Climb +6, Jump +6, Handle Animal +3 
  Possessions: Full Plate, Heavy Steel Shield, 
  Masterwork Bastard Sword, Light Crossbow, 10 
  Bolts 
   
  VER7-07 A Bitter Pill 
   
  Page 19 
  
   
   
   
   
   
   
   
  VER7-07 A Bitter Pill 
   
  Page 20 
  
  VER7-07 A Bitter Pill 
   
  Page 21 
  APL 6 
  CLERIC 
  CR 5  
  Male Human Cleric (Trithereon or Vecna) 5 
  CG (or NE) Medium (Humanoid) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 9, flat-footed 19 
   (-1 Dex, +8 armor, +2 shield) 
  hp 36 (5d8+10 HD)  
  Fort +6, Ref +0, Will +9 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee Masterwork Heavy Mace +6 (1d8+1) or 
  Ranged Light Crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Cleric Spells Prepared (CL 5th): 
     3rd:  bestow curse (DC 16), dispel magic (magic 
  vestment OR dispel magic) 
  2nd: 
  aid, 
  bull’s 
  strength 
  (bull’s 
  strength 
  OR 
  desecrate) 
  1st: bless, command x2 (DC 14), sanctuary (DC   14) 
  (enlarge person OR protection from good) 
  0: create water, cure minor wounds x2, resistance 
  Deity: Trithereon or Vecna.  
  Domains: Strength & Chaos OR Evil & Magic   
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12  
  SQ Turn Undead 
  Feats Combat Casting, Iron Will, Weapon Focus: 
  Heavy Mace  
  Skills Concentration +10, Heal +11, Knowledge-
  Religion +8  
  Possessions: Full Plate, Heavy Steel Shield, 
  Masterwork Heavy Mace, Light Crossbow, 10 Bolts 
   
  SORCERER 
  CR 5  
  Male Human Sorcerer 5 
  CG (or NE) Medium (Humanoid) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 13, touch 12, flat-footed 11 
   (+1 Armor, +2 Dex) 
  hp 19 (5d4+5 HD)  
  Fort +2, Ref +3, Will +7 
  Speed 30 ft., base movement 30 ft. 
  Melee Morningstar +1 (1d8-1) or 
  Ranged Masterwork Light Crossbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Sorcerer Spells Known (CL 1st): 
  2nd: glitterdust (DC 15), scorching ray 
   
  1st: magic missile, shield, sleep (DC 14), ray of 
  enfeeblement  
   0: resistance, detects magic, ray of frost, mage 
  hand, prestidigitation, read magic 
  Sorcerer Spells per day: 
  2nd: 5 
  1st: 7 
  0: 6  
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 
  16  
  Feats Combat Casting, Iron Will, Spell Focus: 
  Evocation  
  Skills Concentration +9, Knowledge-Arcana +8, 
  Spellcraft +8 
  Possessions: +1 Bracers of Armor, Morningstar, 
  Masterwork Light Crossbow, 10 Bolts 
   
  ROGUE 
  CR 5  
  Male Human Rogue 5 
  CG (or NE) Medium (Humanoid) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common  
  AC 17, touch 12, flat-footed 13 
   (+3 Dex, +3 armor, +1 shield) 
  hp 25 (5d6+5 HD)  
  Fort +2, Ref +7, Will +3 
  Speed 30 ft. in Light Armor (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Rapier +5 (1d6+1) or 
  Ranged Masterwork Light Crossbow +7 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Abilities Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 
  8  
  SQ Evasion, Uncanny Dodge, Trap Sense +1, Trap 
  Finding, Sneak Attack (+3d6) 
  Feats Improved Initiative, Iron Will, Skill Focus: 
  Tumble  
  Skills Bluff +7, Climb +9, Disable Device +10, Gather 
  Information +7, Hide +10, Intimidate +7, Spot +8, 
  Listen +8, Move Silently +10, Open Lock +10, 
  Tumble +12 
  Possessions: Masterwork Studded Leather Armor, 
  Masterwork 
  Buckler, 
  Masterwork 
  Rapier, 
  Masterwork Light Crossbow, 10 Bolts 
   
  FIGHTER 
  CR 5  
  Male Human Fighter 5 
  CG (or NE) Medium (Humanoid) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 45 (5d10+13 HD)  
  Fort +6, Ref +2, Will +4 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee Masterwork Bastard Sword +10 (1d10+3) or 
  Ranged Light Crossbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  
  Feats Improved Initiative, Iron Will, Exotic Weapon 
  Proficiency (Bastard Sword), Weapon Focus 
  (Bastard Sword), Toughness, Power Attack  
  Skills Climb +8, Jump +8, Handle Animal +5 
  Possessions: Full Plate, Heavy Steel Shield, 
  Masterwork Bastard Sword, Light Crossbow, 10 
  Bolts 
  VER7-07 A Bitter Pill 
   
  Page 22 
  
  APL 8 
  CLERIC 
  CR 7  
  Male Human Cleric (Trithereon or Vecna) 5 
  CG (or NE) Medium (Humanoid) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 armor, +2 shield) 
  hp 52 (7d8+17 HD)  
  Fort +7, Ref +1, Will +10 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee Masterwork Heavy Mace +8 (1d8+1) or 
  Ranged Light Crossbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Cleric Spells Prepared (CL 7th): 
     4th:  divine power (spell immunity OR unholy blight) 
     3rd:  bestow curse (DC 16), dispel magic, prayer 
  (magic vestment OR dispel magic) 
  2nd: aid, bull’s strength x2, spiritual weapon (bull’s 
  strength OR desecrate) 
  1st: bless, command x3 (DC 14), sanctuary (DC   14) 
  (enlarge person OR protection from good) 
  0: create water, cure minor wounds x2, resistance 
  x2 
  Deity: Trithereon or Vecna.  
  Domains: Strength & Chaos OR Evil & Magic   
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12  
  SQ Turn Undead 
  Feats Combat Casting, Iron Will, Weapon Focus: 
  Heavy Mace, Toughness  
  Skills Concentration +12, Heal +13, Knowledge-
  Religion +10  
  Possessions: +1 Full Plate, Heavy Steel Shield, 
  Masterwork Heavy Mace, Light Crossbow, 10 Bolts 
   
  SORCERER 
  CR 7  
  Male Human Sorcerer 7 
  CG (or NE) Medium (Humanoid) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 14, touch 12, flat-footed 11 
   (+1 Armor, +2 Dex, +1 Deflection) 
  hp 29 (7d4+10 HD)  
  Fort +3, Ref +4, Will +8 
  Speed 30 ft., base movement 30 ft. 
  Melee Morningstar +2 (1d8-1) or 
  Ranged Masterwork Light Crossbow +6 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Sorcerer Spells Known (CL 7th) 
  3rd:  fireball (DC 17), lightning bolt (DC 17) 
  2nd: glitterdust (DC 15), scorching ray, blur  
  1st: magic missile, shield, sleep (DC 14), ray of 
  enfeeblement, true strike 
   0: resistance, detect magic, ray of frost, mage 
  hand, prestidigitation, read magic 
  Sorcerer Spells per day: 
  3rd: 5 
  2nd: 7 
  1st: 7 
  0: 6  
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 
  16  
  Feats Combat Casting, Iron Will, Spell Focus: 
  Evocation, Toughness  
  Skills Concentration +11, Knowledge-Arcana +10, 
  Spellcraft +10 
  Possessions: +1 bracers of armor, +1 ring of 
  protection, 
  Morningstar, 
  Masterwork 
  Light 
  Crossbow, 10 Bolts 
   
  ROGUE 
  CR 7  
  Male Human Rogue 7 
  CG (or NE) Medium (Humanoid) 
  Init +6; Senses Listen +10, Spot +10 
  Languages Common  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +4 armor, +2 shield) 
  hp 37 (7d6+10 HD)  
  Fort +3, Ref +8, Will +4 
  Speed 30 ft. in Light Armor (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Rapier +7 (1d6+1) or 
  Ranged Masterwork Light Crossbow +9 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Abilities Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 
  8  
  SQ Evasion, Uncanny Dodge, Trap Sense +2, Trap 
  Finding, Sneak Attack (+4d6) 
  Feats Improved Initiative, Iron Will, Skill Focus: 
  Tumble, Toughness  
  Skills Bluff +9, Climb +10, Disable Device +12, 
  Gather Information +9, Hide +12, Intimidate +9, 
  Spot +10, Listen +10, Move Silently +12, Open 
  Lock +12, Tumble +14 
  Possessions: +1 studded leather armor, +1 buckler, 
  Masterwork Rapier, Masterwork Light Crossbow, 
  10 Bolts 
   
  FIGHTER 
  CR 7  
  Male Human Fighter 7 
  CG (or NE) Medium (Humanoid) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +9 armor, +2 shield) 
  hp 60 (7d10+17 HD)  
  Fort +7, Ref +3, Will +5 
  Speed 20 ft. in Heavy Armor (4 squares), base 
  movement 30 ft. 
  Melee +1 Bastard Sword +12/+7 (1d10+6) or 
  Ranged Light Crossbow +8/+3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  VER7-07 A Bitter Pill 
   
  Page 23 
  
  Base Atk +7; Grp +10 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Improved Initiative, Iron Will, Exotic Weapon 
  Proficiency (Bastard Sword), Weapon Focus 
  (Bastard 
  Sword), 
  Toughness, 
  Power 
  Attack, 
  Cleave, Weapon Specialization (Bastard Sword)  
  Skills Climb +10, Jump +10, Handle Animal +7 
  Possessions: +1 full plate, heavy steel shield, +1 
  bastard sword, Light Crossbow, 10 Bolts 
   
   
   
  VER7-07 A Bitter Pill 
   
  Page 24 
  
  APPENDIX 3: THE SCOLL CASE 
   
  If any of the PCs wish to more closely examine, open, or tamper with the scroll case please refer to the information 
  below to resolve that choice.  A more detailed description of the case follows: 
   
  The scroll case is carved from a single piece of ipp, inlaid with silver.  The outside of the scroll tube is covered 
  with stylized representations of horses, again inlaid with silver.  One end is capped with a solid stopper of silver, 
  inlaid with the seal of House Shannus in gold.   
   
  The scroll case is in actuality a trap, albeit a completely benign one (CR 0).  Shannus has enchanted the case with a 
  magic mouth, which when triggered states the real agreement that Shannus and Galans are reaching.  In order to 
  disguise the fact that the magic mouth is in place he has enchanted it with a Nystul’s magic aura, so that the case does 
  not radiate magic from the Magic Mouth effect.   
   
  Shannus has also enchanted the case with an erase spell, set to an audible trigger of an alarm spell going off, and then 
  placed an alarm spell on the scroll.   Since the message Shannus is delivering is programmed into the magic mouth 
  spell, the scroll inside the case is inconsequential.  Shannus did however include an “agreement” as a red herring in case 
  his message was ever intercepted or tampered with.  
   
  If detect magic is used on the case it radiates no magic, due to Nystul’s magic aura being cast upon it.  If identify is cast 
  upon the scroll case or if it is closely examined the PC is allowed a DC 15 will save to notice that the case is indeed 
  magical.   
   
  The scroll inside however does radiate Abjuration and Transmutation, and since the scroll case is made of wood, any 
  detect magic will note the presence of those effects.   
   
  Using Magic to open the case:  A dispel magic can then be targeted on the Nystul’s magic aura (CL 5) to remove that 
  effect and to reveal a faint aura of magic.  This aura is of the Illusion school of magic and comes from the magic mouth 
  cast upon the scroll case.   Dispelling the magic mouth Spell (CL 5) ruins the message enchanted on the scroll case.  See 
  “botching the mission” below for resolution if this occurs.   Similarly a dispel magic spell cast upon the alarm spell (CL5) 
  or the erase spell (CL 5) will allow the PCs to read the scroll without triggering the erase spell.  Finally, if the case is 
  opened in the area of a silence spell the erase spell is not triggered. 
   
  Using Skills to open the case:  A skilled rogue can open the case without setting off the erase spell. A Rogue is also 
  able to determine via examination that the Nystul’s magic aura is in place.  However a rogue cannot disable the Nystul’s 
  magic aura nor can he erase the magic mouth spell.  Opening the case without triggering the alarm requires a DC 26 
  search check and a DC 26 Disable Device check. 
   
  Otherwise opening the case does not require any disable device roll, however if the PC indicates that he is trying to be 
  careful allow him a Disable Device to determine if he is successful in reducing evidence of their opening the scroll case. 
    A DC 25 Forgery check is required to re-seal the scroll case without alerting Caisys’ or Galans’ suspicions, feel free to 
  modify this DC if the PCs were attempting to be careful and were in your estimation successful.  Please note that 
  Forgery is a trained only skill.  
   
  Regardless of success or failure:  Do not let the party know if they fail this check.  If they fail the check, they are not 
  awarded the Blade of the Ironwood AR reward. 
   
  Changing the agreement:   Some PCs may, after discovering the agreement or discovering they’ve erased the 
  agreement, wish to alter the scroll to read what they would like.  Remind them that Forgery is a crime in Verbobonc, 
  ask them for their forgery check, but allow them to change the text as they see fit.  Since Galans knows beforehand that 
  the scroll inside of the case is just for show, he doesn’t give it more than a moment’s glance as he activates the magic 
  mouth.  Again, do not let the PCs know this. 
   
   
  
  APPENDIX 4:  THE LAWS OF THE VISCOUNTY
  The Laws of Verbobonc are designed to maintain the 
  status quo, protecting the nobility at the expense of the 
  common man. Commoners – including all player PCs 
  – have very few rights. If they break the law, they will 
  be punished. 
   
  HIGH CRIMES AND LOW CRIMES 
       All crimes in the Viscounty are classified as either 
  high crimes or low crimes.  
       Commoners can be accused of any crime by any 
  agent of law enforcement or any noble at any time, so 
  long as the accusing authority is within his 
  jurisdiction. 
       Nobles cannot be accused of low crimes. They can 
  be accused of high crimes, but only by individuals with 
  the Right of High Justice. 
   
  LEGAL AUTHORITY: THE RIGHT OF JUSTICE 
       All legal authority in Verbobonc is divided into two 
  distinct categories: High Justice and Low Justice. 
       Representatives of the law imbued with the Right of 
  Low Justice are involved in the prosecution of ‘day-to-
  day’ law enforcement and may charge and arrest any 
  non-noble offender for any crime. A PC that bears the 
  Right of Low Justice may only arrest another PC if he 
  either witnesses a crime being committed or if a 
  criminal confesses to committing a crime. Arresting 
  agents cannot fine other player PCs TU and gold, nor 
  can they remove PCs from play. The DM adjudicates 
  the penalties for breaking the law.   
       The Right of High Justice is held by the Viscount, 
  the heads of noble houses, and their most highly 
  appointed representatives. Anyone with the Right of 
  High Justice may charge, arrest, investigate, try, and 
  sentence any offender for any crime. Only those with 
  High Justice may charge a noble with breaking the law, 
  and only for high crimes. Nobles are immune to 
  prosecution for low crimes. No player PC in 
  Verbobonc has the right of High Justice, unless he has 
  specific regional documentation to that effect.  
       See the Table 1 below for more details on authority 
  and jurisdiction of various Metaorganizations. 
    
  LAWS IN THE GAME 
       Laws are enforced by the Dungeon Master when the 
  need arises. Before the arrest and adjudication of a 
  player PC happens, the DM should warn the player 
  that he is about to commit a crime. If the player 
  decides to act criminally, the DM must decide if there 
  is any way for the authorities to know what has 
  transpired. If so, he should inform the player that his 
  actions will have consequences and that they will be 
  adjudicated after the play session. If the player 
  continues to commit crimes, the DM should adjudicate 
  it immediately and remove the PC from the play 
  session for the time being.  
       Once play has finished, the DM should make a final 
  determination of all of the penalties that the PC will 
  receive, using Table 2 below for guidance. Any crimes 
  for which the punishment is Death or Exile, must be 
  adjudicated by a member of the Verbobonc Triad. All 
  other crimes may be adjudicated by the DM at the 
  table. 
       If the player of a convicted PC wishes to appeal the 
  DM’s ruling, he should contact the Verbobonc Triad. 
   
  ILLEGAL GOODS 
       The following items are illegal in the Viscounty: 
  Assassin’s dagger, Dagger of venom, Darkskull, drugs, 
  Dust of disappearance,  flesh golems and Flesh golem 
  manuals, Gal-garan, Hand of glory, Hand of the mage, 
  holy symbols to evil gods, Life-drinker, Nine lives 
  stealer, poisons, Robe of bones, slaves, Slaying arrow, 
  Sword of life stealing, thieves’ tools, thinuan weapons, 
  and Unholy weapons. 
       Additionally, scrolls and wands of spells with the 
  [Evil] descriptor and any item that radiates an aura of 
  evil, requires an evil creator, bestows curses,  summons 
  or commands elementals, demons, or devils, or 
  animates the dead are likewise outlawed.  
       This list is not exhaustive, and Dungeon Masters 
  should exercise their judgment. 
  More detailed information on Verbobonc’s laws, legal 
  system, and methods of law enforcement can be found 
  in the Laws of the Viscounty document, available for 
  download at www.verbobonc.net. 
  VER7-07 A Bitter Pill 
   
  Page 26 
  
   
  Table 1: Legal Jurisdiction of Verbobonc Metaorganizations 
  Organization 
  Authority 
  Jurisdiction 
  Knights of the Faithful Defender 
  High Justice 
  All Verbobonc 
  Mounted Borderers 
  Low Justice 
  All lands within Verbobonc except Verbobonc 
  City. 
  Gentlemen of the Watch 
  Low Justice 
  Verbobonc City 
  Gnarley Rangers 
  Low Justice 
  Gnarley Forest 
  Noble House Guards 
  Low Justice 
  Appropriate Noble Lands 
  Mayors, Sheriffs, and Constables 
  Low Justice 
  The local settlement they have been appointed 
  to 
  Table 2: Crimes and Penalties 
  Crime  
   
   
   
  Class  
   
  Penalty 
  Aiding and Abetting 
   
   
  Low 
   
  100 gp OR 500 gp OR 1,000 gp + 4 TU  
  Arson  
   
   
   
  High  
   
  500 gp +, 1 TU 
  Assault  
   
   
   
  Low  
   
  50 gp OR 1,000 gp, 2 TU 
  Banditry   
   
   
  High  
   
  Forfeiture of all possessions, 1 TU per 100 gp of stolen goods. 
  Battery  
   
   
   
  Low  
   
  200 gp OR 2,000 gp, 10 TU 
  Blackmail   
   
  High  
   
  90% of wealth, 26 TU 
  Blasphemy  
   
   
  High  
   
  Public whipping 
  Bribery 
   
   
   
  Low 
   
  Ten times value offered and public whipping OR forfeiture of all  
   
   
   
   
   
   
   
  gold carried, expulsion from metaorg, and public whipping 
  Burglary   
   
   
  Low  
   
  200 gp, 2 TU OR 1,000 gp, 10 TU 
  Destruction of Noble’s Property  High  
   
  Cost of repairs, 1 TU per 1,000 gp of damage 
  Disturbing the Peace   
  Low  
   
  Up to 450 gp and/or 1 TU 
  Extortion   
   
   
  High  
   
  90% of wealth, 26 TU 
  Forgery 
   
   
   
  Low  
   
  Confiscation of all possessions, 13 TU, loss of finger 
  Fraud Against a Noble   
  High  
   
  Forfeiture of all possessions, 26 TU OR death 
  Grave Robbing  
   
   
  Low  
   
  Confiscation of carried goods, 1,000 gp, 5 TU OR confiscation of 
   
   
   
   
   
   
                   carried goods, 5,000 gp, 13 TU 
  Impersonation of a Noble  
   
  High  
   
  Forfeiture of wealth and all possessions, 52 TU OR death 
  Interf. w/ Representative of a Noble 
  Low  
   
  Up to 300 gp, 4 TU 
  Kidnapping  
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 26 TU OR confiscation of 
   
   
   
   
   
   
                   goods carried, 10,000 gp fine, 104 TU, and loss of eye and hand. 
  Magical Assault  
   
   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of  
   
   
   
   
   
   
   
   
  spellbooks and goods carried, 2,000 gp, 13 TU, and loss of 
  ear. 
  Malicious Mischief value 
   
  Low  
   
  Up to 1,000 gp, up to 4 TU, and full reimbursement of property  
  Manslaughter  
   
   
  High  
   
  Forfeiture of all equipment, property, and wealth, 52 TU. 
  Murder  
   
   
   
  High  
   
  Death 
  Negligent Use of Magic  
   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of  
   
   
   
   
   
   
   
   
  spellbooks and goods carried, 2,000 gp, 13 TU, and loss of 
  ear. 
  Ownership of Illegal Goods  
   
  Low  
   
  Varies 
  Perjury  
   
   
   
  High  
   
  600 gp, 8 TU 
  Piracy  
   
   
   
  High  
   
  Confiscation of all wealth, 500 gp, 10 TU OR confiscation of all  
   
   
   
   
   
   
   
  wealth, 2,000 gp, 26 TU, and loss of eye. 
  Resisting Arrest 
   
   
  Low 
   
  300 gp, 2 TU OR 600 gp, 4 TU  
  Robbery   
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 10 TU OR confiscation of 
   
   
   
   
   
   
                    goods carried, 5,000 gp, 26 TU, loss of hand 
  Sedition  
   
   
   
  High  
   
  13 TU 
  Smuggling  
   
  High 
   
  Confiscation of illegal goods, 2,000 gp, 13 TU, public whipping,  
   
   
   
   
   
   
   
  loss of a finger. Sometimes exile.  
  Theft  
   
   
   
  Low  
   
  Confiscation of goods carried, 200 gp, 5 TU OR confiscation of  
   
   
   
   
   
   
   
  goods carried, 1,000 gp, 12 TU, loss of finger 
  Treason/Revolt 
   
   
  High 
    
  Forfeiture of all possessions, property, and wealth, and death by 
   
   
   
   
   
   
                   hanging, draw and quartering, or stoning. 
  Trespassing  
   
   
  Low  
   
  20gp – 500 gp 
   
  VER7-07 A Bitter Pill 
   
  Page 27 
  
  APPENDIX 5: MAP OF THE VISCOUNTY 
   
  VER7-07 A Bitter Pill 
   
  Page 28 
  
  DM HANDOUT #1 
   
  Now comes Shannus, Baron & Lord of the 
  Ironwood, by and through the bearers of this 
  agreement to offer the following mutually 
  beneficial contract to his most honorable 
  Lord Rolan Galans. 
   
  In return for valuable consideration, it is 
  proposed 
  that 
  a 
  mutually 
  beneficial 
  agreement, as witnessed by this document and 
  the affixed signatures of Lords Shannus & 
  Galans, be entered into in regards to the 
  pylon located within the Ironwood, one of 
  three pylons known collectively as “The 
  Skyroad.”  It is agreed that: 
   
  Lord Shannus will grant exclusive shipping 
  and airspace rights to the Ironwood Skyroad 
  Pylon to Lord Galans; 
   
  Lord Galans, in return for the exclusive 
  shipping and airspace rights to the Ironwood 
  Skyroad Pylon will remit to Lord Shannus 15% 
  of 
  all 
  profits 
  generated 
  from 
  cargo 
  transported on the Ironwood Skyroad Pylon; 
   
  Lord Shannus will provide access into the 
  Ironwood to employees, soldiers, and vassals 
  of House Galans;  
   
  Lord Galans, in his capacity as leader of the 
  4th Company of Mounted Borderers, will use 
  what 
  political 
  influence 
  he 
  wields 
  to 
  intercede on behalf of Lord Shannus with the 
  VER7-07 A Bitter Pill 
   
  Page 29 
  
  other noble houses of Verbobonc and the other 
  companies of the Mounted Borderers. 
   
  Signed and affixed: 
   
  Shannus,  
  Lord of the Ironwood    
   
   
  VER7-07 A Bitter Pill 
   
  Page 30 
  
  DM HANDOUT #2 
   
  Lord Shannus: 
   
  You task me… 
   
  You task me and I shall refuse 
  you as you refused me when I 
  came in friendship and was 
  rebuffed. I have not forgotten 
  the names and the faces of the 
  men I buried in the Ironwood. 
  Their blood would scream for 
  justice were I to enter into 
  this demon-spawned agreement of 
  yours. You task me and I shall 
  have you!  I’ll see you are 
  chased from the Ironwood and 
  hung by your heels before I give 
  you up! 
   
  That is my answer, you 
  overgrown, puffed-up piece of 
  dragon  fodder! 
   
  Signed, 
  VER7-07 A Bitter Pill 
   
  Page 31 
  
  VER7-07 A Bitter Pill 
   
  Page 32 
   
  Lord Rolan Galans 
  Mounted Borderers, 4th Company, 
  Commanding 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER7-07 A Bitter Pill (3E).pdf