TEXT: Regional
  VERBOBONC 
  Adventure
  Summary
  Verbobonc
  Based on the original Dungeons & Dragons® rules created by E. Gary Gygax 
  and Dave Arneson and the new Dungeons & Dragons game designed by Jona-
  than Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered 
  trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark 
  of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is in-
  tended for tournament use only and may not be reproduced without approval 
  of the RPGA Network.
  
  Verbobonc Regional Adventure Summary
  This is a synopsis of all Verbobonc regional scenarios to date. Each entry begins with a scenario code 
  (Year, followed by scenario number in that year) and name. A brief synopsis of the scenario follows; if 
  you played in the scenario, it should be enough to jog your memory. If you didn’t play in the scenario, 
  this is “summary information” your character may have heard about from other characters. Next, 
  signifi cant NPCs are listed. These are characters that appear in other scenarios, or may appear in the 
  future, or are otherwise important for our region. Then, a “What you should know” section highlights 
  the most important fact or event to arise from the scenario. If the scenario is part of a “tight” series 
  (that is, it has closely-related sequels or prequels), they are also noted. Finally, those Interactive events 
  clearly tied to the Verbobonc regional plotline are noted along with the key scenario to which the 
  Interactive is related (either because it occurs just before or just after the events of the key scenario).
  VER1-01 Noble Ambitions
  Synopsis: A group of adventurers helped the 
  impoverished House Asbury by venturing into 
  an ancient Suel temple and recovering the lost 
  treasures of House Asbury. The abandoned 
  temple was full of orcs and ogres. Along the 
  way, the adventurers rescued an imprisoned 
  dwarf named Thuldon Rockspitter. Thuldon 
  agreed to work as Lady Elinor Asbury’s smith 
  in gratitude.
  Important 
  NPCs: 
  Lord 
  Simon 
  Milinous, 
  arrogant noble; Lady Elinor Asbury, beloved 
  lady; Thuldon Rockspitter, earnest dwarf.
  What You Should Know: Lord Milinous wants 
  Lady Asbury’s hand, and is trying to force her to 
  marry him due to her current poverty. Thanks 
  to the actions of the adventurers, the arrogant 
  Lord Milinous does not succeed.
  Series Information: many Verbobonc scenarios 
  spring from this opening, including the 
  Dwarven plotline.
  VER1-02 Giants on the Move
  Synopsis: While scouting for the gnomish 
  village of Sheernobb, the characters discovered 
  a well-fortifi ed hilltop base that appeared to 
  be the lair of several giants, and a mysterious 
  black-robed humanoid. Commander Keenbolt 
  of the gnomes left on a punitive raid.
  Important NPCs: Glennddarc, the ancient 
  Headgnome of Sheernobb.
  What You Should Know: Giants are raiding 
  out of the eastern Lortmils (which dip into the 
  Gnarley Forest) and into the Kron Hills.
  Series 
  Information: 
  this 
  scenario 
  begins 
  the Giants plotline, which is extensive: it is 
  followed by VER1-05 Games Afoot, VER2-05 
  Silver Moon, VER3-07 Decision at Sheernobb, 
  and others.
  VER1-03 Gift of Beauty
  Synopsis: The characters are asked to recover 
  an ipp wood box that was stolen en route to 
  Celene. The characters gain the help and trust 
  of Lord Corbin Deleveu, leader of the Mounted 
  Borderers and lord of south-eastern Verbobonc. 
  The characters regain the prize from a gnome 
  illusionist.
  Important NPCs: Lord Corbin Deleveu, distant 
  noble.
  What You Should Know: Lord Corbin Deleveu 
  is a good man, but his holdings and his interests 
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  lie far from the main areas of Verbobonc.
  VER1-04 How Greenway Was My Valley
  Synopsis: Lord Roland Galans is having 
  trouble with gnomes raiding out of the Kron 
  Hills to the south. He asks the characters to 
  look into these raids. It turns out these raiders 
  are men disguised as gnomes, and there is some 
  indication that they work for Lord Milinous. 
  Important NPCs: Lord Roland Galans, wealthy 
  noble; Lord Simon Milinous, harsh lord.
  What You Should Know: Gnome-human 
  relations aren’t very good, particularly at the 
  Kron Hills border.
  VER1-05 Games Afoot
  Synopsis: The characters return to Sheernobb 
  at the request of Glennddarc. Commander 
  Keenbolt and his strike force haven’t returned, 
  and the characters are sent out to fi nd out what 
  happened to them. The characters come upon 
  the gnomes’ last stand, and are able to turn 
  the tide of the battle. The small giant force is 
  defeated.
  Important NPCs: Glennddarc, the ancient 
  Headgnome of Sheernobb
  What You Should Know: Giants continue to 
  raid, in increasing numbers. Ogres and hill 
  giants are the most common complement of the 
  giant forces.
  Series Information: this scenario continues the 
  Giants series that began with VER1-02 Giants 
  on the Move.
  VER1-06 Forest of Mysteries
  Synopsis: The characters are asked, by the 
  rangers and fey of the Gnarley Forest, to rescue 
  a captured unicorn. They track the creature to 
  the abandoned Suel Temple (from VER1-01 
  Noble Ambitions), and sneak into it using a side 
  entrance. There, they rescue the unicorn.
  Important NPCs: none.
  What You Should Know: Forces of evil, mostly 
  orcs and their ilk, infest the Gnarley and sorely 
  press the forces of good there.
  VER1-07 Knocking on the Keep
  Synopsis: Thuldon Rockspitter (from VER1-01 
  Noble Ambitions) reveals that he is a prince 
  among his kind. His people were driven from 
  their underground homes generations ago, and 
  each generation must search for the entrance. 
  Thuldon asks the characters to deliver his 
  fi ancée and some mithral to his dwarven kin. 
  Along the way, the characters recover the axe 
  handle of Worm Slayer (an axe needed to earn 
  entrance to Granite Keep) and are gifted with 
  the Shield of Rockhall (another key to gain 
  entrance to Granite Keep).
  Important NPCs: Thuldon Rockspitter, tasked 
  dwarf.
  KRON HILLS
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  4
  What You Should Know: The dwarves need 
  three keys (the Shield of Rockhall, the axe Worm 
  Slayer, and a coin blessed by their priests) to re-
  enter their home, Granite Keep. Plus, they need 
  to discover where Granite Keep is, since they 
  don’t know; it’s Thuldon’s task to fi nd it, but 
  he’s currently indentured to Lady Asbury in 
  gratitude for his life.
  Series Information: this scenario truly begins 
  the Dwarven plotline, which continues in 
  VER2-02 Granite Keep.
  VER1-08 Abbey of Intrigue
  Synopsis: The characters investigate the sleepy 
  hamlet of Larneystoe, overseen by the imposing 
  Abbey of the Valorous Knight, a monastery 
  of Heironeous. The characters investigate 
  murdered monks and discover that a priest of 
  Hextor named Sidanus—who was disguised 
  as a Heironeous monk, but escaped—stole 
  the body of Sir Gregor the Just (an long-dead 
  honored hero of the Abbey) and corrupted it.
  Important NPCs: Abbot Rudolphus, benevolent 
  old warrior.
  What You Should Know: Sidanus, a priest of 
  Hextor, is opposed to the Abbey of the Valorous 
  Knight.
  Series Information: This scenario begins the 
  Abbey of the Valorous Knight Trilogy, along 
  with VER2-01 Enemy Within and VER2-07 
  Master of Puppets.
  VER1-09 Knights and Days
  Synopsis: The characters must clear the name 
  of a Knight of the Faithful Defender named 
  Drinsal, accused of consorting with giants. They 
  fi nd that the real culprits behind this mixup are 
  in the employ of an agitator named Conner 
  Bridgeforth.
  Important NPCs: Drinsal, lovestruck Knight 
  of the Faithful Defender; Conner Bridgeforth, 
  schemer.
  What You Should Know: Some agent is trying 
  to cast doubt upon the elite Knights of the 
  Faithful Defender, a knightly order that protects 
  the Viscount.
  VER1-10 For Man Nor Beast
  Synopsis: High in the Lortmils, the characters 
  encounter a traveling menagerie. The characters 
  and the menagerie creatures are stalked by a 
  cunning ethereal marauder, and must gain the 
  help of a hermit-priest of Vatun, to stop it.
  Important NPCs: Ghen Tayber, menagerie 
  owner; Grobb Winterbeard, ancient dwarven 
  priest of Vatun.
  What You Should Know: Ghen Tayber runs a 
  menagerie that travels the area.
  
  VER2-01 Enemy Within
  Synopsis: The characters return to Larneystoe, 
  where Garilon Rhynehurst, the third son of Lord 
  Wendell Rhynehurst, is accused of murdering 
  a cleric of the Abbey of the Valorous Knight. 
  Through their investigations, the characters 
  discover it is Sidanus who masterminded the 
  murder, intending to throw the region into 
  chaos.
  Important NPCs: Lord Wendell Rhynehurst; 
  Garilon Rhynehurst, haughty noble scion; Lord 
  Krompox, local landowner; Abbot Rudolphus, 
  kindly priest.
  What You Should Know: Sidanus is acting 
  against the Abbey once again.
  Series Information: this scenario continues the 
  Abbey of the Valorous Knight trilogy, which 
  concludes with VER2-07 Master of Puppets.
  VER2-02 Granite Keep
  Synopsis: Following rumors of a shepherd boy, 
  the characters trek through the town of Loren’s 
  Ford (where they meet a crazy dwarven druid 
  named Rukar) and into the high Lortmils. 
  There, they discover a replica of the entrance 
  to Granite Keep, and see how the axe Worm 
  Slayer, the Shield of Rockhall, and a coin 
  blessed by Moradin are used to open the gates 
  once they are found.
  Important NPCs: Shannus, the lycanthrope-
  hunting elven dragon disciple; Rukar, the crazy 
  dwarf druid; Thuldon Rockspitter.
  What You Should Know: Although this 
  scenario doesn’t present any further keys or 
  clues to the location of Granite Keep, it does 
  show adventurers how to open the gateway to 
  Granite Keep once it is found.
  Series Information: This entry in the Dwarven 
  plotline follows VER1-07 Knocking on the 
  Keep.
  VER2-03 A Friend in Need
  Synopsis: The characters come upon a pastoral 
  village of halfl ings and humans called Gallow’s 
  Corner. The adventurers are able to rid it of 
  kobolds infesting the caverns beneath the 
  town.
  Important NPCs: none.
  What You Should Know: Not all villages in 
  the Kron Hills are wrapped up in the human-
  gnome strife. Some communities are still quite 
  nice.
  VER2-04 Goblin Krown
  Synopsis: The characters hear of goblins raiding 
  the southwestern heartland of the Viscounty. 
  They are able to follow the goblins to their 
  nearby lair and dispatch a fi endish creature 
  using an artifact of Vecna called the Crown of 
  Kurotha.
  Important NPCs: none.
  What You Should Know: The Cult of Vecna is 
  active in Verbobonc.
  VER2-05 Silver Moon
  Synopsis: The characters discover a giant 
  raiding force near the village of Sheernobb that 
  will cross an old druid’s shrine. The characters 
  divert or defeat the giant forces, and gain the 
  trust and thanks of the druid and her ranger 
  ally.
  Important NPCs: none.
  What You Should Know: Giant forces are 
  actively patrolling throughout the Kron Hills.
  Series Information: This scenario continues the 
  Giants series.
  VER2-06 Glory Town
  Synopsis: The characters deliver a horse to 
  Shannus, mayor of the town of Glory in the 
  lycanthrope-infested Iron Wood. They learn 
  that a creature named the Moonlord rules the 
  lycanthropes, and he is Shannus’ sworn enemy. 
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  The characters also learn that an evil demonic 
  force, the Great Dire Dark, is present in the Iron 
  Wood as well.
  Important NPCs: Shannus, dragon disciple 
  mayor of Glory; the Moonlord, mysterious 
  master of the Iron Wood lycanthropes; the 
  Great Dire Dark, demonic presence.
  What You Should Know: The Great Dire Dark, 
  an evil demonic force, is pitting Shannus and 
  the Moonlord against each other.
  Series Information: This scenario begins the 
  Glory series, which continues with VER3-03 
  Glory Dimmed and VER4-03 Glory’s Warriors.
  VER2-07 Master of Puppets
  Synopsis: The characters accept a task from 
  Abbot Rudolphus to investigate the hauntings 
  on the estate of Master Grayfi ld, an old friend 
  of his. The characters discover that Master 
  Greyfi ld sent Sidanus to the Abbey in order to 
  topple it, as he now opposed Abbot Rudolphus 
  and the forces of good. The characters defeat 
  Master Grayfi ld, and conclude the Abbey of the 
  Valorous Knights series.
  Important NPCs: Abbot Rudolphus.
  What You Should Know: A powerful servant of 
  Hextor is defeated, and goodness reigns in the 
  western heartlands of Verbobonc…for now.
  Series Information: This scenario concludes the 
  Abbey of the Valorous Knight trilogy, which 
  began with VER1-08 Abbey of Intrigue and 
  VER2-01 The Enemy Within.
  VER2-08 Griffon’s Blood
  Synopsis: The characters investigate a missing 
  ranger named Swiftarrow. He was lost at the 
  hunting grounds of Lord Kolgrim, a long-time 
  ally of Lord Milinous. The characters learn 
  that Lord Kolgrim is a puppet of his wife, who 
  worships infernal powers. The characters race 
  to stop a sacrifi ce in the name of Belail, and fi ght 
  Lady Kolgrim and a host of House Milinous 
  guardsmen.
  Important NPCs: Lord Simon Milinous, harsh 
  noble.
  What You Should Know: Lord Milinous insists 
  that his guardsmen present at the sacrifi ce 
  site were disloyal traitors, and he’s had them 
  executed for it already, so no there isn’t any 
  opportunity to question them, thank you very 
  much.
  
  VER3-01 Armor Class
  Synopsis: The characters investigate hauntings 
  of an elite academy for noble children. They 
  discover that one of the professors is behind the 
  hauntings, and intends to take over the school 
  himself. The characters stop him, and save the 
  children from his hag allies. 
  Important NPCs: Young relatives of many 
  nobles of Verbobonc.
  What You Should Know: Nobles often send 
  their children to this elite academy in Verbobonc 
  City.
  VER3-02 How Much Wood Would…?
  Synopsis: 
  The 
  characters 
  investigate 
  the 
  disappearance of Ipp wood from Verbobonc 
  City, and fi nd an evil halfl ing druid from the 
  Gnarley Forest is terrorizing the area. The 
  characters are able to stop this druid and his 
  animal companions.
  Important NPCs: none.
  What You Should Know: There is not actually 
  much friction between the Gnarley Druids 
  and the good people of Verbobonc; only evil 
  elements, like the halfl ing druid presented 
  here, opposed the Viscount’s careful logging 
  practices.
  VER3-03 Glory Dimmed
  Synopsis: 
  The 
  characters 
  are 
  asked 
  to 
  investigate a strange cavern near the logging 
  camp in the middle of the Iron Wood. The Mist 
  Children elves (degenerate grey elves native to 
  the Iron Wood) swear allegiance to Shannus 
  against the Moonlord. The characters learn 
  that this Shannus-Moonlord hostility is being 
  fueled by the demonic Great Dire Dark, who 
  wishes a war in the Iron Wood. The adventurers 
  also catch sight of the Moonlord himself, who 
  appears as a lambent hound; he is actually a 
  hound archon.
  Important NPCs: Shannus, dragon disciple 
  mayor of Glory; the Moonlord, hound archon 
  and master of the Iron Wood lycanthropes; the 
  Great Dire Dark, demonic presence.
  What You Should Know: The Great Dire Dark, 
  an evil demonic force, is pitting Shannus and 
  the Moonlord against each other.
  Series Information: This scenario continues the 
  Glory series, which began with VER2-06 Glory 
  Town and concludes with VER4-03 Glory’s 
  Warriors.
  VER3-04 A Matter of Love
  Synopsis: The characters rescue a lost heirloom 
  of Lord Avgustin. It was stolen by an illegitimate 
  child of his, intending to unlock his “legacy.” 
  This legacy is a cavern fi lled with vampires, 
  locked away at the back of a shrine to Vecna 
  where the legendary Sword of Kas was forged.
  Important NPCs: Lord Avgustin; rumors of the 
  deceased Sir Willow Swan, hero.
  What You Should Know: The Cult of Vecna 
  is still operating within the Viscounty. Some 
  members of House Stefania are descended from 
  Kas.
  VER3-05 Something’s Rotten in Eglath
  Synopsis: The characters are asked to fi nd 
  some good stolen from Lord Vaswell. Lord 
  Vaswell assumes it is the peasants of Eglath, 
  but the characters are able to determine that 
  it is a collection of kobolds operating out of 
  an abandoned sewer. The kobolds follow a 
  mysterious “Green Father.”  A note clumsily 
  implicates Lord Milinous in the thefts, but Lord 
  Milinous is not responsible.
  Important NPCs: Lord Drenton Vaswell, 
  snooty noble; Lord Simon Milinous, harsh lord; 
  the “Green Father,” mysterious manipulator.
  What You Should Know: Some force is 
  masterminding thefts, trying to pin the blame 
  on others, using kobolds.
  Series Information: This scenario begins the 
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  series which continues with VER4-01 So Things 
  Come to Confusion and concludes with VER5-
  05 A Swan-Like Ending.
  VER3-06 Never Read Somebody’s Diary
  Synopsis: A scouting party of elves uncovered 
  a diary in the ghost town of Nulb, and was 
  captured by drow sent to retrieve it. The 
  characters track the drow to a cave, kill their 
  leader, and rescue the elven scouting party. 
  Unfortunately, the drow wizard escapes with 
  the diary in hand.
  Important NPCs: the unknown drow wizard.
  What You Should Know: Drow are operating 
  in the Viscounty, and seem free to move about 
  in daylight unhindered. Their origin is, for now, 
  a mystery.
  VER3-07 Decision at Sheernobb
  Synopsis: The characters arrive in Sheernobb 
  upon rumors of further giant movements. They 
  protect Glenndarc from assassination, but the 
  village of Sheernobb is overrun and taken by 
  the giant forces.
  Important NPCs: Glenndarc, aged headgnome 
  of Sheernobb.
  What You Should Know: Giant forces are 
  concentrating in great numbers in the western 
  Kron Hills, and taking control of huge swaths 
  of land.
  Interactive 
  VERI3-01 
  Divide 
  and 
  Conquer
  Tied with: The premiere of VER3-07 
  Decision at Sheernobb.
  Synopsis: A massive orc and giant raid 
  out of the western Lortmils (where 
  the Gnarley Forest covers the Kron 
  Hills) indicates a far larger force than 
  anyone suspected. A mysterious, black-
  robed humanoid was occasionally seen 
  coordinating the giant tactics. Although 
  town outside of the Kron Hills were able 
  to repel the attack, it is now confi rmed 
  that Sheernobb and Tulvar have fallen 
  to the giant forces. Urthgan, Eldest of 
  Tulvar, and several of his gnomish court 
  managed to escape to the Town of Swan, 
  where they are apparently seeking help 
  in recovering their home.
  VER3-08 Mirror in a Quagmire
  Synopsis: At the request of Athelia, the Crone 
  of the Kron, the characters enter the Fens of Tor 
  and discover a man buried there for who knows 
  how long. Quick-acting heroes were able catch 
  a glimpse of a mirror housed in the swamp, a 
  mirror that seems to look in on Lord Milinous’ 
  manor. The characters turn this buried man, 
  whom Athelia called “Sigh,” over to the Church 
  of St. Cuthbert in Verbobonc City in the hopes 
  that his shattered mind can be restored.
  Important NPCs: Athelia, Crone of the Kron; 
  “Sigh,” a secret buried long ago.
  What You Should Know: “Sigh” is under that 
  care of the Church of St. Cuthbert in Verbobonc 
  City.
  
  VER4-01 So Things Come to Confusion
  Synopsis: The characters fi nd themselves 
  enmeshed in a conspiracy where several nobles 
  in Verbobonc City appear to be stealing petty 
  items from each other and committing crimes 
  against each other. The characters, who have 
  also been robbed, discover that a gang of 
  kobolds are behind these acts, intending to pit 
  the nobles of Verbobonc against each other. 
  Important 
  NPCs: 
  “Herald” 
  Battirovka, 
  well meaning criminal; the “Green Father,” 
  mysterious manipulator.
  What You Should Know: Some force is trying 
  to pit the nobles of Verbobonc against each 
  other, using kobolds.
  Series Information: This scenario continues the 
  series which began with VER3-05 Something’s 
  Rotten in Eglath and concludes with VER5-05 A 
  Swan-Like Ending.
  VER4-02 A Costly Gamble
  Synopsis: One of Viscount Langard’s spies poses 
  as a merchant in order to ask the characters to 
  recover a missing wagon. In reality, the wagon 
  contains all of House Asbury’s taxes for the 
  year. Although the characters identifi ed Lady 
  Godeleva Langmuir as the instigator of the 
  theft, they were left without any proof of her 
  crime.
  Important NPCs: Lady Godeleva Langmuir, 
  scheming noble crone; Lord Simon Milinous, 
  harsh and haughty noble; Lady Elinor Asbury, 
  distressed noble.
  What You Should Know: Lady Godeleva 
  Langmuir masterminded the theft of a year 
  of taxes from House Asbury, driving Lady 
  Asbury to desperate straits and ushering in the 
  ascendancy of House Langmuir
  Series Information: This scenario continues the 
  Glory series, which began with VER2-06 Glory 
  Town and concludes with VER4-03 Glory’s 
  Warriors.
  VER4-03 Glory’s Warriors
  Synopsis: The characters are in the town of 
  Validia when it is attacked by lycanthropic 
  agents of the Moonlord. The Moonlord asks 
  the characters to help by proposing a truce with 
  Shannus. The agents of the Great Dire Dark 
  distort the message and incite war between the 
  two forces. At the height of the confl ict—the 
  Battle of Light and Honor—the Great Dire Dark 
  makes an appearance and the characters defeat 
  it for good. Task done, the Moonlord returns to 
  Mount Celestia.
  Important NPCs: Shannus, dragon disciple 
  mayor 
  of 
  Glory; 
  Breyin 
  the 
  Moonlord, 
  hound archon and master of the Iron Wood 
  lycanthropes; the Great Dire Dark, demonic 
  presence.
  What You Should Know: With the defeat 
  of the Great Dire Dark and the retreat of the 
  Moonlord, Shannus is left in effective control of 
  the Iron Wood.
  Series Information: This scenario concludes 
  the Glory series, which began with VER2-06 
  Glory Town and continued with VER3-03 Glory 
  Dimmed.
  Interactive VERI4-01 Glory’s Domain
  Tied with: The premiere of VER4-03 
  Glory’s Warriors.
  Synopsis: After the Battle of Light and 
  Honor between the forces of Shannus 
  and the forces of Breyin the Moonlord, 
  the Great Dire Dark was permanently 
  defeated, 
  and 
  the 
  Moonlord 
  has 
  retreated. As thanks for his vigilant 
  protection of civilization within the Iron 
  Wood, Viscount Langard has ennobled 
  Shannus, granting him all the land within 
  15 miles of Glory, and the two miles on 
  either side of the road from Glory to the 
  eastern edge of the Iron Wood. 
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  VER4-04 Ship of Fools
  Synopsis: 
  The 
  characters 
  meet 
  Lathmir 
  Amanthsal, a spice merchant, and his “uncle” 
  Vardis and escort them to Verbobonc. On the 
  way they discover that Uncle Vardis is not the 
  frail elderly uncle he had appeared to be, and 
  also that they are not the only party interested 
  in Lathmir, he has also attracted the attention 
  of the Family. Uncle Vardis appears to be 
  indoctrinating Lathmir into the ways of the 
  Scarlet Brotherhood and using the merchant to 
  fi nance its plans in Verbobonc City.
  Important 
  NPCs: 
  Uncle 
  Vardis, 
  Scarlet 
  Brotherhood master monk, Lathmir Amanthsal, 
  bigoted Scarlet Brotherhood aspirant. Uncle 
  Krot, obese high ranking member of the Family 
  in Rhynhurst.
  What 
  You 
  Should 
  Know: 
  The 
  Scarlet 
  Brotherhood is setting its sights on Verbobonc.
  Series Information: This scenario begins the 
  Fools series, which continues with VER4-06 
  A Fool’s Errand and concludes with VER5-04 
  Fool’s Gold.
  VER4-05 Dwarven Dawn
  Synopsis: Thuldon Rockspitter asked the 
  characters to fi nd Rukar, the crazy dwarven 
  druid, as Rukar is the last descendant of the 
  gatekeepers of Granite Keep. The characters 
  tracked Rukar high into the Lortmils, following 
  him and some duergar who were pursuing him, 
  and discover the lost entrance to Granite Keep.
  Important NPCs: Captain Yronl, loyal member 
  of House Avgustin; Rukar, crazy dwarf druid; 
  Thuldon Rockspitter, exiled dwarven noble.
  What You Should Know: The entrance to Clan 
  Rockhall has been found. Only one key to open 
  the doors to Granite Keep remains to be found: 
  the head of the axe Worm Slayer.
  Series Information: This scenario continues the 
  Dwarven plotline. Additionally, the mysterious 
  drow wizard that fi rst appeared in VER3-06 
  Never Read Somebody’s Diary is aiding the 
  duergar.
  VER4-06 A Fool’s Errand
  Synopsis: The characters are recruited by both 
  the law and by the Family to deal with the Scarlet 
  Brotherhood presence in Verbobonc. In the 
  process, Lathmir Amanthsal loses his life. The 
  characters are able to stop the total destruction 
  of the Verbobonc Guild House but not prevent 
  the kidnapping of Bub Tympanum. 
  Important 
  NPCs: 
  Watch 
  Captain 
  Caleb, 
  upstanding Rhenee member of the Gentlemen 
  of the Watch. Uncle Krot, obese high ranking 
  member of the Family. Lathmir Amanthsal, 
  the late bigoted Scarlet Brotherhood aspirant. 
  Bubulos Intaglio Tympanum, a retired master 
  stone mason with a long history of work in the 
  city of Verbobonc. 
  What 
  You 
  Should 
  Know: 
  The 
  Scarlet 
  brotherhood is inciting violence against the 
  gnomish population while they search for a 
  secret held by Bub Tympanum.
  Series Information: This scenario continues the 
  Fools series, which began with VER4-04 Ship of 
  Fools and concludes with VER5-04 Fool’s Gold.
  VER4-07 Reunifi cation
  Synopsis: Verbobonc’s most skilled heroes are 
  asked to negotiate peace with the rebellious 
  Kron Hills gnomes. The characters negotiate the 
  gnome’s demands, including reclamation of the 
  moot hall of Tulvar from giant forces.
  Important 
  NPCs: 
  Viscount 
  Langard, 
  determined leader; Father Cadifel, Raoan priest 
  and peacemaker; Urthgan, Eldest of Tulvar, 
  leader of the Kron Hills gnomes; Faljimm 
  Nizgafal (“Prince Jimm”), gnome noble.
  What You Should Know: Peace with the Kron 
  Hills gnomes is at last negotiated. Jimm, a 
  popular gnome personage residing in Verbobonc 
  City, is ennobled as their representative.
  Series Information: This scenario is related to 
  the Giants series.
  VER4-08 Beauty and Two Beasts
  Synopsis: Lady Asbury fi nds herself woefully 
  in debt due to her losses in VER4-02 A Costly 
  Gamble. To recover her fortunes, she asks the 
  
  Verbobonc Regional Adventure Summary 
  11
  characters to interview two potential suitors: 
  Lord Ludovic Langmuir and Lord Simon 
  Milinous. The characters discover that “Sigh”, 
  rescued a year ago from the Fens of Tor, is the 
  real Sir Simon Milinous, and has been replaced 
  by an imposter for many years. The characters 
  confront this imposter, Ryjenis, before he is 
  able to marry Lady Asbury. The real Sir Simon 
  Milinous and Lady Elinor Asbury, still in love, 
  marry and join their houses. 
  Important 
  NPCs: 
  Lady 
  Elinor 
  Asbury, 
  distressed and impoverished noble; Sir Simon 
  Milinous, 
  heroic 
  and 
  determined 
  lover; 
  Ryjenis the Imposter; Bishop Haufren, devoted 
  Cuthbertine priest and keeper of “Sigh”’s 
  secret. 
  What You Should Know: The real Simon 
  Milinous has been revealed, and a clever 
  imposter in the service of Iuz has been 
  unmasked. Still in love, Simon Milinous and 
  Elinor Asbury marry and join their two houses.
  Series Information: This scenario reveals and 
  casts down a longstanding villain that the 
  characters have met many times before, in the 
  role of the evil Lord Simon Milinous. After this, 
  the Milinous/Asbury plotlines are substantially 
  resolved (with the exception of the occasional 
  Interactive and VER6-06 The Ties That Bind).
  VER4-09 Wicked Three
  Synopsis: The characters escort a dryad 
  prophetess with an important message for 
  Viscount Langard. They also prevent an attack 
  on Viscount Langard by some doppelgangers 
  and gain the notice of the dwarven assassin 
  Obmi, the Hammer of Iuz.
  Important NPCs: Viscount Langard, smuggler-
  turned-noble; 
  Bishop 
  Haufren, 
  devoted 
  protector of Langard and the Viscounty; 
  Elspeth, dryad prophetess.
  What You Should Know: Before his ascendancy 
  to Viscount, Langard was a smuggler living in 
  the Gnarley Forest. Verbobonc is being beset by 
  three powerful forces: an assassin, an imposter, 
  and a cowled woman. 
  Series Information: This scenario established the 
  three key followers of Iuz working ill within the 
  Viscounty. The fi rst is Obmi, a dwarven assassin 
  who makes a more direct appearance in VER5-
  02 Fallen Hero and VER5-07 Crownfi re. The 
  second is Ryjenis, who has been masquerading 
  as Lord Milinous for several years (revealed in 
  VER4-08 Beauty and Two Beasts). The third is 
  the Cowled Lady, who directs the giant forces 
  in the Lortmil Mountains.
  Interactive VERS4-01 Return to the 
  Fens of Tor
  Tied with: The Dwarven series.
  Synopsis: The characters learn of a 
  dwarven assassin who has poisoned 
  Thuldon Rockspitter. The characters 
  must venture back into the dungeon 
  from VER1-01 Noble Ambitions and 
  VER1-06 Forest of Mysteries in order 
  to face the assassin’s minions and cure 
  Thuldon Rockspitter. This assassin is 
  Obmi, the Hammer of Iuz, taking a more 
  direct hand in the Viscounty. 
  
  VER5-01 Deep in the Lortmils
  Synopsis: The characters travel to the town of 
  Irondelve at the behest of Thuldon Rockspitter 
  to recover the head of the axe Worm Slayer from 
  one of the deepest mines beneath the city.
  Important NPCs: Balin Rockshaper, Forge 
  Father of Moradin’s Soul Forge in Irondelve; 
  Grobb Winterbeard, ancient dwarven priest of 
  Vatun and keeper of Worm Slayer.
  What You Should Know: The axe Worm Slayer 
  is recovered and the doors to Granite Keep are 
  at long last open.
  Series Information: This scenario continues the 
  Dwarven plotline, which concludes in VER5-03 
  Minions of Shadow and Fire.
  VER5-02 Fallen Hero
  Synopsis: The characters travel to Avgustin 
  Manor for the funeral of Baron Rollof Avgustin. 
  There, they foil attacks of the dwarf assassin 
  Obmi and his minions, although Obmi 
  escapes. The characters may learn that Elise 
  Brandenburg, the new ruler of House Avgustin, 
  is secretly a devotee of Trithereon.
  Important NPCs: Obmi, dwarf assassin; Elise 
  Brandenburg, youthful heir to House Avgustin; 
  Captain Yronl, regent to the young Elise 
  Brandenburg.
  What You Should Know: Elise Brandenburg is 
  secretly an heir to House Avgustin; Obmi the 
  Wily is becoming bolder in his attacks; Lord 
  Iver Avgustin, Baron Rollof Avgustin’s son, was 
  slain by Obmi and could not be resurrected.
  VER5-03 Minions of Shadow and Fire
  Synopsis: 
  This 
  adventure 
  details 
  Clan 
  Rockhall’s fi ght to retake their homeland, the 
  city of Ulthak-Nor far beneath Granite Keep. 
  Ulthak-Nor has been partially transferred to 
  the plane of Shadow, where it is occupied 
  by illithids, drow, duergar, and other evil 
  creatures. The characters confront the illithid 
  masterminds and destroy their tenuous link to 
  the dwarven city. Ulthak-Nor is reclaimed.
  Important 
  NPCs: 
  Thuldon 
  Rockspitter, 
  dwarven hero.
  What You Should Know: Clan Rockhall 
  recovers its ancient home and completes a quest 
  generations old.
  Series Information: The drow wizard appearing 
  in VER3-06 Never Read Somebody’s Diary and 
  VER4-05 Dwarven Dawn is an agent of the 
  occupiers of Ulthak-Nor. This scenario formally 
  concludes the Dwarven plotline in Verbobonc, 
  although certain other dwarven-related events 
  (such as the interactive at Winter War 2007 and 
  VER7-04 Hidden within Halls of Iron) later 
  occur.
  Interactive VERI5-01 Assault on Granite 
  Keep
  Tied with: The premiere of VER5-03 
  Minions of Shadow and Fire.
  Synopsis: The dwarven forces push 
  through Granite Keep, held by a variety 
  of evil forces, to the lost dwarven 
  stronghold of Ulthak-Nor in the caverns 
  below Granite Keep. 
  VER5-04 Fool’s Gold
  Synopsis: The Law and the Family team 
  up to direct the characters towards ending 
  the infl uence of the Scarlet Brotherhood 
  in Verbobonc. Information gleaned from 
  a reincarnated Lathmir Amanthsal allows 
  entrance into the Scarlet Brotherhood’s base 
  of operation and recovery of Bub Tympanum. 
  The characters race to the Verbobonc Guild 
  Hall where Uncle Vardis is intent on destroying 
  the Royal Furyondy Mint. A battle on the 
  Astral plane with Uncle Vardis follows and 
  the characters are able to recover the Royal 
  Furyondy Mint.
  Important 
  NPCs: 
  Watch 
  Captain 
  Caleb, 
  CY 595
  Verbobonc Regional Adventure Summary 
  12
  
  Verbobonc Regional Adventure Summary 
  13
  upstanding Rhenee member of the Gentlemen 
  of the Watch. Uncle Krot, obese high ranking 
  member of the Family. Lathmir Amanthsal, 
  the reincarnated gnomish Scarlet Brotherhood 
  aspirant. Uncle Vardis, Scarlet Brotherhood 
  master monk
  What 
  You 
  Should 
  Know: 
  The 
  Scarlet 
  Brotherhood’s plans to destabilize Verbobonc 
  failed.
  Series Information: This scenario concludes the 
  Fools series, which began with VER 4-04 Ship 
  of Fools and continued with VER4-06 A Fool’s 
  Errand.
  VER5-05 A Swan-Like Ending
  Synopsis: The characters race to disarm 
  exploding statues all over the town of Swan. 
  A gate in the sewers of Swan leads to a 
  confrontation with the hag Frieda and her 
  kobold dupes (who follow her illusionary 
  creation, the “Green Father” dragon).
  Important NPCs: none.
  What You Should Know: Adventure is afoot in 
  Swan.
  Series Information: This scenario concludes the 
  series which began with VER3-05 Something’s 
  Rotten in Eglath and continued with VER4-01 
  So Things Come to Confusion.
  VER5-06 On the Viscount’s Secret Service
  Synopsis: At the behest of Viscount Langard 
  and Bishop Haufren, the characters visit the 
  isolated town of Sojourn and, from there, assault 
  the extradimensional stronghold of the Cowled 
  Lady. There, the characters recover the Renvash 
  Splinter, a relic of St. Cuthbert long ago lost to 
  forces of evil.
  Important NPCs: Viscount Langard, dedicated 
  ruler; Bishop Haufren, devoted protector of 
  Langard and the Viscounty; Athelia, the Crone 
  of the Kron; the Cowled Lady, Iuz-worshipping 
  mage and master of giants.
  What You Should Know: The Renvash Splinter 
  is recovered. The Cowled Lady is poised to 
  lead a massive strike against the Viscounty. 
  The Cowled Lady speaks of a duty to another, 
  but has ignored this duty in favor of her 
  machinations against the Viscount.
  VER5-07 Crownfi re
  Synopsis: The characters race across the 
  Viscounty, from Cienega Valley to Swan 
  to Twilight Falls, trying to stop reckless 
  assassinations and murders by Obmi, the 
  Hammer of Iuz. Obmi ultimately leads the 
  Mounted Borderers into a trap, from which 
  the characters rescue Thuldon Rockspitter and 
  Lord Corbin Deleveu.
  Important NPCs: Ombi, dwarven assassin; 
  Thuldon Rockspitter, dwarven ruler; Lord 
  Corbin Deleveu, leader of the Mounted 
  Borderers.
  What 
  You 
  Should 
  Know: 
  Obmi 
  was 
  impersonating Fredrique the sculptor to gain 
  information on the towns of Verbobonc in 
  preparation for the giant invasion. Obmi is 
  known to move extremely fast.
  Interactive VERI5-03 March of Giants
  Tied with: The premiere of VER5-06 On 
  the Viscount’s Secret Service and VER5-
  07 Crownfi re. This Interactive concludes 
  the Giants series.
  Synopsis: The characters rally the forces 
  of Verbobonc in a climactic clash against 
  the giant forces of the Cowled Lady. 
  Obmi is captured, the Cowled Lady 
  is driven away, and the giant army is 
  forever broken. 
  
  VER6-01 The Discontent of Our Winter
  Synopsis: The winter has been hard in the 
  Viscounty and food is scarce. A well-meaning 
  merchant with designs in the Viscounty, 
  Wellborn Estival, hires the characters to 
  investigate a missing shipment of food. The 
  characters learn that a group of Trithereonites 
  has stolen the food with the intent to frame 
  House Langmuir for the crime. 
  Important NPCs: Wellborn Estival, aspiring 
  noble; Vershan, Trithereonite cleric. 
  What You Should Know: The winter in 
  Verbobonc is very bad. Wellborn Estival 
  is trying to help the people of Verbobonc. 
  Vershan, the leader of the Trithereonites, went 
  missing after these events.
  VER6-02 Delve the Wizard’s Dungeon
  Synopsis: At the behest of Magister Har of 
  the Wrinkle Academy, the characters enter an 
  abandoned gnomish monastery in the Kron 
  Hills to recover an old map. They identify some 
  terrible tragedy that killed all of the gnomes 
  there. A halfl ing warlock attempts to stop the 
  characters.
  Important NPCs: Magister Har, founder of the 
  Wrinkle Academy; Gurtom Starcheek, halfl ing 
  warlock for hire; Threnodee, gloomy dust 
  mephit.
  What You Should Know: Magister Har is 
  seeking a map of key locations throughout the 
  Viscounty, and someone does not want him to 
  get it.
  Series Information: This scenario begins the 
  Skyroad Series, which continues with VER6-
  07 Ride the Merchant’s Highway and VER7-02 
  Storm the Dragon’s Bastion, and concludes with 
  VER7-08 Race the Spirit’s Lightning.
  VER6-03 Castle Estival
  Synopsis: Wellborn Estival asks the characters 
  to enter the dire abandoned Castle Estival to 
  recover his patents of nobility. The characters 
  do so, despite the fact that Lord Rhynehurst 
  and the Church of St. Cuthbert have interdicted 
  the area.
  Important NPCs: Lord Wellborn Estival, 
  well-meaning aspiring noble; Lord Wendell 
  Rhynehurst, laissez-faire protector of his lands.
  What You Should Know: Estival is diligently 
  pursuing his family’s fortunes and his right to 
  be recognized as a noble of Verbobonc.
  VER6-04 Sign of the Black Orchid
  Synopsis: The characters are in the very full town 
  of Twilight Falls for a festival. A murder occurs, 
  bearing startling similarities to a murder from 
  the past. At the behest of the elven delegation 
  present in Twilight Falls, the characters learn 
  that the past murder was perpetrated by Father 
  Cadifel. The elves have framed Father Cadifel 
  for this recent murder in order to bring his past 
  crimes to light. Father Cadifel confesses, but the 
  characters reveal the elven involvement.
  Important NPCs: Father Cadifel, Raoan priest 
  and peacemaker with a dark past; Eraisothon, 
  peacemaker within the elven clans; Rygor, 
  Eraisothon’s headstrong military advisor. 
  What You Should Know: Relations with the 
  CY 596
  Verbobonc Regional Adventure Summary 
  14
  MAGISTER OBBLE HAR
  
  Verbobonc Regional Adventure Summary 
  15
  Gnarley Elves are not good. Even the most 
  peace-loving of the Gnarley Elves do not treat 
  well with human settlements in the Gnarley 
  Forest.
  VER6-05 Reclamation
  Synopsis: While seeking a shipment of gnomish 
  statuary for a member of the Family within 
  the Gnarley Forest, the characters learn of an 
  attack by the Blackthorn Orcs on the town of 
  Ketter’s Hearth and a simultaneous attack on 
  Terra Verte by the Gnarley elves. The characters 
  choose to stop the orc threat. Ketter’s Hearth is 
  saved, but Terra Verte is destroyed.
  Important NPCs: Rygor, elven war-leader.
  What You Should Know: The elves of the 
  Gnarley Forest are sorely pressed by the 
  Blackthorn Orcs, but are also using the orc 
  attacks to initiate their own agendas. 
  VER6-06 The Ties That Bind
  Synopsis: 
  While 
  celebrating 
  Brewfest 
  in 
  beautiful Cienega Valley, the characters are 
  tasked by Lord Simon Milinous to fi nd a 
  present for his wife that has been stolen. The 
  characters track the theft onto House Avgustin 
  lands, where they confront the thief, a ranger/
  rogue named Selma. The characters recover the 
  gift, a gem, but realize it has been trapped. The 
  characters return the gem to Lord Milinous, 
  and Lady Elinor Milinous’ soul is stolen and 
  perhaps destroyed.
  Important NPCs: Lord Simon Milinous and 
  Lady Elinor Milinous, noble couple.
  What You Should Know: Lady Elinor Milinous’ 
  soul has been imprisoned.
  VER6-07 Ride the Merchant’s Highway
  Synopsis: Magister Har asks the characters to 
  activate one of the three Pylons to the mystical 
  Skyroad. When the characters do, he asks them 
  to race along its length to determine just how 
  fast this eldritch conveyance is. House Haxx 
  attempts to stop the characters, as Lord Haxx is 
  opposed to Lord Galans’ good fortune with the 
  Skyroad.
  Important 
  NPCs: 
  Lord 
  Roland 
  Galans, 
  entrepreneurial noble; Threnodee, gloomy dust 
  mephit.
  What You Should Know: The Skyroad system 
  is safe and fast. Lord Galans stands to make 
  a great deal of money from tolls along the 
  Skyroad. Magister Har is also in favor of 
  Skyroad activation, but why he should be in 
  favor of this is not clear.
  Series Information: This scenario continues 
  the Skyroad Series, which began with VER6-
  02 Delve the Wizard’s Dungeon, continues 
  with VER7-02 Storm the Dragon’s Bastion, 
  and concludes with VER7-08 Race the Spirit’s 
  Lightning.
  
  VER7-01 Cleanse Thy House
  Synopsis: While aiding in the capture (or 
  escape) of the Trithereonite Vershan, the 
  characters become enmeshed in the infi ghting 
  between House Langmuir, House Avgustin, 
  and the Mounted Borderers. At Vershan’s 
  trial, evidence is presented by a gnome forger 
  named Hodgi Pepperquill. Hodgi admits to the 
  greater crime of forging evidence of Viscount 
  Langard’s heritage. Outraged by the accusations 
  of Langard’s illegitimacy as Viscount, Bishop 
  Haufren consults the Renvash Splinter (a holy 
  artifact of St. Cuthbert) and is thrust into a 
  magical coma. Viscount Langard is taken to 
  Veluna to assert his legitimacy, but disappears 
  somewhere in the Iron Wood.
  Important NPCs: This scenario reads like 
  a “who’s who” list of Verbobonc. Viscount 
  Langard, viscount of dubious legitimacy; 
  Bishop Haufren, comatose high priest of St. 
  Cuthbert; Canoness Y’dey, retired Cuthbertine; 
  Captain Yronl, regent of House Avgustin; 
  Lord Ludovic Langmuir, angry noble; Lady 
  Godeleva Langmuir, controlling mother; Hodgi 
  Pepperquill, gnome forger.
  What You Should Know: Viscount Langard’s 
  legitimacy 
  is 
  in 
  question, 
  and 
  he 
  has 
  disappeared. Bishop Haufren is in a magical 
  coma.
  VER7-02 Storm the Dragon’s Bastion
  Synopsis: The characters accompany Lord 
  Galans into the Iron Wood. Lord Galans 
  attempts to convince Lord Shannus to activate 
  the Skyroad Pylon in the Iron Wood. Lord 
  Shannus refuses, and a skirmish between 
  the two forces results. Regardless, Magister 
  Har’s familiar activates the Iron Wood Pylon, 
  completing the entire Skyroad system.
  Important 
  NPCs: 
  Lord 
  Roland 
  Galans, 
  fi nancially-minded 
  noble; 
  Lord 
  Shannus, 
  xenophobic noble.
  What You Should Know: Lord Shannus is 
  becoming increasingly erratic and isolationist, 
  prone to keep anyone out of the Iron Wood.
  Series Information: This scenario continues 
  the Skyroad Series, which began with VER6-02 
  Delve the Wizard’s Dungeon and VER7-02 Ride 
  the Merchant’s Highway, and concludes with 
  VER7-08 Race the Spirit’s Lightning.
  VER7-03 Mourning Glory
  Synopsis: 
  The 
  characters 
  seek 
  Mounted 
  Borderers missing in the Iron Wood. Lord 
  Shannus indicates that he has not seen the 
  Borderers, but in fact he keeps them imprisoned. 
  The characters free the Mounted Borderers and 
  witness Lord Shannus’ attack on the town of 
  Validia in the southern Iron Wood.
  Important NPCs: Lord Shannus, aggressive 
  and xenophobic noble.
  What You Should Know: Lord Shannus has 
  closed the Iron Wood and is making overt 
  attacks into the lands of nobles inside of “his” 
  forest.
  VER7-04 Hidden Within Halls of Iron
  Synopsis: The characters investigate mysterious 
  goings-on and terrible foes beneath the town of 
  Irondelve.
  Important NPCs: none
  What You Should Know: Even though the 
  Dwarven series is resolved, adventure is afoot 
  beneath the Lortmil Mountains.
  VER7-05 The Lion and the Dragon
  Synopsis: The characters march with the armies 
  of House Avgustin, House Stefania and House 
  Chondell to eject Lord Shannus’ forces from 
  the town of Validia. The town is retaken, but 
  Captain Yronl is slain.
  Important NPCs: Lady Elise Brandenburg, 
  scion of House Avgustin; Captain Yronl, slain 
  hero of House Avgustin.
  CY 597
  Verbobonc Regional Adventure Summary 
  16
  
  Verbobonc Regional Adventure Summary 
  17
  What You Should Know: Yronl was nobly 
  killed in battle.
  VER7-06 The Swan and the Crow
  Synopsis: At the behest of Elise Brandenburg, 
  the characters travel to Swan. There, they learn 
  that House Langmuir is planning to march on 
  the town and lead Lord Corbin Deleveu and his 
  Mounted Borderers into a trap. The characters 
  foil the trap as Lord Ludovic Langmuir stands 
  up against his mother and wrests control of his 
  house from her. 
  Important NPCs: Ludovic Langmuir, harried 
  noble; Godelva Langmuir, domineering mother; 
  Elise Brandenburg, blossoming scion of House 
  Avgustin; Lord Corbin Deleveu, head of the 
  Mounted Borderers.
  What You Should Know: Ludovic Langmuir 
  has arrested his mother for her treachery and 
  now leads House Langmuir; Lord Langmuir 
  and Elise Brandenburg show feelings for each 
  other.
  VER7-07 A Bitter Pill
  Synopsis: The characters are hired to present an 
  offer of truce from Lord Shannus to Lord Galans, 
  but one of Lord Shannus’ agents sabotages the 
  message and tensions between the two nobles 
  remain.
  Important NPCs: Lord Galans, entrepreneurial 
  noble; Lord Shannus, xenophobic noble and 
  master of the Iron Wood.
  What You Should Know: Lord Shannus is 
  acknowledging his weakening stance with 
  a desperate bid for allies, but Lord Shannus’ 
  own people conspire against his attempts at 
  reconciliation.
  VER7-08 Race the Spirit’s Lightning
  Synopsis: The characters experience a dramatic 
  Skyroad failure near the lands of Lord Estival. 
  The characters learn that Magister Har is 
  drawing upon the power of the Skyroad to fuel 
  his ascension to a quasi-divine state. A dark 
  force known as “Halmadar” attempts to usurp 
  Magister Har’s ritual to become a proxy of 
  Vecna, but is thwarted.
  Important NPCs: Magister Har, master wizard 
  aspiring to godhood; Threnodee, gloomy 
  dust mephit; Lord Wellborn Estival, helpful 
  noble; Lord Roland Galans, bankrupted noble; 
  Gurtom Starcheek, traitorous halfl ing warlock; 
  Halmadar, servitor of Vecna.
  What You Should Know: The Skyroad, 
  the eldritch elevated conveyance, is forever 
  burned out and inactive. Lord Roland Galans 
  is impoverished as a result of his heavy 
  investments in the Skyroad. A powerful entity 
  named “Halmadar” is active in the Viscounty.
  Series Information: This scenario concludes 
  the Skyroad Series, which began with VER6-02 
  Delve the Wizard’s Dungeon and continued 
  with VER6-07 Ride the Merchant’s Highway 
  and VER7-02 Storm the Dragon’s Bastion.
  VER7-09 Jinxed
  Synopsis: The characters investigate a series 
  of mysterious murders initiated by an evil 
  necromancer in Verbobonc City.
  Important NPCs: none.
  What You Should Know: Adventure is afoot in 
  Verbobonc City.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Verbobonc/Verbobonc Gazetteer/Verbobonc - Regional Adventure Summary (PF).pdf