Price of Courage
Design and Development: Cam Banks
Additional Design: Sean Macdonald, Amanda Valentine, Clark Valentine, Scott Williams
Editing: Amanda Valentine m Proofreading: Christy Everette
Project Manager: Sean Everette m Typesetter: Sean Everette
Art Director: Renae Chambers m Cover Artist: Jeff Easley m Cartography: Sean Macdonald
Interior Artists: Lindsay Archer, Mike Bielacyzc, Paul Bielacyzc, Daniel Bryce, Michael Franchina,
Jennifer Meyer, Beth Trott
Cover Graphic Designer: Ken Whitman m Interior Graphic Designer: Kevin T. Stein
Special Thanks: Jessica Banks, Shivam Bhatt, Ross Bishop, Jon David, Luis Fernando De Pippo,
Matt Haag, Tracy Hickman, Ben Jacobson, Ed leClear, Carrie Marcinkevage, Paul Marcinkevage, Joe
Mashuga, Tobin Melroy, Doug Niles, Ashe Potter, Joshua Stewart, Heine Kim Stick, Margaret Weis
This d20 System® game accessory utilizes mechanics developed for the new Dungeons & Dragons®
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Contents
Introduction.............................................................. 3
The Dragon and the Elflord........................................... 8
Factions and Intrigue...................................................20
Chapter One: Marsh and Tree to Kalaman........................ 27
Wherein the heroes emerge from a graveyard, deal with an alien dragon,
dance with cannibals, and follow the Elflord to his former city.
Haant................................................................................................................ 28
Pentar................................................................................................................30
The Shadowglades............................................................................................... 32
Ohme................................................................................................................. 36
The Woods of Lahue............................................................................................ 37
Border Keep........................................................................................................ 41
Fume’s Lair.......................................................................................................... 42
Mouth of Endless Hunger....................................................................................44
Kalaman.............................................................................................................46
Chapter Two: Fires in Throtl.........................................59
Wherein the sleeping child of a god is uncovered, a horde is arrayed
against the heroes, and a red dragon must be dealt with.
Qlettaar............................................................................................................ 59
Abandoned Slave Camps........................................................................................ 63
Tomb of Malfesus................................................................................................64
Firstwal............................................................................................................. 66
The Loam............................................................................................................ 69
Throt................................................................................................................. 70
Stormshire Forest............................................................................................... 73
Throtl............................................................................................................... 74
Chapter Three: The Liberation of Bastion.........................93
Wherein the heroes travel to another dimension, encounter Dark
Knights, and are confronted by vicious six-armed aliens.
Border Realm of Bastion..................................................................................... 101
The Grand Gallery.............................................................................................106
Outer Coronet.................................................................................................. 110
Inner Coronet....................................................................................................117
Chapter Four: Darkness over Cristyne............................ 124
Wherein an ancient enemy emerges from the River of Time, a banquet
turns deadly, and the fate of the elves of Krynn hangs in the balance.
Cristyne............................................................................................................ 124
Merwick............................................................................................................ 128
The Christening Spring........................................................................................144
The Fey Wood..................................................................................................... 145
Baleph............................................................................................................... 150
Chapter Five: The Doom of Daltigoth............................ 161
Wherein the heroes must enter an enemy stronghold, discover the
source of an addiction, and confront the Dictator of Daltigoth.
Eastwatch.......................................................................................................... 161
Foghaven Vale.................................................................................................... 174
Daltigoth......................................................................................................... 176
Chapter Six: Devastation in Khimel................................198
Wherein the heroes infiltrate the last known lair of Gellidus,
uncover secrets, and are caught in an eruption.
The Frozen Plains................................................................................................ 198
The Blade..........................................................................................................202
Zhea Harbor..................................................................................................... 203
Eastport........................................................................................................... 206
Khimel.............................................................................................................. 209
Chapter Seven: The Fury of the Gale.............................. 230
Wherein the heroes must brave a storm, confront the last Dragon
Overlord, and experience the climax of their adventures.
The Gale............................................................................................................239
The Rimeberg..................................................................................................... 243
Epilogue...................................................................263
Appendix One: Monsters and Magic.............................. 266
Appendix Two: Characters and Creatures....................... 280
Introduction
Price of Courage is the third and final part of a heroic Press/Margaret Weis Productions sourcebooks, notably
Dragonlance adventure campaign that crosses Ansalon the Bestiary of Krynn, but all pertinent abilities and
from east to west. The world is still readjusting to the death statistics for these monsters are included in Appendix
of almost all of the Dragon Overlords and the return of the Two: Characters and Creatures, along with any statistics
gods, leaving much of the world in confusion and chaos. for unique monsters, using the revised stat block format.
In this tumultuous time, the characters are embroiled in Details on new monsters introduced in this adventure are
events that will shape the world to come. And to think, it presented in Appendix One: Monsters and Magic.
all began with a tiny, unassuming music box. Before you start running the adventure, you should
Encounter Levels: Price of Courage is designed for completely read through the adventure from beginning
a party of four characters of 14th level. By the end of to end, including the Appendices, in order to familiarize
each chapter, the heroes should have advanced a level of yourself with the book. This is a very large and detailed
experience, so they will complete the adventure (and the end to the campaign, with many characters, plots, and
campaign) as 20th level characters. possibilities. Reading it in advance and preparing your
own notes will greatly improve the experience for both you
Preparation and your players.
In order to run this adventure, you will need a copy of
the Player’s Handbook, Dungeon Master’s Guide, Monster Adventure Background
Manual, and the Dragonlance Campaign Setting. A decade after the Chaos War and the apparent departure
Although these books are all that are absolutely necessary of the gods, the great white dragon Gellidus appeared on
for running this adventure, there are a number of other Krynn, following a path through the Ethereal Sea laid by
supplemental books that will aid in fleshing out the others from his world. Gellidus’s homeworld was ruled
campaign. by dragons of titanic size and strength, and competition
The adventure is set more than ten months after the for territory, power, and might was fierce. Gellidus was
return of the gods at the end of the War of Souls. The Age one member of a faction of lesser wyrms who sought to
of Mortals Campaign Setting Companion gives more in- flee the world and find another to conquer. When word
depth detail on the state of the world following the return spread among his fellow conspirators that Khellendros
of the gods, as well as introducing a new core class (the the Navigator had found such a place, the exodus began in
mariner, updated in Legends of the Twins in 2006), prestige earnest.
classes, spells, and magic items of the era. The Towers of Gellidus, known in the faction as the Sentinel,
High Sorcery sourcebook features a slightly revised version learned upon his arrival on the continent of Ansalon that
of the Wizard of High Sorcery prestige class, which is used Malystryx the Purifier was already active in establishing
in this adventure. The Holy Orders of the Stars sourcebook her dominion. Free of the restrictions of their homeworld,
introduces a number of slight changes to the entries on the faction members discovered Krynn’s own serpents
the gods of Krynn, including expanded descriptions of were far smaller than even they. Over the space of a few
their natures and their faiths, which could prove useful years, the five faction leaders had seized territory and
for the Dungeon Master (DM), and several new clerical begun shaping the land with the power of their skull
domains assigned to a number of the gods. And lastly, totems.
Knightly Orders of Ansalon features revised and expanded Gellidus competed with Khellendros for Malystryx’s
information on the Dark Knights, Solamnic Knights, and favor. He held no real interest in Beryllinthranox the
Legion of Steel, adding depth to any campaign. Several Archivist or Onysablet the Alchemist, for they were more
NPCs in this adventure have core classes or prestige classes interested in their own schemes. Gellidus learned much
found in these or other books, but all pertinent abilities from Malystryx, hoarding his knowledge the way he
and statistics are included in the NPC entries in Appendix held his realm, clutched tightly in his icy claws. He felt
Two: Characters and Creatures. that as her polar opposite, unburdened as Khellendros
Text that appears in shaded boxes is information for was by emotional ties to mortals, his qualities as a mate
the players which you may read aloud or paraphrase were superior. When Malys strove to become a god, but
as appropriate. Any text found in sidebars contains was thwarted by a group of mortal heroes, Khellendros
information pertinent to running the adventure, such as disappeared once more into the Gray, and Gellidus
background information or things for the DM to keep in believed he was free to reign as Prince-Consort of Krynn.
mind. Such a goal was to be denied him. Malystryx was too
Monster and NPC statistics are presented in interested in recouping her efforts and rebuilding her
abbreviated form in the encounter entries. For standard forces. Gellidus retreated to his frozen domain, the once-
monsters, full monster statistics can be found in the green island of Southern Ergoth, where his many thanoi,
Dragonlance Campaign Setting or the Monster Manual. ogre, and dragonspawn minions sought to do his bidding.
Some monsters may be taken from other Sovereign Fearing that he would be nothing but a castoff thug to
Introduction
Malys, Gellidus began work on several plans that expanded in a tavern or inn, but that is not the only possibility. As
his resources and shored up his connections around the largest city in Chapter One, Kalaman is the ideal point
Ansalon. When the War of Souls arrived, and his fellow to do this, but the heroes do not reach the Lordcity until
Overlords began to die, Gellidus’s own Whitescale Society the chapter’s end. For this reason, you may want to instead
arose to capitalize on the power vacuum. Malys’s death, introduce a new character in Pentar, Ohme, or even Border
and Sable’s soon after, shook Gellidus’s confidence, but he Keep. Pentar is perhaps the most ideal of these locations
swiftly realized that he no longer had to operate under the because of its role as a trading post.
limits imposed by Malystryx. Legion of Steel or Knight of Solamnia characters may
Gellidus made a bargain with one of the returned gods, have been sent to investigate the Dragons’ Graveyard
Chemosh, paying a price for dark secrets of necromancy after the events of Spectre of Sorrows, especially since the
unknown to mortals. Chemosh knew Gellidus would serve heroes were in Wulfgar previously. A new character may
a purpose, alive or dead. Although Gellidus’s ultimate be a Brass Tiger mercenary, a Nordmaarian barbarian in
plan, a plan Chemosh himself had helped to develop, Nacon’s horde, or one of the draconians of Teyr. Spectre
meant stealing the power between gods and clerics and of Sorrows thus provides many avenues from which to
using it to gain far-reaching levels of eldritch energy, the provide story hooks for new heroes.
Lord of Bones had no reservations. The rituals and secrets
he had given Gellidus were incomplete—Chemosh’s If Spectre of Sorrows Wasn’t Played…
faithful would continue to receive his covenant. The sacred Price of Courage is designed as a continuation of the
connection between the other gods and mortals would be campaign begun in Key of Destiny and continued in Spectre
broken. of Sorrows, and thus in many cases, it is assumed the player
As Chemosh’s other plans found opposition by bands characters have played through the first two parts of the
of heroes, the Lord of Bones realized that his alliance with campaign. If this is not the case, you will need to make a
Gellidus might be one of his better schemes. He plucked few adjustments and do some background work before
Sylvyana, the Ghoul Queen of ancient Silvanesti, out of you begin the adventure.
the River of Time to replace his failed servant Caeldor the The heroes begin the adventure in the Dragons’
Betrayer. Acting through his servants and turning away Graveyard, having forged an alliance with Gilthanas
from Gellidus to focus on other plans, Chemosh hoped his (secretly the dragon vassal of Frost), defeated Chemosh’s
investment in the White Dragon Overlord’s future would champion, the lich-cleric Caeldor, and restored the
not be wasted. Dragons’ Graveyard with the power of the Tears of
Content to further his goals without Chemosh directly Mishakal. Gilthanas has betrayed them and fled with the
interfering, Gellidus arranged for Gilthanas-Kanan, his five skulls of the first metallic dragons, and now the heroes
dragon vassal, to scour the continent for more dragon are ready to depart the Graveyard and carry on the quest.
skulls to add to his skull totem. When Gilthanas stumbled If you wish to begin your campaign with this adventure,
upon the heroes who bore Huma’s Dragonlance and the you should ensure that at least the Dragonlance of Huma
Tears of Mishakal and saw that they would be entering the and the Tears of Mishakal are in the possession of the
Dragons’ Graveyard, he understood the significance of this heroes.
group to Gellidus. With a slight alteration of plans, the One option is for the heroes to find these items after
dragon and the elflord stole the five skulls of the first good the heroes who were carrying them up until the start of
dragons from the Graveyard and set off to gather their this adventure were defeated (perhaps they died restoring
counterparts. the Dragons’ Graveyard, sacrificing their lives to defeat
Scattered around Ansalon, the skulls of the first evil Caeldor and send the Dragonsinger to her just reward). A
dragons are falling into the hands of the Whitescale Society spirit dragon from the Graveyard appears before them on
almost as if it were planned from the onset. Now Gilthanas the shores of the Turbidus, charging them to take the Tears
has only to retrieve them all and unite them for Gellidus to Kalaman and find Gilthanas.
to achieve his ultimate goals, and for the Elflord to win the
freedom of his beloved D’argent from the White Dragon Adventure Summary
Overlord. The following is a chapter by chapter synopsis of Price
of Courage. This adventure is somewhat modular, and in
Adding New Characters fact, the middle five chapters can be played in any order.
Price of Courage begins with the assumption that the Chapter One and Chapter Seven bookend these chapters
characters are already experienced adventurers, placing and are intended to be played out as the opening and
them between 14th and 15th level. This opens up the closing chapters. For convenience, however, all seven
possibility of allowing players to play more powerful races chapters are described below in the order in which they
which may have been inappropriate at the start of Key of appear in this book.
Destiny, where characters were assumed to be 1st level.
The easiest way to introduce a new character to an Chapter One: Marsh and Tree to Kalaman
existing party is to run a short introductory scenario that In the opening chapter, the heroes make their way to
introduces the character to the group. In just about any Kalaman with the Tears of Mishakal to give the artifacts to
city or town locale, this can be rather easily accomplished Father Jon Bolitho, the Prophet of Mishakal. To do so, they
Introduction
must cross through the Shadowglades, the lands of the Chapter Six: Devastation in Khimel
green dragonlord Fume, or navigate the dangerous Goblin In this chapter, the heroes stage their assault on the
Coast, but they will have an opportunity to stop along the icewarrens of Khimel, out in the Frozen Plains of
way for rest and recuperation. Southern Ergoth. This is the last known site of Frost’s
Once in the city, the heroes are made aware of great lair, his skull totem, and the center of his operations; it
forces aligned against them, and they can pick up the trail is also located directly above a lake of magma held back
of Gilthanas and the stolen dragon skulls. Before they only by Frost’s power. Frost has since relocated to the
leave, assassins attack the heroes, perhaps offering more Rimeberg, but his scorned consort Glacier is still present,
clues. along with hundreds of white dragonspawn, dragons, and
This chapter also features a fortune-telling session other horrors. Khimel may not survive this part of the
which serves to set up the rest of the adventure. Locations, adventure. The heroes might also visit Zhea Harbor, the
motivations, and clues surrounding the bigger picture of town of Eastport, and other conquered settlements used as
the adventure are revealed in this way, making it a pivotal the breeding grounds for more spawn.
event in the heroes’ quest.
Chapter Seven: The Fury of the Gale
Chapter Two: Fires in Throtl In this chapter, the heroes marshal their forces together
In this chapter, the heroes follow Gilthanas’s trail to Throt, and stage an attack upon Frost’s mobile fortress, located in
south of Estwilde and deep in the heart of Cinder’s realm. the iceberg at the center of the Gale. Frost’s plan to draw
They learn about the Malfesan Horde, an ancient power the power of the gods away from the faithful of Krynn and
that Cinder has released, and the underground movements into him, through his necromantic skull totem, begins to
of the Legion of Steel in Throt. They need to defeat Two- have major consequences. Depending on the variable plot
Faced Grom—the leader of the Malfesan Horde—and elements determined at the beginning of the adventure,
Cinder himself in order to save Solamnia and the West Frost may be headed towards Schallsea, Sanction, the
from their combined threat. Dragon Isles, Palanthas, or even through the Gate of Souls
to the original homeworld of the Dragon Overlords. Also,
Chapter Three: The Liberation of Bastion the final fate of Gilthanas and D’argent is revealed.
In this chapter, the heroes stage a pivotal raid upon the
extradimensional fortress of the Wizards of High Sorcery, Running the Adventure
thought lost when the world was moved. Powerful The following entries offer suggestions for running Price
resources useful in the battle against Frost can be found of Courage. A high-level adventure is a challenge, not just
within, as well as a trapped copper dragon. At the heart for the players, but also for the Dungeon Master, so some
of Bastion lies the secret to the fortress and the location work may be required regardless of how much detail and
of the dragon skull. Unfortunately, Frost has Lord Knight assistance is provided in the text.
Theo Drawde of the Knights of Neraka pursuing the same
goals. Both sides realize that Bastion has been taken over Theme and Mood
by a vicious and deadly race of four-armed creatures The concept of change and transformation is one of the
known as xill, “scooped up” by Bastion as it was dragged primary themes of the entire Age of Mortals adventure
through the Ethereal Sea. trilogy. Begun in Key of Destiny, this theme carries through
all three adventures. Too many changes in the past few
Chapter Four: Darkness over Cristyne decades have been detrimental to the world and its people,
In this chapter, the heroes trace Gilthanas’s trail to with few changes bringing any true hope at all. Yes, the
Cristyne, where they encounter the wicked timelost elven moons and sun have returned to the way they were, but the
queen, Sylvyana, and her Wichtlani cult. Lothian makes world itself has not. The return of the gods has not erased
an appearance, a bound spirit willing to aid his former the suffering and loss of the past forty years. Reminders of
foes against the Ghoul Queen’s plot in order to be free of how thing could have—and should have—been have left
Chemosh. The heroes attend a banquet that degenerates the residents of Krynn with a bitter taste in their mouths.
into a feral display of cannibalism and then head to the However, if the player characters are successful in their
ruined city of Baleph to confront Sylvyana and stop her quest, they will find they have indeed brought great and
from spreading her curse across the world. positive change to the face of Krynn.
There should always be an underlying context that not
Chapter Five: The Doom of Daltigoth everything is what it seems to be at first glance. Perceptions
This chapter details the heroes’ arrival in the area of the can be misled, even manipulated. In the end, the characters
ogre capital of Daltigoth on the shores of Lake Morgash. can only truly trust each other. This theme can be greatly
There they have the chance to overthrow the dictator, enhanced by changing the mood from one chapter to
T’darnk, and strike a blow against Frost’s network of the next. The best way to enhance a particular mood is
control in the east. The heroes may also visit Eastwatch, through subtlety and judicious application, not through
the embattled region at the edge of Frost’s domain, which constantly reinforcing it to the point that the characters
includes Foghaven Vale, the Solamnic Castle Eastwatch, (and the players) feel openly manipulated by it. If the
and the elven communities of Qualimori and Silvamori. mood is at a constant low, it brings the characters (and
Introduction
the players) down in mood as well, so be sure to give the attempts at diplomacy, this attitude can either improve or
characters some “up time”—time to unwind, to savor their worsen. Where necessary, attitude adjustment modifiers
victories, to heal their wounds, and to prepare to face their are provided, along with the DC of any Diplomacy skill
next set of trials. checks.
Encounters that involve combat between the PCs and
Scaling the Adventure the NPCs contain a Tactics section, which gives a number
There may be any number of reasons why the encounters of different actions the NPCs can take during combat.
given in this adventure may seem either too easy or Of course, it’s impossible for this adventure to include
too hard for your players. You will almost certainly responses to every possible action characters can take, but
need to adjust one or more encounters at some point these tactics cover the most obvious choices and provide a
in the adventure, as no two parties are the same, and framework from which to base other optional responses.
circumstances can always throw off the heroes’ capabilities
when facing pre-packaged encounters. In addition, because Keeping the Party Together
Price of Courage is modular, the five middle chapters can In high-level adventures, it’s much easier to have the
be played in any order, and thus their level of challenge is heroes spread themselves out and split up to investigate
more or less equal. For the most part, all of the major NPC multiple locations. While this can reflect some efficient
leaders in the middle chapters are roughly equivalent—but use of the party’s resources, it also makes it very difficult
because of the nature of factions, the number of magical to keep track of time and the progress of the adventure.
artifacts, and the flexibility of most encounters, this is Price of Courage uses factions as a means of allowing the
self-correcting. Of course, you should always consider heroes to do the real adventuring, leaving the mundane
adding or subtracting minions and low-CR creatures to an chores and minor investigation up to off-screen characters.
encounter if you believe the players would benefit from it. The Tablets of Shinare also exist as a means of keeping the
Encounters are written with four players in mind. If party members in touch with each other if they separate.
you have more or less in your group, you will need to Even so, you may need to consider how to deal with the
either increase or decrease the difficulty of the encounter inevitable party split-up.
respectively. You can accomplish this by altering the One method you can introduce if this happens with
number or type of monsters in an encounter, adding or any regularity is for the heroes to encounter situations
removing one or two class levels from NPCs, or advancing that demand more than one or two skilled characters to
or downgrading a creature. This does require some work deal with. Although they might have cohorts or henchmen
on your part, however, so it’s best to be aware of these along with them, challenges designed for characters of the
things in advance. If the encounter is going too easily for heroes’ level demand abilities that low-level assistants don’t
the players, you might want to throw something else in have. After one or two setbacks of this nature, the players
to make the encounter more difficult. If the encounter is might quickly realize that they can’t always have half the
going badly, you might throw something in to help the group in Throt while the other half is in Palanthas.
characters out. Go with your gut instinct, and remember
that the aim is to provide the players with an exciting yet The Moons of Magic
manageable adventure. Any Dragonlance campaign that includes Wizards of
High Sorcery requires some consideration of the phases
Playing the NPCs of the three moons of magic. The effects of the moons
In Price of Courage, the interaction with the non-player can significantly alter the capabilities of wizards, both the
characters drives the story forward. The two most player characters and NPCs.
significant NPCs, Gellidus (or Frost) and Gilthanas, Unlike Key of Destiny or Spectre of Sorrows, the modular
have their own chapter entitled The Dragon and the presentation of Price of Courage makes it impractical to
Elflord which describes in detail how to use them in the provide notes about the current phases of each moon at
adventure. The rest of the NPCs appear in Appendix Two: the beginning of each chapter beyond the first. You should
Characters and Creatures, organized by the chapters in therefore keep track of the moons on your own (using the
which they appear. chart provided in the Dragonlance Campaign Setting)
NPCs are more than just a collection of statistical or roll randomly each time it comes up. In the end, you
information. Play each NPC as a distinct individual, giving should decide which method works best for you and for
them a unique “voice” that will stick with the players. For your players.
many of the NPCs, information on their personality is
gleaned through reading the encounter information. From Features of High-Level Play
that, you can quite easily create a distinct persona. Accents Once the heroes reach the kind of levels they attain in this
and mannerisms bring NPCs to life. Tricks like this make campaign adventure, their resources and capabilities are
the NPC stand out from the masses, giving the players a far beyond what they possessed when they started out.
better mental image of the character. Characters of 14th and 15th-level have access to some
Many NPCs are provided with an initial attitude that of the best magic in the game, the best class features,
serves as the basis on which they will interact with the and a bewildering array of magic items, spells, and even
characters. Depending upon the characters’ actions or contacts. Price of Courage expects this to be the case, and it
Introduction
introduces the faction system precisely because the heroes greater teleport, limited wish, resurrection, and wind
are now major players in the events that are unfolding. walk. Spells such as fireball and lightning bolt can now be
Impressive combat ability is one of the more obvious quickened, while a silent, stilled teleport is the ultimate
features of the high-level campaign. D&D expects threat avoidance. A summon monster VII spell delivers a
characters to have access to a certain amount of magical djinn or an avoral to a battle, and death is sometimes more
equipment, but even without this enhancement, almost of an inconvenient setback than a tragic event.
all warrior-class characters are going to be capable of Divination remains one of the greatest areas of
taking out scores of lesser opponents. Foes that seem potential difficulty in this adventure from the point of
almost invincible on paper can prove to have impressive view of a Dungeon Master. It is not a good idea, however,
flaws when combat begins. At times, it may seem as if the to set out to obfuscate or annoy those players who use
heroes are overwhelmed by the level of opposition, but their character’s diviner spells, bardic knowledge, or
one of the rewards of being a Dungeon Master in high- scrying magic. Instead, consider how to approach such
level campaigns is seeing how the players come up with things as “yes or no” spells, “commune with the gods”
solutions to these challenges. spells, and “remote sensing” spells. Each section of the
Ultimately, your responsibility as a Dungeon Master adventure contains a wealth of information that is almost
is to know your players, know their characters, and know impossible to learn outside of divination, so make an
your own materials. Be conscious of what the heroes and attempt to include it rather than exclude it.
their opponents can do. Pay attention to the spellbooks The key to making sure magic does not blindside you is
of wizards and the spell lists of clerics. Read over the to be aware of what it can do. Outside of huge amounts of
tactical advice of the major enemies in this adventure, and damage or ridiculous amounts of healing, high-level magic
expand or add to these notes, as you desire. You may have includes many “save or die” spells, effects that permanently
all of the power in the game, but you are also at a bit of a alter a creature or object, spells that reverse or counter
disadvantage when it comes to running scenes of conflict other powerful effects, and more. You will need to know
and challenge—you are one mind against several! Because how these spells work, not just to adjudicate their use, but
of this, it is far more important that the players feel they to use them more effectively yourself.
are having an impact on their world regardless of their Also, be as familiar as you can with creature abilities
opposition. Facilitate an exciting, challenging adventure, and class features that disrupt, counter, or eliminate
and your players will praise you for it later. magical effects. Antimagic fields, counterspelling, spell
resistance, and specific creature immunities are fairly
Troubleshooting High-Level Magic common. Fortunately, the game scales fairly well when it
One of the most difficult areas to manage in the high- comes to powerful arcane and divine spells. Read up on
level adventure is the area of magic. 14th-level characters the appropriate rules, make notes in the margins where
have access to 7th-level spells which include such potent necessary, and enjoy the fireworks.
examples as control weather, ethereal jaunt, greater scrying,
Introduction
The Dragon and the Elflord
This chapter describes the two primary non-player damage cold; Reflex DC 46 half; 1d4 rounds
characters of this adventure, the alien white dragon between uses), crush (area 30 ft. by 30 ft.; Large
Frost and the Qualinesti elflord Gilthanas, and the story or smaller opponents take 4d8+25 points of
elements that help to determine both their fates and the bludgeoning damage; DC 46 Reflex save or be
challenges that confront the heroes. pinned), tail sweep (half-circle 40 ft. in diameter;
The Dragon Medium or smaller opponents take 2d8+25 points
of bludgeoning damage; Reflex DC 46 half)
Frost is an enormous, bulky, and muscular white dragon. Sorcerer Spells Known (CL 21st, melee
His head is blunt and heavy; his neck is thick and ridged. On touch +57, ranged touch +40):
the upper part of his limbs, along his horns, and across his 9th (6/day)—imprisonment (DC
shoulders are intricate runic designs that look as if they have 25), refuge, shapechange
been carved directly into his heavy armor-plated scaly hide. 8th (6/day)—dimensional lock, moment
The dragon appears supremely confident, as powerful and of prescience, polar ray
resolute as a glacier. 7th (6/day)—greater scrying (DC 23),
spell turning, greater teleport
Frost has successfully made the transition from being 6th (7/day)—acid fog (DC 22), analyze
the watchful thug of the Overlord cabal to draconic dweomer (DC 22), greater dispel magic
mastermind. He is still ruled by his passions, however, 5th (7/day)—cloudkill (DC 21), feeblemind
regardless of how acutely honed his mental faculties have (DC 21), hold monster (DC 21), teleport
become, and so his true weaknesses are his emotions and 4th (7/day)—bestow curse (DC 20), detect scrying,
his relationships. fire shield (DC 20), greater invisibility
The following information serves as a guide to his 3rd (7/day)—dispel magic, haste, protection
statistics, his abilities, his motivations, and his methods. from energy, vampiric touch (DC 19)
You should become as familiar as possible with Frost and 2nd (8/day)—cat’s grace, darkness, detect thoughts,
what he is capable of before running this adventure, for minor image (DC 18), resist energy
more than any other NPC in the Age of Mortals trilogy, 1st (8/day)—alarm, burning hands (DC
Gellidus and his efforts stand a very good chance of 17), magic missile, shield, true strike
bringing the world to an end. 0 (6/day)—arcane mark, dancing lights, detect
magic, flare (DC 16), ghost sound, mage hand,
Gellidus the Ice Tyrant (Frost) CR 29 prestidigitation, read magic, resistance
Male advanced great wyrm white dragon Spell-Like Abilities (CL 21st)
CE Colossal dragon (cold) 3/day—fog cloud, freezing fog, gust of
Init +4; Senses blindsense 60 ft., darkvision 120 ft., wind (DC 18), wall of ice
keen senses, low-light vision; Listen +57, Spot +57 1/day—control weather
Aura frightful presence (DC 34, 480 ft., HD 47 or fewer) Abilities Str 45, Dex 10, Con 35, Int 22, Wis 23, Cha 22
Languages Common, Draconic, Elven, Ergot, SQ icewalking, water breathing
Nerakan, Ogre, Solamnic, Thanoi Feats Awesome Blow, Cleave, Create Skull Totem,
AC 49, touch 2, flat-footed 49 Draconic Vampirism, Flyby Attack, Flyby Breath,
hp 888 (48 HD); DR 15/epic Hover, Improved Initiative, Improved Natural
Immune cold, paralysis, sleep Attack (bite), Improved Natural Attack (claws),
Resist fire 30 (ring); SR 35 Lightning Reflexes, Multiattack, Power Attack,
Fort +38, Ref +28, Will +32; evasion (ring) Snatch, Improved Bull Rush, Track, Wingover
Weakness vulnerability to fire Skills Concentration +52, Diplomacy +33, Escape
Spd 60 ft., burrow 30 ft., swim 60 ft., fly 300 ft. (clumsy) Artist +25, Hide +22, Intimidate +36, Knowledge
Melee* bite +42 (6d8+42) and 2 claws each (arcana) +31, Knowledge (nature) +31, Knowledge
+40 (6d6+33) and 2 wings each +40 (religion) +31, Knowledge (the planes) +31,
(2d8+33) and tail slap +40 (4d6+50) Listen +57, Move Silently +25, Search +57, Sense
*includes adjustments for 20-point Power Motive +36, Spellcraft +23 (+25 scrolls), Spot
Attack and amulet of mighty fists +5 +57, Swim +68, Survival +46 (+50 tracks above
Space 30 ft.; Reach 20 ft. (30 ft. with bite) ground), Use Magic Device +31 (+33 scrolls)
Base Atk +48; Grp +81 Possessions ring of evasion, greater ring of fire
Atk Options Awesome Blow, Cleave, Flyby resistance, amulet of mighty fists +5
Attack, Flyby Breath, Hover, Improved Freezing Fog (Sp) 3/day—as solid fog but also causes
Bull Rush, Power Attack, Snatch a rime of slippery ice to form on any surface the
Special Actions breath weapon (70-foot cone; 16d6 fog touches, creating the effect of a grease spell.
The Dragon and the Elflord
This is the equivalent of a 5th-level spell. damage, Fort DC 24 negates.
Icewalking (Ex) This ability works like the A rune may be targeted by a greater dispel magic
spider climb spell, but the surfaces Gellidus spell and, if successful, will be rendered
climbs must be icy. It is always in effect. inert for 10 minutes. Secondary runes are
Runes (Sp) Frost has had many of his scales engraved carved around the major ones, strengthening
with magical runes by Dolmen Scalecarver, a rogue and focusing Frost’s connection to his skull
scion with whom Frost has made an alliance (see totem; these have no other game effect.
Chapter Six: Devastation in Khimel). As many as
three runes may be activated during Frost’s turn with Strategies and Tactics
a free action, releasing their effects as a 60 ft. burst Frost is the most dangerous and formidable dragon on
cone (Frost chooses the direction) that remains in Krynn at the time of this adventure. No other wyrm has
effect until Frost’s next turn. After this, each rune the power of a skull totem, now that the other Overlords
becomes inert for 1d4 rounds. Each rune has a caster are dead, and with the energies he has stolen from the
level of 22. Information on the major runes follows: divine link between the gods and their servants, he is even
Death—slays one or more targets whose combined more unstoppable. However, Frost is still intensely worried
total hp do not exceed 150, Fort DC 25 negates. that his days are numbered, so these elements have all
Fear—all targets panicked for 21 combined to make him arrogant, violent, and paranoid.
rounds, Will DC 23 negates. Frost tailors most of his tactics to the situation,
Insanity—all targets affected by insanity although he is primarily a physical fighter and saves his
spell, Will DC 25 negates. supernatural and spell-like powers for long-range threats
Pain—all targets take –4 penalty to attack or magical challenges. His enormous jaws, mighty talons,
rolls, skill checks, and ability checks and other natural weapons are enhanced and bolstered
for 1 hour, Fort DC 22 negates. by magic and his skull totem, and Frost is a brutal melee
Persuasion—all targets affected by charm opponent. One of his favorite tactics is landing in the
monster spell, Will DC 23 negates. middle of a clutch of targets that he has already “softened
Sleep—all targets 10 HD or less fall up” with his freezing breath, so that he may employ his
into catatonic slumber for 3d6x10 multiple melee attacks and tail sweep to dispatch the
minutes, Will DC 22 negates. greatest number of opponents possible. Frost typically
Stunning—all targets stunned for 1d6 ignores attacks upon himself, for he believes (rightly so)
rounds, Will DC 24 negates. that his scales are impervious to most forms of damage.
Weakness—all targets take 3d6 Strength Thus, he freely moves about in melee, switching from
The Dragon and the Elflord
opponent to opponent, unleashing his attacks in a blazing The Prodigal Wyrm
riot until his foes drop. With this motivation, Frost seeks to return to the dragon
Frost is quick to realize when his usual methods aren’t world that he and his fellow Overlords originally hailed
working. If his opponents split up, maintain their distance, from. With power stolen from the connection between the
or have the dragonlance of Huma readied and brought gods and their clerics, and the strength of his necromantic
to bear, Frost will evade his enemies and make use of his skull totem, Frost seeks to open a pathway through the
breath weapon, spells (especially imprisonment, feeblemind, Gate of Souls and send himself home. There he hopes
and polar ray), and runes to weaken or incapacitate them. to deliver his wrath upon the serpents who forced him
When he has minions or allies present, he directs them to leave in the first place. Unfortunately for Krynn, such
forward to draw most of the enemy attacks while he selects a departure will wreak havoc on the Material Plane and
one or two likely targets to receive his attention. possibly destroy the world in the process.
If Frost is brought to less than a quarter of his hit The Prodigal Wyrm version of the ending requires
points (fewer than 222), he withdraws immediately, either the heroes and Gilthanas to prevent Frost from making
by wing or spell (such as greater teleport); he will return in the return home, possibly by marshalling the support
moments, more angry and violent than ever. Frost will not and resources of one of the last of Frost’s alien kindred—
run for long, as he is almost incapable of surrendering or Lorrinar, the Green Recluse of Lahue.
recognizing that he could be the loser.
Lastly, if Frost believes that separating the heroes from The God of All Serpents
each other will prevent them from combining their attacks With this motivation, Frost seeks nothing less than
and focusing them upon him, he will not hesitate to ascension to godhood. Using divine power leeched from
summon a wall of ice, use freezing fog, or “lock down” foes the link between the gods and their priests channeled
with dimensional anchor. Thus divided, the White picks off through his skull totem, Frost hopes to accomplish what
foes one at a time. Malystryx could not and become the god of all dragons.
It goes without saying that any foe with a dragonlance, The God of All Serpents ending has the heroes and
especially Huma’s dragonlance, will receive Frost’s Gilthanas trying to sever Frost’s connection to godly power
undivided attention and the full force of his long range before he grows any more omnipotent.
efforts. With the kind of advance knowledge and study that
Frost has made of the heroes, he will not make the mistake The White Apocalypse
of letting the dragonlance get too close. With this motivation, Frost’s drive to seed the world
with the addictive allomanya is revealed to be more than
Motivations of an Ice Tyrant just a means toward subjugating the masses, but the first
In this adventure, Frost’s specific motivations and ultimate stage of an apocalyptic plan to eradicate all mortal life.
goals are variable. That is to say, two groups could play Allomanya addicts become living antennas for the searing
through the adventure and experience two different power of divinity Frost has stolen from the gods and their
endings. The Calantina fortune-telling session in Chapter worshippers, enabling the White Overlord to detonate the
Seven facilitates the determination of Frost’s goals, but drug within hundreds of Ansalon’s communities.
what follows is a brief summary of the four possible The White Apocalypse ending sees the heroes trying
motivations and how they affect the larger storyline. to stave off the allomanya detonation, sever Frost’s
connection to his skull totem, and defeat the White once
The Bride of Gellidus and for all.
With this motivation, Frost has been seeking his perfect
mate. Ever since the defeat and eventual death of the Red Other Versions of Frost
Dragon Overlord, Malys, Frost has sought a dragon to Three other versions of Gellidus may play a part in this
arouse the desire and ambition within his frigid heart. adventure beyond the version given above. These three are
He has found such a wyrm in D’argent, known also his weakened state after the destruction of his skull totem
as Silvara, the beloved partner of Gilthanas-Kanan. In (which strips him of the virtual age categories he gained
order to win her as his consort, Frost has put together a as a result of draconic vampirism), his ascended form
dire plan with the aid of secret knowledge provided by as a result of the “God of All Serpents” Ending, and his
Chemosh. This plan calls for the transformation of all of simulacrum (which confronts the heroes when they reach
Krynn’s good metallic dragons—including D’argent—into the Eye of the Gale).
madly chaotic and corrupt versions of their former selves,
beholden to Frost. With the stolen power of the gods, Frost Frost’s Weakened State CR 21
will eliminate his draconic opposition and reign supreme Male great wyrm white dragon
with D’argent as his bride. CE Gargantuan dragon (cold)
The Bride of Gellidus version of the ending involves Init +4; Senses blindsense 60 ft., darkvision 120 ft.,
the heroes attempting to put a halt to Frost’s totem- keen senses, low-light vision; Listen +43, Spot +43
enhanced ritual, as well as confronting D’argent and giving Aura frightful presence (DC 32, 360 ft., HD 35 or fewer)
Gilthanas the opportunity to redeem himself. Languages Common, Draconic, Elven, Ergot,
Nerakan, Ogre, Solamnic, Thanoi
10 The Dragon and the Elflord
AC 41, touch 5, flat-footed 41 ground), Use Magic Device +17 (+19 scrolls)
hp 522 (36 HD); DR 20/magic Possessions ring of evasion, greater ring of fire
Immune cold, paralysis, sleep resistance, amulet of mighty fists +5
Resist fire 30 (ring); SR 27 Freezing Fog (Sp) 3/day—as solid fog but also causes
Fort +28, Ref +20, Will +24; evasion (ring) a rime of slippery ice to form on any surface the
Weakness vulnerability to fire fog touches, creating the effect of a grease spell.
Spd 60 ft., burrow 30 ft., swim 60 ft., fly 300 ft. (clumsy) This is the equivalent of a 5th-level spell.
Melee* bite +30 (4d8+33) and 2 claws each Icewalking (Ex) This ability works like the
+28 (4d6+26) and 2 wings each +28 spider climb spell, but the surfaces Gellidus
(2d6+26) and tail slap +28 (2d8+39) climbs must be icy. It is always in effect.
*includes adjustments for 20-point Power Runes (Sp) Frost has had many of his scales engraved
Attack and amulet of mighty fists +5 with magical runes by Dolmen Scalecarver, a rogue
Space 20 ft.; Reach 15 ft. (20 ft. with bite) scion with whom Frost has made an alliance (see
Base Atk +36; Grp +61 Chapter Six: Devastation in Khimel). As many as
Atk Options Awesome Blow, Cleave, Flyby three runes may be activated during Frost’s turn with
Attack, Flyby Breath, Hover, Improved a free action, releasing their effects as a 60 ft. burst
Bull Rush, Power Attack, Snatch cone (Frost chooses the direction) that remains in
Special Actions breath weapon (60-foot cone; 12d6 effect until Frost’s next turn. After this, each rune
damage cold; Reflex DC 36 half; 1d4 rounds becomes inert for 1d4 rounds. Each rune has a caster
between uses), crush (area 20 ft. by 20 ft.; Medium level of 22. Information on the major runes follows:
or smaller opponents take 4d6+19 points of Death—slays one or more targets whose combined
bludgeoning damage; DC 36 Reflex save or be total hp do not exceed 150, Fort DC 25 negates.
pinned), tail sweep (half-circle 30 ft. in diameter; Fear—all targets panicked for 21
Small or smaller opponents take 2d6+19 points rounds, Will DC 23 negates.
of bludgeoning damage; Reflex DC 36 half) Insanity—all targets affected by insanity
Sorcerer Spells Known (CL 13th, melee spell, Will DC 25 negates.
touch +45, ranged touch +32): Pain—all targets take –4 penalty to attack
6th (4/day)—acid fog (DC 20), greater dispel magic rolls, skill checks, and ability checks
5th (6/day)—cloudkill (DC 19), for 1 hour, Fort DC 22 negates.
feeblemind (DC 19), teleport Persuasion—all targets affected by charm
4th (7/day)—bestow curse (DC 18), detect scrying, monster spell, Will DC 23 negates.
fire shield (DC 18), greater invisibility Sleep—all targets 10 HD or less fall
3rd (7/day)—dispel magic, haste, protection into catatonic slumber for 3d6x10
from energy, vampiric touch (DC 17) minutes, Will DC 22 negates.
2nd (7/day)—cat’s grace, darkness, detect thoughts, Stunning—all targets stunned for 1d6
minor image (DC 16), resist energy rounds, Will DC 24 negates.
1st (7/day)—alarm, burning hands (DC Weakness—all targets take 3d6 Strength
15), magic missile, shield, true strike damage, Fort DC 24 negates.
0 (6/day)—arcane mark, dancing lights, detect A rune may be targeted by a greater dispel
magic, flare (DC 14), ghost sound, mage hand, magic spell, and if successful, will be
prestidigitation, read magic, resistance rendered inert for 10 minutes.
Spell-Like Abilities (CL 13th)
3/day—fog cloud, freezing fog, gust of
wind (DC 16), wall of ice Frost Ascendant CR 29
1/day—control weather This version of Frost is identical to the basic stat block
Abilities Str 37, Dex 10, Con 27, Int 18, Wis 19, Cha 18 with the following changes:
SQ icewalking, water breathing CE Colossal outsider (augmented dragon, cold, native)
Feats Cleave, Create Skull Totem, Draconic AC 55, touch 8, flat-footed 55 (includes +6
Vampirism, Flyby Attack, Flyby Breath, Hover, deflection bonus based on Charisma)
Improved Initiative, Improved Natural Attack Essentially, Frost is no longer considered a dragon for
(bite), Improved Natural Attack (claws), the purposes of attacks, abilities, spells, or other effects that
Multiattack, Power Attack, Snatch, Wingover target, affect, or have a specific function against creatures
Skills Concentration +37, Diplomacy +19, Escape of the dragon type. This includes the Dragonlance of
Artist +13, Hide +14, Intimidate +22, Knowledge Huma, most notably. Because the Material Plane is his
(arcana) +17, Knowledge (nature) +17, Knowledge home plane, Frost cannot be banished or targeted with
(religion) +17, Knowledge (the planes) +17, a dismissal spell, although any other spell that targets
Listen +43, Move Silently +13, Search +43, Sense outsiders will affect Frost normally.
Motive +22, Spellcraft +15 (+17 scrolls), Spot
+43, Swim +52, Survival +32 (+34 tracks above
The Dragon and the Elflord 11
Frost’s Simulacrum CR 18 Runes (Sp) Frost’s simulacrum has only half as many
Simulacrum of male advanced great wyrm white dragon runes carved into its scales as Frost does. As
CE Colossal dragon (cold) many as three runes may be activated during the
Init +4; Senses blindsense 60 ft., darkvision 120 ft., simulacrum’s turn with a free action, releasing
keen senses, low-light vision; Listen +41, Spot +41 their effects as a 60 ft. burst cone (the simulacrum
Aura frightful presence (DC 28, 240 ft., HD 23 or fewer) chooses the direction) that remains in effect until the
Languages Common, Draconic, Elven, Ergot, simulacrum’s next turn. After this, each rune becomes
Nerakan, Ogre, Solamnic, Thanoi inert for 1d4 rounds. Each rune has a caster level
AC 25, touch 2, flat-footed 25 of 22. Information on the major runes follows:
hp 444 (24 HD); DR 10/magic Pain—all targets take –4 penalty to attack
Immune cold, paralysis, sleep rolls, skill checks, and ability checks
SR 21 for 1 hour, Fort DC 22 negates.
Fort +26, Ref +14, Will +20 Sleep—all targets 10 HD or less fall
Weakness vulnerability to fire into catatonic slumber for 3d6x10
Spd 60 ft., burrow 30 ft., swim 60 ft., fly 300 ft. (clumsy) minutes, Will DC 22 negates.
Melee* bite +23 (6d8+22) and 2 claws each Stunning—all targets stunned for 1d6
+21 (6d6+13) and 2 wings each +21 rounds, Will DC 24 negates.
(2d8+13) and tail slap +21 (4d6+30) Weakness—all targets take 3d6 Strength
*includes adjustments for 10-point Power Attack damage, Fort DC 24 negates.
Space 30 ft.; Reach 20 ft. (30 ft. with bite) A rune may be targeted by a greater dispel magic
Base Atk +24; Grp +57 spell, and if successful, will be rendered inert
Atk Options Cleave, Flyby Attack, Flyby for 10 minutes. Secondary runes are carved
Breath, Hover, Power Attack around the major ones, strengthening and
Special Actions breath weapon (70-foot cone; 8d6 damage focusing the simulacrum’s connection to Frost’s
cold; Reflex DC 34 half; 1d4 rounds between uses), skull totem; these have no other game effect.
crush (area 30 ft. by 30 ft.; Large or smaller opponents
take 4d8+25 points of bludgeoning damage; DC 34 Frost’s Necromantic Skull Totem
Reflex save or be pinned), tail sweep (half-circle 40 ft. in Prior to the death of Malystryx, Gellidus’s skull totem
diameter; Medium or smaller opponents take 2d8+25 was relatively small in comparison to those of his alien
points of bludgeoning damage; Reflex DC 34 half) cousins. He housed it first in the Last Gaard Mountains,
Sorcerer Spells Known (CL 5th, melee near Foghaven Vale, before moving it to Khimel a year
touch +24, ranged touch +24) before the War of Souls. The Red Marauder’s defeat at the
2nd (6/day)—darkness, resist energy hands of Mina and her goddess came as a surprise to the
1st (8/day)—burning hands (DC 17), other dragons, who were already reeling from the deaths
magic missile, shield, true strike of Khellendros and Beryllinthranox. Gellidus considered
0 (6/day)—dancing lights, detect magic, ghost creating additional totems, like Onysablet had done, but
sound, mage hand, prestidigitation, resistance for all her preparations, Sable was unable to prevent her
Spell-Like Abilities (CL 8th) own demise when the shadow dragon Dhamon Grimwulf
3/day—fog cloud, freezing fog, gust of wind (DC 18) challenged her.
Abilities Str 45, Dex 10, Con 35, Int 22, Wis 23, Cha 22 Frost instead turned to divine assistance of his own.
SQ icewalking, water breathing Approached by Chemosh, who brought with him dark
Feats Cleave, Flyby Attack, Flyby Breath, Hover, secrets of life and death, Frost secured a deal with the Lord
Improved Initiative, Improved Natural Attack of Bones and modified his own skull totem. Months of
(bite), Improved Natural Attack (claws), painstaking ritual, additional skulls, and the ministrations
Multiattack, Power Attack, Wingover of the Bonewyrm Brethren resulted in the necromantic
Skills Concentration +36, Diplomacy +17, Escape Artist beacon he now possesses. Capable of magicks unknown
+9, Hide +6, Intimidate +20, Knowledge (arcana) +15, even to Malys, Frost’s skull totem is the instrument of his
Knowledge (nature) +15, Knowledge (religion) +15, great plans.
Knowledge (the planes) +15, Listen +41, Move Silently Frost initially felt that he needed the discarded totems
+9, Search +41, Sense Motive +20, Spellcraft +15 (+17 of the dead Overlords to bolster and strengthen this
scrolls), Spot +41, Swim +52, Survival +30 (+34 tracks newly energized totem. Sending Gilthanas out to find
above ground), Use Magic Device +15 (+17 scrolls) them, he was excited to learn that the elflord had located
Freezing Fog (Sp) 3/day—as solid fog but also causes the five ancient skulls of the metallic dragon matriarchs.
a rime of slippery ice to form on any surface the Following this discovery and their theft by Gilthanas
fog touches, creating the effect of a grease spell. from the Dragons’ Graveyard, Frost learned the locations
This is the equivalent of a 5th-level spell. of the skulls of the five chromatic progenitors, and he
Icewalking (Ex) This ability works like the immediately set Gilthanas to acquiring them.
spider climb spell, but the surfaces Gellidus Frost’s skull totem is sufficient at its current level of
climbs must be icy. It is always in effect. power to maintain all of his dragonspawn, stabilize his
12 The Dragon and the Elflord
territory in Southern Ergoth, and power the Gale. It also this adventure will determine ultimately which of these
grants him the power, given sufficient planning, to steal two aspects of Gilthanas they can depend upon.
the divine energies that connect the gods to their servants.
With the ten ancient skulls added to his totem, however, Gilthanas, Fallen Hero CR 20
Frost’s ultimate plans will be all the more likely to succeed. Male dragon vassal Qualinesti elf noble 3/
The necromantic skull totem has the following fighter 3/sorcerer 6/eldritch knight 7
important statistics (see the Age of Mortals campaign CN Medium monstrous humanoid
setting sourcebook for furhter information on skull (augmented humanoid [elf], cold)
totems). Bestiary of Krynn (dragon vassal)
Init +5; Senses low-light vision, darkvision
Necromantic Skull Totem 60 ft.; Listen +11, Spot +6
Power Ranks 10 Languages Common, Elven, Goblin,
AC 30, touch 2 Solamnic; telepathic link (to Frost)
hp 222; Hardness 10 AC 39, touch 18, flat-footed 34; Dodge
Immune acid, cold, electricity, fire, negative energy hp 155 (19 HD); fast healing 5
Weakness vulnerable to positive energy Immune detect lies, discern thoughts, magical means
(takes damage as undead) of determining alignment (ring), sleep
Scrying Range 480 miles Fort +24, Ref +20, Will +18 (+20 against enchantment,
Total Number of Dragonspawn and Vassals 480 +22 against frightful presence of dragons)
Note Clerics (or other characters with the ability to turn Spd 30 ft.
undead or channel positive energy) may attempt to Melee +3 icy burst longsword +24/+19/+14
deliver positive energy directly into the skull totem. (1d8+8/17-20 plus 1d6 cold) or
This requires a touch attack and a turning check Ranged +3 ghost touch seeking composite
against the totem’s effective HD of 20. Success delivers shortbow +23/+18/+13 (1d6+8/x3) or
the turning damage as points of damage directly Ranged +3 ghost touch seeking composite shortbow
to the hit points of the totem (ignoring hardness +21/+21/+16/+11 (1d6+8/x3) with Rapid Shot
and multiplied by 1.5 because of vulnerability to Base Atk +15; Grp +20
positive energy). A DC 30 Knowledge (arcana) or Atk Options Combat Reflexes, Point Blank Shot
Knowledge (religion) skill check will reveal this as an Special Actions channel spells (Frost)
option to characters who observe the skull totem. Combat Gear wand of sleet storm (CL 10th, 30 charges),
wand of ice storm (CL 10th, 30 charges), scroll of chain
If the skull totem is destroyed, among the consequences lightning (CL 16th), scroll of true strike (CL 10th)
are an immediate degradation of Frost’s power (reducing Spells Known (CL 12th; arcane spell failure 10%)
him to his weakened statistics) and the severing of the link 6th (3/day)—freezing sphere (DC 19)
between Frost and his servants and vassals. See Chapter 5th (5/day)—overland flight, teleport
Seven: The Fury of the Gale for the four potential Endings 4th (6/day)—greater invisibility,
and how the destruction of the skull totem plays out. scrying (DC 17), solid fog
The Elflord 3rd (7/day)—clairaudience/clairvoyance,
displacement, lightning bolt (DC 16), wind wall
This elven man has the look of a grizzled veteran of wars 2nd (7/day)—detect thoughts, gust of wind
and desperate times. Once youthful and princely, he retains (DC 15), knock, levitate, scorching ray
that elven beauty, but he is now a tragic figure. He has a 1st (7/day)—hold portal, magic missile, magic
scar running from just above his left eye to below his left weapon, obscuring mist, true strike
cheekbone, but the eye is intact. He has long, light-colored 0 (6/day)—arcane mark, detect magic, detect
hair that hangs in his face, and he is dressed in chainmail poison, light, mage hand, mending, open/
armor, over which he wears an old tabard with the white close, prestidigitation, read magic
horse’s head. A worn traveling cloak covers his shoulders, a Abilities Str 20, Dex 20, Con 16, Int 14, Wis 10, Cha 16
longsword hangs at his side, and a shortbow and quiver of SQ bonus class skill (Move Silently), call Whitescale
arrows are slung across his back. assassins, favor +2, inspire confidence 1/day
Feats Charming†, Combat Reflexes, Dodge, Heroic
Gilthanas is the last of the Heroes of the Lance. He has Surge†, Improved Critical (longsword), Point
fallen from grace and is at the nadir of his long and Blank Shot, Rapid Shot, Resist Dragonfear,
tortured life by the time the heroes encounter him. Driven Scribe Scroll, Weapon Focus (longsword)
by a sense of guilt coupled with hopelessness and anger, † New feat from Appendix One: Monsters and Magic
Gilthanas has become a relentless revenant of a man, Skills Bluff +11, Concentration +15, Diplomacy +18,
forced into the role of a living martyr and the vessel of Gather Information +9, Intimidate +12, Jump +11,
Frost’s agency on Krynn. Ironically, this makes him both Knowledge (arcana) +18, Knowledge (nobility) +14,
the most implacable foe the heroes will face and the most Listen +11, Move Silently +10 (+15 w/cloak), Search
necessary ally they can find. How they treat the elflord in +8, Sense Motive +19, Spellcraft +11, Spot +6
The Dragon and the Elflord 13
Possessions +3 mithral shirt, +1 light fortification buckler, (1d20+2) against a DC determined by the scope of
+3 icy burst longsword, +3 ghost touch seeking composite the favor requested. Gilthanas typically uses this to
shortbow (+5 Str bonus) with 20 adamantine arrows, call in Whitescale Society faction favors for repairing
ring of mind shielding, ring of protection +3, cloak of or restoring his equipment and items (DC 10).
elvenkind, boots of the winterlands, dragonpurge amulet Inspire Confidence (Ex) Once a day, the noble can
Call Whitescale Assassins (Sp) Three times a day, as a grant up to two allies a +2 morale bonus on saving
result of his link to Frost and the skull totem, Gilthanas throws and a +1 morale bonus on attack and
is able to call 2d4 Whitescale Society assassins to weapon damage rolls for 5 rounds after
his location. The assassins can be a combination a full round of oratory. Gilthanas
of Claws, Fangs, or Talons, but at least half of uses this to inspire Whitescale
them must be Claws. This is the equivalent assassins if he is present.
of a 7th-level spell with a caster level of
21 and is a standard action that does Strategies and Tactics
not provoke an attack of opportunity. Gilthanas is a very experienced
It will not function if the link between military officer, although his
Gilthanas and Frost is interrupted (such primary expertise is diplomatic
as by being on another plane, etc.). rather than martial. Over the past
Channel Spells (Su) Because of his link few years, however, and especially
to Frost, Gilthanas acts as a channel with recent events dictating his
for spells from the White actions, he has honed many of
Overlord. For the purposes his skills as an archer and
of spellcasting, as long swordsman. His magic is
as the link is active, somewhat secondary to
Gilthanas acts him, used more as a tool
as a location and resource than a
proxy for any primary avenue for
spell that combat; Gilthanas is
Frost wishes more likely to
to cast. In draw his sword
other words, and or notch
Frost can cast an arrow
spells as if he than he is to
were present cast a spell when
in Gilthanas’s a conflict erupts.
location, However, altering the
using landscape with magic
Gilthanas’s is a favorite move.
senses. Being Gilthanas’s
used as a tactics vary based on
channel in the circumstances.
this fashion A strong, quick
counts as a fighter, he prefers
standard action to either pick a spot
for Gilthanas. and act as a sniper
Dragonpurge when his opponents
Amulet Gilthanas are unaware of him
wears the dragonpurge or get into the thick
amulet created by of a fight and rely on
Malystryx. The amulet his excellent reflexes,
currently holds 5 skulls of great wyrm fast healing, and weapon
age or older, granting Gilthanas a +10 skills to dispatch his foes.
bonus to his natural armor and a +5 bonus Because he has the Heroic Surge feat, Gilthanas
to his saving throws while he wears it. Without the is capable of taking both a move action and a full
amulet, Gilthanas’s statistics are adjusted as follows: attack action in a round, if he chooses, which permits
AC 29, flat-footed 24 him to rapidly establish an advantage on the battlefield.
Fort +18, Ref +15, Will +13 (+15 against enchantment, Against a party of adventurers, Gilthanas will typically
+17 against frightful presence of dragons) open with a sleet storm or ice storm (from one of his
Favor (Ex) Once a week, Gilthanas can call in favors wands) to divide or harry most of the heroes; he will
from those he knows. He makes a favor check preferably come in under the cover of greater invisibility
14 The Dragon and the Elflord
and with a displacement spell in place. If he doesn’t have acquisition of the dragon skull, which he achieves with the
the luxury of several rounds of spellcasting, Gilthanas use of the dragonpurge amulet. If the heroes have already
launches a lightning bolt into the midst of the opposition, seized the skull, he will engage in one or two rounds of
then leaps into melee combat. combat (trying to capture the skull as he does) before
Because Frost is always able to “borrow” Gilthanas’s finally leaving empty-handed. The assassins will stay on
senses, the White occasionally steps in with a channeled after he leaves with orders to keep the heroes occupied.
spell to assist Gilthanas when necessary. Most often, Frost If the heroes make a Sense Motive check when they
will use polar ray or feeblemind as offensive measures or encounter Gilthanas, they may learn a little more about the
greater teleport as a defensive one. Gilthanas has no means situation. Gilthanas tries not to let his emotions reach the
of stopping these spells, although Frost loses his dragon surface, so make an opposed Bluff check for the elflord vs.
vassal connection while Gilthanas is on another plane the heroes’ Sense Motive check. If the heroes succeed, they
from Frost (such as Bastion or the Gray). can detect Gilthanas’s weary, almost despairing reluctance
Lastly, Gilthanas knows when to retreat, when to use in everything he does. If they beat his Bluff check by 10
nonlethal force, and when to parley. He is not a reckless or more, there is also an underlying level of anger and
or clumsy fighter. If you become as familiar as possible loathing.
with the various options available to him, the elflord’s As Gilthanas sees it, he has no other option but to
capabilities in battle will be more than enough challenge do what Frost commands, lest he never see his beloved
for the heroes. D’argent again. By the time Chapter Seven comes around,
Gilthanas has finally realized that Frost has no plans to
On the Trail of Gilthanas let her go, but by that stage, he has already become too
Tracking down Gilthanas is one of the major goals of invested in the White Dragon Overlord’s plans. The heroes
this adventure. The renegade elflord has in his possession are his only hope at gaining redemption or release from
the five skulls of the good dragon matriarchs who were the agony of his enslavement.
the progenitors of the metallic dragons. Stolen from the Once the heroes can meet Gilthanas somewhere like
Dragons’ Graveyard at the end of Spectre of Sorrows, the the Bastion, where Frost’s link to him is inactive, the
skulls are stored within Gilthanas’s dragonpurge amulet. elflord can be more open. He will explain that D’argent is
Gilthanas seeks the five skulls of the evil dragon patriarchs in captivity and securing the dragon skulls is something
to complete the collection for Frost, further empowering of an insurance policy for him—not only does Frost want
the White Overlord’s skull totem. the skulls assembled, but he has chosen to overlook the
Gilthanas is very difficult to locate. He has a ring of fact that this would potentially create a means to attack the
mind shielding and the ability to teleport using Gellidus’s skull totem. Gilthanas advises the heroes, once he prepares
greater teleport spell (when his link to the White is active) to leave them, that he cannot be relied upon. It is up to
or his own teleport spell. Even if they are able to pin down them to decide what they must do, but once the skulls are
his location using powerful divination magic, he never all retrieved, he is willing to meet with them once again.
stays in any one location for too long. The heroes will need
to seek out the elflord’s potential destinations based on Gilthanas as Skull Totem
Rasca’s prophetic readings and either beat Gilthanas to Gilthanas becomes something of a mobile skull totem
them or meet him there. Each choice has its consequences. when he wears the dragonpurge amulet and acquires
Because the pursuit of Gilthanas and the recovery dragon skulls. His link to Frost and to the skull totem via
of the evil dragon skulls drive the progression of Price the dragon vassal connection has made Gilthanas a skull
of Courage, you should keep track of which chapter totem proxy for Frost. Gilthanas (or anybody wearing
Gilthanas is in as the heroes move between them on their the dragonpurge amulet and a scale of proxy) can attempt
own accord. In some cases, such as Chapter Five, this can a number of special effects because of his mystical
affect the events the heroes experience. If the heroes locate connection to the White; these are detailed in Chapter
and obtain a dragon skull before Gilthanas can get to it, Seven, depending on the Ending that was chosen.
they have something to use as a bargaining chip later— A DC 30 Knowledge (arcana) or bardic knowledge/
although while they are securing that skull, Gilthanas will lore check will enable a hero to deduce this fact and that
be in another chapter, obtaining a skull of his own. Gilthanas and his amulet may prove to be a weak link
in Frost’s defenses. Paraphrase from the rules covering
Confronting Gilthanas dragon vassals in the Bestiary of Krynn, if desired.
The first time the heroes arrive on the scene at the same
time as Gilthanas, a confrontation is likely. Remember, Troubleshooting Gilthanas
unless the meeting takes place on Bastion or in another The presence of Gilthanas in this adventure and his
otherplanar location, Frost is observing through goal of acquiring all of the dragon skulls, as well as his
Gilthanas’s senses. Gilthanas may wish to avoid a battle; questionable loyalties, make him a complicated character.
indeed, he probably does not want to harm the heroes, but The heroes start out with every reason to distrust or even
his hand will be forced. hate the elflord; after all, he betrayed them in Spectre
Gilthanas summons his Whitescale Society assassins of Sorrows, and he’s a vassal of the major villain of the
as support and distraction. His objective is usually the adventure. On the other hand, he is not himself a villain,
The Dragon and the Elflord 15
merely a tortured antagonist. So what happens if things from base metals, they were corrupted by Takhisis with
start to go wrong? the help of Morgion or Hiddukel, and they became the
As Dungeon Master, your primary goal should be to chromatic ancestors of the serpents who later served the
make Gilthanas part of the player’s enjoyment of the game. Queen of Darkness.
Bring him to life by accentuating his internal conflicts with Each was a great wyrm dragon by current standards.
external actions. Play up his weariness, his relentless drive, Their skulls are huge and unwieldy, but they may either be
and the fact that he was clearly once a noble hero. Make stored in the dragonpurge amulet or attuned to a willing
him sympathetic, if you can, while still a foil for the heroes. host (see “Skull Attunement,” below). If neither option is
If by Chapter Seven they both love and hate the elflord, pursued, the heroes will need to figure out a way to carry
you know you’re on the right track. around as many as five incredibly heavy (half a ton each)
If they manage to take him on and defeat him, despite and bulky objects that continually radiate strong auras of
his escape options, then you have a choice. You can replace abjuration, evocation, and necromancy magic.
him with another vassal, perhaps another NPC from one
of the other chapters (with the dragon vassal template Akis (White)
applied), or even one of the player characters if someone The skull of Akis the White appears to be crafted from tin
retires from the game. Or you can bring Gilthanas back and pale marble. Attunement to the skull of Akis grants
from the dead as a totem-enhanced revenant, much like cold resistance 20, +1 caster level when casting spells
Jow, Cang, and Shen Belaurus in the last chapter. with the cold descriptor, and a +2 inherent bonus to
If the heroes decide to sit back and let Gilthanas do the Constitution.
skull collecting for them, don’t give them a fair break. Start
sending Whitescale Society assassins after them. Have NPC Arkan (Blue)
allies such as Lady Jennetta or Kiro Dorova remind them The skull of Arkan the Blue appears to be fashioned from
that there are many plots going on at once that the heroes zinc and blue-gray quartz. Attunement to the skull of
should be attending to—Sylvyana, the Malfesan Horde, Arkan grants electricity resistance 20, +1 caster level when
the ogres in Daltigoth, and so forth. Even if the heroes casting spells with the electricity descriptor, and a +2
don’t follow Gilthanas around the map, they shouldn’t be inherent bonus to Charisma.
standing idly by.
Ultimately, the heroes should kick off Chapter Seven Corrozus (Black)
with a meeting from Rasca, having gathered all of the The skull of Corrozus the Black appears to be carved from
skulls and the elflord himself. At that point, the war can be lead and granite. Attunement to the skull of Corrozus
taken to Gellidus in earnest, and their erstwhile opponent, grants acid resistance 20, +1 caster level when casting
Gilthanas-Kanan, can become their key to ending the spells with the acid descriptor, and a +2 inherent bonus to
White’s grand schemes. Wisdom.
The Dragon Skulls Furyion (Red)
What treasures could have lead Gilthanas to betray the The enormous skull of Furyion the Red appears to have
heroes and provided Frost with the potential for his been crafted from iron and basalt. Attunement to the skull
wicked ambition? These ten skulls, all that remains of of Furyion grants fire resistance 20, +1 caster level when
the progenitors of the good and evil dragon clans, are casting spells with the fire descriptor, and a +2 inherent
potent artifacts in their own right. When brought together bonus to Strength.
under the right circumstances, their power is sufficient to
duplicate the effects of a skull totem on their own. When Korril (Green)
combined with Frost’s necromantic tower of skulls, the The skull of Korril the Green appears to have been
resulting boost is immeasurable. fashioned from nickel and malachite. Attunement to the
It is thus ironic that, in order to defeat Frost, the skull of Korril grants acid resistance 20, +1 caster level
heroes are going to have to assemble exactly the kind of when casting spells with the acid descriptor, and a +2
collection the White Overlord wants. Gilthanas already inherent bonus to Intelligence.
has the five good dragon skulls in his dragonpurge amulet;
the remaining five evil skulls are scattered across the West Skulls of the Five Daughters
of Ansalon, many of them in the hands of Frost’s agents, According to draconic legend, the five original matriarchs
awaiting the arrival of the elflord to collect them. of Good dragonkind were sculpted from precious metals
What follows is a brief description of each of the skulls after the corruption of the base metal dragons. All of
and the rules for acquiring, attuning to, and making use of Krynn’s metallic dragons descend from one of these
these eldritch remnants of dragonkind. five progenitor wyrms. Their skulls were housed in the
Dragons’ Graveyard as part of the Elder Shrine of the
Skulls of the Five Sons Gateway, honored and kept safe from tomb robbers and
The five dragons known to history as the Five Sons of renegade arcanists. In Spectre of Sorrows, Gilthanas stole
Takhisis, progenitors of the evil dragon clans, are also said the skulls of the Five Daughters, storing them in his
to have once been the first five metallic dragons. Fashioned dragonpurge amulet.
16 The Dragon and the Elflord
Like the skulls of the evil dragons, each of the good 0 hit points, at which time the skull rematerializes beside
dragon skulls belonged to the equivalent of a great wyrm the character and any powers and abilities are lost. The
and may be either stored in the dragonpurge amulet or skull can be seen hovering above the attuned character if
attuned. The good dragon skulls are just as heavy as those the character is viewed through true seeing, and it exists in
of the evil dragons (almost half a ton each) and radiate a kind of extradimensional space for the duration of the
strong auras of abjuration, evocation, and necromancy. character’s attunement. If the attuned character is targeted
by an antimagic field, dimensional anchor, or dimensional
Aurora (Gold) lock, the skull reappears and the attunement is lost for the
The skull of majestic Aurora the Gold appears to be made duration of the spell’s effect on the character (although it
from white marble and gold. Attunement to the skull returns once the spell effect wears off).
of Aurora grants fire resistance 20, +1 caster level when Any character may be attuned to no more than one
casting spells with the fire descriptor, and a +2 inherent dragon skull at a time. This function allows the heroes to
bonus to Wisdom. take the dragon skulls with them when they locate them,
despite their impressive size and weight. The imposed limit
Haraineer (Bronze) of one skull per character exists for reasons of balance and
The skull of mighty Haraineer the Bronze appears to be to avoid overpowering any single individual. Note that
sculpted from serpentine and bronze. Attunement to the skulls stored in other places, such as a bag of holding or
skull of Haraineer grants electricity resistance 20, +1 caster dragonpurge amulet, do not confer any attunement benefits
level when casting spells with the electricity descriptor, and to a character.
The Calantina
a +2 inherent bonus to Intelligence.
Querrasian (Copper) The Calantina is an ancient means of divining the future
The skull of gregarious Querrasian the Copper appears to and understanding the mysterious theads of fate that
be fashioned from rosy quartz and copper. Attunement to connect people, places, and times. It is popular in Estwilde,
the skull of Querrasian grants acid resistance 20, +1 caster where it is studied by followers of Gilean known as
level when casting spells with the acid desciptor, and a +2 Calantine scholars. As it involves a pair of wooden twelve-
inherent bonus to Charisma. sided dice, it has become a popular tavern dice game,
played by gamblers who either do not care or do not know
Sheeranar (Brass) about its oracular nature.
The skull of the fiery Sheeranar the Brass appears to be The Calantina serves a purpose in this adventure as
crafted from pale jade and brass. Attunement to the skull a means of determining several variable plot points and
of Sheeranar grants fire resistance 20, +1 caster level when passing on clues to the players under the guise of fortune-
casting spells with the fire descriptor, and a +2 inherent telling sessions. Before they reach Kalaman, regardless of
bonus to Constitution. which route they take to the city, the heroes will meet a
half-kender Calantine scholar who goes by the name of
Tianaran (Silver) Rasca. He offers to roll the dice for their fates and interpret
The skull of noble Tianaran the Silver, also known in some the results as part of his talent at divination. Later, after
legends as Argyn, appears to be formed of opal and silver. they have found Gilthanas, recovered the dragon skulls,
Attunement to the skull of Tianaran grants cold resistance and are ready to determine what Frost’s plans are, the
20, +1 caster level when casting spells with the cold heroes will meet Rasca a second time. The first meeting is
descriptor, and a +2 inherent bonus to Strength. the Bone Reading; the second is the Ice Reading.
Skull Attunement Calantina Basics
Any character with a Charisma of 10 or more who The Calantina consists of two red wooden dice, each
lays hands on one of the ten dragon skulls can feel the with twelve faces, and usually an accompanying book of
draconic power held within it. An empathic awareness explanations, interpretations, and insights. These books
is passed along to such a character, telling them that if come in various shapes and sizes, some written centuries
they so choose, they may attune themselves to the skull. ago, others quite recently. Calantine scholarship was rare
This process requires an hour of meditation and physical during the early Age of Mortals but is coming back into
contact with the skull, after which the character must popularity, especially among mercenaries.
succeed at a DC 20 Will save or DC 20 Fortitude save Traditionally, each paired result on the two dice is
(whichever is better) or become exhausted. Regardless of associated with an animal. Variations occur, often wildly,
the success of that roll, the skull will fade away, and the between Calantine scholars. For the purposes of this
character so attuned gains the benefits of that particular adventure, a simplified version of the Calantina will be
skull. Attunement also grants the character the benefits of used. Each of the four elements (A, E, F, or W) are depicted
the Blind-Fight feat and darkvision 60 ft. if the character three times: once dark (-), once balanced, and once bright
did not already have these enhanced senses. (+). When both dice are rolled, the two results combine
Attunement benefits last until the attuned character to produce a combination, or “key,” as seen on Table 1:
decides to relinquish the skull or is reduced to less than Calantina Combinations.
The Dragon and the Elflord 17
Table 1: Calantina Combinations
d12 1 2 3 4 5 6 7 8 9 10 11 12
Key A– A A+ F– F F+ E– E E+ W– W W+
1 A– AA– – AA– AA AF– – AF– AF AE– – AE– AE AW– – AW– AW
2 A AA– AA AA+ AF– AF AF+ AE– AE AE+ AW– AW AW+
3 A+ AA AA+ AA++ AF AF+ AF++ AE AE+ AE++ AW AW+ AW++
4 F– FA– – FA– FA FF– – FF– FF FE– – FE– FE FW– – FW– FW
5 F FA– FA FA+ FF– FF FF+ FE– FE FE+ FW– FW FW+
6 F+ FA FA+ FA++ FF FF+ FF++ FE FE+ FE++ FW FW+ FW++
7 E– EA– – EA– EA EF– – EF– EF EE– – EE– EE EW– – EW– EW
8 E EA– EA EA+ EF– EF EF+ EE– EE EE+ EW– EW EW+
9 E+ EA EA+ EA++ EF EF+ EF++ EE EE+ EE++ EW EW+ EW++
10 W– WA– – WA– WA WF– – WF– WF WE– – WE– WE WW– – WW– WW
11 W WA– WA WA+ WF– WF WF+ WE– WE WE+ WW– WW WW+
12 W+ WA WA+ WA++ WF WF+ WF++ WE WE+ WE++ WW WW+ WW++
The key is interpreted by taking the two elements and gods. The Key Modifiers table determines the placement of
the modifier as a statement, thus AE- would be read as the five chromatic skulls, and the modifiers (if any) to the
“Air and earth, dark” and FW+ would be read as “Fire and faction conflicts the heroes initiate in Chapter Seven.
water, bright.” If the elements are doubled, the element
is noted as being present twice, and if the modifiers are The Bone Reading
doubled, they become “darkest” and “brightest.” A key This reading is the first of the two in the adventure, and its
of EE++ is “Twice earth, brightest,” for example. Many purpose is to determine the path Gilthanas takes through
Calantine scholars have also come up with animal, or the central five chapters of the story and the location of
plant, or even seasonal associations for these keys, but the the skulls of the first five chromatic dragons. When the
Calantine scholar in this adventure, Rasca, relies purely on heroes meet Rasca for the first time, he senses that their
the elemental phrasing. fates are tied up intrinsically with Gilthanas, who carries
Two additional tables are provided, Table 2: Key the dragonpurge amulet that holds the skulls of the five
Elements and Table 3: Key Modifiers. Each is used by both ancestral metallic dragons. Thus, Rasca carries out a
the Bone and the Ice Reading, as appropriate. The Key reading by using a polished skull as a dice shaker.
Elements table determines the order of chapters Gilthanas Refer to “Signposts: Meeting Rasca” in Chapter One
appears in, the destination of the Gale in Chapter Seven, (page 46) for more details about the encounter of which
and Frost’s ultimate motivation for assembling his this reading is a part.
necromantic skull totem and drawing in the power of the Have the heroes roll one d12 while you roll the other,
or give the d12s to one player each. Choose one d12 as the
Table 2: Key Elements rows die and the other as the columns die. Use the table
Key Bone (Chapters) Ice (Gale) Ice (Motive) to determine the Bone Key, and note it for your reference.
Rasca will announce the result to the heroes, such as “Earth
AA 2, 3, 4, 5, 6 Dragon Isles Bride
and air, brightest” for EA++. He then flips through his
AE 2, 4, 3, 6, 5 Dragon Isles God book of notes and interpretations, and reads the following:
AW 2, 5, 6, 3, 4 Dragon Isles Home
AF
EA
2, 6, 5, 4, 3
4, 2, 3, 5, 6
Dragon Isles
Palanthas
Destroy
Bride
T he thief of skulls seeks yet five more
Five ancient serpents he looks for
His path is long and perilous
EE 4, 3, 2, 6, 5 Palanthas God To these five places known to us.
EW 4, 5, 6, 2, 3 Palanthas Home
EF 4, 6, 5, 3, 2 Palanthas Destroy The next five verses occur in the order of the chapters
WA 5, 2, 6, 3, 4 Sanction Bride they refer to, Chapters Two through Six. Read them in
WE 5, 3, 4, 6, 2 Sanction God Table 3: Key Modifiers
WW 5, 4, 3, 2, 6 Sanction Home Key Bone (Order of Skulls) Ice (Faction Modifiers)
WF 5, 6, 2, 3, 4 Sanction Destroy ++ Red, Blue, Green, Black, White +2 offensive strategy
FA 6, 2, 5, 4, 3 Schallsea Bride + Blue, Green, Black, White, Red +1 offensive strategy
FE 6, 3, 4, 5, 2 Schallsea God Green, Black, White, Red, Blue No modifiers
FW 6, 4, 3, 2, 5 Schallsea Home – Black, White, Red, Blue, Green +1 defensive strategy
FF 6, 5, 2, 3, 4 Schallsea Destroy –– White, Red, Blue, Green, Black +2 defensive strategy
18 The Dragon and the Elflord
the order determined by the Key Element Table, and for travels to a place foretold
each verse, insert the appropriate dragon skull in the order By Calantina’s wooden dice
determined by the Key Modifier Table. that spin for you to know
Chapter Two: “[Skull color] is buried within the lair/ of The place to which the storm descends,
a brutish drake of fire/ a dragon lord, with claws like swords/ the place that you must go.
lights a Legion’s funeral pyre.” (Refers to Cinder and the
conflict he has with the Legion of Steel.) The next verse is based on the Key Element Table,
Chapter Three: “[Skull color] is kept in a bastion far/ under the “Ice (Gale)” column. Rasca reads:
that wizards of three colors held/ a fortress lost in an ethereal Dragon Isles: “From warmer waters bright as glass/ rise
sea/ much envied and enspelled.” (Refers to Bastion, located towering islands of mighty stone/ gold, bronze, and silver,
in an extradimensional space within the Gray.) copper and brass/ call this ancient realm their home.”
Chapter Four: “[Skull color] is housed in a ruin deep/ in Palanthas: “For marble halls and noble walls/ this jeweled
an island forest old/ a queen of prideful race reigns there/ her city’s famous for/ sheltered when a Kingpriest falls/ a bright
dark ambitions bold.” (Refers to the island of Cristyne, the horizon on Solamnia’s shore.”
ruins of Baleph, and Sylvyana the Ghoul Queen.) Sanction: “Three sentinels of fire and ash/ stand watch
Chapter Five: “[Skull color] is found in a city of stone/ above this city’s pride/ where dragon, god, and mortal clash/
where ogres walk the ice/ a gluttonous tyrant-king sends whilst molten rock enters the tide.”
forth/ foul potions to entice.” (Refers to Daltigoth, its ruler Schallsea: “The heart of Chieftain’s daughter beats/ yet
Tdarnk, and his allomanya supply network.) steady upon this peaceful isle/ where silver stair and sacred
Chapter Six: “[Skull color] is held in a warren of ice/ streets/ rebuke the soul of evil’s guile.”
where bloodlust and spite hold sway/ a she-dragon wakes the The third verse explains that the heroes’ enemy is
countless spawn/ and plots from day to day.” (Refers to the driven by a singular motive:
icewarrens of Khimel and to Glacier, Frost’s former mate.)
Rasca finishes up with the final verse, which wraps up
the Bone Reading and gives hints at the coming war with
Frost:
N ow gathered here the skull thief ’s fate
By Calantina’s verses sealed
His destination known, by ice and bone
The Ice King’s purpose now revealed
F ive skulls of light, five skulls of darkness
Ten together shall be brought
With thief and skull and faith you might
The fourth verse is based on the Key Element Table,
under the “Ice (Motive)” column, and determines which
Exact the price that courage wrought. of the four Motives to use from the “Motivations of an Ice
Tyrant”:
Bride: “With all draconic peers now gone/ a Queen the
The Ice Reading King of Ice desires/ with totem’s charm to draw upon/ turns
This reading takes place once the heroes have found wyrms from light with heaven’s fires.” (Frost seeks to take
Gilthanas, and preferably after they gather the five Silvara as his bride and transform all the metallic dragons
chromatic skulls along the way. The heroes meet Rasca, into chromatic dragons.)
as if he knew where they were, and he offers to throw the God: “By totem’s charm and dragon’s bone/ the King of
Calantine dice again for them. This time, he says he needs Ice seeks to ascend/ as brutal heir to heaven’s throne/ put out
Gilthanas because of his link to the Dragon Overlord, a the stars and bring the end.” (Frost seeks to succeed where
link that seems to be Frost’s greatest weakness. He asks Malys failed and become a god.)
Gilthanas or the heroes to produce a quantity of ice or Home: “No native to this world is he/ with Abyss and
snow for him to toss the Calantina dice into; if this isn’t Vale and Creation’s Dome/ the King of Ice will pierce the
possible, he makes do by sketching out a snowflake on the ethereal sea/ and with vengeful wrath howl to his home.”
ground and rolling the dice upon it. (Frost seeks to gather his power and return to the world he
Refer to “Signposts: Rasca Redux” in Chapter Seven came from as a conqueror, leaving Krynn a wasteland.)
(page 230) for more details about this second encounter. Destroy: “One route to power, one path to might/ the
Gilthanas (played by you, the DM) rolls one die, while Ice King draws all foes before him/ no future spreads before
the player characters roll the other die. This will generate his sight/ his magic sends the world to ruin.” (Frost seeks to
the Ice Key, which in turn will let you determine results destroy Krynn and start over from the beginning.)
from the Key Element Table and Key Modifier Table for the The final verse wraps up the Ice Reading and acts as a
reading. Rasca consults his Calantine book and reads the hint towards the solution to their troubles:
following interpretations of the results, saying that, unlike
before, this reading is focused on the heroes’ great enemy
and their greatest obstacle: W hile forces gather, time draws near
His power grows, The King of Ice
His greatest flaw, his only fear
T he King of Ice and Wrath resides
within a fortress cold
Inside a mighty storm that
The price of courage is sacrifice.
The Dragon and the Elflord 19
Factions and Intrigue
The faction system is a tool that represents the power and in a community for anything except a Muster action
influence the heroes have over events and people in a wider until the faction has successfully mustered.
area than their immediate location. In this adventure, Social Level: The number of social actions the faction
some of the goals will only be met if the heroes can use can perform in one chapter. If reduced to 0,
diplomacy and interaction to win small factions over to the faction loses cohesion and disperses in that
their cause and direct them against other factions. community. A faction cannot use its Social Level
This section outlines the rules of the faction system in a community for anything except an Infiltrate
and how they relate to the adventure as a whole. It also action until the faction has successfully infiltrated.
describes the eight primary factions that will help or Active Settlements: Starting faction levels in cities,
hinder the adventurers as they seek to thwart the goals of towns, and villages that appear in this adventure.
the Ice Tyrant. These represent the locations where each faction
has influence or a presence for this adventure.
Understanding Factions Faction Services: Key services the faction can provide
Each faction represents a network of individuals belonging to the heroes other than forces for military or social
to an organization, group, or order. The faction does not change. In the case of factions that can provide
represent the entire group; in this adventure, the factions cohorts or followers, these cohorts and followers
the heroes will have a chance to influence are generally are considered to remain within their faction
located in Western Ansalon and are often only a subset of and are essentially “on loan” to the heroes.
the larger organization.
Each faction is roughly equivalent in size and number; Factions in this Adventure
the exact count of agents and members is not important The factions, described in the grey bordered boxes, are
for the purposes of faction play. What matters is the each representative of one D&D alignment with the
faction’s military and social level, where the faction has exception of neutral. Heroes might be able to steer a
an enclave, cell, or team in place, and what standing the faction one step away from its original alignment—
heroes have in the eyes of the faction. Increasing faction turning the usually chaotic neutral Malfesan Horde into
ratings is accomplished throughout the adventure by the a chaotic good group for example—but for the most part
activity of the heroes. Treating the members or goals of a they behave according to this moral and ethical outlook.
faction poorly will lower this rating, while treating them The Whitescale Society, Wichtlani Ghoul Cult, and
well will increase it. Knights of Neraka are supposed to be opposing or enemy
factions, but enterprising players might attempt to gain
Elements of a Faction influence with these three factions in order to succeed.
Each faction is described with the following elements:
Creating Other Factions
Name (Abbreviation) You may decide to incorporate other factions in this
Alignment: The faction’s alignment. adventure (or in other high-level adventures). Simply
Military Level: The number of military actions the assign Alignment, determine Base Military and Social
faction can perform in one chapter. If reduced Levels, and choose Active Settlements. Use the factions
to 0, the faction is effectively destroyed in that above as a guide and decide for yourself what actions the
community. A faction cannot use its Military Level heroes might take that would add or subtract from the
Brass Tiger Company (BT)
Alignment: Chaotic good
Base Military Level: 4
Base Social Level: 4
Active Settlements: Kalaman, Merwick, Sanction, Zhea
Harbor
Faction Services: The Brass Tiger Company is a good
source for cohorts or followers. Brass Tiger cohorts are
typically fighters or fighter/rogues and represent officers
in the Company. Brass Tiger followers are typically
1st-level warriors. If the party has at least a +10 faction
rating with the Brass Tiger Company, party members
gain a +2 Leadership bonus when recruiting from the
Company.
20 Factions and Intrigue
Knights of Neraka (KN)
Alignment: Lawful evil
Base Military Level: 5
Base Social Level: 5
Active Settlements: Daltigoth, Hargoth, Lemish, Tarsis,
Zhea Harbor
Faction Services: Although the Knights of Neraka are
primarily antagonists in this adventure, achieving a
high faction rating with the Dark Knights can be of
some use. Cohorts for lawful neutral or lawful evil
heroes are possible from the Dark Knights, usually
fighters, fighter/mystics, or fighter/sorcerers (with or
without levels in the Dark Knight prestige classes). In
addition, if the heroes have a +10 or greater faction
rating with the Knights of Neraka, they may use their
association with the Orders to gain a +2 synergy bonus
on any Gather Information or Intimidate checks in
active settlements.
Knights of Solamnia (KS) cost in active Solamnic settlements within Solamnia).
Alignment: Lawful good No item with a base cost of more than half of the
Base Military Level: 6 average party wealth (see DMG, “Character Wealth
Base Social Level: 4 by Level,” page 135) can be acquired in this manner,
Active Settlements: Caergoth, Castle Eastwatch, and certainly no evil-aligned armor or weapons are
Kalaman, Merwick, Palanthas, Sanction, Solanthus, available.
Thelgaard
Faction Services: The Knights of Solamnia are an
excellent source for cohorts (usually fighters, with some
fighter/clerics devoted to Kiri-Jolith) and equipment.
With a +10 faction rating, the heroes may acquire
masterwork weapons and armor at no additional cost
(ignore the masterwork costs for these items) from an
active settlement. With a +15 or greater faction rating,
the heroes may acquire magical weapons and armor
at a reduced cost (75% of item cost in active Solamnic
settlements outside of Solamnia proper, 50% of item
Legion of Steel (LS) a +10 faction rating with the Ergothian Merchant
Alignment: Neutral good Marine, the two factions can coordinate to ship NPCs
Base Military Level: 4 or items anywhere in Ansalon. Safehouses are backed
Base Social Level: 6 by superior Legion sorcery and mysticism, hiding NPCs
Active Settlements: Border Keep, Crossing, Daltigoth, or items from outward divinations and detection
Firstwal, Kalaman, Merwick, Sanction, Solace, Tarsis, for as long as a week before the NPC or item
Throtl needs to be relocated.
Faction Services: The Legion of Steel may provide
cohorts and followers to the heroes. Typical cohorts
are fighters, fighter/rogues, or rangers. Followers are
1st-level warriors or 1st-level experts. If the heroes
have a +10 or higher faction rating, they may also
take advantage of the Legion’s safehouses and courier
network. The Legion can smuggle, transport, or
otherwise route any NPCs, items, or sums of money
between settlements for the heroes, so long as there is
no need for sea-based travel. If the heroes also have
Factions and Intrigue 21
The Malfesan Horde of Qlettaar (MH)
Alignment: Chaotic neutral
Base Military Level: 6
Base Social Level: 2
Active Settlements: Firstwal, Haligoth, Throtl
Faction Services: The Malfesan Horde can be a good
source of cohorts and followers once Two-Faced
Grom is defeated. Cohorts from the Horde are usually
hobgoblin or bugbear barbarians or rogues. Followers
are 1st-level hobgoblin warriors (per the Monster
Manual). Bugbear followers are also possible, although
each bugbear counts as two standard followers. If the
heroes have a +10 faction rating with the Horde, they
may also benefit from a +2 synergy bonus on any Bluff
or Intimidate skill check in an active settlement. With a
+15 faction rating, the heroes can acquire weapons with
the anarchic special quality at the base cost modifier of
a +1 bonus rather than a +2 bonus.
Ergothian Merchant Marine (EM) Legion of Steel, they
Alignment: Lawful neutral may also incorporate
Base Military Level: 5 transport of NPCs or
Base Social Level: 5 items across land. With
Active Settlements: Caergoth, Eastport, Gwynned, a +15 faction rating, the
Kalaman, Merwick, Palanthas, Zhea Harbor heroes may purchase
Faction Services: The Ergothian Merchant Marine can goods and equipment
provide the party with cohorts and followers. Cohorts in active Ergothian
are usually fighters or mariners (see the Legends of Merchant Marine ports
the Twins sourcebook for information on the revised at 75% of the base cost.
mariner class). Followers are typically 1st-level warriors This does not include
or experts. If the heroes maintain a +10 faction rating, magical equipment but
they may chart passage anywhere in Ansalon without does include masterwork
cost, thanks to the Ergothian Merchant Marine’s fleet. items.
They may also arrange for NPCs, items, and equipment
to be shipped without charge from one port to another.
If the heroes also have a +10 faction rating with the
Whitescale Society (WS)
Alignment: Chaotic evil
Base Military Level: 3
Base Social Level: 7
Active Settlements: Daltigoth, Eastport, Kalaman,
Khimel, Merwick, Throtl, Zhea Harbor
Faction Services: None. If the heroes somehow acquire
a +10 or better faction rating with the Whitescale
Society, they may gain a +2 bonus on Bluff, Listen,
Sense Motive, Spot, and Survival checks when using
those skills against agents of the Whitescale Society
(apart from dragons). They also gain this bonus on
weapon damage rolls. This bonus stacks with a ranger’s
favored enemy bonus if appropriate.
22 Factions and Intrigue
Wichtlani Ghoul Cult (WG)
Alignment: Neutral evil
Base Military Level: 5
Base Social Level: 3
Active Settlements: Merwick
Faction Services: None. If the heroes somehow acquire
a +10 or better faction rating with the Wichtlani Ghoul
Cult, they may gain a +2 bonus on Bluff, Listen, Sense
Motive, Spot, and Survival checks when using those
skills against agents of the Cult (apart from undead).
They also gain this bonus on weapon damage rolls. This
bonus stacks with a ranger’s favored enemy bonus if
appropriate.
faction rating of any new faction you create. Base faction multiple active settlements once they have established
ratings for any new factions should begin at +0 unless the appropriate means of communication to each faction. In
heroes have members in those factions (such as clerics of addition, each order takes only 1d6 days to accomplish and
a certain Holy Order, etc.), in which case the base faction increasing the action cost of an order drops it to 1 day.
rating is +3.
Examples of new factions include Holy Orders Faction Ratings
(Shinare, Kiri-Jolith, Mishakal, etc.), other organizations During the adventure, you will need to keep track of the
or knightly orders, and so forth. The Wizards of High eight factions and the faction ratings the heroes have
Sorcery are not recommended as a faction; wizards are with them. Only the players have faction ratings; you as
notoriously resistant to outside influence, and at the time Dungeon Master don’t need them (see “Factions and the
of this adventure, the Orders of High Sorcery are not fully Dungeon Master” later in this chapter). These ratings will
re-established. Regardless of the nature of the faction, keep go up and down based on the choices the heroes make and
in mind that it should typically only represent a portion of the way their actions turn out. Most Scenes and Adventure
the overall organization, unless the organization is limited Sites have suggested modifications to faction ratings
to Western Ansalon (such as the Ghoul Cult or Malfesan provided as a guide.
Horde). At the beginning of this adventure, the heroes have the
following base ratings:
Using Factions Brass Tigers: +3
For the first six chapters of the adventure, the heroes may Ergothian Merchant Marine: +0
make use of factions to conduct limited long-distance Knights of Neraka: -3
orders as a result of their influence. Faction orders other Knights of Solamnia: +3
than Defend or Mitigate (which are reactive) take 2d6 days Legion of Steel: +3
to accomplish; increasing the action cost of an order by +1 Malfesan Horde: +0
drops this to 1d6 days. To give a faction orders, the heroes Whitescale Society: -3
must have some means of getting word to the faction, Wichtlani Ghoul Cult: +0
such as a tablet of Shinare, spells like sending, or more If any of the heroes are actually members of one of
conventional methods such as messenger birds, a courier, these organizations, increase the faction rating by +3.
etc. Conventional communication increases the time an Note that the Knights of Neraka and Whitescale Society
order takes by 1d6 days. have a negative rating based on the fact that the heroes
The number of orders the heroes may ask of each are initially opposed to these factions. The Ergothian
faction is limited to a number of actions equal to that Merchant Marine, Malfesan Horde, and Wichtlani Ghoul
faction’s Military and Social levels. Each order costs Cult are unaware of the heroes’ reputations and are thus at
a certain number of actions, and once this runs out, a +0 rating.
the heroes may not make further orders. This number
refreshes whenever a new chapter begins. In addition, only Factions and the Dungeon Master
one active settlement may be the focus of orders for a given While only the player character heroes have faction ratings,
faction in each chapter, or a penalty of –2 is assigned for all at various points in the adventure, you may decide to
faction checks relating to that faction for that chapter for have various factions conduct their own actions within
each additional settlement. Thus, if the heroes give orders settlements. For the most part, this should be limited to
to the Knights of Solamnia in Merwick and the Knights the “enemy” factions—the Whitescale Society, Knights of
of Solamnia in Solanthus, all Knights of Solamnia faction Neraka, the Wichtlani Ghoul Cult, and the Malfesan Horde
checks are made at –2. (before Two-Faced Grom is beaten). Don’t worry about
In Chapter Seven, the limitation of one active their chance of success unless it comes down to a potential
settlement per faction is lifted; the heroes may coordinate conflict with the interests of the heroes. In situations where
Factions and Intrigue 23
you need a faction rating for a faction check, default to +5 Effect: 1d20 + faction’s offensive bonus, DC = 10 +
plus 1 for each chapter the heroes have completed. population level or faction’s defensive bonus. Success
In Chapter Seven, the Whitescale Society (and reduces population level or opponent faction’s military
potentially the Wichtlani Ghoul Cult) stage attacks on level by one. If the DC is beaten by 10 or more, population
various settlements along the path of the Gale. These level or opponent’s military level is reduced by two. If
attacks are carried out without the need for these factions the DC is beaten by 20 or more, population level or
to first muster forces in the settlements. Their offensive opponent’s military level is reduced by three.
bonus is provided. If the heroes have factions active in Rating Modifier: If the attack fails, faction rating drops by
those settlements or are able to muster or infiltrate the –1. If the attack succeeds, faction rating increases by +1.
settlements to help defend them, they can react with
Defend or Mitigate actions as needed. Otherwise, the Defend [Military]
enemy forces make a direct attack upon the settlement’s The faction actively defends itself or the community’s
population level or government level and try to eliminate population against military aggression from another
them. faction.
Cost: 1 action for each attack defended.
Faction Orders DC: 10.
The following orders are generally available to any faction, Prerequisites: Muster success (or preexisting army).
although some factions are more capable than others of Effect: May be used in place of any other action if the
achieving the results needed. The faction rating of the faction or community is attacked. When targeted by
heroes will determine how successful they are at issuing an attack order from another faction, DC of the attack
the order. increases by 1/2 the amount the faction check exceeded the
Here is the format for the faction orders: Defend DC (round down).
Rating Modifier: If the opponent faction’s attack succeeds,
Faction Order [Military/Social] faction rating decreases by –1. If the opponent faction’s
Description of the order in plain language. attack fails, faction rating increases by +1.
Cost: Cost in number of actions. If the cost in actions
exceeds the faction’s current military or social level in the Infiltrate [Social]
settlement where the action is being performed, that order The faction places agents into the community to monitor
cannot be carried out. and influence political activity.
DC: Target difficulty for faction checks. Cost: 3 actions.
Prerequisites: Requirements for this order to be issued. DC: 25 minus population level of settlement.
Effect: Effects of the order. Prerequisites: None.
Rating Modifier: Changes (if any) to the heroes’ faction Effect: Positions the faction in the community and allows
rating. the use of other social actions in that turn (minus cost of
infilitration). Allows heroes to use faction checks instead of
Agitate [Social] Gather Information checks in infiltrated community. If the
The faction turns the attitudes and opinions of the general settlement is already active, an infiltrate order will improve
population against another faction within the community the faction’s Social Level in that settlement by +1.
or against the community’s own government. Rating Modifier: If the infiltration fails, faction rating
Cost: 1 action, +2 for each additional agitation. drops by –1. If the infiltration succeeds, there is no change.
DC: 15.
Prerequisites: Infilitrate success. Investigate [Social]
Effect: 1d20 + faction’s offensive bonus, DC = 10 + Faction agents work to uncover political or social
government level or opponent faction’s defensive bonus. information.
Success reduces government level or opponent faction’s Cost: 1 action.
social level by one. If the DC is beaten by 10 or more, DC: 15 (assess) or determined by Knowledge or Gather
government level or opponent’s social level is reduced by Information DC (investigate).
two. If the DC is beaten by 20 or more, government level Prerequisites: None.
or opponent’s social level is reduced by three. Effect: Determines what the Social Level of a given faction
Rating Modifier: If the agitation fails, faction rating drops is within the settlement. If the assess function of this order
by –1. If the agitation succeeds, faction rating increases by beats the DC by 10 or more, all Social orders from now on
+1. gain a +1 bonus to checks (faction checks and offensive/
defensive checks). This order may also be used in place of
Attack [Military] any bardic knowledge, Knowledge (local), sailor lore, or
The faction stages an attack upon another faction within Gather Information check if the information required is
the community or directly upon the community. at least somewhat related to the areas of expertise of the
Cost: 1 action, +2 for each additional attack. faction and of a social or academic nature.
DC: 15. Rating Modifier: No change.
Prerequisites: Muster success (or preexisting army).
24 Factions and Intrigue
Mitigate [Social] 1d6 months Table: Government Levels
The faction actively defends itself or the community’s to become Type Government
Level
government against social pressure and agitation from restored to its
another faction. original level, Conventional 4
Cost: 1 action for each agitation mitigated. and each level Monstrous 3
DC: 10. of government Nonstandard 3
Prerequisites: Infiltrate success. takes 1d3 Magical 4
Effect: May be used in place of any other action if the months.
Lawful Alignment +1
community or faction is agitated. When targeted by an
agitate order from another faction, DC of the agitation Faction Chaotic Alignment –1
increases by 1/2 the amount the faction check exceeded the Population Level 3 or less –1
Mitigate DC (round down).
Combat
Population Level 6 or more +1
Rating Modifier: If the opponent faction’s agitation One of the
succeeds, faction rating decreases by –1. If the opponent major reasons
Table: Population Levels
faction’s agitation fails, faction rating increases by +1. the heroes will use
Size Population Level
the Faction System
Muster [Military] is to conduct Thorp 1
The faction assembles an armed force or militia in the faction combat. Hamlet 2
community. This can be either Village 3
Cost: 3 actions. military or social Small Town 4
DC: 15 plus population level of settlement. in nature, or both.
Large Town 5
Prerequisites: None. If the community has been infiltrated Faction combat
by the faction already, reduce DC of faction check by –5. takes several days Small City 6
Effect: Gives the faction access to its military level in the to accomplish, as Large City 7
community and allows the use of other military actions reflected by the Metropolis 8
in that turn (minus cost of muster). If the settlement is costs of the Attack
already active, a muster order will improve the faction’s and Agitate actions. Successful faction combat reduces
Military Level in that settlement by +1. or eliminates the presence of a faction in a settlement
Rating Modifier: If the mustering fails, faction rating drops or reduces (or protects) the government or people of a
by –1. If the mustering succeeds, there is no change. settlement. This represents a degree of influence that hasn’t
been possible in the campaign until this point. Faction
Recon [Military] combat is essential in Chapter Seven: The Fury of the
Faction agents uncover strategic or military information. Gale, where the Whitescale Society conducts attacks upon
Cost: 1 action. settlements along the path of the Gale. In earlier chapters,
DC: 15 (assess) or determined by Knowledge or Gather faction combat has other effects which are detailed below
Information DC (investigate). under “Effects of Faction Combat.”
Prerequisites: None.
Effect: Determines what the Military Level of a given Military vs. Social Faction Combat
faction is within the settlement. If the assess function There are two basic forms of faction combat: military,
of this order beats the DC by 10 or more, all Military which relies upon armed forces, militia, strategic strikes,
orders from now on gain a +1 bonus (faction checks and and uprisings; and social, which depends upon intrigue,
offensive/defensive checks). This order may also be used diplomacy, propaganda, and espionage. Each has specific
in place of any bardic knowledge, Knowledge (local), consequences that translate to longer-term effects in the
sailor lore, or Gather Information check if the information campaign.
required is at least somewhat related to the areas of
expertise of the faction and of a military nature. Initiating Faction Combat
Rating Modifier: No change. Faction combat may be started by the heroes or by you
as Dungeon Master, depending on the circumstances
Government and Population Levels and how difficult you want to make the heroes’ lives.
Each settlement has a government level and population If the heroes initiate faction combat, it costs a number
level based on the size of the settlement and its government of actions as described under the Attack and Agitate
type. Refer to the above tables to determine these for order descriptions. Multiple attacks or agitations may be
settlements as needed. If a settlement is ever reduced undertaken as part of one overall order, although this costs
to a population level of 0, the settlement is effectively more actions. Some actions should be set aside for Defend
destroyed, and its remaining population is scattered or or Mitigate actions in response to any potential response
forced to become refugees. If a settlement is ever reduced from opposing factions. These don’t need to be declared
to a government level of 0, it is lost to anarchy or overcome at the same time that faction combat is initiated, but if the
by civil war and unrest. In either case, the settlement will Attack or Agitate orders use up all of the faction’s actions,
take months to recover; each level of population takes they may be defenseless.
Factions and Intrigue 25
Unlike normal D&D combat, there is no Initiative Table: Offensive and
roll for faction combat. The faction that initiates Defensive Bonus Modifiers
combat is the one that makes the first offensive move. Situation Offensive Modifier Defensive Modifier
If there is some question as to who initiates, or if Faction is lawful +0 +1
multiple factions are being used, the order in which Faction is chaotic +1 +0
offensive actions takes place is in order of Military or Heroes are in settlement +1 +1
Social Level, highest to lowest, depending on the type
Faction leader is in settlement +1 +1
of faction combat. If there are ties, make a single d20
roll for each faction with the winner of the contested Support from allied faction +1 +2
roll going first.
conducting both military and social offenses at the same
Offensive and Defensive Bonus time there is a greater chance of overcoming the faction or
A faction’s offensive and defensive bonuses are based settlement.
on their Military or Social Level in that settlement plus
modifiers; refer to the accompanying table for offensive Effects of Faction Combat
and defensive strategy modifiers. This bonus is applied to Faction combat may result in the reduction of a
a d20 roll for each Attack or Agitate action that is taken, settlement’s population level or government level (if
as described in the appropriate order descriptions. If the targeted against the settlement itself) or a faction’s Military
settlement has no opposing faction, it has no offensive or Level or Social Level (if targeted against a faction).
defensive bonus, and the settlement defends against faction Reducing a settlement into ruin or anarchy makes it
combat with its population level (against an Attack order) impossible for anyone to conduct normal trade or sustain
or government level (against an Agitate order). any level of faction influence over the settlement—the
In Chapter Seven: The Fury of the Gale, the heroes settlement ceases to function. Likewise, reducing faction’s
may gain a bonus to their offensive or defensive strategy presence in a settlement reduces its own influence over the
against Frost’s forces, as determined by the results of the settlement. A faction with a Military or Social Level of 0 in
Ice Key in Rasca’s Calatina reading (see “The Calantina” in a settlement is unable to carry out Military or Social orders
The Dragon and the Elflord, page 17). (as appropriate). A faction can still function if one of its
two levels is 0, but if both are 0, then the faction’s presence
Multiple Factions in the settlement is eliminated.
More than two factions could be involved in a faction
combat. If the heroes succeed at Attack or Agitate orders
for two or more factions, they can become allied and
coordinate their efforts; likewise, two or more factions
can Defend or Mitigate an offensive faction. The heroes
should choose one faction to be the primary offensive or
defensive faction. Supporting factions add to the offensive
or defensive bonus, as detailed in “Table: Offensive and
Defensive Bonus Modifiers.”
Alternately, one faction may initiate or defend against
a military attack, while another initiates or defends against
a social attack. Coordinated offenses of different types do
not combine for the purposes of faction combat, but by
Isn’t This Too Complicated?
Y ou may find the rules for the Faction System aren’t
suitable for your players and your own DM style.
It’s also possible they’re too fidgety, too abstract, too
(such as finding something out, causing trouble in
a settlement, or the like), simply have them make a
faction check against a difficulty you assign yourself.
much work, or too hard to understand. Don’t worry— You can have them use their faction rating in place of
this adventure plays just fine without using factions for a Bluff, Diplomacy, Gather Information, Intimidate,
anything more than determining how well the heroes or Knowledge check if the subject matter or areas of
stand in relation to the various groups they interact expertise match the faction’s role.
with. Above all, this adventure is supposed to be
To simplify matters even further, keep track interesting and engaging for your players. If the game
of the faction ratings the party has with the eight is being bogged down by excessive book-keeping or
factions in the adventure and, when they want to do details, wave a hand and move on!
something with a faction instead of doing it themselves
26 Factions and Intrigue
Chapter One: Marsh and Tree to Kalaman
T hat you brought the power of Chemosh into this
realm, and allowed the elven mystic to invade our
most sacred of havens, we forgive you,” the ghostly
dragon says, his majestic voice deep and resonant within your
minds. “However, a greater crime has been committed here.
of the Lance and their erstwhile ally, absconded with the
five ancient skulls of the good dragon ancestors. The
heroes have been given two tasks by the spirit dragon
guardians of the Graveyard—take the Tears of Mishakal,
holy relics of the goddess of healing, to Kalaman, and then
You have been deceived.” follow the trail of Gilthanas.
Assume that the heroes all have recovered and rested,
Seraph, the gold spirit dragon prepared necessary spells or items, and are ready to travel
Epilogue of Spectre of Sorrows south to Kalaman. When you are ready to begin, read or
paraphrase the following:
Chapter Synopsis
In the opening chapter, the heroes make their way with the
Tears of Mishakal to Kalaman to give the artifacts to the
Y ou stand atop the great granite cliffs of
Nordmaar’s western coast, overlooking
the Turbidus Ocean, warmed by a late summer
Prophet of Mishakal. To do so, they must cross through the wind. The moons have sunk low over the
Shadowglades, the lands of the green dragonlord Fume, horizon, mute observers to your ascension
or navigate the dangerous Goblin Coast; however they from the waves and the Dragons’ Graveyard.
will have an opportunity to stop along the way to rest and To the east lie the Horselands and southwest
recuperate. along the coast you can make out the estuaries
Once in the city, the heroes are made aware of great and saltmarshes of the Shadowglades. Further
forces aligned against them, and they can pick up the trail to the south are the cloud-capped peaks of the
of Gilthanas and the stolen dragon skulls. Before they Astivar Mountains, rising above the Woods
leave, assassins attack the heroes, perhaps offering more of Lahue. Far away, beyond the Shadowglades
clues. and at the mouth of the great Vingaard River,
This chapter also features a fortune-telling session is your destination—the Lordcity of Kalaman.
which serves to set up the rest of the adventure. Locations,
motivations, and clues surrounding the bigger picture of
the adventure are revealed in this way, making it a pivotal The Situation: Characters that succeed at a DC 20
event in the heroes’ quest. Survival check realize that a great deal more time appears
to have passed outside the Dragons’ Graveyard than the
On the Shores of the Turbidus heroes experienced within that pocket dimension. The
Current Date: 1st day of Sirrimont (Summer End), 422 current date, based on the position of the stars and the
AC. This date, and the moon phases below, represents phases of the moons, is four months later than when the
a passage of 4 months from the point at which the heroes went in. A DC 20 Knowledge (the planes) check
heroes entered the Dragons’ Graveyard in Chapter Seven allows a recollection that the Dragons’ Graveyard itself is
of Spectre of Sorrows. Adjust these dates and phases timeless; apparently, restoring it with the Tears of Mishakal
accordingly if you played through Spectre of Sorrows and re-establishing its connection to Krynn has caused a
previously. mild eddy in the River of Time.
While this should pose no immediate problem to the
Phases of the Moons heroes in terms of their own status, it does mean that
Solinari: 4th day of Waxing, First Quarter. events have transpired outside in the meantime. Gilthanas
Lunitari: 4th day of Low Sanction, New Moon. now enjoys a three week lead, as an examination of the
Nuitari: 1st day of Waxing, First Quarter. area near the shore will reveal. With a DC 36 Survival
check, Gilthanas’s trail can be picked up from the
(The above dates and phases of the moons are shoreline, heading up into the cliffs and to the southwest,
approximated, although you are encouraged to keep track in the direction of the Shadowglades. This is perhaps the
of both for the purposes of pacing the adventure and for more difficult option, given how old the trail is, so the
the possible effect the moons may have on wizards.) heroes may have more luck with divination magic. Refer to
the “On the Trail of Gilthanas” section in The Dragon and
Scene: Getting Started [EL 14] the Elflord chapter for guidance on resolving this.
The adventure begins outside the newly restored Dragons’ Creatures: The heroes will not be able to tarry long,
Graveyard on the western coast of Nordmaar. The heroes however. Knowing that they would eventually leave
defeated Caeldor the Betrayer, a servant of Chemosh, in the Dragons’ Graveyard, Gilthanas has hired a band of
the climactic finale of Spectre of Sorrows, but the victory bloodthirsty and ruthless Estwilder ogres to watch the
celebration was short lived. Gilthanas, the legendary Hero area. There are six ogre mercenaries, each mounted on
Marsh and Tree to Kalaman 27
enormous spider eater mounts and equipped with lances. and worse came ashore beside Haant and swept through
Gilthanas expects these ogres, known as the Essekars, to the village, leaving no one alive. For forty years, it has
do little more than slow the heroes down, but they may stood alongside the Turbidus Ocean as a bleak reminder
present a fairly challenging battle for the player characters. of the horrors of the Summer of Chaos. At various points
m Essekar ogre mercenaries (6): hp 61, page 288. in recent history, it has been a refuge for bandits, ruffians,
m Advanced spider eaters (6): hp 125, page 288. outlaws, and monsters, all of which are transient. In the
Tactics: The Essekars prefer hit-and-run tactics, past four months, it has served as the base of operations of
charging against opponents with lances and directing their the Essekar ogre mercenary company, and it was the first
mounts to sting, then wheeling around for another strike stop Gilthanas made after leaving the Dragons’ Graveyard
the following round. At least two ogres hang back each and heading for Kalaman.
round, watching the battle and staying alert for signs of Haant is mostly light rubble with 3 ft. high stone walls
spellcasters or characters with obvious magic items. If a circling the town, all in terrible condition. Four stone
spider eater is killed, its rider will leap free and switch to buildings in the middle of town house the soldier’s mess,
his falchion; if an ogre is killed, his mount is trained to the billet, the spider eater stables, and the stores. The
attack the character who was last in melee combat with storehouse is locked (Open Lock DC 26) but contains
him. The Essekars understand the merits of a strategic nothing more than basic supplies and dried foodstuffs.
withdrawal if they are reduced to half their numbers. There are no more spider eaters in the stables; all six were
Development: If the heroes capture one or more of the taken south on the mission for Gilthanas.
Essekars for questioning after the battle, they are only able
to provide limited information. A captive’s base attitude Getting to Haant
is Unfriendly. The Essekars were given payment in the Haant is only twenty miles northeast of the Dragons’
form of four chests of steel and silver coins, stowed in the Graveyard, around the coast. It is not difficult to find;
ruined town of Haant twelve miles along the coast; they surrounded by light woods and a low escarpment, and
do not know the identity of their employer, only that he right on the edge of the water, any character that makes
was elven, knew the heroes would be here, and was headed a DC 20 Knowledge (geography) or Survival check (the
for Kalaman. If the heroes use more intensive means, such latter if using Track to follow the sketchy path of the
as divination magic or compulsions, it should not be too Essekar) can make a direct line towards the ruins. The
difficult to piece together that it was Gilthanas. They may journey will take 4 to 6 hours by foot or wagon, half that if
also choose to head north to Haant, where the rest of the mounted.
Essekar ogres are camped along with the treasure.
People to Meet in Haant [EL 15]
Adventure Site: Haant The current residents of Haant are the Essekars, ogre
Haant is a former fishing village of the Cuichtalic tribe. mercenaries who operate along the northern coast of
During the Chaos War, shadow wights, daemon warriors, Ansalon and south into Estwilde. Although the entire
28 Chapter One
company was hired by Gilthanas to conduct an ambush, strength and power, but they will quickly tire of clever
only six of the fifteen mercenaries actually departed to talk, manipulation, and guile. The heroes might gain their
do so. The remaining Essekars won’t be expecting the assistance for a short term, provided they can enforce it.
heroes, but they are always relatively prepared for an attack
as a simple precautionary measure. The Essekars have a Leaving Haant
working arrangement with a cunning behir who lived in The heroes should be able to leave Haant relatively rested
the ruins before the ogres arrived; they keep the behir well- unless things go badly for them or more Essekars return
stocked with wild game and flintrock (which the behir uses to the camp. In all likelihood, the heroes have eliminated
to keep its breath weapon active), and the creature helps the Essekar presence in the north. Of course, if the heroes
them keep their camp protected. allied with the Essekars, the mercenaries remain a potential
The Essekars maintain three watch posts 150 ft thorn in their sides, especially if the alliance is not backed
equidistant from the crumbling outer walls of the ruins. up by regular threats or payments.
Each post is a kind of treehouse, 15 ft. up a sturdy oak, Haant has a jetty and access to the water for boats if
and has room for one Essekar ogre. An Essekar on watch the heroes are able to come up with one. This might be
gains a +2 bonus to Spot checks because of preparation, preferable to journeying another half-day to Pentar if the
familiarity, and positioning. If anyone is seen approaching, party is anxious to get moving. Pentar has much larger
the ogre will make a high-pitched wail not unlike the vessels available, plus a substantial market for goods and
sound of a wounded animal. The other six Essekars in services, but if the heroes are taking the seaward route to
Haant will be alerted and armed with at least one ogre Kalaman, the choice is there to make.
riding the Essekar’s behir ally into combat.
m Essekar ogre mercenaries (9): hp 61, page 288. Leaving the Shores
m Behir: hp 94, Monster Manual. Eventually, the heroes need to move on, especially now that
events are beginning to unfold elsewhere. The adventure
Things to Do in Haant assumes that they will head overland towards the Lordcity
The heroes will be able to locate and recover the payment of Kalaman. This will take them either through the
Gilthanas made to the Essekars for their services. A DC Shadowglades (heading southwest) or the Woods of Lahue
25 Search check (DC 15 if the Essekars are persuaded to (heading due south) before crossing the Qwalmish North
help) will lead them to a covered pit near the Essekar’s Shore into Kalaman at the mouth of the Vingaard. The
billet, one of the only buildings still standing in the ruin. heroes may also seek to acquire a ship, which will require
There, the four chests of steel and silver coins can
be found—stowed eight feet down in the pit and
covered in a foot of sand. The total value is 12,000
stl in four 3 ft. long iron-banded chests, each of
which weighs 120 pounds. Gilthanas arranged
delivery of this payment through Ekatrine, a
guildmistress in Kalaman (see area KA6 in the
Kalaman section, later in this chapter.)
As well as raiding the Essekar’s camp, the
ruins of Haant may serve as a resting stop before
continuing north to Pentar. You may want to
expand the ruins if the heroes are hungry for a
little more excitement—the ruins were originally
attacked during the Summer of Chaos, plagued
by shadow wights and other hideous creatures.
The behir has its lair here, but perhaps the ruins
hold other dangers beneath. Alternately, there
may have been other Essekar ogres in the region
on their way back to Haant after carrying out
more paid work. The Essekar trained and stabled
their spider eater mounts in Haant, so a cache of
spider eater eggs, valuable in a larger market like
Kalaman or Pentar, could themselves constitute
a reward if you throw other challenges at the
heroes.
One last option is that the heroes choose
not attack the Essekars, but try to ally with
them. The Essekars don’t count as a faction,
but their assistance might prove useful in later
parts of the adventure. The Essekars respect
Marsh and Tree to Kalaman 29
Travel houses, with a handful of expensive villas made of fire-
From Haant Pentar Ohme Border Keep baked clay bricks along the coastal ridge.
(12 miles) (50 miles) (55 miles)
Walking (20’) 6 hours 3 ½ days 3 days Getting to Pentar
A trade road runs along the coastline from Haant to
Walking (30’) 4 houts 2 ½ days 2 days
Pentar. The road is packed earth, remarkably well-kept
Horseback 3 hours 2 days 1 ½ days
for a highway that no longer sees much use. By road, the
journey from Haant takes about 3 or 4 hours if mounted
Flight (40’) 3 hours 1 ½ days 1 ½ days (depending on the mount), 6 hours by wagon or walking
unencumbered, or 9 hours when walking encumbered.
them to head north to the city of Pentar (or use the jetty at The heroes’ journey will be uneventful, but an open
Haant, assuming they can come up with their own vessel). highway alongside a thick jungle and rolling hills makes a
They may decide not to go to Kalaman at all, which will tempting ambush site if they seem to be in need of some
require some additional work on your part. additional excitement.
• The Shadowglades: Heroes who decide to enter the Pentar is surrounded by a 15 ft. high horseshoe-shaped
Shadowglades will be given a chance to stop at the town of wall of stone that extends out into the water on both sides.
Ohme, which is raised up on stilts and boardwalks at the There are gates to the south (at the end of the highway), to
northeastern corner of the marshes. If this is their route, the north (towards Jotan), and to the southeast (towards
refer to the Shadowglades section further in this chapter. Willik). Gates are patrolled at all hours of the day and
• The Woods of Lahue: If the heroes take this route and night by the Seaguard of Pentar, a volunteer militia
avoid the marshes, they will pass by the Legion-held fort partially funded by maritime profits. Arriving after dark
of Border Keep and into Lorrinar’s realm of Lahue on the will not prevent the heroes from gaining entry to the town,
slopes of the Astivar Mountains. If this is their route, refer but it will mean standing around for about a half hour
to the Woods of Lahue section. while the militia go over their belongings, check with their
• Overland Flight: It’s possible the heroes will simply captains, and agree to a gate tax (which will probably be
take to the air with spells or magic and travel to Kalaman around 5 stl per head, plus 5 for each mount or wagon—
that way. This will still take them over the Shadowglades twice that of the daytime tax).
or Woods of Lahue, so refer to the appropriate
information in those sections.
• By Sea: Enterprising heroes might try to
take a boat, ship, or other vessel (including
underwater travel) around the Goblin Coast
and into Kalaman Bay. If they choose to go
this route, the heroes will be able to acquire
seaworthy boats or charter a merchant ship in
Pentar. Refer to the Pentar adventure site below
for more details, and the sidebar “Around the
Goblin Coast” on page 32.
Adventure Site: Pentar
The bustling port town of Pentar is one of
Nordmaar’s success stories. Founded in the
early Age of Despair, Pentar grew from a need
for somewhere to stop and make repairs on the
long sea journey between Palanthas and the
Blood Sea isles. It has weathered war, the assault
of the Dragonarmies, and Chaos to emerge as
the home port of hundreds of sailors and ship
captains.
Pentar’s growth is reflected both on water
and land. Its marketplace is literally floating,
consisting of hundreds of ships, dinghies,
boats, rafts, and other vessels connected by
rope bridges and gangplanks. Many visitors
never set foot on dry land, for a number of
converted galleons and caravels act as inns and
taverns; almost all business can be conducted
in the floating merchant dens. On land, Pentar
is a sprawling maze of thatch-roofed wooden
30 Chapter One
Pentar
Pentar (Large Town): Conventional; AL NG; Carpenters; Crimble Sway (NG male civilized human
3,000 stl limit; Assets 723,000 stl; Population 4,820; expert 5/warrior 3), Master of Fisheries; Sister Aspen
Mixed (79% human, 9% kender, 5% elf, 3% minotaur, (NG female half-elf cleric 10 of Habbakuk), priestess
2% dwarf, 1% half-ogre, 1% half-elf). of Chabacuictli; Xipolli (NG male civilized human
Authority Figures: Toltecatl (NG male civilized mariner 4/expert 4), floating innkeeper.
human noble 9/bard 2) is the singular leader of the Factions: None
Cuichtalic tribe in Pentar and thus the town’s governor. Seaguard of Pentar—Pentar’s volunteer militia
Important Characters: Ahuictala (N female civilized consists of the following: civilized human mariner 6 (1),
human mariner 6), Mistress of the Docks; Yem civilized human mariner 3 (3), civilized human mariner
Garrowhook (LN male hill dwarf expert 7), Master of 1 (12), civilized human warrior 1 (220).
People to Meet in Pentar If the heroes choose to visit Pentar, they might ask
Most of the people in Pentar are sailors, merchants, or the after Gilthanas in the inns and taverns of the floating
people who provide services to sailors and merchants. The marketplace. The elflord is well known here, but he
heroes are likely to run into (or afoul of) one of the Town hasn’t visited in almost 16 years, when he was Governor
Masters, the heads of various professions in Pentar who of Kalaman. Nobody has seen him in the area nor have
work directly for Governor Toltecatl. Together the Town they anything more useful to offer the heroes in the way
Masters and the governor form Pentar’s authority, and of information. There is, however, plenty of talk about
they can usually offer dispute resolution, advice, threats, or the explosive growth and prosperity of Kalaman. Most
whatever else is needed based on the actions of miscreants. merchants credit the Holy Order of Shinare for this. The
Toltecatl himself is the surviving brother of a set of old salts on the docks point to the efforts of the Ergothian
identical twins. To his constant despair, nobody in town Merchant Marine’s fleet of tallships, carrying trade and
remembers his brother who, according to tradition in information all around the northern coasts of Ansalon and
Pentar, served as co-governor. Shadow wights took his even braving the dangers of the Ergothian Straits despite
brother and the rest of his family during the Summer of Frost’s ongoing threats.
Chaos, and the power of oblivion has left Toltecatl as the Pentar is an ideal place for the heroes to run into Rasca,
only person living who remembers them. The people of the Calantine scholar (see the sidebar “Signposts: Meeting
Pentar think Toltecatl is either mad or just very stressed; Rasca”, page 46). If you are sure the heroes are going to
their governor insists that painters and sculptors creating avoid an overland trip to Kalaman, it’s essential that the
Toltecatl’s likeness also include his brother, and Toltecatl half-kender be encountered in this town or accompanies
always refers to himself in the plural (“We agree that this is them as a fellow passenger.
a good idea” or “We are pleased you like our town”).
Leaving Pentar
Things to Do in Pentar Once the heroes have secured a ship or decided to move
There are two major reasons to be in Pentar. One is to get on, they’ll be able to leave Pentar behind with only a 15 stl
a ship. There are seven vessels in port, five of which are per head departure tax. They can avoid this if they remind
headed around the coast to Kalaman. Passage to Kalaman the Mistress of the Docks that they are legendary heroes
takes four days and costs 20 stl per passenger, half that and are only trying to carry out a mission for the Holy
for each horse or wagon. It’s up to you to determine Order of Mishakal. Alternately, the heroes could sneak out
whether there is anything more to this arrangement than of town, leave via magic, or bribe their way out. Tailor this
a simple exchange of money for ship’s passage, such as to the personality of your group’s characters; noble and
trying to negotiate between ship’s captains or worrying upright heroes are more likely to just pay the tax and leave.
about hauling a dragonlance on board a sailing vessel. The
Travel
journey itself should be more challenging than the process
From Pentar Ohme Border Keep Kalaman
of booking passage. (62 miles) (70 miles) (200 miles)
The second reason to be in Pentar is to make use of
its marketplace: restocking supplies, making repairs to Walking (20’) 4 days 3 ½ days —
damaged equipment, or seeking professional services. Walking (30’) 3 days 2 ½ days —
Pentar doesn’t have anything in the way of mageware
supplies, but it does have mundane services that cater to Horseback 2 ¼ days 2 days —
wizards and sorcerers such as bookbinders, apothecaries,
herbalists, and goldsmiths. Clerics of Habbakuk will find Flight (40’) 2 days 2 days 4 ½ days
their Holy Order represented here quite strongly, although
Zeboim and Shinare also have many adherents in the town. Ship — — 4 days
Marsh and Tree to Kalaman 31
Around the Goblin Coast
T he Goblin Coast of northern Estwilde consists
of the entire coastline around the Shadowglades
from Haant to Kalaman Bay, including the Troll Bluffs
289.
m Hobgoblin pirate captains (2): hp 75, see page
m Goblin pirates (20): hp 44, see page 288.
and much of the western coast of the Qwalmish. This m Goblin oarsmen (48): hp 5, see Monster Manual.
stretch of coastal waters is known for its ferocious Tentacles in the Storm [EL 13]: As evening
storms and dangerous tidal sandbars, a result of the approaches on one day of the journey, the weather takes
Turbidus Ocean’s warm air currents and the progressive a turn for the worse. The wind picks up; rain starts
nature of the Shadowglades’ swamplands. It is also to pelt the decks of the heroes’ vessel, and thick gray
plagued by goblin pirates who have taken to preying on clouds roll over the water. This is no ordinary storm,
vessels coming into Kalaman Bay. however. It’s the work a kraken that is manipulating
If the heroes are taking a ship around the Goblin the weather in order to cover its advances toward
Coast instead of taking the overland route, you may the player characters’ ship. As soon as the weather
wish to find a way to incorporate some adventures reaches torrential rain strength, the kraken strikes from
to make up for the lack of major encounters in the below, sending its tentacles up to snatch away hapless
Shadowglades or Woods of Lahue. The following crewmembers or foolhardy heroes. Alternately, the
adventure hooks should provide you with a place to kraken may attempt to damage the ship enough that it
start. capsizes; if this happens, see the next adventure hook.
Goblin Pirates [EL 14]: As the heroes’ vessel rounds m Kraken: hp 290, see Monster Manual.
the northwestern cape of the Shadowglades, one of Shipwrecked! You might decide that as a result of
the sailors spots a quartet of sails approaching from monstrous weather, attacks by creatures of the sea, or
shoreward. These are veteran goblin pirates (NE goblin sabotage on the part of a stowaway NPC, the heroes’
warrior 8) led by a pair of seasoned hobgoblin captains ship takes on too much water or its hull becomes
(LE hobgoblin mariner 10). Each captain directs the breached. The captain orders all hands to abandon
actions of two boats apiece; each boat is crewed by ship a mile from the shore, and the heroes will have
five goblins with twelve lesser goblin thugs at the oars to struggle to get their equipment, make preparations,
belowdecks. The goblins’ tactics are fairly simple— and make it to dry land. Of course, this will more than
surround the boat, throw grapples, and board it! Half of likely end with the heroes pulling themselves onto the
the goblins are armed with heavy crossbows; a supply of muddy slime of the Shadowglades, taking them into
pitch and a blazing torch to light it is available on each that section and the horrors that await them in the dark
pirate boat. This means the goblins can send volleys of marshes.
flaming crossbow bolts if needed.
Unscrupulous or anti-authoritarian heroes may enjoy a Whole stretches of the Qwalmish coast were flooded with
less law-abiding means of departure! brackish seawater, turning somewhat pastoral and rustic
northern Estwilde (and hundreds of miles of sea floor)
The Shadowglades into fetid and marshy swamp.
This section details the route through the treacherous The swamp has grown larger with each passing decade.
marshes of the Shadowglades. Much like the Great Moors Towns and villages on the outskirts have been engulfed by
of Nordmaar, the Shadowglades are virtually impenetrable the inexorable expansion; others, like Ohme, have learned
in places. Dark magic has in the past held this region in a to cope. Despite these changes, the people of the region
tight grip, and it remains troubled by arcane befoulment. were nevertheless able to count their blessings until the
The greatest threat to the heroes comes about as a result of Dragonarmies surged out of Neraka and took Estwilde as
this magical influence, which challenges the safety of the a border realm. Soon after, rumors of Black Robe wizards
heroes and the innocents they meet in the swamp. conducting unspeakable rituals in the northwestern corner
of the Shadowglades reached the attention of the Orders of
History of the Shadowglades High Sorcery. Between invasions, magical rites, the ravages
The northern shores of Estwilde are known as the of the Summer of Chaos, and ever-increasing stretches
Qwalmish and held great promise prior to the Catalcysm. of murky swamp, the Qwalmish is most definitely not a
Although the region’s inhabitants were somewhat destination of choice for most Ansalonians.
superstitious and provincial, trade between Istar and The events of the Chaos War almost forty years
Solamnia fed the coffers of tribal chieftains and local ago unleashed the region’s most insidious and hidden
governors, and thriving communities grew rapidly. This danger. Situated on the edge of the Turbidus Ocean, the
came to an abrupt halt when the fiery mountain struck Shadowglades were in close proximity to the initial surge
Istar and the waters rose out of the Turbidus Ocean. of chaotic power that erupted when the Irda released
32 Chapter One
Chaos’s fiery aspect from the Graygem. This wave of and weeds. The following outlines the basic issues facing
energy interacted with dormant experiments abandoned overland movement in the Shadowglades.
by the Black Robe wizard Tarligor years earlier. One of
his experiments, a kind of semi-intelligent fungus, was Travel by Land
infused with generative power and began to grow rapidly. The Shadowglades region is considered trackless terrain
The fungus has achieved sentience and covers a huge area for the purposes of foot or mounted travel (x1/2 speed),
underneath the Shadowglades. Its unique and monstrous although in the shallower edge of the swamp (which
influence is now felt in the swampland communities of includes all terrain up to 5 miles into the swamp) a DC 15
Lor-Tai tribesmen and goblins. Survival check will allow a character to lead a party along
makeshift trails and natural walkways at an improved
Travel in the Shadowglades rate (x3/4 speed). No natural paths remain stable enough
Important Rules: Overland Movement, Chapter 9: deeper into the swamp for this to be an option. Typical
Adventuring in the Player’s Handbook; Survival skill, travel time is 8 hours per day; nighttime travel in the
Chapter 4: Skills, in the Player’s Handbook; Marsh Terrain, Shadowglades is significantly more hazardous due to
Chapter 3: Adventures in the Dungeon Master’s Guide. the darkness and nocturnal predators (see Random
The swampy terrain of the Shadowglades varies Encounters).
depending on how far into the swamp (and how close to
the Turbidus Ocean) the heroes venture. For about five Travel by Boat
miles along the inland stretch of the swamp, shallow bogs If the heroes acquire a flat-bottom boat or individual
and wide tributaries can be negotiated while mounted kayaks and canoes, they can make use of the waterways in
on horseback or in flat-bottomed boats. Farther in both the shallow and deeper reaches of the Shadowglades.
the swamp, however, the bogs are much deeper; the Boat travel is considered unhampered in the deeper
undergrowth is thick and chokes the waterways with vines reaches, more than 5 miles into the swamp; in the shallow
The Shadow under the Swamp
T he mycotenebral fungus is a pervasive network of
“brains” connected by countless filaments. Taken
together, it is one of the largest organisms on Krynn.
Monsters and Magic. Some example fungal duplicates
are included in Appendix 2: Characters and Creatures.
These creatures are all capable of generating spores, the
Destroying one brain disrupts the fungal network details of which are repeated below.
but does not kill it. It is nearly impossible to eradicate Mycotenebral Spore Infection (Su): Supernatural
completely, but it can be severely hampered with effort, disease—inhaled, Fortitude DC 23, incubation period
especially once the heroes learn about its existence 1 hour, 1d6 Int and 1d6 Wis. On any day that a victim
and its influence over Ohme and the rest of the takes maximum ability damage from the disease (a
Shadowglades. roll of 6 on Int or Wis damage), or the character’s
Each filament cluster may be treated as a separate Intelligence or Wisdom drops to 2 or less, the victim
creature for the purposes of making attacks upon the immediately moves towards the nearest filament
fungus. A cluster grows beneath the marshy surface of cluster where he or she is drawn below the surface
the swamp at a depth of at least 5 feet. It can extend and cocooned. Before this occurs, a spore-infected
tendrils up to the surface with which it can make individual appears placid, generally slow to respond,
grapple attacks, and it is also able to produce a number and noticeably paler. In the final stages of infection, the
of filament thralls to act as mobile defenses. Filament individual’s skin acquires a clammy, gray apparance and
clusters are surrounded by numerous cocoon-like pods, his eyes, mouth, and nose are swollen and tender.
which it uses to store captured creatures. Some better Mycotenebral spore infection is a powerful
established clusters might have as many as a hundred supernatural effect backed by the Chaos-tainted power
pods scattered in a wide area, connected to the main of the fungus. To eliminate spore infection, the chaotic
body of the fungus by filaments that carry nutrition influence must be broken with break enchantment,
and paralytic enzymes to the captured creature. After remove curse, or dispel chaos (requiring a DC 24 caster
a day of captivity, a creature has provided the filament level check for each spell), after which the spore
cluster with sufficient information for it to be able infection can be magically cured just like any normal
to sprout a fungal duplicate of the creature and send disease. Until this occurs, the ability damage cannot
it to the surface, where it awakes and begins to act be restored naturally, and attempts to do so with spells
independently. such as restoration require a successful DC 24 caster
Filament clusters, filament thralls, and the fungal level check.
creature template are all described in the Appendix 1:
Marsh and Tree to Kalaman 33
Knowledge in the Shadowglades
W hile the mycotenebral fungus is practically
unknown outside of the swamp, there are a
few other useful pieces of information that can be
Knowledge (local), or bardic knowledge checks. The
following table shows the results of an applicable
Knowledge check as it relates to the Shadowglades.
determined through the use of Knowledge (geography),
DC Results
There are two humanoid tribes in the Shadowglades: the Lor-
10 Tai nomads, who are said to be placid humans, and the goblins
of K’chnsynk, who are scavengers and fish-eaters.
There is only one major settlement in the Shadowglades, the stilt-
town of Ohme. This town is only a mile from the edge of the
15 swamp and is built on wooden posts. The residents are suspicious
and insular and contact with the town is infrequent.
Fungus is common in the Shadowglades and reaches
20 prodigious size. Hundreds of spore-producing fruits of a
particular kind of fungus are to be found in the swamp.
Many of the intelligent creatures of the Shadowglades have fallen prey in
25 recent years to an affliction. Nomads are seen wandering aimlessly and lost;
goblins behave erratically. Some seem to have forgotten who they are.
The mysterious affliction of the Shadowglades is connected to the
prolific fungus growth. It’s possible that the spores are causing those who
30+ breathe them in to act oddly. With so many magical experiments being
conducted in the Shadowglades in the past century, anything is possible.
reaches, movement is reduced by x3/4 due to sections of Sorrows and their encounters in Mohrlex’s Great
of shallow water, vegetation, and dry land. Although Moors, the Shadowglades have their own unique hazards
waterborne movement is easier than foot or mounted and challenges in addition to standard swamp or marsh
travel, it can hamper the ease at which characters respond features. Most are magical in origin, the cast-offs of years
to hazards and encounters. Typical travel time by boat or of secret experiments by renegade wizards and the Chaos-
canoe is 10 hours per day. enhanced descendants of mundane creatures. Others are
related to the mycotenebral fungus that has extended its
Travel by Air tendrils throughout the Shadowglades and into many
Flying is the quickest, least-hampered form of travel across communities within.
the Shadowglades. Spells like overland flight (Sor/Wiz 5)
and wind walk (Clr/Mys 6, Drd 7) may be available, and Weather
individual heroes might choose to polymorph (Sor/Wiz 4) In the shallow areas of the Shadowglades, the temperature
into a creature with winged flight. Typical travel time is 8 is only a few degrees warmer than the dry lands to the
hours per day with magical flight, as it is just as tiring as east and south (75 degrees F in the daytime, 60 degrees
other forms of movement and subject to penalties from F at night). In the deeper reaches, it is much warmer
forced marches. Note that because the heroes are bearing (90 degrees F in the daytime, 70 degrees F at night). The
the Tears of Mishakal, spells such as teleport (Sor/Wiz 5, air is sticky and humid throughout the Shadowglades,
Travel 5), ethereal jaunt (Clr/Mys 7, Sor/Wiz 7), transport interrupted on occasion by violent and heavy rainstorms
via plants (Drd 6) or dimension door (Brd 4, Sor/Wiz 4, that seem to come out of nowhere. When it isn’t raining,
Travel 4) will cause the dimensional anchor of the tears to a thick miasma of mist and murk hangs over the swamp.
activate and leave the tears behind. There is rarely enough wind or air movement to carry the
mist away, so even in the middle of the day the sunlight
Features of the Shadowglades that penetrates the haze is weak and washed out.
There are two types of terrain in the Shadowglades based
on proximity to the swamp’s edge. The shallow region Flora and Fauna
extends up to 5 miles into the swamp, is muddy and The Shadowglades are home to a tremendous variety of
spongy, and has anywhere from a few inches to several feet reptiles and insects. Crocodiles of all sizes, poisonous
of water. The deep region is completely covered in water snakes and constrictors, enormous dragonflies and
from three to twenty feet deep. centipedes, and near-constant clouds of mosquitoes are
Although the heroes may have already experienced common. Avian life is scarce, possibly because of the
time in swampy terrain as a result of the events of Spectre inhospitable nature of the waters and the bizarre creatures
34 Chapter One
that have sprung up within the swamp’s depths. Small instrumental in its summoning. The beholder can be
numbers of cranes and marsh hens are found in the dismissed by spells that banish outsiders if the heroes
southern corner of the Shadowglades, rarely venturing can determine that it is extraplanar. It knows about the
north. Large mammals are even less common than birds; mycotenebral fungus but is resistant to its influences.
typically, only rodents make their home in the swamp. Ahuolut should be considered Hostile to all forms of life,
Black bats cluster around cypress trees and mangroves, but will typically observe from a distance for a while before
completely concealing branches. Rats, including dire rats, staging an attack.
form colonies in drier sections near the border of the m Ahuolut, beholder: hp 75, see Monster Manual, but
swamp or around communities of Lor-Tai tribesmen. add extraplanar subtype
The swamp’s largest lifeform is the mycotenebral Black Pudding Colony: This colony consists of a
fungus. This sentient organism takes the form of a vast titanic elder black pudding and four of its offspring. Black
network of filaments that spreads throughout the swamp puddings are usually unintelligent; these are no exception,
underneath the surface of the muck. Clusters of these although the elder ooze is riddled with mycotenebral
filaments form at various points around the Shadowglades, spores and is somewhat more aware than normal. Any
extending up through the surface to form spore-producing encounter with this colony counts as an encounter with
fungal structures. Each of these filament clusters also the mycotenebral fungus, as the elder ooze shares a mild
features several other adapted growths, including bladder- link with the greater organism.
like pods, thicker filaments that can be used to snare or The smaller puddings are located 30 ft. from the elder
grasp creatures above the cluster, and a chitinous mass ooze, forming the corners of a large square area and acting
that encloses one of the mycotenebral fungus’s many as sentinels. The elder ooze can sense immediately if one
interconnected brains. For more information about the of its “children” is attacked or on the offensive, and it will
mycotenebral fungus and its activity, see the sidebar “The direct the other three to move in while it sinks below the
Shadow under the Swamp.” surface of the swamp. If any character gets past one of the
smaller oozes, the elder ooze will move to attack.
Random Encounters m Black puddings (4): hp 115, see Monster Manual.
The chance of a random encounter during the day is 15% m Elder black pudding: hp 290, see Monster Manual.
for the morning, midday, and afternoon periods and 30% Fungal Black Dragons: In recent months, a number
during the evening and nighttime hours. In the swampy of adult black dragons traveled to the Shadowglades in
terrain, encounter distance is usually 2d8 x 10 feet. Except search of a new home after leaving the Great Moors of
for isolated areas, heavy undergrowth, deep bogs, and thick Nordmaar (and the erratic behaviour of Morhlex). Two
mist provide concealment and hinder movement. days later, they fell victim to a mycotenebral plume and
Most encounters are standard; statistics may be found are now trapped beneath the surface of the swamp deep
in the Monster Manual. Specific encounters are described in the interior. Their fungal duplicates are roaming the
below: swamp, acting out a mockery of their templates’ behavior,
Beholder: This creature, like most of its kind found on indiscriminately breathing acid onto trees and swamplife.
Krynn, is not native to the world and exists as an accident When they are encountered, their confused state will
of magic. Its name is Ahuolut, and it has roamed the determine their actions for the most part. This encounter
Shadowglades for twelve years, feeding on wildlife and should prove interesting because, while the creatures look
hapless Lor-Tai nomads. While intelligent and resourceful, like dragons and possess many of their traits, they belong
Ahuolut is also bound to the swamp by chaotic forces to the plant type and are immune to the special abilities of
the Dragonlance of Huma.
d% Encounter Average EL m Fungal black dragons (1d3): hp 199, see page 288.
01-10 Truly horrid umber hulks (1d3) 16 Fungal Lor-Tai Nomads: Bands of fungal creatures that
have replaced Lor-Tai nomads are fairly common in the
11-25 Mycotenebral plume 15 Shadowglades. Each band wanders, zombie-like, searching
for other living creatures to attack. The primary purpose
26-35 Hellwasp fright (2d4+2) 14
of these bands is to enslave other creatures; the fungal
36-50 Fungal Lor-Tai nomads (3d6) 13 nomads spend as long as possible in melee with the heroes,
giving their spores time to infest the unfortunate player
51-60 Black pudding colony* 13 characters.
m Fungal Lor-Tai nomads (3d6): hp 26, see page 269.
61-70 Beholder* 13 Mycotenebral Plume: This is one of hundreds of spore
71-80 Fungal black dragons* (1d3) 14 plumes that rise out of the murk of the Shadowglades
above a filament cluster. A dome-shaped area with a
81-90 Chuul horde (3d6) 15 radius of 60 feet surrounding the plume is saturated with
airborne spores, and any creature that enters the area has
91-00 Roper cluster (1d3+2) 16 a chance of infection (see “The Shadow under the Swamp”
for more information about spore infection). If a creature
* Unique encounter. Reroll if this entry has been encountered before.
comes within 10 feet of the plume itself, the filament
Marsh and Tree to Kalaman 35
cluster beneath it reacts violently with a spore jet, followed the Temple of Gilean, all of the buildings are wood and
immediately by an attack by 1d3 filament thralls. thatched. The exceptions are brick masonry reinforced
m Filament thrall (1d3): hp 174, see page 268. with timber.
Roper Cluster: These creatures are a marsh-dwelling
variant of the standard roper, mutated by the influence of Getting to Ohme
Chaos on the Shadowglades and now living in a symbiotic Ohme is about a mile into the Shadowglades, but there
relationship with the mycotenebral fungus. Each roper is ample evidence of a trail from the north leading to
resembles a grotesque pillar of fibrous tubers, some of the town (DC 5 Survival check). The heroes will need to
which sprout mushroom-like growths with a central eye deal with all of the usual features of the shallow edge of
and long, ropy strands. They are usually found clustered in the swamp, but getting lost on the way to Ohme will be
a group with cypress trees, enjoying a +8 Hide bonus. Like much less likely. Ohme can be seen from a distance of
many other symbiotic creatures in the Shadowglades, an about a half-mile, raised as it is on stilts and surrounded
encounter with a roper cluster counts as an encounter with by wooden walls. Thin trails of smoke and the distant
the mycotenebral fungus. sound of community life will also draw attention to any
m Ropers (1d4+2): hp 85, see Monster Manual. observant characters.
Adventure Site: The Stilt-Town of People to Meet in Ohme
After a number of locals and tribesfolk started to go
Ohme missing in the past year, the residents of Ohme have
Ohme is the largest community in northern Estwilde and determined that it is no longer safe to travel in the swamp.
has experienced rapid growth since the Chaos War. The Once merely insular and suspicious, the town has become
heroes may find it useful to stop and rest in the town. They practically xenophobic. This makes visiting the city quite
may also press the residents for more information about an exercise in cautious diplomacy, for any overt sign of
the region and the swamp itself, but doing so will require a peculiar behavior, customs, mannerisms, or actions that
little diplomacy. seem outside what the Ohmefolk expect will result in a
Ohme began as a collection of brick and wood fearful mob.
buildings with thatched roofs surrounded by a wooden Brother Bartlemas, a cleric of Gilean recently arrived
wall. As the swamp moved in and gradually took over, from Palanthas, is the ranking religious figure in Ohme.
heavy wooden posts and supports were built, and He won over the residents by offering to restore the town’s
dwellings were lifted up above the mud and water. library, such as it is. He swiftly made friends with Brother
Walkways made from wooden planking were constructed Quinn, an Ohme local and druid of Chislev, even offering
between the town’s homes, shops, and the central town to help the terrified druid in protecting the town from the
hall. Now, all of Ohme is elevated, and while several encroaching swamp dangers. Neither priest fully realizes
buildings have masonry foundations below the level of just how dangerous the mycotenebral fungus is, of course.
the wooden elevations, most are now entirely wooden and Miss Prudence and Miss Hortense, who run the “Ohme
supported by posts. Sweet Home” boarding house, are a pair of spinsters who
The town is roughly circular and surrounded by thick should come across as nosy busybodies, asking questions
wooden walls. Wooden ramps lead up 5 feet at three points and following the heroes around the boarding house or
to the gates. Once inside, a wide boardwalk leads into the spying on them through holes in the walls. If the heroes
middle of town. Other than these three major boardwalks, decide to stay in Ohme, this is their only real option. If the
numerous walkways, rope-supported wooden bridges, spinsters suspect the heroes to be fungal duplicates (which
and other paths thread between the buildings. Apart from is to say, if they think the heroes are behaving oddly),
the town hall, the smithy, the three watchtowers, and they will immediately send word to the rest of the town’s
Ohme
Ohme (Small Town): Conventional; AL N; 800 blacksmith; Harlison (N male civilized human expert
stl limit; Assets 39,200 stl; Population 982; Isolated (942 7), incompetent shopkeeper; Miss Prudence and Miss
humans, 19 goblins, 12 dwarves, 5 half-elves, 4 kender). Hortense (N female civilized human commoner 8),
Authority Figures: General Tumult (N male civilized boarding house proprietors.
human fighter 9), Mayor of Ohme. Factions: None
Important Characters: Brother Bartlemas (N City Watch—Human warrior 4 (6), human warrior
male civilized human cleric 8 of Gilean), inscrutable 2 (12), human warrior 1 (95). These are the only
priest; Brother Quinn (NG male civilized human defenses Ohme has. They all work for General Tumult.
druid 4 of Chislev), terrified druid; Vinod (NG None of them pose a challenge to the player characters.
male civilized human warrior 9/expert 3), valorous
36 Chapter One
residents and organize Leaving Ohme
a mob. Whether the players
depart Ohme as
Things to Do heroes for liberating
in Ohme or protecting it, or if
Ohme is primarily they are chased out
a stopping point for by angry townsfolk,
resting, restocking getting out of Ohme
supplies, and perhaps should not prove too
seeking healing or difficult. Once the
other assistance. heroes set foot in the
Brothers Quinn and swamp, their passage
Bartlemas can provide will undoubtedly be
the latter, while the tracked by the fungus.
rest of the town’s The fungus will harass
residents can provide and create obstacles
anything else. Ohme is for the heroes during
also an ideal location the remainder of
for the heroes to meet their time in the
Rasca, the half-kender Shadowglades, but this
Calantine scholar (see will of course make for
the sidebar “Signposts: a number of exciting
Meeting Rasca,” page and challenging
46), which should fights. Because the
occur before they reach Shadowglades do not
Kalaman. form a significant part
There are a of the overall story of
number of adventures Price of Courage, it’s
possible in Ohme possible that you won’t
based on its isolated want to engage the
location and highly players too long in the
suspicious residents. marshes. On the other
One option is for the town to become the target of a hand, the Shadowglades (and Ohme) give you an excellent
concerted assault by the creatures of the swamp, especially means of testing the mettle of these high-level characters
the fungal duplicates and filament thralls controlled by before the adventure begins in earnest.
the mycotenebral fungus. This creates a scenario in which
the heroes are called on to help the townsfolk defend their Travel
homes from hordes of monstrous plants and abominations From Ohme Kalaman Border Keep
such as umber hulks, ropers, the fungal black dragons, or (125 miles*) (25 miles)
even the beholder Ahuolut (see “Random Encounters,” Walking (20’) 12 ½ days 2 days
page 35). Another option is that the town is already
under the sway of the fungus, and the heroes discover this Walking (30’) 8 ¼ days 1 ¼ days
only after they arrive in town and stay the night. If the Horseback
heroes then choose to rescue the real residents from their 6 days 1 day
cocoons, buried under the marshy surface of the swamp or
Flight (40’) 4 days ¾ day
beneath Ohme’s boardwalks, they will earn the Ohmefolk’s
unending gratitude. If you are feeling particularly cruel, * Includes 60 miles of swamp, 40 miles of hills, 25 miles of
the Ohmefolk might suspect the heroes of being fungal highway. Reduce time by 1/2 day if crossing swamp by boat.
duplicates and organize a torch-carrying mob to drive
them out of the town—and straight into the waiting The Woods of Lahue
tentacles of the mycotenebral fungus. This section details the heavily forested sub-tropical
It is worth noting that Gilthanas did not stop over region the heroes will move through if they head due
in Ohme, although he did fly over it. One or two Ohme south from the Dragons’ Graveyard instead of through
residents, if questioned (DC 15 Gather Information), the Shadowglades. The Woods of Lahue make up most of
might report that in recent memory, their neighbor swore the territory of the dragonlord Lorrinar, known to most
by Chislev’s Jaws that he saw a flying elf racing across the mortals as Fume. The Woods are also home to a tribe of
sky, heading southwest. nomads known as the Lahutians, feared throughout the
north for their reputation as cannibals. Those who become
lost in the Woods of Lahue are rarely heard from again,
Marsh and Tree to Kalaman 37
prey to the fierce tribal nomads or swiftly dealt with by the of Istar, championing the gods of Light, learned about
green serpent that haunts the thorny, poisonous depths of the cannibal tribes of Lahue, they worked to eradicate
the woodland. this threat from their borders. The Lahutians survived,
and when the Kingpriest was punished for his hubris by
History of the Woods of Lahue the gods and Istar destroyed, the Cataclysm only served
For hundreds of years before the rise of Istar, Lahue was a to further isolate the nomads of Lahue from the rest of
peninsular forest wilderness. Nomadic peoples, distantly Ansalon with the uprise of the Astivar Mountains. Over
related to the pre-Ergothian inhabitants of Solamnia and the next three hundred years the Woods of Lahue became
early plainsfolk of the south, moved to the peninsula known for being haunted by ravenous spirits, fiendish
following the migratory patterns of wild game during beast-men, and worse; however, the true monsters of
the Time of Light. The nomads stumbled across a vast Lahue were human, and the nomad tribe flourished in
colony of wyverns, the minor offshoot of dragonkind infamy.
that had been instrumental in the Second Dragon War. The most significant recent event in the Woods’ history
These wyverns were bonded servants of the elven queen, was the arrival of the alien green dragon Lorrinar during
Sylvyana, who had surrendered her soul to the dark god the Dragon Purge. Lorrinar, who became known as
Chemosh. Sylvyana saw a use for the frightened nomads Fume, found deeply forested Lahue to be an ideal home.
and quickly brought them under her power. She took However, soon after the Dragon Purge was called to a
many of them as her personal guard, having been cast out halt by Malystryx, Fume’s presence became known to two
by the elves for her foul practices. The effects of Sylvyana’s distinct parties: the red dragon Cinder, who had taken
earliest experiments in producing human vassals Estwilde and Throt for his realm, and the Legion of Steel,
conditioned to ritual sacrifice and cannibalism remained who were active in opposing the newly-installed Dragon
with these nomads, even many years later when the so- Overlords. Fume’s assigned Legion century learned he was
called Ghoul Queen failed in her bid to conquer Silvanesti a reclusive dragon, more content to hoard magical items
and was driven into the River of Time by Waylorn and defend his lair than strike out against the surrounding
Wyvernsbane. communities. The Legion was surprised to discover that
Left to their own fates, the Lahutians continued to the Lahutian cannibals were mollified somewhat by the
practice these dark rites in honor of Sylvyana and, by green’s occupation of their homeland, and this curtailed
extension, the Lord of Bones. The nomads had their own the occasional attacks by the nomads on the trade routes
names for Chemosh, knowing him as the Endless Hunger, to the south of Lahue. Seeing Cinder as the greater
the Scavenger Crow, and similar titles. When the empire threat to the region, the Legion has established strong, if
Knowledge in the Woods of Lahue
T he following table shows the results of an applicable
Knowledge (geography) or Knowledge (local) check
as it relates to the Woods of Lahue. Characters with the
Legion knowledge class feature gain a +2 synergy bonus
to this check, or they can use their Legion knowledge
class ability instead of a Knowledge check.
DC Results
The Woods of Lahue are the home of the green dragonlord
10 Fume. A tribe of ferocious cannibals also lives there.
The Lahutian nomads practice ritual sacrifice in order to gain
15 strength from their enemies. The green dragon Fume is a
reclusive and rarely-seen wyrm who hates intruders.
Fume’s dragon name is Lorrinar, and he hails from the same
20 world as the Dragon Overlords. He and the red dragon
Cinder are blood enemies and locked in a stalemate.
The Legion of Steel is active in the area, led by Centurion
25 Gibrana Rentir. She is allied with the dragon and her century
is quartered at a keep at the northern edge of the Woods.
Since the majority of the Dragon Overlords are dead, Fume is seeking
another place to live, away from the threat of Cinder. There is some sort
30+ of connection between the Woods of Lahue and the island of Cristyne,
according to intercepted Legion messages. Crude relics found in the Woods
match symbols used in ancient Silvanesti carvings and idols on Cristyne.
38 Chapter One
controversial, links to this issue, the Woods
Fume over the past are home to many
twenty years. Fume, airborne predators
for his part, allows the that nest in the upper
Legion to continue to reaches of the trees
think that he is a lesser or within the forest
evil. This attitude, and canopy, launching
the protection it offers, out above the trees to
is why the dragon snare unwary passers-
has remained safe by. Fume considers
from Cinder’s violent the airspace above
threats. his forest to be his, as
well. Most intelligent
Travel in the flying creatures with
knowledge of the
Woods of Woods of Lahue
Lahue don’t plot an airborne
Important Rules: course over them.
Overland Movement, Typical travel time
Chapter 9: is 8 hours per day with
Adventuring in the normal or magical
Player’s Handbook; flight, as it is just as
Survival skill, Chapter tiring as other forms
4: Skills, in the Player’s of movement and
Handbook; Forest subject to penalties
Terrain, Chapter 3: from forced marches.
Adventures in the Note that because the
Dungeon Master’s heroes are bearing
Guide. the Tears of Mishakal,
Fume’s realm is spells such as teleport
almost entirely dense (Sor/Wiz 5, Travel 5),
warm forest with ethereal jaunt (Clr/Mys
heavy undergrowth. Occasional areas of medium forest 7, Sor/Wiz 7), transport via plants (Drd 6), or dimension
or stretches of light undergrowth can be found, especially door (Brd 4, Sor/Wiz 4, Travel 4) will cause the dimensional
near the outer edges. Game trails and hunting tracks are anchor of the tears to activate and leave the tears behind.
few and far between; the Lahutian cannibals tend to move
through the forest canopy on branches as low as ten feet to Features of the Woods of Lahue
as high as a hundred feet. The uninitiated, therefore, spend The Woods of Lahue make up one of northern Ansalon’s
a great deal of time getting hopelessly lost. The following largest forested regions, covering an area twice the size
outlines the basic issues facing overland movement in the of Schallsea and second only to the Sahket Jungle of
Woods of Lahue. Nordmaar. It is over a hundred miles long north to south
and nearly forty miles across at its widest point. It is
Travel by Land considered dense warm forest terrain for the purposes of
The Woods of Lahue region is considered trackless terrain encounters, climate, and other factors that are affected
for the purposes of foot or mounted travel (x1/2 speed), by terrain type. The Astivar Mountains, including Mt.
although a DC 15 Survival check over the course of a Brego and the Peak of Clouds, are so steeply sloped that
half-hour will allow a character to lead a party along game ascent from the Woods of Lahue is extremely difficult
trails and natural paths at the standard rate (x1 speed). through most normal means; the Astivars do not feature
These paths usually only allow about an hour’s worth of prominently in this adventure and are not covered here.
improved travel before vanishing, at which point another
half hour must be spent looking for more trails. Typical Weather
travel time is 8 hours per day; nighttime travel in the During the day, the temperature in the Woods of Lahue
Woods of Lahue is possible, but the overhead canopy reaches in excess of 90 degrees F, even with the dense
reduces lighting conditions to complete darkness. cover from the forest canopy. At night, it remains warm
at 70 degrees F. The air is humid and moist throughout
Travel by Air the Woods, often with a distinct chlorine odor from
Flying over the Woods of Lahue is quite possible, although Fume’s passage throughout his realm. Mist clings to the
many of the hardwoods are as tall as 200 feet, making them undergrowth at night and makes visibility even more
a fairly notable obstacle to low-flying travelers. As well as difficult. Rain comes often in the warmer months, as
Marsh and Tree to Kalaman 39
the warm currents from the Turbidus Ocean hit against wildlife. Due to his immunities, Fume feels comfortable
the Astivar Mountains and moisture collects as heavy letting these acid-spitting beasts roam loose in the Woods
rainclouds and fog. For most of the daylight hours, there is to control population. Their sole purpose is to hunt and
a constant drizzle that perpetuates the humidity and leaves kill anything larger than a goblin, which means they and
little of the environment dry. the Lahutians often run afoul of each other.
m Advanced digesters (2d4): hp 161, see page 287.
Flora and Fauna Advanced Girallons: Fume permits these Huge 13 HD
As a steamy rainforest in a fertile region of Ansalon, the specimens to live and breed in small numbers throughout
Woods of Lahue are abundant with both plant and animal the Woods of Lahue for much the same reason as he
life. Hundreds of varieties of birds and insects live among permits other large predators: defense and population
the forest’s dominant hardwood trees, most of which control. The girallons typically hunt smaller apes and keep
are mahogany, teak, or cedar. The animals and flowering the numbers of digesters and vermin such as spiders to
plants are brightly colored and vibrant. Several species of manageable numbers. When encountered, they are usually
ape and tailed monkey populate the northern half of the in the trees, coordinating their attacks by dropping down,
Woods, from smaller primates like gibbons and lemurs to harassing the heroes, and trying to snatch away at least one
larger apes like chimpanzees and dire apes. The girallon, victim for a long, drawn out meal elsewhere.
possibly the ultimate expression of the ferocious primate, m Advanced girallons (1d3+3): hp 130, see page 287.
is found more in the southern reaches of the Woods, but Fume: This is an encounter with the Green Recluse
occasionally wanders north for food. himself. For more information on staging an encounter
Carnivorous plants are also a feature of the Woods of with Fume, see “Adventure Site: Fume’s Lair” on page 42.
Lahue, and many varieties of tree and bush are poisonous Harpy Archers: These winged marauders are not
or otherwise dangerous to the unaware. The Lahutian actually allied with Fume, but he is aware of their presence
nomads make extensive use of these plants and herbs in the outermost section of his forests. The harpies hail
for their poisons and traps. Some of the plants, such as from the Astivar Mountains and come down into Fume’s
the giant sundew, are truly monstrous. Tendriculous and territory to hunt apes and waylay travelers along Haekel’s
assassin vine plants are rare but can occur closer to the Causeway. Each considers herself an elite hunter, treating
south. her quarry as a personal mission of confidence, usually at
range. Insulting or defeating a harpy archer will be seen as
Random Encounters a grave offense by her sisters.
The chance of a random encounter checked once an hour m Harpy archers (2d4): hp 103, see Monster Manual.
during the day or night is 15%. In the dense rainforest, Lahutian Band: This encounter is a typical ambush by
encounter distance is 2d6 x 10 feet. Heavy undergrowth Lahutian cannibals, eager to capture the heroes and drag
and thick mist provide concealment and hinder them back to one of their ritual shrines (see “Adventure
movement, although 1 in 4 encounters will occur in light Site: Mouth of Endless Hunger,” page 44). The Lahutians
undergrowth or medium forest. The near constant rain, do not speak Common and do not attempt to engage
drizzle, or mist results in –2 penalty to all Spot and Search the player characters in any form of discourse. They will
checks, and the noises of the forest combined with the simply make a concerted and coordinated attack on one
oddly muffled echoes in mists increase all Listen check of the weaker members, seeking to render him or her
DCs by 2 for every 10 feet, rather than 1. unconscious, and then depart with the victim.
Statistics may be found in the Monster Manual or in m Lahutian nomad elite warriors (2d6): hp 60, see
Appendix Two: Characters and Creatures. Encounter page 289.
details are are described below: Legion of Steel Patrol: This is Centurion Gibrana
Advanced Digesters: These Large 14 HD digesters are Rentir’s elite patrol, en route to Fume’s lair or one of the
part of Fume’s carefully-planned ecology of rainforest meeting points she and the dragon have established. If
d% Encounter Average EL the heroes have not yet encountered the centurion, refer
to the notes about interacting with her in the “Adventure
01-10 Legion of Steel patrol* 16
Site: Border Keep” section. If they have met her already and
11-25 Harpy archers (2d4) 15 she is still alive or active, she will offer to escort the heroes
out of the Woods and to Haekel’s Causeway. She will once
26-35 Advanced digesters (2d4) 14 again request that the heroes hand over the dragonlance
out of concern for the ongoing problems with Cinder, but
36-60 Lahutian band (2d6) 13 she will not provoke a fight. One hour after this encounter,
the heroes have a 25% chance of an encounter with Fume,
61-75 Advanced girallons (1d3+3) 14
who has been following Centurion Gibrana’s progress as
76-90 Rakshasa sorcerer* 15 usual. See “Adventure Site: Fume’s Lair” for details.
m Legion of Steel elite warriors (8): hp 51, see page
90-00 Fume 16 289.
m Gibrana Rentir, commander: hp 94, see page 283.
* Unique encounter. Reroll if this entry has been encountered before.
40 Chapter One
Rakshasa Sorcerer: This creature is Bhutamadyavha, a wall of sturdy hardwood posts surrounds these buildings;
rogue rakshasa and former disciple of one of the mighty a single gate opens onto wide steps cut into the slope of
rakshasa princes who serve Nuitari in a nightmarish the hill. At the bottom of the hill is a 10 ft. wide moat filled
border realm close to the Abyss. Bhutamadyavha has made with brackish water and crossed only by a drawbridge built
overtures towards Fume, promising the great green serpent into a stone moathouse. The moat features a bristling wall
many magical secrets, one of which is a pathway through of sharpened 8 ft. stakes on the inner shore at the base of
the Gray to the homeworld of the Dragon Overlords and the Keep’s hill.
other alien dragons. The rakshasa has no such secret, but
he is biding his time and bargaining with Fume while Getting to Border Keep
looking throughout the Woods of Lahue for magical The heroes will see Border Keep from several miles away.
artifacts. If the heroes encounter him, he will seize upon The Legion does not take steps to keep it hidden or secret,
the opportunity to capture the dragonlance, the Tears of and so once the heroes are within 5 miles of the location,
Mishakal, or any other powerful or unidentified magical they will catch sight of it in the distance. It is difficult to
device, then flee deeper into the forest. approach the keep without being spotted by the Legion
m Bhutamadyavha, rakshasa sorcerer 5: hp 81, see scouts (fighter 1/rogue 1) who stand as sentinels at the top
page 280. of the tower, but the heroes may have several options up
their sleeves, considering their high-level abilities.
Adventure Site: Border Keep The Legion has cleared all of the meadow surrounding
Located on a flat-topped hill about five miles north of the the hill of cover and obstacles to a distance of about 330
Woods of Lahue and surrounded by grassy plains criss- feet. This is three full range increments for a longbow but
crossed with ancient stone fortifications is the aptly named only two for the Keep’s light catapults. The approach to the
Border Keep. Once the tower of a wizard named Jorjan, moathouse will be without incident unless the heroes are
it was taken over by the Knights of Takhisis during the obviously trying to stage an assault.
leadup to the Chaos War. The Legion of Steel won it from
the Dark Knights with only a minor struggle during the People to Meet in Border Keep
Dragon Purge. It has since served as Centurion Gibrana The first contact the heroes have with the Legion of Steel
Rentir’s base of operations and a monitoring station for in this adventure may be with the guards posted at the
activity to the south, east, and west of the border with gatehouse of the Border Keep. Six Legionnaires (warrior
Nordmaar. 1) with two elite Legionnaires (fighter 3/rogue 3/Legion
The Keep itself is a two-story stone tower with warrior 2) are posted when the heroes arrive. One elite
windows on the upper level facing in each of the cardinal Legionnaire, with two of the other Legionnaire guards,
directions. On the tower’s roof, which is lined with stone will ride out to meet the heroes and ask their intentions.
machiolations, a pair of catapults mounted onto pivots Assuming the heroes do nothing rash, they will be
provides some defense against attackers. The tower is searched briefly, their names and places of origin taken,
surrounded by smaller buildings, including barracks, and then escorted up to the Keep.
storehouses, a greenhouse, kitchens, and other support Centurion Gibrana Rentir may know about the heroes
services, all of which are located on the hilltop. An inner in advance—you may choose to assume she does from
Border Keep
Border Keep (Hamlet): Nonstandard; AL NG; Legion arcanist; Enkiz of Teyr (N female kapak rogue
2000 stl limit*; Assets 9,000 stl; Population 90; Mixed 2/mystic 6 of Restoration/Legion mystic 3), Legion
(71 humans, 9 half-elves, 5 elves, 3 dwarves, 2 kapak physician.
draconians). Factions: Legion of Steel—Border Keep is a Legion
* This number is artificially higher than a standard of Steel faction location with a couple of twists,
community of this size, because the Keep is a Legion the most significant of which is that this Legion
outpost and well funded. century is very much in league with the great wyrm
Authority Figures: Gibrana Rentir (NG female Fume. Winning points with the Legion here may
civilized human fighter 6/rogue 3/Legion warrior 6) prove difficult unless the heroes hand over Huma’s
is Centurion of the Qwalmish Legion, assigned to the Dragonlance to Gibrana.
Woods of Lahue and the border between Estwilde and Qwalmish Legion—The Legion century based at
Nordmaar. Border Keep consists of the following, most of whom
Important Characters: Namuth Finn (NG male are human: fighter 3/rogue 3/Legion warrior 2 (8),
civilized human fighter 4/rogue 4/Legion warrior 2), fighter 2/rogue 2 (10), fighter 1/rogue 1 (14), warrior 1
Gibrana’s second-in-command; Moryl Ashcaller (LG (55).
female half-elf rogue 7/sorcerer 4/Legion sorcerer 1),
Marsh and Tree to Kalaman 41
Legion reports from the east in Khur and parts north Leaving Border Keep
or from other sources. If you’d rather she form her own The heroes might leave Border Keep alone or with an
opinion of the party from interaction, she will assign escort. The Woods of Lahue are a hundred miles long, and
her arcanist Moryl Ashcaller to talk to them in a briefing even the shortest route for the heroes will involve skirting
room while she observes through spyholes in the next the western edge of it to avoid heading too deep into the
room. Gibrana will be most interested to hear about rainforest. The Legion can provide trail maps that will
the heroes’ possession of a dragonlance, for she has been add a +2 circumstance bonus to any Survival checks in
tasked by Fume to acquire one, and the Legion in Estwilde the Woods of Lahue. The Legion cannot offer any magical
(based in Throt and Firstwal—see Chapter Two: Fires in assistance outside of what Moryl and Enkiz can provide,
Throtl) is always seeking new assistance against Cinder. but they will gladly send along word to other Legion
If the heroes offer to help in some way, Gibrana requests outposts (including Kalaman) or perform other services
the dragonlance. If they do not part with it, she requests after the heroes leave. If the heroes request an escort,
that they at least travel south to meet with the Legion Gibrana will take eight elite Legionnaires and accompany
in Cinder’s realm, and she will escort them through the the party south. If the heroes go alone, they might run into
Woods of Lahue to Haekel’s Causeway in return. She Gibrana Rentir in the Woods later as a random encounter.
suggests stopping in Kalaman to meet with Legion cell
commander Etharion Cordaric if they need additional Travel
help or support.
From Border Keep Kalaman Fume’s Lair
As well as Gibrana Rentir and Moryl Ashcaller, the (140 miles*) (25 miles)
heroes will have a chance to meet Enkiz, a draconian
Walking (20’) 13 ¼ days 3 ¼ days
Legionnaire—an increasingly common sight in the Age of
Mortals. Enkiz is a skilled mystic and healer and will offer Walking (30’) 9 days 2 days
to assist if the party is in need of her services.
Horseback
6 ¾ days 1 ¼ day
Things to Do in Border Keep
It is completely up to you to determine how you use Flight (40’) 4 ½ days 6 hours
Border Keep and what role it plays in this adventure.
* Includes 60 miles of dense forest, 50 miles of hills, 30 miles of highway.
Gibrana Rentir can be a valuable ally and contribute to
the party’s faction rating with the Legion or she can be a
foil for the heroes, trying to get the dragonlance from them
even if it means using underhanded measures. Her century
Adventure Site: Fume’s Lair
is loyal to her, believing in her approach to the Legacy. The alien green dragon Lorrinar, known to the mortals
Alternately, her second-in-command, Namuth, might of Krynn as Fume, maintains a single lair within the
have doubts about the relationship the centurion has with Woods of Lahue. The lair consists of a grove of mighty
the green dragon and seek the heroes’ help in challenging hardwoods surrounding a very deep and clear pool in the
Fume directly. Because the player characters are highly limestone bedrock at the foot of one of the sheer cliffs of
experienced and capable, as well as famous, they should be the Astivar Mountains. Like the rest of the Woods, Fume’s
center stage in this scenario whatever the outcome. lair is damp, dense with vegetation, and smells of chlorine.
You might simply want Border Keep to be a place for Unlike the rest of the Woods, however, there are few
the heroes to stay, get information about the Woods of animals larger than a rat or bird living in a mile’s radius of
Lahue, and rest up. That’s just as valid and doesn’t distract Fume’s toxic dell.
the party too much from their mission to get to Kalaman. This adventure site is provided in the event that the
Expand the Border Keep as needed and remember to note heroes seek the wyrm out, as well as to give some general
how the heroes treated the Legion for the purposes of their information about an encounter with the Green Recluse in
faction rating, as follows: his own environment. It’s also possible that the heroes will
Attack/assault Legionnaires without warning: –3 LS, return to the Woods of Lahue later, as part of their time in
–1 KS, +2 KN Estwilde and Throt, because of the ongoing feud between
Rebuke or insult Centurion Gibrana or refuse Fume and the red dragon Cinder.
assistance: –1 LS, +1 KS
Provide information to Legionnaires about current Getting to Fume’s Lair
events: +1 LS Finding Fume’s lair is difficult but not impossible. Fume
Offer help to Legion of Steel with Cinder or Fume: +2 leaves few tracks, but the party might make use of many
LS, –1 KN different methods to locate the lair or the dragon himself.
Give Huma’s Dragonlance to Legion of Steel: +3 LS, –2 Each morning, Fume casts detect scrying so that anybody
KS, –1 KN using divination magic to pinpoint his location (or that
Border Keep is also a good place for the heroes to of his lair, while he is present) will alert him to their
run into Rasca, the Calantine scholar (see the sidebar efforts. Fume’s many other mundane and magical warning
“Signposts: Meeting Rasca,” page 46), which they will need systems around the Woods of Lahue, from creatures and
to do before they reach Kalaman. minions to guards and wards and alarm spells placed at
42 Chapter One
intervals in proximity to his lair, will all make approaching will open a parley to the heroes by first using his staff of
the lair challenging. transmutation to assume the polymorphed form of a tall,
The lair is 25 miles from Border Keep; rough travel green-cloaked elven man with fey-like features. Calling up
times are given under “Leaving Border Keep” earlier in a rolling fogbank from the undergrowth, he will teleport
this chapter. If the heroes are escorted or accompanied by within audible range and address the heroes. Fume is not a
Centurion Gibrana Rentir and her Legionnaires, Fume benevolent or kindly dragon by any means; he is malicious,
won’t send anything dangerous to meet them. If they cruel, cunning, and scheming. However, he is also very
approach alone, or with other armed forces (such as Dark intelligent and understands the value of communication
Knights or Knights of Solamnia), Fume will dispatch a and gathering information, so he will offer an equable
Lahutian band to slow them down. When they are within a exchange of questions and answers for as long as it suits
mile of the Lair, Fume will dive into his pool and scry from him. If the heroes become aggressive or insulting, threaten
beneath the surface. him with the dragonlance, use spells or items, or otherwise
break Fume’s specific view of polite hospitality, the dragon
People to Meet in Fume’s Lair will shift immediately back into his true form and attack.
Lorrinar is the only intelligent creature in his lair or in the Otherwise, he will thank the heroes for leaving him alone
immediate vicinity unless Centurion Gibrana is paying in the future and aiding his allies in defeating the threat of
a visit. Thus, he is the only creature the heroes will meet Cinder to the south.
when they make it this far. Use the following information If Fume is aiming to test the heroes or drive them
not only for encountering Fume in his lair, but also for off, he will use ranged attacks that keep him as far away
when Fume is encountered in the Woods of Lahue as a as possible from melee combatants or anyone using the
random (or not-so-random) encounter. dragonlance. He expects that, if they are prepared for him,
Fume is an very powerful opponent, much stronger they will have taken measures to protect themselves from
than the heroes have any reasonable chance of dealing acid, and will therefore have no misgivings about breathing
with at this stage in their careers, even with the assistance his cone of corrosive chlorine as often as possible for the
of Huma’s Dragonlance. For this reason, Fume’s presence first four rounds. When not breathing on the heroes, he
in this adventure is primarily as a plot device to drive the will use cloudkill and spells like mass charm, dominate
story forward when necessary. All encounters with him will person, and suggestion. If forced to, Fume will move in
be geared towards providing or extracting information, close enough to use his bite (combined with Power Attack)
driving the heroes from his lair, or testing their capabilities. then withdraw or teleport away. Fume has no interest in
If Fume is trying to extract information from the killing the heroes, although if the party attacks him or
heroes or is being sought out to provide information, he seeks to kill him, he will do what he must. He is more likely
Marsh and Tree to Kalaman 43
What Does Fume Know?
I f the heroes manage to speak with or question the
Green Recluse, he might be persuaded to part with
some information, assuming that the heroes don’t try to
What is your relationship with Cinder?
“Fenalysten is a violent thug. It is my hope that
the Legion of Steel will take care of him. He attacks
use him as a target for Huma’s Dragonlance. As well as the highway in the south of my realm and desires the
the general information about current events included mountains above my trees. He seeks only conquest,
in the “Gathering Information in Kalaman” section on where I seek only solitude. Had I the chance, I would
page 48, here are a few more choice details Lorrinar can kill him, but no chance exists, and so I remain.”
share: What is your relationship with the Legion of Steel?
Have you seen Gilthanas? “They know when to stop asking questions and
“The elf was here recently, more than a week ago. He leave me alone. They know that I will protect myself
is one of Gellidus’ pawns, and I want nothing to do with from any threat, and thus, they help me to do so. I
him or his White master. I only want to be left alone. have no quarrel with them, for as long as they have no
Gellidus has no offer that I would accept; that serpent is quarrel with me.”
a brute.” Are you planning on leaving? What do you have to
What is your relationship with Frost? do with Cristyne?
“We are not allies. I courted an alliance with “If I could find somewhere where I could be even
Beryllinthranox, but now she is gone, slain by elves. I more alone and isolated than I am now, I would. But
grow tired of elves, demands, and talk of alliances. I there is nowhere. With Gellidus gone, I could perhaps
want to be left alone in my woods.” live on the island near his realm, the island of the elves.
But it is full of elves. I grow tired of elves.”
to capture and interrogate or torture a hero than kill him blast fireball, mass invisibility, project image, reverse gravity,
outright. and shadow conjuration.
If Fume takes more than 100 points of damage, or
suffers from ability damage or effects that reduce his Leaving Fume’s Lair
capabilities, he will retreat. For the remainder of the Getting out of Fume’s lair alive will depend on what the
heroes’ time in the Woods of Lahue, the chance of a heroes did to get there. Certainly, escaping with Fume’s
random encounter with Fume’s various minions will treasure will be a monumental undertaking, especially if
increase to 60% each hour. In addition, the Legion of Steel he isn’t dead yet. If Fume let the heroes go, he will make
will soon discover the attacks and the heroes’ faction rating sure that his various minions and forest allies will not-
for the Legion will drop by 2. so-subtly nudge the heroes in the direction of the outside
m Fume, great wyrm green dragon: hp 551, see page 284. world. Otherwise, he and his servants will chase the heroes
all the way to the edge of the forest, perhaps leaving them
Things to Do in Fume’s Lair with a reminder of the dangers of bothering a dragon in
Other than talk to or stage an attack upon Fume, there his home.
aren’t many other opportunities for adventure in his lair.
Fume has an impressive stockpile of magic items, but he Adventure Site:
doesn’t keep them all in one place. Caches of magic are
scattered about the Woods of Lahue, some of them in
Mouth of Endless Hunger
Lahutian ritual sites (see “Mouth of Endless Hunger”) and The Mouth of Endless Hunger is an example of one of the
others high in the Astivar Mountains in caves or crannies. dozens of Lahutian ritual shrines scattered throughout the
If the heroes do manage to overcome Fume, or sneak past Woods of Lahue. You can use it to introduce part of the
him and into the 100 ft. deep pool in his lair, they will find mysterious connection the Lahutian cannibals have with
a portion of the Green Recluse’s hoard. the ancient elves and Sylvyana, or you could simply use it
Sealed beneath a permanent wall of force at the bottom as the destination for any Lahutian band that manages to
of the pool is Fume’s personal treasure cache. The wall kidnap a player character.
of force has created a watertight chamber, 50 ft. wide and The Mouth is a ring of standing stones carved directly
40 ft. tall, filled with coins and assorted items: 9,780 stl; out of the bedrock, pitted and worn from thousands of
550 platinum pieces; an urn containing six 500 stl deep years of exposure to the humid air of the Woods of Lahue.
blue spinels, four 1,000 stl emeralds, and a pair of 3,000 The stones surround a bowl-shaped depression twenty
stl jacinths mounted in a fairly cheap gold clasp (50 stl feet wide lined with chunks of green-veined rock. At the
value); a +2 heavy steel shield; a +1 wild light wooden shield; bottom of the depression is an altar covered in grisly stains.
a +1 keen halberd; a pair of +2 light maces; a set of drums What appear to be crudely carved symbols of Nestari—
of panic; and a cape of the mountebank folded around a ancient elven script—cover the standing stones and the
spellbook containing the following 7th-level spells: delayed altar. Any character that succeeds at a DC 30 Decipher
44 Chapter One
Script check, uses magic such as comprehend languages, or Lahutians never indulge their grisly tastes on dead victims,
actually reads Nestari as a known language will be able to preferring to wait until they are immobile but still alive.
make out references to “endless hunger,” “strength of my Because of this, the heroes will probably be able to show
enemies,” and the word “Wichtlani.” The latter is a very up just in time if the victim happens to be another player
ancient Nestari term that (DC 30 Knowledge [religion]) character or NPC. Lahutians who have their sacred
refers to the undead state of existence perpetuated by those meal disturbed by the heroes will be enraged and stop
gripped with vengeance or spite; it lends its name to the at nothing to punish the offenders, possibly leading to a
wichtlin, a form of undead elf. pitched battle around a helpless victim.
If the heroes manage to overcome their ravenous
Getting to the Mouth of Endless Hunger opposition and question one or two of them, they might
You can simply decide that any random encounter with be able to learn a little more about their culture and the
the Lahutians means that the heroes have come across sacrificial altar covered in symbols. Spells such as detect
the Mouth of Endless Hunger or that the Mouth of thoughts, charm person, dominate person, and so on
Endless Hunger is where kidnapped characters are taken. are appropriate. The Lahutians know that generations
It’s a drop-in encounter and has no marked location on ago their ancestors fought alongside the Queen of the
the map. There are no significant landmarks or tell-tale Ravenous Crow, who taught them their ways and revealed
signs around the Mouth, but heroes who are tracking the to them the Endless Hunger. Although the White and Gold
Lahutians might be able to follow them directly to the site. Shaman in the East tried to destroy them all, they survived.
Then the Great Fire consumed the White and Gold
People to Meet at the Mouth Shaman, and the Great Walls of Stone rose up to protect
of Endless Hunger their people. Now, they await the return of the Queen of
The Mouth is never without at least four Lahutian the Ravenous Crow as the signs had foretold.
cannibals, though there are usually more. If the heroes A DC 30 Knowledge (religion) check will allow a player
arrive at the site as part of a random encounter or drop-in character to deduce that the Ravenous Crow is Chemosh,
scene, there will be 2d6 Lahutians present. If the heroes the White and Gold Shaman is the Kingpriest, and the
track a band to the site, there will be 2d6 additional Great Fire was the Cataclysm. Who the Queen of the
Lahutian cannibals at the Mouth. Occasionally, the Ravenous Crow is cannot be determined, although spells
rakshasa sorcerer Bhutamadyavha attends one of the such as legend lore will at least provide her name (Sylvyana
Lahutian rites, purely the Ghoul Queen),
out of scholarly assuming the heroes
interest. He will are prepared to wait for
observe from a short the spell to be cast. The
distance and will not information provided
join in if the heroes by the Lahutians still
launch an attack unless only counts as “detailed
he himself becomes a information” (1d10
target. days casting time).
m Lahutian For more information
nomad elite warriors on Sylvyana, refer to
(2d6): hp 60, see page Chaper Four: Darkness
289. Over Cristyne.
The Mouth of
Things to Do at Endless Hunger is also
the Mouth of one of Fume’s hiding
Endless Hunger places for his magical
The primary event hoard. Underneath
at the Mouth of the altar, in a 3 ft. long
Endless Hunger is a iron box locked with an
Lahutian cannibalistic arcane lock (CL 17), are
ritual which should the following items: ring
unnerve even the most of chameleon power, ring
hardened adventurer. of minor cold resistance,
Lahutian poison strikes wand of acid arrow (CL
the central nervous 10, 20 charges), wand
system and reduces of contagion (CL 10,
Dexterity (see stat 18 charges), bracers of
blocks in Appendix defenselessness, a silent
Two: Characters metamagic rod, and a
and Creatures); the folding boat.
Marsh and Tree to Kalaman 45
Signposts: Meeting Rasca
R asca the Calantine scholar is a half-kender who
plays a pivotal role in this adventure thanks to
his mastery of the Calantina. This dice-based parlor
(although donations are gratefully accepted).
Rasca stresses that this is more of an information
service, not a divination. He doesn’t claim to be a
game of Estwilde is also an uncannily accurate, if prophet, just a messenger. His faith is in Gilean, but
controversial, fortune-telling method. The chapter he is not a priest; if asked, he will confess that he finds
entitled The Dragon and the Elflord provides more the gods more interesting as archetypes than as beings
detailed information about the Calantina (see page 17). to feel scared of or intimidated by, and he hasn’t felt
This sidebar deals with what happens surrounding a any calling to the priesthood. His kender mother was
Calantina session, the first time the heroes meet Rasca. a mystic on Schallsea, he says, and his father was a
At a point determined by you, preferably before the pilgrim from Estwilde. He’s spent most of his adult
heroes arrive in Kalaman (in Ohme, Border Keep, on a life in the north, traveling from town to town, helping
ship from Pentar, etc), read or paraphrase the following: people learn more about their lives.
To conduct the reading, refer to the Calantina
T he clattering of dice alerts you to the
presence of a slightly built figure sitting
cross-legged several yards away. The figure
instructions and rules in The Dragon and the Elflord.
Rasca is something of a showman, so play up the gypsy-
like atmosphere a little in this encounter. If the heroes
wears a colorful headscarf to keep his straw- have questions, Rasca usually shrugs and says, “I only
colored hair out of his thin, narrow face. know what the dice tell me.”
His ears are slightly pointed, and his chin When he’s done, Rasca packs up his dice and his
sports a goatee in the manner of Estwilder book and apologizes for not being able to come with
gamblers. In his lap is a dog-eared book or them. He says that he is certain their paths will cross
journal, stuffed with bookmarks and sheets again and when they do, he’ll do another reading for
of folded paper. He scoops up the wooden them. “Find the elf,” he says, “and find those other
dice, squints in your direction, and says, “Oh, skulls. Then we’ll talk.” The half-kender departs at
there you are. I was expecting you weeks ago.” the next opportunity; in the mean time, he finds
somewhere to catch some sleep, using his knapsack as
a pillow. The heroes will meet Rasca again in Chapter
The individual introduces himelf as Rasca. He says Seven: The Fury of the Gale. See “Signposts: Rasca
that as a Calantine scholar, he spends most of his time Redux,” page 230, for more information.
rolling the wooden 12-sided dice and consulting his Creatures: This is one possible interpretation of the
book for answers to life’s mysteries. Some time ago, Calantine scholar; you may choose another or leave
curious references to a party of heroes began to come out his statistics entirely. You might even decide that
up in the course of his personal readings and those he Rasca is an aspect of Gilean or Zivilyn. This adventure
conducted for others; the messages even interrupted his assumes the following basic profile with more details in
dreams. He has made his way to the location where the Appendix Two: Characters and Creatures.
heroes meet him, largely due to signs in the Calantina, m Rasca, Calantine scholar: hp 55, see page 286.
and he offers to read their fates for them, free of charge
Leaving the Mouth of Endless Hunger being grouped into the rising Solamnic restoration and
Once the heroes have freed any kidnapped victims, holds tightly to its freedom and independence.
eliminated any raging Lahutians, questioned any prisoners, Kalaman is the first major populated center the heroes
or studied the standing stones, they should have little will have encountered since departing the Dragons’
trouble finding their way out of the site and back into the Graveyard and discovering that four months have passed
Woods of Lahue. Any major battle at the Mouth of Endless in their absence. Thus, not only will arriving in Kalaman
Hunger will no doubt attract the attention of Fume, who help to move the heroes on to the next stage of the story, it
abhors such conflict in his realm. For the next 3 hours, will also give them a chance to take a breath, acquire new
any random encounter will be with Fume (40%) or more equipment and training, assess their options, and begin
Lahutians (60%). to establish their faction influences. The heroes are being
watched, however, and their time in Kalaman will not be
The Lordcity of Kalaman without incident.
Kalaman, the destination for the heroes in this chapter, is
one of the most important ports of the North. It sits at the History of Kalaman
mouth of the Vingaard River alongside a deep harbor that The story of Kalaman begins with a fishing village in an
can accommodate almost any sailing vessel in Ansalon. ideal location. As the regions of Knightlund and Solamnia
Enjoying a period of unprecedented growth in an already became more popular destinations for Istaran merchants,
prosperous economy, the cosmopolitan city has avoided the little village at the mouth of the Vingaard also became
46 Chapter One
more populous. Istar fed Kalaman’s economy, supported leaving the city in the hands of a series of competent
its establishment as a key port, and enjoyed the benefits of nobles. Nevertheless, these men were unable to prevent the
the village’s development into a major city. Kalaman was Knights of Takhisis from taking over the city, enslaving the
set to rival Palanthas, but the first of many tragic blows to population, and killing those who resisted.
the city occurred when the Kingpriest’s folly lead to the Even after the Chaos War, the region of Nightlund
destruction of Istar and the horrors of the Cataclysm. remained troubled. A dark cloud of shadows extended
The Lordcity’s noble rulers, descended from Solamnic from Dargaard Keep and plunged Kalaman into a state of
nobility, refused to let war, plague, and famines keep it permanent twilight. Undead rose from graves, and more
from its glory. Trade flourished despite the Age of Despair of the city’s population fled. A brief return of Gilthanas
and, though the region became known as Nightlund for to the position of governor failed to lift the city out of its
its grim master, Lord Soth of Dargaard Keep, Kalaman darkness; the elflord was searching for his lost love, and the
retained its position as a major port. Even when the desperate forces within the city’s leadership who sought
Dragonarmy forces swept in and took the city near the to keep him there were unable to convince him to stay.
beginning of the War of the Lance, killing off its noble Gilthanas moved on, politics shifted, and the former head
leaders and displacing many other families, the merchants of the militia rose up to take the combined mantles of
continued to act as its lifeblood. These guilders and ship- governor and Lord Mayor.
captains cheered as Gilthanas-Kanan, a Hero of the Lance, The War of Souls brought major changes to Nightlund.
joined his legendary sister Laurana in liberating the city Lord Soth and the Queen of Darkness are no more. With
from the Highlords, and they backed the elflord whole- them went the perpetual twilight. Hope springs again in
heartedly when he became Governor. Kalaman. So many of its people had been taken, or forced
Gilthanas was Governor of Kalaman for many years, to leave, that it began again as little more than a ghost
fostering new growth and a return to pre-Cataclysmic town. However, Governor Genton has opened the doors
glory and rebuking attempts by Dragonarmy remnants to to the beknighted city; the returnees and refugees seeking
reconquer the city. However, the elf ’s beloved, the dragon new lives in the north have brought much-needed trade
Silvara, began to sense a widening rift in their relationship and business to the city’s famous open-air market. The
as Gilthanas spent more and more time dealing with port is once more full of tall-masted ships, and the Holy
government issues. Their celebrated romance and Orders of Shinare and Mishakal have laid a firm claim on
partnership seemed doomed; when Silvara finally left him, the hearts of the people. Freedom, from the domination of
it took Gilthanas several weeks to realize she was gone. Dark Knights, corrupt politicians, supernatural forces, and
Gilthanas departed, horrified by what he had become, constant fear, is now a reality in Kalaman.
Kalaman
Kalaman (Small City): Conventional; AL LN; company in Nightlund; Ergothian Merchant Marine—
15,000 stl limit; Assets 5,587,500 stl; Population 7,451; Establishing stronger ties between Gwynned and
Mixed (73% human, 8% dwarf, 5% kender, 4% half-elf, Kalaman; Knights of Solamnia—Progressive faction
3% elf, 2% gully dwarf, 2% minotaur, 1% gnome, 1% allied with Holy Order of Shinare; Legion of Steel—
half-ogre, 1% other). Keeping watch on Solamnic circle, allied with Brass
Authority Figures: Lord Ramnulf Genton (LN male Tigers.
civilized human fighter 12), Governor of Kalaman; Faction Leaders: Gwynneth Cordaric (CG female
Lord Migel Aurrafil (LN male civilized human noble civilized human rogue 8/ranger 6), Captain of the Brass
10), Advisor to the Governor; Mark Oxhorn (NG male Tigers; Captain Tristan Elderwood (LN male half-elf
civilized human fighter 8), Sheriff. mariner 7/sorcerer 3/mystic 3), Ergothian Merchant
Important Characters: Father Jon Bolitho (LG male Marine agent; Sir Pryam Torment (LG male civilized
civilized human cleric 13 of Mishakal), High Priest of human noble 3/fighter 3/Knight of the Sword 6),
Mishakal; Lady Jennetta Aurrafil (LN female civilized Solamnic Circle Commander in Kalaman; Etharion
human noble 3/cleric 10 of Shinare), Mistress of the Cordaric (CG male civilized human fighter 8/rogue 2/
Light of Shinare; Cilvar Huntaway (N male nomad Legion scout 2), Legion Cell Commander in Kalaman.
human barbarian 3/wizard 4/wizard of High Sorcery Kalaman Militia—Commanded by Mark Oxhorn
4), Proprietor of Cilvar’s Mageware; Ekatrine of Five and his two seconds, Aiden Rilfort and Ernst Thorpe
Veils (LE female civilized human rogue 9/assassin (both NG male civilized human fighter 6), the Kalaman
2), Guildmistress of Escorts; Shala Mer-Kane (NG militia is predominantly human and armed with
female civilized human rogue 6), Cartographer; banded mail, mwk short swords, and mwk glaives:
Amroh Oakseed (CG male Qualinesti elf mariner 15), warrior 4 (4), warrior 3 (4), warrior 2 (8), warrior 1
Proprietor of Emerald Mermaid Supplies. (644)
Factions: Brass Tigers—Highest-paid mercenary
Marsh and Tree to Kalaman 47
Getting to Kalaman 1) and an officer (warrior 2 or warrior 3), although the
There are two primary means of getting to Kalaman in Solamnic knights, Ergothian Merchant Marine, and even
this adventure: by land or by sea. The overland route, the Legion of Steel have volunteered their assistance
regardless of which path the heroes take, eventually leads during peak traffic periods or times of threat.
to Haekel’s Causeway and the Warrior’s Gate. The sea Most buildings in Kalaman are wooden with tile
route puts the heroes in the harbor, disembarking on the roofs. A few are built at least partially from brick, while
docks, and entering the city through the Harbor Gate. a number of expensive homes, temples, barracks, and
Because the city is surrounded by farmland, orchards, the Palace are granite and marble. In the poorer areas of
an estuary, and many smaller fishing villages along the Kalaman, located in the northwestern corner, the majority
Vingaard River, people are often met outside the walls and of the buildings are three- or four-story tenements or
civilization will be obvious from as far away as six miles. apartments. The residents pay rent to landlords who live in
If asked, any commoner or simple merchant will be able the affluent areas to the south of the Palace, where homes
to point the way to Kalaman: “Just look for the Palace, the are no more than two-stories tall.
walls, the temples, and the really, really happy people.” Kalaman’s main streets are clay with once-paved
After the heroes emerge from the Shadowglades sidewalks on at least one side of the street. In many places,
or the Woods of Lahue, the land around Kalaman is the stone has been replaced by wooden planks or is absent
predominantly warm hills terrain. Once the heroes reach altogether. Wagon wheels have left deep ruts in the streets,
Haekel’s Causeway, travel should be uneventful and free of which even the spring rains don’t completely eliminate.
incident. Colorful flags, pennants, awnings, and banners greet those
who arrive through the gates and travel along one of the
Attitudes in Kalaman main throughfares of the city, but further into the poorer
As a city enjoying bountiful harvests, excellent trade, and a quarter, the flags are replaced by laundry; the awnings
renewal of fortunes, Kalaman has a surfeit of pleasant and replaced by wagons missing a wheel and propped up
amiable folk. Unless otherwise indicated, or if the heroes against an abandoned storefront.
make complete fools or unwelcome guests of themselves,
residents of Kalaman will be Friendly. Most shopkeepers Gathering Information in Kalaman
and service providers will be Helpful if the heroes are Having lost what amounts to four months of their lives in
polite and not Dark Knights or evil wizards. Solamnic the Dragons’ Graveyard, the heroes may be very interested
knights, Legionnaires, White or Red Robed wizards, and in what is happening in the outside world. Kalaman, as
other members of organizations are all being treated fairly a hub of commerce and trade, is the first place they have
well. Clerics of Shinare and Mishakal enjoy additional been where this information is available. What follows
respect in Kalaman, and all Charisma-based skill checks or is a brief summary of what the heroes might learn from
ability checks used by clerics of these two gods gain a +2 asking around; this particular information doesn’t require
circumstance bonus. a Gather Information check.
• The Dark Knights have been driven out of Palanthas
Features of Kalaman by a Solamnic army, and the Jewel of the North is once
Kalaman is a walled city that surrounds a deepwater again free of evil!
harbor at the point where the Vingaard River empties • Sable, the Black Dragon Overlord, is dead! She was
into Kalaman Bay. Breakwaters extend out from the shore slain by a mysterious shadow dragon, and her swamp is
and end in beacons that light the way into the harbor already beginning to recede in some areas.
and to the docks. The docks themselves are long and • An army of Brutes has taken over the eastern reaches of
spaced at wide intervals to accommodate both large and the Plains of Dust! The Legion of Steel and the Knights
small vessels, and the waterfront is lined with warehouses of Solamnia report that resistance has halted their
and customs offices. The Lords of Kalaman long ago advance on the edges of centaur lands for now.
determined that allowing taverns, restaurants, boarding • High King Tarn Bellowgranite has been exiled from
houses, and brothels along the waterfront only invited Thorbardin! Another Hylar thane has taken the throne,
seedier elements, so Kalaman is unusual in this regard. and Bellowgranite now holds Pax Tharkas with his
The famous slate-gray city walls are 15 ft. tall with 25- loyal followers.
ft. watchtowers spaced every 500 feet. There are four main The following information represents the local gossip and
gates into the city: the Main Gate, which leads out onto the rumormongering in Kalaman itself based on a Gather
road to Solamnia along the Vingaard; the Warrior’s Gate, Information check and an evening, afternoon, or morning
which opens onto Haekel’s Causeway for those headed spent among the populace. You may also use the Kalaman
towards the Astivar Mountains; the Harbor Gate, which Information table for the purposes of a mariner's sailor
is the entrance to the city for those who come into port; lore check.
and the Fisherman’s Gate, which opens onto the shoreline A great deal of the chatter mentioned in the table
east of Kalaman and provides access to the bustling is related to the Temple of Shinare and the events
fishmarkets. Guard patrols take up posts at the gates surrounding the past couple of months. The Brass Tigers
and walk the city walls day and night. Each guard patrol are, in fact, in town—they appear in the Scene “The
consists of six members of the Kalaman Militia (warrior Griffon and the Tiger.” The gossip about Shala Mer-Kane,
48 Chapter One
Table: Kalaman Information strong walls and boasting lush gardens, several glittering
DC Results towers, and two main wings that once housed Kalaman’s
Kalaman is prosperous, and it’s all thanks lords and Solamnic knights. The castle was taken over by
to the work of the Shinarean priests. The the Dragonarmies during the War of the Lance, serving as
Day of Hearing was held recently at the Blue Highlord Kitiara’s command center for a number of
Temple, and many merchants and vendors
10 months, and still later it became the residence of Governor
were blessed by the Lady Jennetta. The
Merchant Marine of Ergoth has been Gilthanas and the Lady Silvara. The castle’s current
arriving on a regular basis, bringing resident, Lord Ramnulf Genton (LN male civilized human
wondrous goods from far-away places.
fighter 12), is in the process of restoring it from years
There’s a lot less crime in Kalaman than there of neglect and damage wrought by the Chaos War and
was when the city was covered in darkness. oppressive darkness.
Luckily the Kalaman Militia can take care of
15 what pickpockets and thieves remain. Even Castle Kalaman has a fairly large staff of servants and
political assassination is a thing of the past! officers, including a butler, seneschal, master chef, vintner,
Best keep your coinpurse close to you when stablemaster, and so forth. It is a busy place and active
walking through the open-air market, though.
even in the late hours or early mornings. Castle restoration
If it’s the Steel Legionnaires you’re looking also means that during daylight hours, the grounds are
for, try the fishmarkets. If it’s Solamnics, visit frequented by workers, carpenters, stonemasons, and
20 the Castle. And if it’s mercenaries, rumor has
it that the famous Brass Tigers are going to be blacksmiths. Any individual who seeks to infiltrate Castle
in town – and they’re looking for a contract! Kalaman will find a wealth of opportunities to blend in
with the crowd.
Shala Mer-Kane went missing recently,
and that’s not the only strange thing that’s Development: If the heroes are seeking audience with
been happening. Lady Jennetta is clearly Lord Genton, the current governor, Castle Kalaman is
25 distracted, men in white cloaks have been where they need to go. During the early mornings, Lord
seen in bars and taverns, and there’s talk of
the nobles in other cities behaving oddly. Genton holds audiences in the gardens; in the afternoons,
he invites his guests to the sitting rooms in the castle’s
Some of the city’s kender and street urchin East Wing and provides entertainment, refreshments, and
children report seeing somebody come in eventually some kind of banquet dinner. Lord Genton is
through the Secret Way, a hidden passage
through the southern wall of Kalaman. more likely to meet with covert or military guests during
The man was dressed in a dark cloak, the evenings, in his private offices, where armed guards
had an amulet or medallion around his walk the corridors and conversations are private.
30+ neck, and never said a word. He was met
by Ekatrine of Five Veils, who spirited The Castle is also the current home of the Solamnic
him away in her horse-drawn coach. circle in Kalaman, as they are guests of Lord Genton. Sir
It wasn’t long after this that Shala Mer- Pryam Torment (LG male civilized human noble 3/fighter
Kane went missing and the Mistress of
Light at the Temple became anxious. 3/Knight of the Sword 6), a recent convert to Shinare who
heads up the small contingent of Solamnic Knights in
Lady Jennetta, and Ekatrine is explained to some degree the city, has his offices in the West Wing of the Castle. He
under areas KA3, KA6, and KA7. The white-cloaked may offer the usual assistance to player character knights,
men are the Whitescale Society assassins who are in including training, counsel, and information. If asked
town waiting for their moment to strike (see “Enter the about Gilthanas, he says he remembers the elflord well
Whitescale Society”). and that when he served in Castle Eastwatch a few years
You may want to expand further on these details or ago, Gilthanas and Silvara were staunch allies against the
bring the focus towards your own plans for Kalaman, Dragon Overlord Frost. Sir Pryam believes matters are dire
especially if the heroes return to here later (see “Returning for the Solamnic Knights at Castle Eastwatch right now,
to Kalaman”). However, the main purpose of the city in but honor and duty requires him to stay here in Kalaman.
this chapter is to set the stage for the hunt for Gilthanas.
KA2. Open-Air Market
Key to Kalaman Kalaman is a thriving port city, and its famous open-
The Lordcity of Kalaman is large, well-populated, and air market is the destination for many vendors and
diverse; there are many things to see and do in this new patrons alike. Every year, space is allocated by bidding
era of relative security. The following entries describe the and auctions, or by large amounts of money, to vendors
significant areas marked on the Kalaman city map and who seek to peddle their wares in the market. Rows of
provide information on a few of the places the heroes individual stalls, selling anything from leather goods to
might visit while in the city, especially those that tie into masterwork swords to alchemical concoctions, are arrayed
the plot of the adventure. in a vaguely spiral shaped pattern, making it next to
impossible to just pass quickly through.
KA1. Castle Kalaman The open-air market is constantly busy; it is open
The Lordcity’s most prominent landmark is its mighty from an hour before sunrise until two or three hours
castle located in the middle of the city. The castle is one of after sunset. Vendors with legitimate stalls compete with
the most impressive citadels in the north, surrounded by the noisy crowds to sell their goods, and so-called rogue
Marsh and Tree to Kalaman 49
vendors with their merchandise loaded onto wagons recent troubles to continue her father’s business. Two
move throughout the market, hoping to make a tidy profit months ago, Shala went missing—she left no word with
of their own before the militia sees them and rounds the young scribes she hires to assist her, nor did anyone see
them up. The market is, unfortunately, a haven for petty her leave. In her absence, Mer-Kane Maps is being run by
criminals. Every cutpurse, charlatan, and conman in a close friend of Shala Mer-Kane, the skilled Daewar dwarf
Kalaman spends at least a few hours here, much to the architect Donald Copperplate (NG male Daewar dwarf
chagrin of Lord Genton. His efforts to clean up the city master 10). Copperplate shares his friend’s affection for
have had a marked effect on the number of pickpockets kender and has even hired a number of them to inventory
and prestidigitators roaming the market, but they are still the business’s stock of maps to determine which, if any, are
a problem. missing along with Shala.
Development: Most items the heroes may wish to The truth is that Gilthanas visited Mer-Kane Maps
purchase while in Kalaman may be found in the open-air in secret two months ago, looking for a specific map that
market but at an elevated cost. Kalaman’s taxes are steep at would enable him to locate the various portals to Bastion
present, as Lord Genton is still trying to improve the city’s around Ansalon. He found the map, but Shala walked in
infrastructure. Thus, assume any item from the Player’s on him. Although he didn’t want to leave any evidence
Handbook will have an additional 15% added to the cost, that he was in the city, Gilthanas was also unable to
unless the buyer can convince the vendor to worry less convince Shala to remain quiet about his presence or his
about taxes and more about making a sale. Finding the need for the map. Rather than kill her, something Frost
right vendor, which may also require starting in the market pressed him hard to do, Gilthanas used one of his scrolls
and moving out into the business district itself (as many of imprisonment to trap Shala far beneath the surface.
vendors also have larger shops elsewhere in Kalaman) can There she remains, trapped in suspended animation, until
take as long as a half hour. This can be cut down to 15 somebody casts freedom in Mer-Kane Maps. Magic has
minutes with a DC 20 Appraise check or 5 minutes with failed to locate her, although discern location will succeed
a DC 30. 5 ranks in either Search, Gather Information, or if one of the heroes uses it. Divination magic might also
Knowledge (local) adds +2 to this check. reveal that Gilthanas was here, that he cast a spell which
imprisoned Shala, and that he took the Bastion portal
KA3. Mer-Kane Maps map.
Since the Cataclysm, Kalaman has been home to the Development: If the heroes assist Donald in
Mer-Kane family of cartographers. Every generation inventorying the store, which will take another 24 hours,
of Mer-Kane has been gifted with mapmaking skills, as they will learn about the missing Bastion map. A DC 30
well as forgery and calligraphy. During the War of the Search check (with a +2 synergy bonus from 5 ranks in
Lance, Ashe Mer-Kane was an agent working against the Knowledge [arcana]) will actually uncover another map,
Dragonarmies; his daughter Shala Mer-Kane (NG female copied from the original, hidden in one of Shala’s map
civilized human rogue 6) survived the Chaos War and caches. The heroes may use this map to locate the various
50 Chapter One
portals to Bastion and pursue Gilthanas (see Roads to KA6. Guild Hall
Bastion for more information on the map and the portals). This location, within walking distance from the Main Gate,
is actually three buildings and a courtyard surrounded by
KA4. Emerald Mermaid Supplies a 10 ft. high stone wall. The largest of the three buildings
Kalaman’s warehouse district and maritime businesses houses the offices of Kalaman’s merchant guilds, which
have relied on Amroh Oakseed (CG male Qualinesti elf have been incorporated for hundreds of years and enjoy a
mariner 15) for their shipping supplies for centuries. The substantial influence over local business. The guilds collect
aging elf lost an arm at sea and retired from the life of revenue from the vendors and shopkeepers in the city and
a sea captain to manage this supply store, which he has turn that money back into maintaining trade with other
done since the earliest years of the Age of Despair. His ports and cities, as well as paying taxes to the Governor of
knowledge of nautical history is extensive, as is his stock Kalaman. Guild politics in Kalaman are fairly mundane
of shipping goods. Characters looking for nautical charts, and uninteresting; the prosperity of the city has meant that
belaying pins, rope, caulking irons, raking tools, bizarre most of the merchants are keen to work together rather
stories of the sea, or information on the comings and than stab each other in the back.
goings of ships and boats in Kalaman Bay will not find any The sole exception is Ekatrine of Five Veils (LE female
other establishment as essential as the Emerald Mermaid. civilized human rogue 9/assassin 2), an agent in Kalaman
Development: Amroh knew Gilthanas well back when for the Whitescale Society. She was Gilthanas’s contact
the elflord was Governor. He hasn’t seen him since 16 years when he arrived recently in secret, and she aided him with
ago (23 SC/406 AC) when the former Lord of Kalaman, getting in and out of Kalaman without being seen. She also
Tierell Rychner, briefly persuaded Gilthanas to take up arranged for the Essekar ogres to be paid for their services.
the title of Governor for a number of months in order Ekatrine has her ear, and those of her many thieves and
to improve the morale of the city. Amroh never thought assassins, to the ground in Kalaman. If the heroes arrive
Gilthanas’s heart was in it, and he was proven right when without trying to hide their presence, she will know about
the elflord left to continue his search for Silvara. If asked, it within the hour. Ekatrine’s cover identity in Kalaman,
Amroh will inform the heroes that the only other close which she maintains in order to keep herself out of trouble
friendships Gilthanas had in the city the last time he was with the militia and the Governor, is the head of the
here were with Shala Mer-Kane (of Mer-Kane Maps, KA3) Guild of Escorts. Her ladies of the evening entertain and
and the Lady Jennetta, who has since turned to Shinare’s frequently lift the purses from the sailors and merchants
faith and runs the Temple (KA7). who come into port, and because she turns over her taxes
and revenue like any other guild, her activities are barely
KA5. Guard Barracks questioned. Ekatrine regularly meets with Lady Jennetta,
Kalaman’s militia operates out of two areas of barracks, head of the Temple of Shinare (KA7). This fact may give
one by the Warrior’s Gate and another by the open-air the heroes some leads on the events of the past few months
market and Harbor Gate. Each compound consists of four if they learn it through divination magic or by confronting
long two-story buildings and a single three-story building Ekatrine with what they learned with Gather Information
that houses the guard captain’s offices, all separated checks.
from the rest of the city by a 10 ft. stone wall with large
wooden gates. The militia is evenly divided between the KA7. Temple of Shinare
two locations; the Warrior’s Gate compound is overseen Although the Lordcity of Kalaman was once home to
by Aiden Rilfort (NG male civilized human fighter 6), many temples, shrines, and churches, time and disaster
while the Harbor Gate compound is administered by have lessened the presence of religious institutions.
Ernst Thorpe (NG male civilized human fighter 6). Mark Because the gods have only been back for the better part of
Oxhorn (NG male civilized human fighter 8), the Sheriff a year, the Holy Orders of the Stars have not yet established
of Kalaman, maintains dual offices and goes back and themselves completely in Kalaman. One of the few that
forth as needed, despite being a hands-on commander; the have is the Order of Shinare, whose tenets of trade,
heroes are likely to meet Oxhorn out in the streets with the enterprise, and progress have swiftly caught the attention
militia patrols or meeting with Lord Genton if they stop by of the people of Solamnia and Nightlund. Kalaman’s
the Castle. Temple of Shinare is an impressive octagonal cathedral
Development: If the heroes run afoul of the militia covered in ornamentation, from golden spires and griffon-
while in Kalaman, they will be brought to the closer of wing icons to silver chasing around the base of its pillars
these two compounds for questioning. Obviously, none and statues. A long rectangular hall attached to the main
of the militia, even the Sheriff, has the combat ability of church houses the growing population of Shinarean priests
the heroes. If a confrontation goes poorly for the militia, and priestesses (thirty-two novices and four chaplains), as
the horns will be sounded to alert the city gates to close, well as hosting visiting mercenaries and sellswords.
at which point some of the city’s more experienced Lady Jennetta Aurrafil (LN female civilized human
individuals might make an appearance (such as Sir Pryam noble 3/cleric 10 of Shinare) is Mistress of the Light in
of the Solamnic circle in Kalaman, Etharion Cordaric of Kalaman, which makes her the highest-ranking cleric
the Legion of Steel, or Lord Genton himself) in an attempt of her Order in the region. She is the former wife of the
to settle the dispute. Governor’s advisor, Lord Migel Aurrafil, having left him
Marsh and Tree to Kalaman 51
over his role in trying to keep Gilthanas in Kalaman 16 anything related to Gilthanas or Frost, having his sights set
years ago. She spent over a decade wandering across firmly on the ministry to which he has been called. Player
Ansalon seeking something to believe in, lending her character clerics of Mishakal, especially those who are
considerable insight to merchants, travelers, and pilgrims. more experienced than Father Jon, will be honored guests
When the gods returned, Lady Jennetta was one of and treated well by the Temple for the duration of their
Shinare’s first converts, and eventually the estranged stay. See the Scenes in Kalaman section for more of Father
noblewoman came back to Kalaman and re-opened the Jon’s activities in this adventure.
Temple. Her relationship with her ex-husband is strained
but professional. She advises the Governor on Shinare’s KA9. Cilvar’s Mageware
faith and has become something of a counsel to the Kalaman has several small mage supply stores, most
merchants who come into port. of which are nothing more than apothecaries and
The residence hall is currently home to a unit of bookbinders. Trinkets and potions are sold by minor
the Brass Tigers, the company owned and captained by spellcasters, and small-time merchants who have stumbled
Gwynneth Cordaric (CG female civilized human rogue 8/ across caches of magical items sell them for exorbitant
ranger 6). Unless she died in Spectre of Sorrows, Gwynneth prices. Cilvar’s Mageware, however, located near the city
herself is staying here. See “The Griffon and the Tiger” wall behind the wealthier residential ward of Kalaman, is
under Scenes in Kalaman for more details. something else entirely.
Development: Lady Jennetta is the only other person in Cilvar Huntaway (N male nomad human barbarian
Kalaman outside of Shala Mer-Kane and Ekatrine of Five 3/wizard 4/wizard of High Sorcery 4), a mountain nomad
Veils to know that Gilthanas has been in the city in the past from the Taman Busuk, discovered a talent for sorcery ten
few months. She is, oddly enough, Ekatrine’s confessor; the years ago during an attack by Dark Knights upon his tribe.
mistress of assassins visits Lady Jennetta in the pre-dawn He thought he had lost it when the souls of Krynn began
hours at the Temple to speak of her many transgressions. draining magic from those who used it, but when the
Lady Jennetta keeps this to herself, knowing that thus far moon gods returned to the world, he was among the first
Ekatrine has worked within the system and not against it, of the new converts. A member of the Order of Red Robes,
but she fears that the mysterious organization of which Cilvar is Kalaman’s premier wizard, but he prefers to spend
Ekatrine is a member may force her to bring great harm his time supplying young apprentices and students of
to the city. When she learned that Ekatrine had aided magic. If called upon by the heroes, he will certainly do
Gilthanas, Lady Jennetta was motivated to investigate what he can to help, but his preference for staying out of
further, but so far has come up with nothing. Her actions conflicts and presenting himself as a neutral observer has
are explored later under Scenes in Kalaman. given Lord Genton no cause to ask for his help thus far.
Development: Cilvar’s Mageware can supply spell
KA8. Temple of Mishakal components, foci, and equipment for both arcane and
The Temple of Mishakal is the other major religious center divine spellcasters (other than the standard clerical
in Kalaman. Mishakalites gravitated quickly to the city accoutrements). All costs are 10% above the standard
once the perpetual darkness was lifted, and the healing of price, and Cilvar must operate under the city’s 15,000 stl
the city has benefited greatly from their presence. Their price limit like any other business. Cilvar notes that there’s
temple is a long, well-lit building with cupolas at both a big demand for magical supplies now that the Tower in
ends and modest ornamentation around the windows Wayreth has re-opened and the Orders of High Sorcery are
and doors. Signs welcome the sick and injured into its recovering from years of inactivity. If the heroes are hoping
halls, where comfortable beds and stretchers await with to acquire some major artifacts, they’ll have to stumble
physicians, healers, and herbalists present to take care of upon a hidden vault or hoard nobody has found, he says.
patients. Lay members of the Holy Order, those without Cilvar is also useful in that he can tell the heroes a
clerical gifts, are responsible for much of the day-to-day little more about the portal map that they might find at
running of the Temple. Actual brothers and sisters of the Mer-Kane Maps. If they show him the map, he says it gives
Order are few in number, but the number of converts is all of the major magical locations where Bastion’s pocket
growing; at the time of this adventure, the Temple is home dimension overlaps with the mortal realm. Powerful
to a dozen acolytes (cleric 1), five priests (cleric 4), two arcane guardians protect the portals to Bastion, he says,
elders (cleric 8), and Father Jon. which have been thought lost since the Chaos War. None
Development: Father Jon Bolitho (LG male civilized of the Sentinels, the wizards assigned to the fortress,
human cleric 13 of Mishakal) oversees the Temple and have been heard from in many years. Cilvar notes that
came here from the Citadel of Light, where he was once the closest portal is at the Lyceum, a ruined library/mage
an instructor under Goldmoon. The spirit dragons of the school 20 miles east of Kalaman, on a rocky island a
Dragons’ Graveyard intend for this man to receive the hundred feet off the coast.
Tears of Mishakal. Father Jon is a kindly, generous servant
of his church, as many in his Order are. If the situation KA10. Fish markets
demands it of him, he can be steadfast and resolute with Kalaman has an increasingly vital fish trade, one which
a firm and unwavering voice, but for the most part, makes the eastern end of town characteristically odiferous.
he remains soft-spoken and smiling. He is unaware of The fish markets are kept apart from the rest of the city,
52 Chapter One
with militia barracks and the Warrior’s Gate acting as necessary. Be sure to read over the individual locations
incidental barriers, but every westerly wind that blows KA1 to KA10 and “Gathering Information in Kalaman”
in from the Bay carries the smell across the streets of before beginning play in the city.
Kalaman and reminds the residents where it is they live.
Development: Heroes can do more than buy fish in Scene: Arriving in the City
the fish markets, although it is some of the best in the If the heroes arrive by land, they are probably going to
north. Here among the rows and rows of trays covered enter the city by the Warrior’s Gate at the end of Haekel’s
in fish packed with ice and wet leaves, the Legion of Steel Causeway. Read or paraphrase the following:
conducts the bulk of its business. Etharion Cordaric (CG
male civilized human fighter 8/rogue 2/Legion scout
2), the son of the famous mercenary captain Gwynneth
Cordaric (introduced in Spectre of Sorrows and returning
U nder countless banners and pennants
stands the Lordcity of Kalaman, Gateway
to the West and the Crown of the Vingaard.
in this adventure if she survived), meets his contacts in Shrouded for years in a perpetual darkness
the Legion here among the fishmongers and masquerades that stretched forth from Dargaard Keep,
as one himself. The tall, scrawny, olive-complexioned Kalaman is now a brightly-lit testament to
Etharion has a sharp eye and a nose for information, but endurance and valor. The causeway from the
he is also a carouser and ladies’ man; he takes after his east leads right up to the city’s impressive walls
mother and not his Solamnic father. If the heroes want a and passes under the legendary Warrior’s Gate
Legion contact in Kalaman, he’s the one with whom they from which the Whitestone Forces once rode
will need to establish ties. out toward Neraka. Now the gatehouse is open,
and the city militia in their banded mail armor
Scenes in Kalaman welcome travelers, pilgrims, and merchants
The Scenes in this section of the adventure occur over alike into the bustling streets of Kalaman.
at least one day and night, longer if the heroes decide to The strong smell of the fish markets, the
stay for a while. Kalaman offers many opportunities in hearty aroma of ground tar beans and
this early stage of the adventure, but the heroes do not bakeries, and the tang of exotic spices and
have unlimited time. These Scenes are designed to occur fruits fill the nostrils. The whinnying of
roughly in sequential order. Adjust and adapt them as horses, the shouts of street vendors, and
What Does Etharion Know?
E tharion Cordaric is a savvy and informed man,
despite his relative youth. In his twenty-three years,
he has seen no end of conflict and intrigue, including
with Cinder being right next door. The rest of us would
be happiest with Cinder dead and Fume somewhere
else, but Gibrana’s taking lead on this one.”
the death of his Solamnic father at Sanction in the What’s happening in Southern Ergoth?
last days of the War of Souls. Determined to spread “Our covert Legion cell in Daltigoth is reporting
intelligence and news about important events to those that the ruler of the city’s now an ogre titan. Bigger,
who he believes need it, he could be a good source of smarter, more dangerous. Frost put him in charge of
information to the heroes. If the heroes question him or his supply network. There’s some kind of super potion
ask him for details, use the following as a guideline for that works a little like the ogre titan potion does on
what he relates to them. ogres—enhances your speed and strength. Our cell
What’s happening in Estwilde with Cinder? there is looking into it. Further north, though, Frost’s
“Major Legion activity. Cinder’s a huge red dragon dragonspawn program is apparently picking up the
with dreams of becoming an Overlord. We can’t have pace. We have to nip that in the bud.”
any more of those, not while we’re trying to get rid of What do you know about Gilthanas?
the White. A Legion cell in Throt, led by a brother and “The elf prince? Not much. Legion gets along with
sister team, have allied with goblins from Northern him, I suppose. Haven’t seen him lately. Used to live in
Ergoth. They’ve already gotten rid of a major hobgoblin Castle Eastwatch, and I think he and the Daltigoth cell
chieftain, but Cinder’s got some new warlord in the used to keep in touch.”
wings waiting to take over. Cinder wants Fume dead… Is Gwynneth Cordaric really your mother?
but that’s Gibrana’s problem.” “Yeah. I’d deny it, but then that would only be to
Who is Gibrana Rentir and what is she doing? keep her vanity intact. Haven’t seen her since Dad was
“Gibrana’s a free spirit. Never been sure she’s killed.” (If they tell Etharion that his mother is in town,
completely on board. Important contact in Lahue, and Etharion is pleased to hear it, and the heroes get a
seems to have developed a relationship with the big number of free fish.)
green dragonlord, Fume. Lesser of two evils, I suppose,
Marsh and Tree to Kalaman 53
the distant creaking of ship masts and sails
greet the ears. But most of all, Kalaman is
a city of sights: tall gleaming castle spires,
Y ou find the Temple of Mishakal at the
meeting of four roads surrounded by
offices, counting houses, scriptoriums, and
twisting and brightly-painted rows of houses, theaters. Unlike these other buildings, the
crowds of people from all over Ansalon, and Temple is only modestly decorated, but there
the reassuring signs of taverns, temples, and are also more people coming to and from
theatres. It is indeed a banquet for the eyes. it. The temple proper is a long, single-story
building with rows and rows of windows
Arriving by sea will not be too different, although the that look into a haven of healing and
heroes will need to put in at the docks and enter the city recovery. At each end, a two-story domed
through the Harbor Gate. There will be a harbor tax of 15 tower invites the faithful and the sick to
stl per head, which shouldn’t be a significant burden on the Temple with everburning flames visible
heroes of their experience level. Because the waterfront in the upper level rotundas. Mishakal’s
holds only warehouses and little else, they won’t really emblem, the symbol of infinity, gleams
experience Kalaman until they pass into the city proper, at brightly above the main entrance, along
which point the above description is just as valid. with the motto: Stanya Pomoza Nudunas
The Situation: You may present the heroes with a Nenaet, or “The light makes us whole.”
number of options, from finding a place to stay (there are
many inns, hostels, and boarding-houses in Kalaman, all of
which are relatively inexpensive) to moving quickly with The Temple is the heroes’ primary destination, the
their mission to hand over the Tears of Mishakal (which place to which they must bring the Tears of Mishakal. On
will take them to KA8, not too far from the Warrior’s the day of their arrival, the Temple has another visitor:
Gate). The players should feel they have the resources of Naelathan Shadowdark (CG Silvanesti elf bard 7/fighter
a fairly sizeable city at their fingertips, even if they are 4/horizon walker 2), a Silvanesti kirath from the Khurish
essentially running an errand for the spirit dragons. town of Pashin (see Chapter One of Key of Destiny). The
Factions: Although the majority of the faction heroes will be ushered into the Temple by one of the lay
development occurs in other Scenes, the heroes might run healers and escorted to the sanctum where Father Jon
into one or more Ergothian Merchant Marine sailors at the Bolitho is speaking with the visitor.
docks or in one of the taverns and watering holes around Read or paraphrase the following:
Kalaman. Striking up a relationship with the Merchant
Marine this early in the adventure will come in handy
later on, especially once the heroes need to get across
open water or between ports. Captain Tristan Elderwood
Y ou are shown into the Temple’s sanctum,
a room of cobalt-blue tile with several
low, wooden benches arrayed about a central
(LN male half-elf mariner 7/sorcerer 3/mystic 3) is the pool of clear water. Hanging baskets of
Ergothian Merchant Marine agent in Kalaman, and you aromatic herbs give the sanctum a peaceful,
may want to drop the wily half-elven captain into a scene calming atmosphere. Seated by the pool are
at a pub or tavern, especially if the heroes came into the two figures: one is a tall, lanky human with
city by ship. Word of any heroics on board the ship from thinning white hair and a cassock woven
Pentar would have reached his ears, and if you have already from many shades of blue cloth; the other is a
played through Spectre of Sorrows and the heroes treated dour, serious elf with sharp features and dark
Captain Vanyth Swift well, their reputation will have clothing. The elf ’s skin is unnaturally pale,
preceded them. almost ivory. As you enter and are announced,
Use the following as a guide to how the characters both men look up at you, with only the elf
might affect their faction ratings: showing any sign of recognition. It seems as
Strike up a business relationship with Captain Tristan: if you must know this elf from somewhere.
+2 EM
Heroes helped to defend ship from attacks around
Goblin Coast: +2 EM The Situation: Naelathan has traveled across Ansalon
Heroes worked with Captain Swift in Spectre of from the elven enclave in Pashin to seek help, for his
Sorrows: +1 EM people are dying of sunblight. If the heroes have played
Insult, rebuke, or anger Captain Tristan: –2 EM through Key of Destiny and Naelathan did not survive
Insult, speak poorly of, or rebuke Holy Order of that adventure, you may replace him with another NPC
Shinare: –1 EM (Clearbrook, for example, is also a kirath, and she makes
an excellent alternate; use Naelathan’s statistics). If the
Scene: A Visit with Father Jon heroes did not play through Key of Destiny, you may
Once the heroes decide to visit the Temple of Mishakal, assume that at least one of the player characters knows
read or paraphrase the following: of Naelathan by reputation as a master scout, guide, and
tracker. If he is here, it is because he was sent by the Pashin
refugees as a last resort.
54 Chapter One
If Naelathan is known to the heroes, it takes him a few goal (1/4 of current XP, awarded to the entire group). As
moments to realize who they are, at which point he will always, provide suitable experience for interacting with
rise to his feet and declare, “You! You were the ones who the NPCs and for coming up with interesting solutions to
were supposed to bring us help!” Word had reached the roleplaying problems.
elves in Pashin that the heroes had found and taken the
Tears of Mishakal north to be purified in the Fountain Scene: The Griffon and the Tiger
of Renewal, so they expected them to journey back and This Scene takes place if the heroes seek out Lady Jennetta
use the power of the Tears to cure the refugees of their Aurrafil or have an interest in visiting the Temple of
affliction. When months went by and no word had come, Shinare. They may have been sent here by Amroh Oakseed
and General Dogah’s forces in Pashin had staged several or heard rumors about Lady Jennetta. They may even
attacks upon the elves’ sewer hideout, the elven leader have heard that the Brass Tigers are in the city and tracked
Shaylin Moonborn had all but given up hope. Her people them to their obvious meeting place, the Temple. Although
left Pashin and traveled north into the foothills of the this is not a combat encounter, it should enable the player
Khalkist Mountains with plans to rejoin the larger elven characters to move the story forward and pick up the trail
community in Khuri-Khan. The elven cleric of Mishakal, of Gilthanas and the dragon skulls.
Angelyn Starsinger, experienced a vision of the Tears being Read or paraphrase the following when the heroes
held in Kalaman, so Shaylin sent Naelathan north to the show up at the Temple of Shinare:
Lordcity in hope of bringing back the jewels and saving his
people.
Father Jon Bolitho will step in before things get heated
and introduce himself calmly but firmly. He will ask the
T he magnificent eight-sided Temple of
Shinare dominates the buildings around
it in both size and splendor. Clad in precious
heroes what their business is at the Temple; he, too, has metals, built from blocks of purest marble
had visions but wishes the player characters to speak for fit seamlessly together, and ornamented with
themselves. He then explains Naelathan’s plight and says decorative tile and statues of griffons, the
that the Tears of Mishakal belong with his goddess’s Holy Temple boldly claims the faith of its goddess
Order. “Their fate and yours are no longer linked,” he says. in no uncertain terms. Merchants, their
“Allow me to relieve you of their burden, so that I might aides, and vendors of all colors and creeds
take them with this young Silvanesti to his people.” huddle around the Temple’s paved courtyard,
Development: The heroes may negotiate further with engaging in animated discussions about the
the High Priest of Mishakal, but it is quite clear to Father economic news of the day while Shinaran
Jon that the Tears were supposed to be with his church acolytes walk between them offering advice.
and the timing is a sign from his goddess. Naelathan, for An attached building, less ostentatious but
his part, is telling the truth; while he can be mocking and still clearly designed by the same architect,
sarcastic at times, and was very nearly branded a dark elf, looks to be some kind of residential barracks.
the kirath is also a dedicated agent of Shaylin Moonborn As you approach the Temple, a familiar-
and loyal to his kindred. looking banner hangs from a flagstaff outside
If the heroes suggest that they accompany Father Jon, the barracks: a yellow tiger on a black field.
he shakes his head and tells them that they have more
important things to do. They are clearly heroes of legend, The Situation: Unless they make the trip to the Temple
given tasks of great responsibility and stature that the in the dead of night, the heroes have come at a busy
commonfolk of Ansalon could never hope to achieve. time, for the Temple is always ministering to its plentiful
Father Jon offers his Temple’s services and counsel for patrons. Getting through the throng of merchants to
the time they are in Kalaman, but he says that time is of see anybody inside the Temple will take a little work;
the essence for him; he needs to begin preparations for you should play up the size of the crowd and the thinly-
a journey south. With any luck, this should be enough stretched staff of clerics and counselors. At best, the
of a hint to the players that they need to be focused on heroes might be able to wave down an acolyte and send
Gilthanas, not the elves of Pashin. What they don’t know him in. DC 20 Diplomacy and Bluff checks, coupled with
yet, of course, is that they will very likely be seeing the elves convincing stories, will earn them an audience with Lady
and the Tears of Mishakal again in the near future under Jennetta in an hour.
completely different circumstances (see Chapter Four: It is also possible the heroes will want to see Gwynneth
Darkness Over Cristyne for more details). or whoever is presently in charge of the Brass Tigers.
Factions: There is no major faction development in Getting into the residential barracks is much harder than
this Scene, unless you have set up either the Holy Order getting into the Temple, for it is considered a private area
of Mishakal or the elven refugees as minor factions. and outsiders are not permitted access without invitation.
Relinquishing of the Tears of Mishakal in this chapter leads An acolyte will inform the heroes that Captain Cordaric
to major consequences for the Wichtlani Ghoul Cult, but is meeting with Lady Jennetta in the Temple, and they can
this will not modify the heroes’ rating with that faction. probably speak with the Brass Tiger captain later.
XP Award: Giving the Tears of Mishakal to the Holy Development: When the heroes manage to get in to see
Order constitutes accomplishing a minor party mission the Mistress of Light, they will be escorted to the Theatron,
Marsh and Tree to Kalaman 55
an amphitheater-like room with rows of circular stadium means the heroes will be able to call upon their assistance
seats looking down onto the circular inner shrine. From if needed, although it will cost them a small fortune. Such
this position above the shrine, Lady Jennetta is able to is the way of things, she winks.
observe the ceremonies and rites without interrupting the If the heroes ask Gwynneth about Etharion, the Legion
priests who are taking part. She offers seating to the heroes cell commander in the city, she smiles at the inquiry. “He’s
and calls for cakes and ale; while many Temples have here in Kalaman? That’s one that I’m proud of. Wish he’d
expensive tastes, Lady Jennetta’s leadership stresses the keep in touch with his dear mother more often though. So
need to bring people together over simple food to facilitate busy with his little knighthood. I shall have to pay him a
deeper communication. visit.” This will endear the heroes to the Legion.
Lady Jennetta is alone, but if the heroes mention Re-establish ties with Brass Tigers: +2 BT
knowing Gwynneth, she will send the captain an invitation Mention Etharion Cordaric to Gwynneth: +1 BT, +1
to join them. Gwynneth will warmly greet the heroes, LS
having last seen them over four months ago in Wulfgar. Dismiss or insult Gwynneth: –2 BT
She then remains an observer while the heroes bring their XP Award: There is no set XP award for this encounter,
questions or concerns to Lady Jennetta. See the sidebar, although the manner in which the players handle the
“What Does Lady Jennetta Know?” for some idea of how interaction with Lady Jennetta or Gwynneth Cordaric
she answers the heroes’ inquiries. may earn them some roleplaying awards. Player clerics
Lady Jennetta will not reveal that her source is Ekatrine of Shinare, or those with some mercenary background
of Five Veils unless the heroes already know. The assistance or connection to Gwynneth and the Brass Tigers, might
that the Mistress of Light mentions in her answer to the also earn a minor personal mission goal for this Scene, if
heroes’ request for help are the tablets of Shinare (see they can prove how it relates to their character’s personal
Appendix I: Monsters and Magic for more information) growth.
of which the Temple has four. She offers three of the tablets
to the player characters and explains their use. With the Scene: Enter the Whitescale Society [EL 16]
tablets, they will be able to maintain contact regardless This Scene occurs whenever you are ready for it to happen,
of distance with anybody else who has a tablet, including which will ideally be after the heroes have met with
Lady Jennetta herself. Father Jon Bolitho, handed over the Tears of Mishakal,
Factions: With Gwynneth Cordaric present, the heroes and following their investigation into Gilthanas’s time
are in a position to re-establish their relationship with the in Kalaman. It should take place in the evening or early
mercenary captain and improve their faction rating with morning hours, preferably when the heroes are resting or
the Brass Tigers. Gwynneth notes that, in the past four discussing plans to leave the city.
months, her company has become rather famous, and she Read or paraphrase the following:
now has chapters in several regions of Ansalon thanks to
the sizeable income she gained from the ogre titans. This
What Does Jennetta Know?
I f the heroes speak with the Mistress of Light
in Kalaman, she will answer most questions as
truthfully as she can, unless the heroes act aggressively
have uncovered little.”
Did Gilthanas do something to Shala Mer-Kane?
“Gilthanas is a good man, if one beset by a lifetime
or threaten her, of course. Use the following as a guide of tragedy. I cannot believe that he would have hurt
for conducting such a conversation. Shala. They were once close friends and allies.”
Have you seen Gilthanas? Where did Gilthanas go?
“Truthfully, I have not. I know somebody who “I know that he left through the Secret Way, but
did see him, two weeks ago, here in Kalaman. This where he was going after that I do not know. Apparently
person confides in me, under the protection of the he had succeeded in doing whatever it was he had
Silver Mistress, and I cannot reveal any names. I do come to Kalaman to do. He left word with my source
feel, however, that if you have good cause to need to be aware of anyone looking for him. I believe that he
information about his visit, I could provide what I knows he is being followed.”
know.” How can you help us?
What was Gilthanas doing in Kalaman? “I can continue to counsel my source and hope
“My source aided Prince Gilthanas in covertly that I learn more. It is likely that you must use what
entering the city. He did not wish his presence to be resources you have to locate Gilthanas. I can offer
known; word would spread, and he would not be left you something to aid you in keeping the lines of
alone to do what he wanted to do. It had something communication open with your own sources and
to do with finding a map, but Shala Mer-Kane went agencies. My goddess so wills it.”
missing at about the same time, so my investigations
56 Chapter One
A lthough it is late summer, the air
seems to have grown significantly
colder in the past few minutes. While you
so the Claws won’t hold back. The attack should be quite
challenging to the heroes for at least the first few rounds.
Development: If the heroes manage to defeat the
have talked, shared a drink or two, or sat Claws, they will be left with a number of dead assassins
in contemplative silence, the temperature and the knowledge that somebody is taking an interest in
has steadily dropped until it seems as if them. Divination magic will reveal the Claws were sent by
you can see your own breath in the air. Frost and came from Daltigoth; any captured Claw will say
the same thing if suitably forced. None of the Claws has a
relationship or connection, at least directly, to Gilthanas.
The Situation: The Whitescale Society has been tipped All of them have been in Kalaman for weeks, however,
off about the location of the heroes in Kalaman and is waiting for the go-ahead by Ekatrine (or some other agent)
preparing a vicious attack upon them. A group of Claws, to attack. They do not know of any other Whitescale
members of the lower order assassins in the Whitescale Society Claws in Kalaman at this time. They also do not
Society, have been waiting in the city for the heroes’ know of any other current Whitescale Society operations
eventual arrival. Depending on their actual location and in the region.
environment, you might call for Listen checks or Spot Any character who examines the bodies of the Claws
checks opposed by a single Hide or Move Silently roll on and succeeds at a DC 15 Search check will find that
behalf of the Claws. Determine which, if any, of the heroes each one has 1d3 vials of allomanya on his person. A
are able to act in the initial surprise round; they should all DC 20 Heal check reveals the assassins are definitely
at least have a few seconds to announce their intentions, if under the influence of some kind of powerful stimulant
not act upon them, before the assassins strike. or enhancement with no visible side-effects. Refer to
Creatures: There are six Whitescale Society Claws in Appendix I: Monsters and Magic and Chapter Five: The
the attack, all of whom are operating under the influence Doom of Daltigoth for more information on allomanya
of allomanya, the addictive potion developed by Frost and and its enhancing (and addictive) effects. This is the
the ogre titan Tdarnk in Daltigoth. Adjust this number if heroes’ first exposure to allomanya, which could lead them
there are more heroes in the party so that there are at least to Daltigoth and a confrontation with Tdarnk and the rest
half again as many Claws as player characters. If none of of the Whitescale Society.
the heroes succeed at their Listen or Spot checks, Factions: The
the Claws gain one round to study Whitescale Society
their opponents for the purposes of is the only faction
their death attacks. in this Scene and,
m Whitescale Society Claws assuming the heroes
(6): hp 35, see page 289. succeed at
Tactics: The Claws favor defeating the
swift, precise strikes at Claws, their
defenseless targets to gain faction rating
the maximum amount with the Whitescale
of benefit from sneak Society drops by –1.
attacks. Against XP Award: This is a
stronger looking dangerous but somewhat
targets, they pair up straightforward
and attempt to flank. encounter, so give
For the purposes of this the heroes full
attack, they are seeking experience if
to inflict as much damage as they survive
possible on the heroes in the the attack.
shortest amount of
time, aware they
are probably
up against
formidable
opponents.
They also enter the
combat from at least
two directions, if not
more. The allomanya makes
them immune to several kinds
of impairment conditions, including
being fatigued, paralyzed, shaken, or stunned,
Marsh and Tree to Kalaman 57
Leaving Kalaman • Travel to Khimel (Chapter Six): Rather than head to
The Lordcity of Kalaman is the heroes’ last stop before Cristyne or Daltigoth, the heroes might attempt to
entering the wider world of western Ansalon in pursuit of go straight to the icewarrens of Khimel, the breeding
Gilthanas and the dragon skulls. Rasca’s Calantina reading ground of the white dragonspawn. This chapter hasn’t
should have provided them with a number of choices, given them much to lead them to Khimel directly, but
and additional information and clues may have presented Legion intelligence from Gibrana Rentir or Etharion
themselves at various points in this chapter as well. The Cordaric could point them in that direction.
heroes’ five major paths onwards are described below.
• Travel south to Estwilde to aid the Legion of Steel Returning to Kalaman
against Cinder (Chapter Two): Working on the If the heroes decide to return to Kalaman at a later
information provided by Gibrana Rentir, Fume, or date, not much will have changed. Factions they have
Etharion Cordaric, the heroes may choose to head encountered during their time away will have adjusted
south into the lands held by the dragonlord Fenalysten, to events, and there’s a chance some of them will have
known to mortals as Cinder. Armed with a dragonlance grown or diminished in the Lordcity. Determine which
and other items of power, the heroes may discover the faction out of the Ergothian Merchant Marine, the Knights
movement to overthrow the dragon tyrant, free the of Solamnia, the Legion of Steel, or the Brass Tigers is
prisoners in Cinder’s labor camps, and potentially seize strongest; this faction will have achieved short-term
control of the Malfesan Horde. prominence in Kalaman in the heroes’ absence. You might
• Travel up the coast to the Lyceum in order to reach treat this as merely one of the ways in which the heroes are
Bastion (Chapter Three): With the use of Shala affecting the world around them for the stronger faction
Mer-Kane’s portal map and discussions with Cilvar, will also pointedly note its connection or relationship with
the heroes might seek out the nearest location of the heroes.
a portal to Bastion, the legendary Lyceum. If they If you’d like to throw in something dramatic, have
take this route, go to the Roads to Bastion chapter Migel Aurrafil (the ex-husband of Jennetta, Mistress of
for information about entering the portal before the the Light of Shinare) make a play for the governorship
heroes cross planar boundaries and into conflict with while the heroes are away. They can then decide whether
Theo Drawde’s Dark Knights and the alien xill. to support him, oppose him (which could be more likely),
• Travel to the Island of Cristyne (Chapter Four): By or do nothing. If they do nothing, Migel maneuvers his
chartering an Ergothian Merchant Marine vessel or internal political support into a vicious period of unrest
using magic, the heroes might depart for the Island of that occupies Kalaman for months. If they help him,
Cristyne on the far side of Southern Ergoth, based on their faction rating with the Ergothian Merchant Marine,
rumors from Fume or the Calantina. There they learn the Brass Tigers, and the Legion of Steel all drops by –2.
about the fate of the Kagonesti, the elves of Southern However, their faction rating with the Knights of Solamnia
Ergoth, and the elves of Pashin. increases by +3, as Aurrafil has made promises to the
• Travel to Daltigoth (Chapter Five): By chartering an Lord Regent of Palanthas and other Solamnic lords. If the
Ergothian Merchant Marine vessel or using magic, heroes oppose Aurrafil, they will likely succeed; Aurrafil
the heroes might set a course for the capital city of will either flee, confront the heroes with a gang of thugs,
Frost’s realm, the ogre city of Daltigoth. They could be or submit to the heroes’ discretion. Faction ratings with
investigating the allomanya or the Whitescale Society the Brass Tigers and Legion of Steel will go up by +2, with
who attacked them in Kalaman and might attempt to the Solamnic rating dropping by –1 and the Ergothian
sneak into the city. Merchant Marine rating remaining steady.
58 Chapter One
Chapter Two: Fires in Throtl
B
uried within the lair
of a brutish drake of fire
a dragon lord, with claws like swords
lights a Legion’s funeral pyre.
human and goblinoid. Even the centaurs native to the
region have been known to be hostile at various points in
history. Qlettaar was especially dangerous; trade routes,
out of necessity, ran through the region and were subject
to continued attack by tribal warriors and bandits who
Chapter Synopsis found homes in the rugged plains. Concerted efforts on
In this chapter, the heroes follow Gilthanas’s trail to Throt, the part of surrounding nations left Qlettaar in a state
south of Estwilde and deep in the heart of Cinder’s realm. of permanent barbarism right up until the Kingpriest’s
They learn about the Malfesan Horde, an ancient power actions brought about the destruction of Istar.
that Cinder has released, and the underground movements The Age of Despair saw a rise in the bandit population
of the Legion of Steel in Throt. of Qlettaar, which in turn led to even more aggressive
tribal activity. When the Dragonarmies formed in
Estwilde Midlands of Qlettaar Neraka, Emperor Ariakas had no shortage of willing
This section presents information on the lands between nomad conscripts from Qlettaar who sought the Dragon
the Dargaard Mountains and the Taman Busuk known as Emperor’s aid against the bandits. The association with
the Estwilde Midlands or Qlettaar. Harsh and desolate, this the Dragonarmies gave Estwilder nomads an unkind,
region has been home to nomads, centaurs, and goblins for though often warranted, reputation in the lands of the free
many hundreds of years, and even prior to the Cataclysm peoples. United under petty warlords and funded by the
it was considered inhospitable. Qlettaar is now perhaps Dragon Highlords, many Estwilder tribes dominated the
most famous for being home to Fenalysten, the dragonlord region for years.
known to mortals as Cinder. A pair of freedom fighters named Nathan and Warren
Windsound succeeded in establishing a tradition of armed
History of Qlettaar opposition to the troubles of Qlettaar. They organized
All of Estwilde was home to nomadic barbarian tribes for raids on warlord forts, attacked supply caravans, and
centuries before the Cataclysm. Ergoth, Solamnia, and liberated weaker tribal settlements from oppression by
Istar were all plagued at some point by these people, both others. Nathan Windsound, captured by Ariakas in the
Signposts: Getting Here From There
C hapter Two flows naturally onward from Chapter
One, but it may not be the first of the middle five
chapters that the heroes play through. If the heroes
the fastest route to Estwilde and Throt from Cristyne
is by air, flying on the backs of griffons, wyverns, or
dragons. If the heroes overcome Sylvyana and her
are following Gilthanas by drawing on the Calantina Wichtlani Ghoul Cult, these options will be made
reading, the Bone Key might have pointed them to readily available. Travel by sea is possible but will take
Estwilde after the other chapters. What follows is a brief several weeks; the heroes will need to either navigate
description of possible ways to get to Estwilde or Throt through the Gale near the entrance to the New Sea,
from Chapters Three, Four, Five, and Six, as well as which at this time is extremely hazardous, or land at
Kalaman. Caergoth and journey across Solamnia to the Throtyl
From Kalaman: The easiest route is to head due Gap.
south and skirt to the east around the Northern From Daltigoth: Barring the use of magic or
Dargaard Mountains and into Qlettaar. If the heroes Bastion, traveling from Daltigoth to Throt or Estwilde is
don’t fancy crossing into Cinder’s realm, they could best handled by taking a ship to Caergoth and traveling
travel up the Vingaard River to Maelgoth, take the overland. The heroes might also have use of wyverns,
Watching River up towards Gaarlus, then across to the griffons, or dragons by this point, which will make
Throtyl Gap. This will add weeks to their travel time, travel time considerably shorter.
however. From Khimel: Much like Cristyne and Daltigoth,
From Bastion: One of the portals to Bastion is travel to Throt from the Frozen Plains of Southern
located in the Lost Tower, slightly west of the Throtyl Ergoth is best handled by magic, Bastion, or by air.
Gap and about 20 miles from Throtl. If they arrive from A ship departing from Zhea Harbor would provide
this direction, they will start this chapter’s action in passage across the Straits of Algoni to Caergoth, but the
Throt rather than in Estwilde. rest of the journey would be a slow overland march.
From Cristyne: Other than the use of teleport spells,
Fires In Throtl 59
On the Trail of Gilthanas
I n this chapter, Gilthanas heads directly for Throtl
where he meets the red dragon Cinder and makes
an offer of alliance to him from Frost. Cinder initially
(“too warm for my master,” he says). Suitably flattered,
Cinder promises to give the elflord his decision in a few
weeks. Meanwhile, Gilthanas locates the dragon skull in
refuses, but Gilthanas promises him all of Solamnia, the sepulcher of the Alcazar, Throtl’s walled fortress.
Neraka, and the North if he agrees to the proposal
War of the Lance, was freed by the Solamnics; upon his Travel in Qlettaar
return, he introduced a number of tricks he learned from Important Rules: Overland Movement, Chapter 9:
other rebels in captivity. The Windsounds’ mission was Adventuring in the Player’s Handbook; Survival skill,
passed on to Warren’s children, who carried it until the Chapter 4: Skills, in the Player’s Handbook; Marsh Terrain,
Chaos War. In the first years of the Age of Mortals, Yana Chapter 3: Adventures in the Dungeon Master’s Guide.
Windsound, granddaughter of Warren, married a caravan Qlettaar is a bleak and rugged land, usually avoided
guard named Valen Dorova. Their son and daughter joined by travelers. It is by definition temperate marsh terrain,
the Legion of Steel in order to oppose the hobgoblin specifically moorlands. Bogs and quicksand are common
armies that dominated Qlettaar. The Dorovas, heirs to the and often difficult to spot. The heroes might travel for
Windsound legacy, would soon find themselves in even several miles without finding potable drinking water, as
hotter water. much of the region’s water is underground or in the form
Together with Throt to the south, Qlettaar has served of thick mud and polluted ponds. Streams criss-cross the
as the stomping ground for one of the most dangerous red broad Qlettaar basin but are heavy with sediment and silt.
dragons remaining in Ansalon since 399 AC/16 SC. Cinder Use the following information to determine specific issues
became familiar with the region from his time as one of relating to travel in Cinder’s scorched heath.
the mighty reds under Ariakas’s command. He swiftly
established control over the goblinoid tribes, brought the Travel by Land
cities of Throtl, Firstwal, and Haligoth under his power, Qlettaar is considered trackless terrain for the purposes
and became an even greater threat than the hobgoblins of foot or mounted travel (x3/4 speed). Trails do exist
could ever have been. The heroes have the opportunity to through the region, used most often by centaurs and
aid the Dorovas and the Legion of Steel in freeing Ansalon human tribes (x1 speed), but they are lateral east-west
from Cinder’s reign of terror, and they bear a weapon that trails and of little use to the heroes if they are heading
should prove singularly useful in ending the great red’s life. north or south. Finding such a trail requires a DC 15
Survival check and a four-hour
period (morning, afternoon, evening,
etc). Typical travel time is 8 hours per
day; nighttime travel in Qlettaar is
problematic due to quicksand hazards
and nocturnal hunters (see Random
Encounters).
Travel by Air
Flying remains the best option for
rapid travel across Qlettaar. Cinder
is a potential hazard, however, and
his vision is extremely keen. He is
more likely to spot a party of flying
adventurers than one traveling across
land (see Random Encounters).
Typical travel time is 8 hours per day
with magical flight, as it is just as
tiring as other forms of movement
and subject to penalties from forced
marches.
Features of Qlettaar
The midlands of Estwilde are
primarily temperate moorlands, a
relatively featureless basin between
60 Chapter Two
two great mountain ranges that drains poorly and remains through Qlettaar from the warmer reaches on their way to
warm and boggy for the greater part of the year. By this the New Sea in summer. Predatory animals consist mainly
point, the heroes should be well acquainted with marsh of hawks or falcons, but Qlettaar is home to a number
travel, although Qlettaar represents yet a third form of of species of carnivorous animals, such as weasels and
this terrain (after the Great Moors of Nordmaar and jackals. Goats are the primary herbivore in Qlettaar. The
the Shadowglades of northern Estwilde). It is literally a vigorous population includes the Dargaard shaggy goat,
wasteland, hundreds of miles of very little vegetation and which is primarily found in the foothills of its namesake
sticky, foul-smelling mud surrounding wide flat-topped mountains, and the Qlettaar moorgoat, which can be
hilly terrain covered in dry scrub. found in herds across the upper half of the midland basin.
Qlettaar’s plantlife is uniformly short grasses, reeds,
Weather lichen, and fungi. There are few trees of any height. Broad-
During the summer months, Qlettaar is a muddy and leafed creepers, thornbushes, and bogweeds provide a
inhospitable land with daylight temperatures averaging 75 break in the usual flora, clustering around hedgerows that
degrees F and evening temperatures as low as 45 degrees F. surround larger marsh areas. Despite appearances, there is
Storms caused by the basin effect between the mountains sufficient plantlife in Qlettaar to enable a subsistence living
occasionally produce rain in spring or autumn, but for the tribal inhabitants. Local plants can even produce
most of the region’s water comes from the runoff of the enough variety for an herbalist or mage to scrounge
Dargaard Mountains and the Khalkists. Wind can spring together basic ingredients when necessary (Search DC
up from nowhere, producing gale-force winds or chinooks, 20 over the course of an hour, +2 synergy bonus from 5
but these are more common in the colder months and ranks in Profession [herbalist] or Knowledge [nature], as
near the Throtyl Gap or the passes that lead east into the appropriate).
Khalkists.
Random Encounters
Flora and Fauna Important Rules: “Quicksand,” Marsh Terrain, Chapter 3:
Despite Cinder’s depredations, life still clings doggedly Adventures in the Dungeon Master’s Guide.
to the Qlettaar region. Insects and birds are prevalent, The chance of a random encounter in the Qlettaar
especially near streams and in the foothills of the Dargaard region is 10%, checked in the morning, afternoon, evening,
Mountains. Many herons and other waterfowl migrate and at night. You are free to introduce an encounter at any
Knowledge of Qlettaar
T he following table shows the results of an applicable
Knowledge (geography) or Knowledge (local)
check as it relates to the Estwilde Midlands of Qlettaar.
a character with the Legion knowledge class feature
gains a +2 synergy bonus or may use Legion knowledge
instead of a Knowledge check.
Because of the extensive Legion activity in this region,
DC Results
Cinder is one of the largest red dragons in Ansalon and arrived
in the Qlettaar region 23 years ago. He is widely known as brutal
10 and violent. He is rarely in his lair, spending time flying over
Qlettaar and Throt, jealously watching over his domain.
Cinder keeps slave camps near his lair, as well as in other parts of Qlettaar.
15 He has hobgoblin tribes and draconian bosses round up mountain nomads,
centaurs, dwarves, and any other able-bodied male to work in his slave mines.
Hangknarb, the hobgoblin chief of Cinder’s slave camps, was recently
assassinated. Cinder’s operations have moved to Throtl, and he has a new
20 chief named Two-Faced Grom who arrived in the region only a few months
ago. Grom is the leader of a huge army known as the Malfesan Horde.
The Legion of Steel engineered Hangknarb’s assassination as part of
their ongoing efforts in the region to destabilize Cinder’s control and
25 liberate the slaves. The Legion commanders are a brother and sister, great-
grandchildren of famous freedom fighters from the War of the Lance.
Cinder found something during excavations of his lair several months ago
that he seems very pleased with. It is the source of his newfound aggression
30+ toward Solamnia and Fume, the green dragon to the north. Two-Faced Grom
and the Malfesan Horde are also somehow connected to this discovery,
which is now located in the city of Throtl and guarded by Cinder.
Fires In Throtl 61
time, as usual; it might be worthwhile to include at least ethnicity (Abanasinian and Endscape breeds). A typical
one encounter with the Qlettaar centaurs, with a patch warband is lead by a warchief (N male centaur ranger 9 of
of quicksand, or with Cinder himself. If the heroes are Chislev) accompanied by 1d6+3 elite centaur warriors (N
flying across Qlettaar, there is a one in four chance that any male centaur warrior 7). The warband will be belligerent,
encounter they have is with Cinder. Encounter distance but they are loosely allied with the Legion and oppose
on land is 6d6x10 feet; in the air, it is considerably longer Cinder. If the heroes indicate they are in Qlettaar to help,
(6d6x50 feet). the centaurs may even accompany them south to Firstwal
or Cinder’s (former) lair, giving them the benefit of their
d% Encounter Average EL knowledge of the land (overland movement rate increases
to x1 instead of x3/4).
01-10 Draconian slavers* 16
m Centaur warchief: hp 73, see see page 297
11-25 Malfesan athaches (2d6) 15 m Centaur elite warriors (4-9): hp 86, see see page 296
Quicksand! Poor drainage and hundreds of years of silt
26-50 Centaur warband 14 and failed irrigation have led to many areas of quicksand
in the Qlettaar. If the heroes are traveling at a fairly slow
51-75 Quicksand! —
pace, these patches can be avoided with a DC 12 Survival
76-85 Malfesan hobgoblins (3d6) 16 check (standard DC is 8, worsened by the overall condition
of the land in Qlettaar). Otherwise, the lead character
86-95 Medusa clerics (1d3) 17 will automatically blunder into the bog; each additional
character may make a Reflex save (DC 20, minus 2 for each
96-00 Cinder* 18 character after the second) to avoid following right behind.
See Chapter 8 of the Dungeon Master’s Guide for more
* Unique encounter. Reroll if this entry has been encountered before.
information.
Malfesan Hobgoblins: The largest proportion of
Most encounters are standard; statistics may be found the Malfesan Horde is the hobgoblin contingent. These
in the Monster Manual. Specific encounters are described malcontents differ markedly from their regular goblinoid
below: brethren, because they have all been exposed to the
Draconian Slavers: This is a caravan of draconians unnatural power of Malfesus, the demonic offspring of
working for Cinder, making their way from a remote Hiddukel. They are gurik cha’ahl, “ghost people,” deformed
Estwilder settlement with fresh captives destined for the and misshapen. If encountered, a group of Malfesan
slave camps in Throtl. The group consists of a bozak slave hobgoblins from one of the many central Qlettaar auls (or
boss, Kemiz (NE male bozak fighter 8), six kapak slavers sub-groups within the Horde) consists of equal numbers
(CE male kapak rogue 4/fighter 4), and a sivak thug (NE of scouts (CN male gurik cha’ahl hobgoblin rogue 8) and
male sivak barbarian 5). Their caravan includes eight berserks (CN male gurik cha’ahl hobgoblin barbarian 8).
pack mules, horses for the kapaks and the bozak chief, m Malfesan hobgoblin scout: hp 52, see page 300
and three caged wagons holding a total of eighteen young m Malfesan hobgoblin berserk: hp 96, see page 300
human and dwarf males (most of them commoners and Medusa Clerics: With the influx of Hiddukel’s
experts). The cages are locked (Open Lock DC 30) and worship in the north and that dark god’s patronage of the
barred (Break DC 22). The slavers believe they have every Malfesan Horde through Two-Faced Grom, a number of
right to travel in Cinder’s realm and will attack the heroes other devotees have begun to migrate to Estwilde. These
if challenged. medusas (CE medusa cleric 6 of Hiddukel) are pilgrims
If the heroes have already encountered this group in of a sort, dark priestesses of the Prince of Lies headed to
Throt, roll again on the encounter table. Throt to assist Cinder and the so-called Bride of Malfesus,
m Bozak slave boss: hp 70, see page 296 Thelmenope Regia. Originally from the Taman Busuk,
m Sivak thug: hp 94, see page 301 the pilgrimage has set out in small numbers, and usually
m Kapak slavers (6): hp 65, see page 298 only a pair will be encountered. They will be disguised;
Malfesan Athaches: The Malfesan Horde has a seductive, diplomatic, and ingratiating, they will take the
contingent of athach barbarians (CN male athach earliest opportunity to harm the heroes if it can suit their
barbarian 2) among them, huge multi-armed aberrations purpose.
of giantkind that stem from Malfesus’s unnatural influence m Medusa clerics: hp 67, see page 300
and which are now under Grom’s command. Several Cinder: If the heroes encounter Cinder as a result of
bands of Malfesan athaches travel the Qlettaar, looking for the random encounter table, the confrontation will be
tribal humans and centaurs to terrorize. Not the smartest brief—though extremely dangerous. Cinder spends a lot of
of creatures, any athaches the heroes run into will attack time flying across the Qlettaar and Throt; he enjoys using
them on sight, hoping for rich spoils to take back to the his breath weapon and spells on landbound targets such
Horde. as tribesfolk, centaurs, and goats. For the purposes of this
m Malfesan athaches (2-12): hp 156, see page 299 encounter, Cinder flies down upon the heroes, closing to
Centaur Warband: The Qlettaar is home to many 100 ft. and exposing them to his frightful presence. On the
tribes of centaurs, the majority of which are of mixed next round, he flies 30 feet closer, breathes on the party,
62 Chapter Two
and continues flying away for the remaining 170 feet of his
movement. On the third and final round, he drops a fire
storm spell upon the area in which the heroes are located
and flies off, satisfied that he has either made his point or
grown tired of the diversion.
This encounter gives the heroes a real taste of the
danger they are in and the power of Cinder, but they
should be able to withstand his fiery attack (or recover
from it) and possibly even respond with spells or
ranged attacks. Cinder won’t stay to continue any fight,
considering it beneath him, but if one of the heroes brings
out Huma’s Dragonlance, the great red will certainly
remember it. This encounter is rated as an EL 18 (for its
brevity and associated reduced risk), and if the heroes
manage to drive Cinder off or make a good showing of it,
consider awarding the survivors XP equivalent to a CR 18
encounter as an ad-hoc XP award.
m Cinder: hp 660, see page 291
Adventure Site: Abandoned Slave Camps
While there were once many slave camps around Qlettaar
set up by Cinder and his minions, his primary slave camps
were constructed on the slopes of the Dargaard Mountains,
below his cavernous lair. Cinder spent the better part of
twenty years in this lair, personally excavating tunnels
deep into the side of the Dargaard Mountains and using
dwarven and human slaves to do the rest. Several months
ago, Cinder’s efforts to increase the size of his lair led him
to discover two things of great significance. The first was
the skull of one of the five dragon progenitors (determined
by the Bone Key of the Calantina reading) and the second
was the Tomb of Malfesus.
Cinder has taken both the skull and the contents of the
Tomb to Throt where they will play a crucial part in his
future plans for both invading Solamnia and taking over
the Woods of Lahue. The Malfesan Horde arrived shortly
after and, with his operations now based out of the city of
Throtl, the great red collapsed his old lair and left it behind
him. The camps have been abandoned for six months; in
the intervening time, other residents have moved in and
taken over operations.
The slave camps consist of a dozen open pens in
each of three small valleys or ravines leading up to
the main cave entrance. The pens are little more than
circular patches of dirt, twenty to thirty feet in diameter,
surrounded by thick wooden posts and 15-ft. high wooden
fences. Sharpened stakes provide some insurance from
escaping slaves, although the draconians and hobgoblins
are more effective. Mining gear and supply buildings are
scattered about, and pathways provide access up the rocky
slope to Cinder’s lair.
Getting to the Abandoned Slave Camps
Any of the locals in Qlettaar can tell the heroes about the
slave pens of Fenalysten the Red. Cinder’s relocation is
not common knowledge (see the “Knowledge of Qlettaar”
sidebar), so there are still nomad humans, centaurs,
and others who can point the heroes in the direction of
Cinder’s old lair. The slave pens are located in the foothills
Fires In Throtl 63
of the Dargaard Mountains on the opposite side of the check or similar appropriate observation will reveal that
range from Throt; they are 80 miles as the wyvern flies the complex was once much larger. The caves are large
from Kalaman and 20 miles from Firstwal. enough to accommodate Cinder’s bulk and go back about
Approaching the camps should not present the heroes three hundred feet, branching into several open chambers
with any great difficulty. Cinder’s hobgoblin patrols no with clear signs of being carved out of the rock by claws or
longer maintain active duty in the area, and the bozak manufactured tools. Scattered remnants of Cinder’s hoard
slave bosses left with the slaves and Cinder’s other minions. can be found—mostly loose coins or pieces of artwork
Check for random encounters once the heroes are five (Search DC 18, total value 8,400 stl). Many other tunnels
miles out, however; even abandoned, the slave camps are are now filled with rock and rubble. One pathway deeper
infrequently visited by patrolling groups allied to Cinder. into the mountains can be found and cleared with about
two hours work, however. This tunnel will accommodate
People to Meet in the creatures of Large size or smaller (too small for Cinder or
Abandoned Slave Camps the larger destrachans) and will lead first to the Tomb of
None of Cinder’s former slave bosses, hobgoblins, or slaves Malfesus and ultimately to the other side of the Dargaard
remain in the slave pens near his former lair. Since the Mountains and the city of Throtl.
camps’ abandonment, however, the still-present influence
of Malfesus has attracted a pack of destrachans that have Leaving the Abandoned Slave Camps
set up their own home within the remains of the caverns. The heroes will have a number of possible destinations
Malfesus’s aberrant power has mutated some of these after visiting the slave pens. They can follow the trail of
creatures into monstrous versions of their kind, and they the slavers to the south, head around the Throtyl Gap, and
have survived for the past few months on underground pass through the Stormshire forest towards Throtl. They
vermin, larger creatures such as dire rats and wild goats, may choose to stop first at the Loam (see the associated
and the occasional hobgoblin patrol. Adventure Site). Alternately, they can head southeast to
Eight destrachans are currently lairing in the caverns. Firstwal or travel north to Kalaman.
Four are standard 8 HD creatures, while the other four are The other option for the heroes is to travel under
Huge 20 HD mutants with even more grotesque qualities. the mountains. If they cleared rubble from Cinder’s lair
At the first indication of new arrivals, the four smaller and uncovered the last remaining tunnel, they can head
destrachans will advance out of the cave mouth, two at towards Throtl by way of the Tomb of Malfesus and many
a time, and try to determine the level of the threat. The miles of underground passages.
four larger destrachans are located in separate
chambers deeper within the caves, and they will Travel
arrive one at a time over the next few rounds as From Slave Kalaman Firstwal The Loam Throtl Tomb
the situation develops. The smaller destrachans Camps (80 miles) (20 miles) (35 miles) (80 miles) (5 miles)
are not above running from the heroes if it
Walking (20’) 6 ½ days 1 ½ days 2 days 6 ½ days 2 ½ hours
means drawing them in towards their mutated
cousins. Walking (30’) 4 ½ days 1 day 1 ¾ days 4 ½ days 1 ½ hours
m Destrachans (4): hp 60, see Monster
Manual. Horseback 2 ½ days ¾ days 1 day 2 ½ days 1 hour
m Advanced destrachans (4): hp 190, see 2 ½ days ½ day 1 day ¼ day* N/A
Flight (40’)
page 295.
* Travel to Throtl via the air from the slave camps can be accomplished by flying
Things to Do in the over the Dargaard Mountains, rather than heading south, passing through the
Throtyl Gap, and then turning north again. If the heroes do choose the longer
Abandoned Slave Camps route, the flight time will increase to 2 1/2 days.
The slave pens serve two purposes in this
adventure. The first is to provide information about the
current activities of Cinder and his minions. The second is Adventure Site: Tomb of Malfesus
to offer the heroes a chance to get to Throt more quickly, Malfesus was the hideous multi-headed offspring of
at the risk of facing horrors buried beneath the Dargaard Takhisis and Hiddukel, or so the fiend’s story goes. No
Mountains. bard’s lorebook or sage’s scrolls have ever accounted the
If the heroes spend at least an hour searching the full truth of his birth, but it is known throughout the
abandoned camps, a DC 20 Search check will uncover history of Krynn that the serpentine abomination has
evidence of a fairly rapid exodus from the site. The slavers surfaced from time to time, coinciding with times of war,
packed up most of their supplies, roped together the misery, famine, and betrayal. Following the War of the
prisoners and laborers, and headed south towards the Lance, the creature emerged once more, this time in the
Throtyl Gap. The only supplies left seem to be an odd region of Lemish, where it was finally killed in a desperate
assortment of mining equipment, slave collars, chains, and battle with adventurers. Not one to let his offspring
barrels of soured wine and watery ale. off easily, Hiddukel placed the creature’s remains in a
If the heroes deal with the destrachans and venture subterranean chamber beneath the Dargaard Mountains
further into the caves, a DC 22 Knowledge (engineering) with a group of demonic guardians, with the expectation
64 Chapter Two
that one day the creature would prove useful to his unholy Dargaard Mountains. This journey may not pass without
father. incident—the heroes may encounter a number of foul
The red dragon Cinder has already pierced the wards subterranean denizens from chokers and ropers to purple
and protections placed around the chamber in which worms and delvers. A DC 25 Survival check gives any
Malfesus was interred and taken those remains away with character leading the heroes the opportunity to locate ideal
him to Throtl. The demons Hiddukel had set to guard the stopping points, places to avoid sudden falls and drops,
body are still there, furious that such a thing has happened. and so forth. Failure to achieve a success each mile should
Although the heroes of this adventure may uncover some indicate trouble. Just how difficult you want this to be is up
information about Malfesus from his tomb, it will surely to you, of course.
present them with significant risk. The heroes eventually come to a huge pair of iron
The Tomb itself is a pentagonal chamber, fifty feet wide doors. These doors lead into the Tomb and appear to
at its widest points. The walls are black stone, veined with once have been sealed with numerous magical glyphs and
red and purple; the ceiling rises from each corner of the wards. All of these are now triggered and inactive. Opening
room to a single point fifty feet above the floor, forming the doors requires a DC 20 Strength check, but they are
a five-sided dome. The floor is polished to a mirror-like otherwise not locked or barred.
finish and, like the walls, is cool to the touch. Set into each
wall is a set of iron doors, twice as large as a man, and People to Meet in the Tomb of Malfesus
covered in bizarre circular patterns and spiral sigils. Ten The heroes won’t encounter any people in the Tomb,
feet from each door and surrounding a five-sided dais in but they will definitely draw the attention of the Tomb’s
the center of the room are four misshapen stone columns, guardians. In fact, each of the stone columns is a dormant
ten feet in height, carved to resemble masses of thick, demonic creature, a half-fiend roper summoned from deep
snakelike tentacles or limbs. A fifth column lies in pieces within the Abyss by the priests of Hiddukel who built this
on the floor. The dais once bore the calcified remains of Tomb and sealed Malfesus within it. The ropers awaken as
Malfesus but is now empty. soon as a creature passes within 10 feet; the roper that lies
in pieces upon the floor was destroyed by Cinder when he
Getting to the Tomb of Malfesus discovered the Tomb six months ago.
From Cinder’s old lair at the Abandoned Slave Camps, m Half-fiend ropers (4): hp 85, see page 297.
the Tomb of Malfesus is about 5 miles away along a series
of underground passages and tunnels underneath the
Fires In Throtl 65
Things to Do in the Tomb of Malfesus of underground chambers directly under the city so they
Once the heroes deal with the demonic guardians of the will one day be able to escape the almost certain attack
Tomb, they can explore the chamber and learn a little more by the red dragon on their oppressed town. The Legion
about what happened. Use of divination magic may reveal of Steel and a small but skilled group of goblin freedom
such things as what was on the dais (the stone corpse of fighters from the Northern Ergothian nation of Sikk’et
the huge five-headed aberration known as Malfesus), the Hul have joined the humans, hill dwarves, and centaurs
presence of strong residual chaotic and evil magic, and of Firstwal. Their goal is the eventual defeat of Cinder, by
information on the breaking in of Cinder months earlier. any means necessary. Unfortunately, the Legion and the
Anyone casting spells such as commune, summon monster, Sikk’et Hul goblins are not the only faction working within
contact other plane, or another form of magic that reaches Firstwal—the Malfesan Horde controls the town, led by a
outside the Material Realm must succeed at a DC 26 Will nasty bugbear priest named Grislang who presents a major
save or take 1d6 Wisdom and 1d6 Charisma damage from obstacle in the town’s plans for freedom.
the backlash of Hiddukel’s insidious presence. Such an Firstwal was originally a walled Solamnic outpost built
afflicted character, regardless of whether he or she makes along the top of a steep escarpment, almost 70 feet in
her save, will experience a flash of insight. That character height, which serves to defend against attacks from the east
will learn betrayal and disloyalty are in the nature of the and gives the town its name. Firstwal has poor defenses
Malfesan Horde. Defeat their leaders, and they will turn. from the air; in parts of the city, there is ample evidence of
Three of the other four doors lead to alcoves containing previous aerial attacks as some roofs are missing and the
magical treasures. These treasures are attuned to Hiddukel buildings are damaged. Firstwal has only one gate, located
and may make good-aligned characters somewhat underneath one of the watchtowers and wide enough
nervous. Each door is trapped by a symbol of stunning for a single large wagon to travel under. The residents of
that will be triggered if opened. The doors also require a Firstwal, as well as the Legion of Steel, know of two secret
DC 20 Strength check to open because of their immense passages that lead from the tunnels underneath the town
weight. The three treasures are a +1 anarchic ghost touch and come out half a mile away in the foothills to the north
warhammer, a cursed bracelet of friends (the wearer of such and to the south. These were once used as smugglers’
a bracelet, and anyone to whom a charm is keyed, suffers routes but are now the primary means of entering and
from a –4 penalty on all Charisma-based skill checks with leaving the city for the Legionnaires and the Sikk’et Hul
lawful creatures), and a staff of enchantment (30 charges). goblins.
d Symbol of stunning trap: CR 8; spell;
spell trigger (opening door); automatic reset;
spell effect (symbol of stunning, 18th-level
cleric, Will DC 21 negates, 60-ft burst, stuns for
1d6 rounds); Search DC 32; Disable Device DC
32.
Leaving the Tomb of Malfesus
The remaining door in this room, other than
the one the heroes came in by and the three
that lead to the treasure alcoves, is similarly
trapped by a symbol of stunning. It leads into
a passage that extends away from the Tomb,
eventually connecting with a 5-mile-long series
of tunnels and passages that will ultimately
bring the heroes to the mines above the city of
Throtl (see area TH2: Throtl Mines in the “Key
to Throtl” section later in this chapter). The
heroes also have the option of going back the
way they came to the Abandoned Slave Camps
or using magic to depart (such as teleport).
Adventure Site: Firstwal
Firstwal has become the capital of Cinder’s
domain, left to govern itself only because of the
cunning of its town bosses and the constant
supply of goats and slave labor it sends to
Cinder. Firstwal’s mining operation has been
fully converted to increasing the size of Cinder’s
lair, but the clever Firstwallers have also been
using their skills to excavate an extensive series
66 Chapter Two
Firstwal
Firstwal (Small Town): Non-standard; AL bugbear barbarian 3/cleric 9 of Hiddukel), murza of
CG; 800 stl limit; Assets 51,600 stl; Population 1,290; the Skaug aul-Malfesa. Wesmia Grunhilt (CG female
Integrated (57% human, 18% hill dwarf, 15% centaur, civilized human bard 4/Legion Scout 2), town herald
7% kender, 2% hobgoblin, 1% other). and covert Legionnaire.
Authority Figures: Boss Cleggard Hornblende Skaug aul-Malfesa—These are the militant warriors
(CG male hill dwarf rogue 10), town boss of Firstwal. and scouts of the Malfesan Horde that Two-Faced
Boss Cleggard is the latest in a series of town bosses Grom has stationed in Firstwal. They are elite Malfesan
established after the liberation of Firstwal following hobgoblins, armed with mwk falchions and wearing
the War of the Lance. He is supposed to collect taxes, mwk banded mail (berserks) or mwk scimitars and
gather the food, and oversee slave conscription, but he studded leather (scouts), together with standard
has managed to do as little of this as possible without hobgoblin warriors armed with scimitars and wearing
drawing Cinder’s wrath. Boss Cleggard is also addicted studded leather: gurik cha’ahl hobgoblin rogue 8 (20),
to allomanya. gurik cha’ahl hobgoblin barbarian 8 (10), hobgoblin
Important Characters: Alleyn Retglaif (CG male warrior 1 (100).
civilized human fighter 8/duelist 2), town constable; Firstwal Irregulars—This is an underground militia
Merta Hornblende (NG female hill dwarf expert 6), that can be gathered together in the space of four hours
manager of the Firstwaller’s Pride hostel. if needed, though it requires the command of Boss
Factions: Legion of Steel—Opposing Cinder the Cleggard or Alleyn Retglaif. Some of the irregulars are
red dragonlord; Malfesan Horde—Maintaining an Legionnaires or Legion apprentices. The irregulars
armed presence in the city (the Skaug aul-Malfesa) and are humans, hill dwarves, and centaurs equipped with
reporting activity to Two-Faced Grom. chain shirts, light steel shields, battleaxes, and light
Faction Leaders: Grislang (CE male gurik cha’ahl crossbows: warrior 6 (2), warrior 3 (4), warrior 1 (77).
Getting to Firstwal town of the Malfesan presence. If liberated from these
Firstwal is not difficult to locate; a DC 15 Knowledge influences, he could once again become a good leader
(local) or Knowledge (geography) check allows recall of for the people of Firstwal, but until this is done, all he is
a map or directions to the town, and all of the nomads, able to do is quietly support the town’s excavation plans
centaurs, and hobgoblins in Qlettaar can inform the heroes and hide it from Cinder and the Horde. If the heroes visit
of the town’s location. From the north, unless the heroes him, he will play the part of a stern and defiant town
are coming from the slave camps outside Cinder’s old lair, boss, but a DC 20 Sense Motive check will be enough to
there are no established roads or trails. All travel will be sense helplessness, frustration, and fear. If the heroes have
cross-country, and the moors will need to be navigated as experience with allomanya, they will recognize all the signs
usual. of addiction. His wife, Merta, runs the Firstwaller’s Pride,
From the south, and from the slave camps, Firstwal the only rooms for rent in town.
benefits from regular traffic. Trails, if not actual roads, lead Alleyn Retglaif, the town constable, is frustrated with
along the Dargaard Mountains in both directions, skirting his inability to do anything about the Malfesan Horde,
the Loam in the south and providing comfortable travel especially Grislang, who he despises. He is weighing his
to the Throtyl Gap. If the heroes approach from the south, options, wondering if it might be prudent to just leave
the terrain will not affect their overland rate. town before things get worse or join the Legion and
Firstwal is under martial law of a sort, and the walls are the Irregulars in order to help free the town from its
constantly manned by members of the Skaug aul-Malfesa, oppression.
the hobgoblins of the Malfesan Horde who have been The Legion is assisted by a delegation of goblins
assigned to the town. Not all of them are particularly from Sikk’et Hul, a province in Northern Ergoth where
bright, so clever heroes might be able to sneak into the city, the goblin tribes have become somewhat civilized and
bluff their way in, or otherwise avoid a direct conflict. removed from the crafty and malicious ways of their
cousins from elsewhere in Ansalon. They are responsible
People to Meet in Firstwal for eliminating the hobgoblin chieftain Hangknarb,
Despite long years under Cinder’s brutal rule, the Cinder’s former head of the slave camps in Qlettaar.
Firstwallers are still optimistic and stubbornly cling to Wesmia, herself an Ergothian, helped smuggle them
a possibility of liberation. Because of the support of the into Firstwal. The goblins reside in the secret rooms
Legion, and their own ongoing success at keeping things underneath Herald Hall. Tunnels beneath the Hall allow
from Cinder, most townsfolk will have a positive reaction the goblins and other members of the Legion to come in
to the presence of the heroes if they are here to aid them or and out of the city discreetly.
provide assistance. Grislang, the murza or general in charge of the
Boss Cleggard is a troubled ruler, because he is unable Malfesan Horde in Firstwal, prefers to beat confessions
to shake his addiction to allomanya and unable to rid the and information out of prisoners or suspects, and in
Fires In Throtl 67
What Does Wesmia Know?
W esmia Grunhilt serves as the town herald, but
her more important role is as the Legion liaison
in Firstwal. She is under the guidance of Kiro Dorova,
hobgoblins has left a big group here to watch the place.
Cinder’s army is commanded by a huge two-headed
giant, but a bugbear priest is leading the ones here in
but recent events have kept him in Throtl. Wesmia is in Firstwal.”
over her head, but does her best to keep a brave face. What do you know about Frost?
The following represents some typical answers to “Gellidus? Yes, the last Overlord; the Legion is very
questions the heroes might have about Cinder, Frost, active in trying to oppose him. We have some agents
Gilthanas, and other topics. in Daltigoth, for instance. He has far-reaching plans,
What’s your connection to the Legion? but we do not know what they are. We are not strong
“I bear my starjewel proudly, but I’m working enough to challenge him in his lair at Khimel... yet. Give
covertly. We have a cell here that has been growing, but us time.”
the rest of us are in Throtl. I have to admit I’m kind of Have you seen Gilthanas?
nervous out here on my own. Cinder’s about to make [If Gilthanas has been to this chapter] “He was in
his move, I think.” Throtl recently, yes. Kiro sent word to me that he had
Who are these goblins? been there, but he did not stay long. Long enough
“These are our allies from Northern Ergoth. They to meet with Cinder, which has all of us extremely
come from the goblin nation of Sikket’Hul, and they’ve concerned. If you know anything about this, I welcome
already been instrumental in opposing the stranglehold your insight.”
the hobgoblins have on this region. These new [If Gilthanas has not yet been to this chapter, or is
hobgoblins, however, are like nothing they’ve ever seen, in this chapter at the same time as the heroes] “The
although I heard the goblins mention the phrase ‘gurik famous Gilthanas? No, I have not. I heard that he was
cha’ahl’ in reference to them once.” in Sanction late last year, before winter. Legion contact
What’s going on with Cinder? with him is not very extensive, although I am certain
“Word is he’s left his lair and moved directly to Emma would know more in Daltigoth. Why do you
Throtl on the other side of the Dargaards. He took his ask?”
entire army with him, although his horde of misshapen
the evenings, the screams of these victims can be heard If the heroes choose, they could leave Firstwal with a
throughout the streets around the Town Hall, adding to small army of humans, dwarves, centaurs, goblins, and
Grislang’s foul reputation. The Skaug aul-Malfesa begin hobgoblins in tow.
as Unfriendly to almost everyone. They actually respect
power and strength, so intimidation functions much like Leaving Firstwal
standard diplomacy for them. If the heroes succeed in Once they have achieved what they need in Firstwal, they
defeating Grislang, there is a good chance they can bring can carry on with their journey and head to Throtl. If
much of the Skaug aul-Malfesa under their control. they have not yet traveled to the slave camps and Cinder’s
former lair, this may be a good time to do so. Otherwise,
Things to Do in Firstwal they will head through the Throtyl Gap, turn north, and
Firstwal is a town in desperate need of being saved. pass through the Stormshire Forest to reach Throtl.
There are a variety of ways the heroes can do this; in the
process, they may improve their faction ratings, gain Travel
allies, and learn valuable information. With Kiro Dorova
From Kalaman Slave The Loam Throtl
in Throtl, Wesmia is eager for assistance in overcoming Firstwal (100 miles) Camps (15 miles) (60 miles)
Grislang and protecting the fledgling Legion cell in (20 miles)
Firstwal. She will share what she knows and help the Walking (20’) 8 days 1 ½ days 1 day 5 days
heroes in any way she can if it seems likely they will
help her in return (see the sidebar “What Does Wesmia Walking (30’) 5 ½ days 1 day 6 hours 3 ½ days
Know?”). The Sikk’et Hul goblins will probably join forces
with allies of the Legion. Overcoming Grislang could also Horseback 3 ¼ days ¾ day 3 hours 1 ½ days
bring the Horde in Firstwal to the side of the heroes. Flight (40’) 3 days ½ day 4 hours 4 hours*
Boss Cleggard, despite his good intentions, is also a
liability to the town with his addiction to allomanya. His * Travel to Throtl via the air from Firstwal can be accomplished by
flying over the Dargaard Mountains, rather than heading south,
constable, Alleyn Retglaif, could become an ally of the passing through the Throtyl Gap, and then turning north again. If
heroes if convinced to do the right thing (or the wrong the heroes do choose the longer route, the flight time will increase
thing, depending on how one looks at it). The Irregulars to 3 days.
will assist the heroes if asked by either Cleggard or Alleyn.
68 Chapter Two
Adventure Site: about thirty feet. The
The Loam bozaks will attempt
to negotiate with the
The Loam is a magical heroes for their stay,
site sacred to the calling it a religious tax.
goddess Mishakal. The “Five hundred steel a
soft, lush soil of the area head,” one bozak says.
possesses remarkable If the heroes agree to
properties that enhance this, the bozak adds,
the natural healing of “And a surchage of
those who lie upon it two hundred and fifty
or remain in contact steel.” If either of these
with it for at least 24 exorbitant sums causes
hours. It is an oasis of the heroes to balk, the
restoration and benefice bozaks will just sneer
in a region of despair and tell the heroes to
and turmoil, so it offers move on.
the heroes some brief Either intimidation
respite in the course of or diplomacy may
their travels. work. Consider the
The Loam is an bozaks Unfriendly
area roughly oval in to begin with. Each
shape 160 feet long and bozak gains a +4
100 feet wide. Several bonus on their level
shallow ponds within check to resist against
the Loam’s boundaries Intimidation checks
are always composed of because of their greater
fresh drinkable water, fear of Cinder. Bozaks
unlike much of the cowed by the heroes
surrounding region of into letting them stay
Qlettaar. The rest of the at the Loam will make
Loam is soft, spongy earth and soil covered in patches of every effort once the heroes leave to follow them and either
peat moss. inform Cinder of their location or stage an ambush or
strike against the heroes.
Getting to the Loam m Elite Bozak spellguards (6): hp 56, see page 297.
The Loam is situated at the entrance to one of the many
long, narrow valleys and ravines that extend up into Things to Do in the Loam
the Dargaard Mountains. It is 35 miles from Cinder’s If the heroes spend at least 24 hours in the Loam’s
abandoned slave camps and 15 miles from the town boundary and in contact with the ground, their natural
of Firstwal. A DC 20 Knowledge (local), Knowledge healing rate is doubled. The soft soil of the site can be
(religion), or Knowledge (geography) check will allow taken away from the Loam, packed in a wagon or box, for
recollection of its rough location, and a DC 25 Survival instance, but after a week, its properties fade. Non-evil
check will get the heroes to the exact site. divine spellcasters (including clerics, druids, mystics, and
paladins) may use the soil from the Loam to enhance their
People to Meet in the Loam Conjuration (Healing) spells. All spells with this descriptor
Although the Loam is sacred to Mishakal, the oppressive cast upon a character that is at least 50% covered by soil
forces in the region know of its properties. Cinder from the Loam behave as if the spell were affected by the
stationed a unit of bozak draconians here to guard against Empower Spell metamagic feat. This does not increase
its use by pilgrims or travelers over five years ago, and their the level of the spell. Soil used in this fashion loses its
camp is still present. These bozaks have grown to doubt properties of healing and cannot be used further for
their own loyalties to Cinder, and they can occasionally enhancing curative magic.
be convinced to let people stay for healing or devotional Herbs and rushes that grow around the edges of the
purposes—for a price, of course. ponds are highly nutritious, and a character who succeeds
Six bozak spellguards (LE male bozak sorcerer 2/fighter at a DC 15 Profession (herbalism) or Craft (alchemy)
3) are currently guarding the Loam. They are cunning check can prepare a tea from the herbs that will sustain
and understand that as a group they present a formidable an individual for up to 24 hours without need of food.
opposition to most visitors. Two bozaks will walk out to Brewing such a tea requires 10 minutes of preparation,
interpose themselves between the Loam boundary and suitable equipment (such as a kettle or pot and a heating
the heroes, while the other four watch from a distance of source), and freshly cut herbs from the Loam. The tea
Fires In Throtl 69
must be drunk hot in order to have the desired effect. If once more in Solamnia, the nation’s eastern borders were
the herbs are taken from the Loam or the tea is allowed to shadowed under the stormclouds of hobgoblin rule.
cool, the drink loses its special properties but remains an It was King Uhkrin, a descendant of the mighty
excellent tea. hobgoblin warlord Crod Blackmaw, who brought the
many tribes of Throt under one banner. Uhkrin was a
Leaving the Loam canny leader, devious and scheming. His elite bodyguard
Depending on how the heroes resolved the confrontation was composed solely of his many wives, and his throne in
with the bozak spellguards, their departure may be hurried Throtl was said to have been set atop an altar of evil. Much
or relaxed. If they left the bozaks alive, the spellguards will of this was rumor and supposition, and Uhkrin’s hold over
abandon their posts and either head east towards Neraka the goblins, hobgoblins, and bugbears weakened steadily
(if they were convinced to desert) or follow the heroes (if after the Chaos War. Ogres from the north moved down
they were intimidated or attacked). In any event, the Loam along the Dargaard Mountains and settled near Throtl,
will not be guarded the next time the heroes come through a constant thorn in Uhkrin’s side. Trolls from Lemish
this area. migrated north into the area, forming raiding parties of
The heroes may travel towards the Throtyl Gap, their own. The Dragon Purge ended with a mighty red
heading west and then north again towards Throtl. They dragon over the mountains to the east with eyes looking
might head northeast towards Firstwal or north to the westward. And remnants of the Chaos War, shadow wights
abandoned slave camps near Cinder’s old lair and on to and worse, still lurked among the dark woods of the
Kalaman. The accompanying chart depicts travel times for Stormshire Forest and the ruins of the Last Tower.
each destination. Recently, a new gathering of hobgoblins, goblins,
bugbears, and some nomad humans sprung up in Estwilde
Throt and gathered under the leadership of an ettin named Two-
This section details the windswept region that borders Faced Grom. This group, the Malfesan Horde, swiftly made
Estwilde, Lemish, and Solamnia and which has long been a deal with the red dragon, Cinder, becoming the dragon’s
considered hobgoblin country. Although it remained primary military force and sweeping into Throt in a matter
under the rule of the hobgoblin king Uhkrin for decades of weeks. With them came a powerful influence, a roiling
after the Chaos War despite Cinder’s arrival in Estwilde, chaotic fervor that drew even more creatures into its
the great red dragonlord’s expansionist plans and the rise maelstrom. Cinder descended upon Throtl, which became
of the Malfesan Horde have led to the fall of Uhkrin’s the new center of his draconic kingdom, and Uhkrin fled
kingdom. Now, the region of Throt serves as the staging into the Stormshires, never to be seen again.
ground for Cinder’s imminent push into Gaardlund and So far the Legion of Steel has been the only
the rest of Solamnia. organization equipped to infiltrate and work against this
threat. Solamnia has been reclaimed by Lord Tasgall and
History of Throt the late Lord Lorimar, as well as many other returning
The eastern edge of the plains of Solamnia had always Lord Knights, but their power ends at the border (see the
been lawless and wild, but after the Cataclysm, the influx prologue to the novel Lord of the Rose, by Douglas Niles).
of bandits and raiders to this stormy grassland region It has been left to the Legionnaires, once again, to form the
earned it a reputation that continues to the current era. first line of defense against Cinder, the Malfesan Horde,
Early rulers included the warlord Khara Warbringer, who and the fiendish power that drives and motivates them
founded the city of Throtl in a valley below the western from the very heart of Throtl.
slopes of the Dargaard Mountains, and Duke Instan
Westmeier, the former Solamnic lord who carved an Travel in Throt
independent nation out of a loose confederation of petty Important Rules: Overland Movement, Chapter 9:
barons and built a wall across the Throtyl Gap. Adventuring in the Player’s Handbook; Survival skill,
Instan’s Wall prevented the goblinoid tribes of Estwilde Travel
and the Taman Busuk from crossing into Throt and
From the Kalaman Slave Firstwal Throtl
Solamnia for many years. As the War of the Lance began, Loam (115 miles) Camps (15 miles) (45 miles)
however, the unstoppable juggernaut of the Dragonarmies (35 miles)
drove first a wave of hobgoblin nomads and then the Walking (20’) 9 days 2 days 1 day 4 days
armies of Neraka themselves through the wall. Throt was
overtaken as the Blue Wing of the Dragonarmies under Walking (30’) 6 ¼ days 1 ¾ days 6 hours 3 days
Kitiara swung into Solamnia and left in its wake a string of
occupied towns, forts, and outposts. Throt never recovered Horseback 4 days 1 day 3 hours 1 day
from this invasion; even when the Dragonarmies were Flight (40’) 3 ½ days 1 day 4 hours 3 hours*
pushed back and the Queen of Darkness was defeated, the
Throtyl Gap and Throtl itself remained under the hobnail * Travel to Throtl via the air from the Loam can be accomplished
by flying over the Dargaard Mountains, rather than heading south,
boots of the Bonetongues, Fellrunners, Steelfangs, and passing through the Throtyl Gap, and then turning north again. If
still more hobgoblin tribes, many of whom fled from the the heroes do choose the longer route, the flight time will increase
rout of Vingaard and Solanthus. Although the light shone to 1 1/2 days.
70 Chapter Two
Knowledge of Throt
T he following table shows the results of an applicable
Knowledge (geography) or Knowledge (local)
check as it relates to the region of Throt. Because of
with the Legion knowledge class feature gains a +2
synergy bonus or may use Legion knowledge instead of
a Knowledge check.
the extensive Legion activity in this region, a character
DC Results
Throt has been ruled by hobgoblins since the War of the Lance.
10 Goblins, trolls, and ogres also live in the region, raiding merchants
and striking into the Solamnic province of Gaardlund frequently.
The Stormshire forest near the city of Throtl is inhabited by many
dark and evil creatures, including corrupted fey and shadow wights
15 left over from the Chaos War. Few travel to Throtl because of the
wicked humanoids living there and the dangers of the Stormshire.
King Uhkrin is losing control over the hobgoblins of Throt. Bands of
20 humanoids run loose in the Throtyl Gap, unassociated with the king, and
they fly a banner that hasn’t been seen before, a 5-headed hydra symbol.
Cinder has moved into Throt with his new army of hobgoblins,
flying the hydra banner. They are called the Malfesan Horde, and
25 they are led by an ettin named Two-Faced Grom. King Uhkrin
has been unseated, and the region is under Cinder’s control.
A powerful fiendish presence is also casting a shadow over Throt. Cinder
has brought an entity with him to the city, and it has already been having a
30+ marked influence over the humanoids in the region. He is clearly planning
on invading Solamnia and perhaps forming an alliance with Frost.
Chapter 4: Skills in the Player’s Handbook; Hill and Plains Features of Throt
Terrain, Weather, Chapter 3: Adventures in the Dungeon Throt is divided into at least two distinct terrain types
Master’s Guide. based on the proximity to the Dargaard Mountains.
Because it has been well travelled, Throt’s hazards The Throtyl Gap consists of relatively dry and windy
are limited to its inhabitants, not the terrain or climate, plains, which become more marshlike towards Estwilde.
assuming those who pass through the Throtyl Gap know Further west and north, against the southern end of the
to expect stormy weather. Although the region features mountains, Throt is a hilly, forested area with considerable
many terrain types (plains, hills, and forest), it has fewer rain. The Stormshire forest is the most notable woodland
natural obstacles than Qlettaar or northern Estwilde. in the region with its own distinct traits, as noted under
the Adventure Site later in this chapter.
Travel by Land
Most of Throt is considered to be temperate grassland Weather
plains with extensive trails and dirt roads, so overland Throt’s summers are tolerably warm (daylight average 73
movement is unimpeded. The eastern edge of Throt, F, evening average 38 F), although the altitude can affect
beyond the Throtyl Gap, is temperate moorland (see this. The closer to the Plains of Solamnia or Qlettaar, the
Travel in Qlettaar, page 60), while the northwestern warmer it becomes. Rain is a constant presence near the
part of Throt around the city of Throtl is gentle hills mountains. This drops the temperature along valley floors
terrain with trails (x 3/4 movement). The Stormshire is such as the one that the city of Throtl occupies.
its own separate location for the purposes of travel—see The Throtyl Gap is famous for its windstorms that
Adventure Site: Stormshire for more information. howl across the region throughout the year, especially
in the warmer seasons when air masses slide off the
Travel by Air mountains and collide in the broad highland pass that
Air travel over Throt can be problematic because of the forms the Gap. In the cooler seasons, these storms are
frequent windstorms, rain, and thunderstorms that occur replaced by furious blizzards or chinook winds that can
in the Gap and to the west, especially near the Dargaard reduce the temperature swiftly.
Mountains. Much like Qlettaar, the greatest danger for
airborne travel is Cinder himself, who flies over his Flora and Fauna
territory frequently and has the remarkable vision that all Throt is home to several species of canine predator, from
dragons possess. In addition to Cinder, Throtl is plagued wolves and dire wolves to jackals and wild dogs. Many
by other flying threats, such as yrthaks. breeds of domesticated dog have ancestors from Throt,
Fires In Throtl 71
and the worgs ridden by goblins are prevalent in this allegiance to Malfesus or Cinder. This hasn’t stopped them
region. Aside from canines, Throt is also inhabited by from raiding caravans, even those of the Malfesan Horde,
giant insects and vermin, including some truly monstrous which is typical of the troll mindset. These hunters have
varieties like the ankheg and the whisper spider. Avians of their ranger spells granted to them by Morgion, who is a
impressive size and reptilian monstrosities like the yrthak favorite among trolls.
find lairs in the crags of the Dargaard Mountains and hunt m Troll hunters (2-8): hp 130, see Monster Manual.
by day across the windswept plains and hills of Throt. Gorgon Herd: These monstrous creatures have brass-
While the Throtyl Gap is predominantly grassland, like hides in Throt, a minor distinction compared to the
Throt’s major woodland region, the Stormshire, is densely iron-like breeds found elsewhere. Malfesus’s energies have
populated by pine, spruce, firs, and other conifers. To not mutated the bulls, but herds of the creatures do seem
the south and west of the Stormshire, occasional smaller more numerous since Cinder brought the calcified remains
groves and woods dot the landscape and slopes of the of the fiend to Throtl. If encountered, this herd will charge
Throtyl Gap as it meets the Plains of Solamnia. Among the first, then spin around and surround the survivors.
more common herbal ingredients used in Throt are the m Gorgons (7-12): hp 85, see Monster Manual.
leaves of the Throtlese Rust Pine and the famous tar bean Chimera Pride: As a result of the passage of the
plant that lend themselves to hearty concoctions. remains of Malfesus, many magical beasts and aberrations
in Throt have been enhanced or mutated, often increasing
Random Encounters in size and strength. This is a pride of Huge 15 HD
Important Rules: “Storms,” Weather, Chapter 3: chimeras, all of which show distinct signs of abnormalities
Adventures in the Dungeon Master’s Guide. and grotesque muscular growth. Each chimera has the
The chance of a random encounter in Throt is 10%, head of a red dragon, together with a goat and a lion head,
checked in the morning, afternoon, evening, and at night. and the resemblance to Cinder’s own draconic features is
If the heroes are flying across Throt, there is a one in uncanny. The chimeras, half-mad with their mutation, will
four chance that any encounter they have is with Cinder. attack anything that moves.
Encounter distance on land is 6d6x10 feet; in the air, it is m Advanced chimeras (2-8): hp 172, see page 295
considerably longer (6d6x50 feet). Windstorm! If this encounter is generated, the heroes
Most encounters are standard; statistics may be found have been caught in one of Throt’s freakish windstorms,
whipping through the Throtyl Gap or howling at the
d% Encounter Average EL base of the Dargaard Mountains. Refer to Chapter 3:
01-10 Draconian slavers* 16 Adventures of the Dungeon Master’s Guide for more
information on the effects of a windstorm (51-74 mph
11-15 Troll hunters (2d4) 16 winds). A DC 20 Survival check will alert the heroes to
the imminent storm, giving them 3d10 minutes advance
16-25 Gorgon herd (1d6+6) 14
warning as the skies darken and the sound of the howling
26-40 Chimera pride (2d4) 14 wind can be heard in the distance. The storm lasts for 2d10
minutes, during which time there is also a 30% chance of
41-60 Windstorm! — another random encounter.
Yrthaks: Native to the Throt region and the southern
61-75 Yrthaks (2d6) 15 Dargaard Mountains, yrthaks have seen increased activity
recently due to the unnatural emanations of Malfesus.
76-90 Malfesan hobgoblins (3d6) 16
Cinder occasionally feeds on an yrthak or two, but
91-00 Cinder* 18 otherwise permits them to hunt around his realm. Flying
targets are especially favored by the yrthaks, but they will
* Unique encounter. Reroll if this entry has been encountered before. also doggedly pursue any landbound target.
m Yrthaks (2-12): hp 102, see Monster Manual
in the Monster Manual. Specific encounters are described Malfesan Hobgoblins: This is a group of Malfesan
below: hobgoblins that consists of equal numbers of scouts (CN
Draconian Slavers: This is a caravan of draconians male gurik cha’ahl hobgoblin rogue 8) and berserks (CN
working for Cinder, making their way from a remote male gurik cha’ahl hobgoblin barbarian 8). See Random
Estwilder settlement with fresh captives destined for Encounters in Qlettaar, page 61 for more information.
the slave camps in Throtl. See “Random Encounters in m Malfesan hobgoblin scout: hp 52, see page 300
Qlettaar,” page 61 for more information. If the heroes have m Malfesan hobgoblin berserk: hp 96, see page 300
already encountered this group in Qlettaar, roll again on Cinder: If the heroes encounter Cinder as a result of
the encounter table. the random encounter table, the confrontation will be
m Bozak slave boss: hp 70, see page 296 brief yet extremely dangerous. See “Random Encounters in
m Sivak thug: hp 94, see page 301 Qlettaar,” page 61 for more information.
m Kapak slavers (6): hp 65, see page 298 m Cinder: hp 660, see page 291
Troll Hunters: These trolls comprise one of the
unaffiliated warbands of their kind in Throt with no
72 Chapter Two
Adventure Site:
Stormshire Forest
Immediately south of the city of Throtl is a
thickly forested woodland appropriately named
the Stormshire. When Khara Warbringer
founded the city, he intended to use the forest
primarily as a source of wood, but also as a
place to hunt wild game. Much to his surprise,
and to that of every ruler after him, the
Stormshire has a marked resistance to being
used in such a manner. Hunting paths regrow
with frightening speed, foraging parties return
with tales of unspeakable horrors, and the
deepest reaches of the forest have claimed more
lives than the violent storms that rage overhead
during much of the year. To add to the stories
of evil and menace, reports of shadow wights
have been recorded since the Chaos War, and
the hobgoblins of Throtl avoid the woods as
much as possible.
Getting to Stormshire Forest
It is difficult to miss the Stormshire, as it is
the largest and oldest forested area in the
region, with trees so tall that they can be seen
from the Lemish side of the Throtyl Gap.
The approach to Throtl requires passage
through a stretch of the Stormshire, although
thankfully it is relatively thin at that point and
not as dangerous. Even with that reassurance,
however, locals will hesitate to enter, and domesticated method that doesn’t involve either him or his sister getting
animals balk at the notion of passing anywhere near the caught and killed.
dark, shadowy trees. With Kiro are a small group of eight Sikk’et Hul
goblins who he has brought with him from Firstwal, along
People to Meet in Stormshire Forest with six Legionnaires. Kiro typically watches the main
The Stormshire has two distinct groups of inhabitants. road through the Stormshire via divination magic in case
The first, and most famous, are the shadow wights. For something of interest passes through it, so if the heroes are
thousands of years, it was just superstition and folklore crossing the forest he will learn of them.
that kept the stories of ghosts and specters within the m Kiro Dorova: hp 51, see page 293
Stormshire active. After the Chaos War, these stories m Sikk’et Hul freedom fighters: hp 39, see page 301
became truth. Many shadow wights haunt the woods, m Shadow wights: hp 39, see page 300
seeking travelers to leech the memories from and hapless
adventurers to consign to oblivion. The shadow wights Things to Do in Stormshire Forest
would probably claim the entire wood if it wasn’t for the To the heroes it may seem as if there is little to do inside
Stormshire’s other resident. the Stormshire but run from shadow wights. In reality,
Kiro Dorova (LG male civilized human diviner 6/ they have numerous options. Contrary to rumor, many
sylvan mage 10), the co-commander of the Legion cell fine game animals live and eat in the Stormshire, so
in Estwilde, has made a semi-permanent camp near the hunting is ideal. Herbal ingredients can be readily found
northern edge of the Stormshire that he keeps safe by just off the side of the forest road in several places and,
constantly maintaining a firelit boundary. Shadow wights, although the weather is usually stormy and dark, the
driven back by open flames, avoid Kiro’s campsite, and forest canopy keeps the bulk of it away. Making it through
thus the sylvan mage remains safe and undisturbed by the forest without incurring a shadow wight attack is the
wight and goblin alike. Presently, Kiro is trying to ascertain difficult part.
the most useful way of getting into Throtl in order to aid The heroes could easily run into Kiro and his goblins,
his sister who, like he, was using Throtl as a regular base of which should be an interesting meeting. Kiro has been
operations for years until Two-Faced Grom arrived earlier traveling between Throtl and Firstwal, coordinating
in the week. Unable to teleport inside, and unwilling Legion efforts with his agent, Wesmia, and his sister,
to simply walk in, Kiro has been racking his brain for a Katja. Since Two-Faced Grom arrived and the Malfesan
Fires In Throtl 73
Horde took over the city, Kiro’s resources have been it. The Legion of Steel recently learned of Cinder and the
stretched to the limit, and his efforts to stay in touch Horde’s migration to Throtl and warned its cell in the
with either his sister or Wesmia continue to be foiled by former hobgoblin capital; they were just in time to see
mishaps and the Malfesan Effect. If the heroes run into Uhkrin overthrown and the city inundated with berserk
him, and they appear to Kiro to at least not be an army of hobgoblin gurik cha’ahl. By the time the heroes make their
hobgoblins, Kiro takes them back to his camp and checks way to the city, the Legion has found itself trapped within
on the firelight to ensure the shadow wights are warned the city, and the chaotic power of Malfesus has descended
off. He then sits down with the heroes and asks them a upon Katja Dorova and her Legionnaires.
lot of questions about their mission, their quest, their
organization, and so forth. A diplomatic and open sort of History of Throtl
man, Kiro prefers to use truth and objectivity as much as Founded by Khara Warbringer, Throtl began as a walled
possible. He is not above making an appeal to the heroes’ stockade built against a steep escarpment. Khara’s armies
better natures for assistance if he suspects they might not camped outside the stockade, their tents and lean-tos
be interested in helping him liberate a hobgoblin city from eventually becoming more permanent. Wooden huts
another group of hobgoblins. And if that doesn’t work, grew into stone hovels, and by the time of Duke Instan’s
he’ll offer them money from the Legion coffers in Throtl. conquest of the settlement, Throtl had become a sprawling
Gaining Kiro’s trust and assistance will prove maze reaching up to the very edge of the Stormshire forest.
exceptionally helpful to the heroes in other chapters, but While Khara and his many successors had treated
even moreso in this one. The sylvan mage knows Throtl Throtl primarily as a base camp for their raids and military
very well, has the ability to ferry heroes back and forth if campaigns into the plains of Solamnia, Duke Instan had
given the opportunity, and can marshal enough Sikk’et loftier goals. He opened silver and copper mines nearby,
Hul goblins together that an expedition into the city won’t put into place a plan of timber management to replace
be seen as an attack by a group of outsiders. In addition, the trees felled in the Stormshire, developed large-scale
having Kiro with them will be the perfect introduction irrigation from the Watching River, and created a system
for them when they run into Katja. Lastly, if the heroes of local government that lasted until the War of the Lance.
have already been to Firstwal, they will know Wesmia’s top The stockade built by Khara Warbringer was expanded and
priority is locating the young sylvan mage. strengthened; known as the Alcazar, it withstood even the
Blue Dragonarmy’s persistent efforts to penetrate its walls
Leaving Stormshire Forest until at last Highlord Kitiara’s blue wyrms prevailed. Once
With Kiro’s assistance, the Stormshire can be an excellent the hobgoblins swarmed into the Alcazar, the city’s days as
staging ground for the attack upon Throtl. Without his the seat of human rule in Throt were over.
assistance, it is more or less a huge, dark, and frightening Throtl has been a hobgoblin settlement for more than
nightmare. Clearly, the role that the forest plays in the seventy years. Crod Blackmaw and his elite lieutenants
adventure will be determined by what and who the heroes established a strong and despotic state, but it only held
encounter within it and what choices they make. When for as long as Crod drew breath. Crod’s assassin was also
leaving the Stormshire, it may be interesting to play up just his successor, and thus began a series of hobgoblin rulers
how much the forest appears to seal itself up behind the whose reigns spanned little more than a handful of years
heroes, and how much brighter the sun seems to be once each before meeting one grisly end or another. The last of
they have left the trees. these, Uhkrin, was cunning enough to win approval from
the majority of Throt’s hobgoblin tribes before crowning
City of Throtl himself King of Throt and Tyrant of the Throtyl Gap.
From its earliest beginnings as the seat of power of a Throtl’s mines and other resources have long run
nomad warlord to its current position as the very center dry despite King Uhkrin’s efforts to restore them after
of Cinder’s realm, the city of Throtl has always been under years of mismanagement by his predecessors. The town’s
the shadow of violence and war. Throtl is the heroes’ primary industry now is information and the training
ultimate destination in this chapter, the location of one of spies and killers. There is no place on Ansalon more
of the five dragon skulls and home base of the Malfesan pivotal in the distribution and gathering of gossip, rumor,
Horde. Cinder has chosen Throtl as his new lair because of and infamy than Throtl. For this reason, the Legion of
its position at the edge of the plains of Solamnia. Although Steel has watched it for years and, more recently, so has
he has not yet given up his interest in Fume’s domain to the Whitescale Society. Frost’s allomanya network has a
the north, Solamnia offers him more immediate resources, presence in the city in the form of Jormangunda, and the
and Throtl is the ideal staging point for the Horde and White’s attention remains on the town because of the
Cinder’s draconian slavers. presence of the dragon skull.
The Malfesan Horde is in Throtl not because of Cinder Katja Dorova, who shares command of the Legion of
(although the dragon entertains this as reality), but Steel cell in Qlettaar with her brother Kiro, is currently
because Hiddukel has compelled Two-Face Grom to mass holed up with a small band of Legionnaires and goblin
his army here. For the time being, the Horde’s ambition allies in an abandoned library close to the Alcazar. Katja’s
parallels Cinder’s own—Hiddukel desires Solamnia, and decision to either fight her way out of the city now that
through the power of his son Malfesus, he hopes to take it is overrun with the Malfesan Horde or find some other
74 Chapter Two
Throtl
Throtl (Large Town): Monstrous; AL CE; 3,000 Katja Dorova (NG female civilized human fighter
stl limit; Assets 738,000 stl; Population 4,928; Mixed 5/Legion warrior 8/legendary tactician 3), Legion
(79% hobgoblin, 9% goblin, 5% human, 3% bugbear, cell commander; Two-Faced Grom (CE male ettin
2% draconian, 1% ogre, 1% dwarf). barbarian 5/blackguard 7 of Hiddukel), warlord of the
Authority Figures: Cinder (CE male great wyrm red Malfesan Horde.
dragon), dragonlord of Throt and Estwilde. Malfesan Horde Auls—These are the militant
Important Characters: Thelmenope Regia (CE warriors and scouts of the Malfesan Horde who make
female marilith), Bride of Malfesus; Raskellion (NE up the five armies stationed in Throtl. Each aul is
male bozak rogue 3/sorcerer 2/arcane trickster 5), similar in composition, with elite Malfesan hobgoblins,
Cinder’s spymaster (currently in Khimel). armed with mwk falchions and mwk banded mail
Factions: Malfesan Horde—This is the Horde’s (berserks) or mwk scimitars and studded leather
home base and center of operations, at least while Two- (scouts) together with standard hobgoblin warriors
Faced Grom and Cinder are in charge. The five auls of armed with scimitars and studded leather: gurik cha’ahl
the Malfesan Horde present in Throtl are the Gulga, hobgoblin rogue 8 (40 per aul), gurik cha’ahl hobgoblin
Jago, Marusk, Runza, and Ulok aul-Malfesa; Legion barbarian 8 (40 per aul), hobgoblin warrior 1 (300 per
of Steel—Outnumbered by abominations, mutated aul).
hobgoblins, and worse, the Legion cell in Throtl is in Cinder’s Draconian Army—This is Cinder’s
desperate need of assistance. Whitescale Society— private regiment of draconian soldiers. They carry
Covertly watching the city and reporting activity to out numerous duties in Throtl, although most were
Frost. formerly used by the red dragon as slavers: bozak
Faction Leaders: Jormangunda (CE female half- fighter 8 (4), sivak barbarian 5 (6), kapak rogue 4/
ogre sorcerer 5/mystic 5 of Water/mystic theurge 4), fighter 4 (10), bozak sorcerer 2/fighter 3 (10), sivak
Whitescale Society agent and allomanya distributor; (20), kapak (50), baaz (100).
solution to her cell’s predicament weighs heavily upon with more. The first is from Qlettaar, coming through
her. With Cinder in the city, and reports of fiendish the Throtyl Gap and then north through the Stormshire
horrors accompanying the dragon to Throtl, the Legion Forest. This affords some protection from aerial
commander’s options are quickly running out. observation but means the heroes will be at risk from the
horrors in the Stormshire. Alternately, they might have
Getting to Throtl come from the Last Tower (itself plagued with dangers)
There are three primary approaches to Throtl in this and over the foothills to the northwest of Throtl, which
adventure, although enterprising players might come up lets them avoid the forest but leaves them out in the open
The Malfesan Effect
Important Rules: Planar Traits, Chapter 5: Divination, apart from those with the chaotic
Campaigns in the Dungeon Master’s Guide. descriptor, are impeded and require a successful
The emanations of the calcified remains of Malfesus Spellcraft check (DC 20 + spell level) to cast. This
uncovered by Cinder have had a number of far- includes spells and spell-like abilities used to scry
reaching effects on Throtl, including the mutations of into, teleport into, or otherwise affect creatures or
the hobgoblins and the slow changes Cinder himself is locations within the area of effect.
undergoing. The chaotic energies of Malfesus have also • Limited Magic—All spells and spell-like abilities with
subtly altered the way magic operates in and around the the lawful descriptor do not function within the area
city of Throtl. This effect extends for a radius of a mile of effect. This includes spells and spell-like abilities
in all directions from Malfesus’s remains, which are used to scry into, teleport into, or otherwise effect
housed beneath the Alcazar, Throtl’s walled fortress. creatures or locations within the area of effect.
Features: The Malfesan Effect gives the following • Mildly chaos-aligned—Lawful creatures suffer from a
traits to the affected area: –2 circumstance penalty to Charisma-based checks.
• Enhanced Magic—All spells and spell-like abilities The Malfesan Effect will end once the remains of
with the chaotic descriptor are extended and Malfesus are destroyed or removed from Throtl. If they
empowered within the area of effect. are moved, the effect will move with them, remaining
• Impeded Magic—Spells and spell-like abilities active for a radius of a mile around the remains.
from the schools of Abjuration, Conjuration, and
Fires In Throtl 75
slopes down from an escarpment against the Dargaard
Mountains. The valley narrows in the middle of the city;
to the east, it gently rises towards the mountains, while
to the west, it drops into a sedimentary plain beside the
river. The mountains rise sharply to the north, and the
Stormshire Forest stretches dark and deep to the south.
Throtl has never had need of city walls for its location
offers both isolation and natural ramparts.
Throtl is presently divided into multiple city wards,
each of which is given over to an aul, or sub-group, of the
greater Malfesan Horde: Gulga Ward, Jago Ward, Marusk
Ward, Runza Ward, and Ulok Ward. Each aul-Malfesa
has its own barracks, its own eating-places, and its own
leadership. The murzas, or generals, who command the
auls report directly to Two-Faced Grom, who has his
headquarters in the Alcazar. The Alcazar is not considered
part of any one ward; it stands apart from the other five,
and Grom’s personal guard, the Kaba aul-Malfesa, lives
entirely within its walls. See TH5: The Alcazar and the
for “Key to the Alcazar” section later in this chapter.
much All of the buildings in Throtl are stone or clay brick
of the with most at least partially resembling their original
journey. The pre-hobgoblin states. Hobgoblin engineering is less than
last option is over skillful, so the hundreds of buildings that took the brunt of
or under the Dargaard the dragon and goblin assault during the War of the Lance
Mountains, either by air are quite creatively maintained, to say the least. Wood has
or through the tunnel network been used in most cases to replace stonework, as well as
leading from the Tomb of Malfesus. dried mud or earthen mounds. Windows, doors, and even
At one point, Throtl had several outlying villages, arches have been replaced by more crude versions.
hamlets, and farms; these have long been abandoned and Several sections of the city have had canvas tents
remain now as mute reminders of the region’s former erected or wooden pens installed for keeping the human
human occupation a century ago. Along the Watching and dwarf slaves under control. All of the former slave
River, barges headed for Gaarlus and other destinations camp occupants are now on their way to Throtl or are
west of Throtl stopped at riverside inns and were tied up already here; their existence is somewhat bleak, and each
to docking posts. A number of these are also still standing, Ward has its own slave pens watched over by Cinder’s
forgotten by everyone but dire rats and monstrous draconians and Two-Faced Grom’s soldiers.
centipedes. The heroes will have little difficulty finding The roads of Throtl were once paved, but the flagstones
somewhere relatively close to town in which to stay, such as and cobbles laid down by the human occupants of Duke
a ruined farmhouse, decrepit mill, or crumbling granary. Instan’s time are now gone, used elsewhere for additional
buildings and to support the escarpment in places where
Attitudes in Throtl it has threatened to crumble and send tons of rock sliding
Currently, Throtl is overwhelmingly Unfriendly to the into the city. In their place, the main roads are packed
player characters, with some individuals (such as the earth with occasional flagstone remnants, while the narrow
town’s small bugbear population) Hostile to the point of winding streets through the wards are little more than dirt
actively provoking and initiating fights. The Legionnaires and mud. Throtl’s constant rain and wind have eroded
begin as Indifferent, but they will quickly become Friendly every exposed courtyard and plaza, turning much of
if the heroes make a point of introducing themselves as Throtl into a slick muddy maze.
allies or have Kiro Dorova with them. If the heroes have
magic or high bonuses in skills such as Disguise, Bluff, or Key to Throtl
Perform (acting), they may see use in Throtl. The following locations represent key sites of interest or
These attitudes may change rapidly depending on what note in Throtl. You should feel free to describe or expand
happens. The Malfesan Horde behaves the way it does these sites to include other destinations for your players
because of its current leadership; the numerous auls in as necessary. One location, the Alcazar (TH5), has its own
Throtl will pay close attention to the status of Two-Faced map and key later in this chapter.
Grom if the heroes challenge the ettin’s power over them.
TH1. Abandoned Library and Medraz
Features of Throtl This large stone building once served as a house of
The city of Throtl straddles the upper reaches of the learning and a depository of knowledge during Duke
Watching River in a broad hourglass-shaped valley that Instan’s reign. An enclosed courtyard with covered
76 Chapter Two
walkways, fountains, and a grove of walnut trees is now and Two-Faced Grom’s army of gurik cha’ahl hobgoblins,
littered with refuse and hundreds of torn and ruined goblins, and bugbears are massing in Throtl for an
books. These volumes were taken from inside and tossed imminent invasion. This has unfortunately left them right
into the fountains by hobgoblin malcontents over the in the middle.
years, and there are visible signs of past fires. m Katja Dorova: hp 122, see page 292
Within the library’s halls, little remains of the past m Sikk’et Hul freedom fighters: hp 39, see page 301
collection of scrolls and tomes. Classrooms, studios, and m Throtl Legionnaires: hp 35, see page 302
scriptoria are empty of anything of value. The hobgoblins Development: Katja regularly sends the goblins out
never found their way into the library’s basement, into Throtl to gather information and report back to her,
however; sealed by an arcane lock for decades, the or goes out herself disguised as a mercenary, but she has
basement stairwell was recently opened by Katja Dorova curtailed that activity in light of the sheer number of
and her Legionnaires during their covert foray into Throtl. Malfesan Horde members wandering the streets. It is likely
Now they live underneath the medraz, or learning hall, that the heroes will reach the library after running into
and have recovered dozens of irreplaceable books that are the goblins (see “Goblin Brawl” in the Scenes in Throtl
destined for the shelves of the Great Library of Palanthas. section) or successful divination magic (although this is
Creatures: Katja Dorova (NG female civilized human impeded in Throtl; see “The Malfesan Effect” sidebar).
fighter 5/Legion warrior 8/legendary tactician 3), eight Once the heroes and Katja’s Legionnaires have met, refer
Legionnaires (NG male and female rogue 3/fighter 3), and to “To the Death” and “Ashes to Ashes” for more about
eight Sikk’et Hul goblin freedom fighters (N male and ridding Throtl of the threat of the Horde and Cinder.
female goblin fighter 6) have made this place their most
recent headquarters for the past few weeks, as they work TH2. Throtl Mines [EL 15 or 26]
from within Throtl to learn more about Cinder’s plans. There are a number of mines located above the city on the
They are aware that the dragon has relocated to the city slopes of the Dargaard Mountains. These were once used
What Does Katja Know?
U se the information below as a guide for
conversations between the heroes and Legion Cell
Commander Katja Dorova. Katja is a tall, red-haired
from Sikket’Hul call them. Grom’s made some deal with
Cinder, but we suspect that the plan would fall apart
if either of them was taken out. Easier said than done,
woman with an easy smile but a temper that is quick though.”
to rise. She strongly resembles her brother, Kiro, the Have you seen Gilthanas?
sylvan mage the heroes may have already encountered [If Gilthanas has been here] “Yeah, we have. I sent
in the Stormshire Forest. Katja needs time to fully trust word to Kiro to let him know that the elflord arrived
strangers, but if the heroes have at least a +5 Legion here a while ago and met with Cinder. It wasn’t a very
of Steel faction rating or are Legionnaires themselves, long meeting. I don’t think Cinder appreciated it, but
she will warm to them much sooner. As a leader, she he let him live.”
is inspirational and fearless. As an ally, she is stubborn [If Gilthanas is in the chapter with the heroes] “I
and dedicated. All of these traits have seen her rise just heard a rumor that he was here in the city. I have
rapidly among the ranks of the Legion, honoring her no idea what he could possibly want in Throtl—he’s
heritage as great-granddaughter of freedom fighter certainly not here to help us, or we’d have heard about
Warren Windsound. it. We thought he was in Eastwatch.”
What is your connection with the Legion? [If Gilthanas hasn’t been here yet] “Gilthanas-
“I’m the commander of the cell here in Throtl. We’re Kanan? Why, should he be? Last we heard he was in
part of a larger group based in Estwilde. We do good Southern Ergoth fighting with the Solamnics against
work. Thinking of helping us out? We’re in a little bit of Frost.”
trouble here.” How can we stop Cinder?
Why are you in Throtl? “I don’t know—got a dragonlance? (sarcastic
“Cinder was looking towards Solamnia, despite chuckle) Seriously though, we haven’t found a way to
Gibrana’s warnings of his turning north towards Lahue. stop him yet. We need an army. Or another dragon. If
Throtl seemed like the best place to monitor things. we could convince Fume to come down here, promise
We had no idea this army of hobgoblins would show the green we’d help? That’s pretty risky, though.”
up, and we certainly didn’t expect Cinder to move so We have a dragonlance. How can we help?
quickly or bring all of his slaves here.” “Branchala’s brass backside! A dragonlance?
What has happened here? Here? You’re braver than you look. Let’s get down to
“Two-Faced Grom has happened here. He’s an business—we have some slaves to free, an ettin to kill,
ettin—a giant with two heads. He’s the leader of all of and a dragon to slay.”
these gurik cha’ahl, the ‘ghost people’ our goblin friends
Fires In Throtl 77
78 Chapter Two
to obtain silver and copper, but new veins of these metals TH3. Bathhouse [EL varies]
have not been found in decades. The mining and smelting Throtl once had a number of bathhouses, public buildings
of copper, silver, and lead in Throtl is no longer a thriving that were open to any city resident and which also served
industry. as meeting places for both formal and informal gatherings.
Many of the mines run quite deep into the mountains. This example features long, breezy walkways lined with
One copper mine extends far enough that it connects pillars, two large rooms with pools (one hot, one cold),
with the tunnel leading from the Tomb of Malfesus; if the and private rooms tucked away in various corners of the
heroes approach from that direction, they will emerge in building that include saunas or secluded pools.
the mine and subsequently surface above Throtl. Another The hobgoblins have maintained this bathhouse for the
larger mine, once rich in silver ore, is now being used by past seventy years, unlike the others in Throtl, because of
Cinder as his lair. its central location and because they enjoy the appearance
Creatures: Cinder can be found here, watching over of being civilized. As a result, it has become a humid,
the city, when he isn’t flying about the region or meeting foul-smelling, and generally distasteful place; it is also
with Two-Faced Grom and Thelmenope Regia in the plaza a frequent hangout of the murzas of all five auls. If the
of the Alcazar. From this vantage point, Cinder has a clear heroes have any desire to settle things with the Malfesan
view of the entire city, and his keen senses enable him to Horde’s leadership, this is the place.
pick out altercations and disturbances easily. The dragon Creatures: The bathhouse can comfortably
usually leaves these to Grom to deal with, but anything accommodate a hundred individuals at any one time,
overt (such as dramatic spellcasting or widespread battles) and it often does in the late afternoons. Depending on
will always attract the dragon if he is in residence. when the heroes visit this location, there is a chance of
Cinder never leaves his hoard unguarded, of course. encountering one or more of the murzas in the bathhouse.
In his absence, the silver mine containing his treasure is Each murza has identical statistics (CE male gurik cha’ahl
watched over by two twelve-headed pyrohydras, another hobgoblin barbarian 11). Roll 1d6-1; a result of 0 means
“gift” from Hiddukel. These monsters roam the mines at there are no murzas present. A result of 5 means all five of
other times, feasting on vermin and subterranean animals. them are here.
In addition, a detachment of sivak thugs (NE male sivak m Hobgoblin warrior (20): hp 6, see Monster Manual.
barbarian 5) patrols the broad ledge in front of the mine m Malfesan hobgoblin berserk (5-50): hp 96, see page
entrances, based out of two guardposts above the Alcazar. 300
In the event of a major attack or incident, one of the sivaks m aul-Malfesa murza: hp 93, see page 296
will leap from the edge of the escarpment and fly
into Throtl for reinforcements.
m Cinder: hp 660, see page 291
m Twelve-headed pyrohydras (2): hp 129, see
Monster Manual.
m Sivak thugs (4): hp 94, see page 301
Development: For more information on
confronting Cinder, either in his lair or the city,
refer to the climactic Scene “Ashes to Ashes.”
Treasure: Cinder’s hoard is enormous and
mostly composed of coins, gems, ingots of
precious metals, and jewelry. It amounts to 35,000
stl of mundane valuables spread out over five
chambers at the rear of the mine. Collecting (and
counting) all of the treasure will take at least a
day, possibly more.
Also present in Cinder’s hoard are the
following magic items: 3 potions of magic circle
against good, 3 potions of heroism, 2 oils of daylight,
and 1 potion of shield of faith +4 (all in a specially-
crafted mithral container worth 1200 stl); a +2
vicious bastard sword; a +2 speed light mace; a suit
of +3 banded mail; and two +2 arrow deflection
spiked bucklers. The armor and weapons are kept
in a camouflaged antechamber off to the side of
one of the five treasure chambers (Search DC 28
to find). All five chambers can be reached by only
one wide passage which is protected by a wall
of fire (CL 19th) that Cinder typically summons
before he departs.
Fires In Throtl 79
Development: Determine which murzas are present with the third and fourth towers flanking the iron gates
randomly or select them from the following list: Yothrak that provide access to the inner courtyard. Enclosed within
(Gulga aul-Malfesa), Golmog (Jago aul-Malfesa), Mudlat the walls with the fortress proper are a number of support
(Marusk aul-Malfesa), Bundalam (Runza aul-Malfesa), buildings, monuments, and gardens.
Baalag (Ulok aul-Malfesa). Each murza is accompanied The Alcazar is home to Two-Faced Grom; his personal
by a group of 1d10 berserks, so if all five are present, there guard, the Kaba aul-Malfesa; and a number of Hiddukelite
are 5d10 berzerks at the bathhouse. As is customary with cultists led by Thelmenope Regia, a marilith known to the
the Malfesan Horde (and revealed in Firstwal and other Malfesan Horde as the Bride of Malfesus.
places or by a DC 20 Knowledge [local] check), if a murza Creatures: Outside the main gates into the Alcazar,
is challenged to single combat, he will accept to save face six Malfesan hobgoblin berserks maintain a constant
before his aul. Word will spread quickly if a challenge is watch. Above them, two bozak spellguards (LE male bozak
made, so the heroes will not have much time to pull this sorcerer 2/fighter 3) posted by Cinder walk the path along
off if they attempt it. Once one or two murzas are beaten, the wall, serving as support. If the heroes stage a frontal
the remaining commanders will marshal their forces and assault on the fortress, they will come up against some
contact Two-Faced Grom to deal with the heroes. initial strong opposition.
Refer to the “To the Death” Scene for more information m Malfesan hobgoblin berserk (6): hp 96, see page
about overcoming the Horde and challenging Two-Faced 300
Grom. m Elite bozak spellguards (2): hp 56, see page 297
Development: For more information about the Alcazar,
TH4. Murza Command Post [EL 12 or 16] see the “Key to the Alcazar” section that follows and the
These buildings vary in their states of repair, size, and accompanying map.
former purpose, but all of them are at least large enough
to house the murza who commands each Ward and his TH6. Whisper of the Blade Tavern
retinue. The murzas (CE male gurik cha’ahl hobgoblin This is a typical run-down yet well-stocked alehouse with
barbarian 11) can usually be found here if they are not the additional quality of being run down and stocked
meeting at the bathhouse at TH3. well by hobgoblins. Because Throtl has always welcomed
Creatures: Each murza has 10 Malfesan berserks and 4 the dregs of human society as well as goblin society, this
scouts stationed at his command post as guards and aides. establishment (converted from a granary) was opened
When the murza is absent, he takes the berserks with him, twenty years ago by a pair of hobgoblin brothers who lost
but leaves the scouts at the post. limbs in a vicious raid and needed something else to do
m Malfesan hobgoblin scout (4): hp 52, see page 300 with their time. It caters to all races, treats them all more
m Malfesan hobgoblin berserk (10): hp 96, see page or less the same—badly—and is infamous as one of the
300 few places on Ansalon that brews its own goblin muckwine
m aul-Malfesa murza: hp 93, see page 296 and goblin muckbeer for sale to a wider audience.
Development: It’s possible the heroes will seek out Creatures: Relgo and Algo One-Arm (NE male
individual murzas to challenge them, learn more about hobgoblin fighter 2/expert 2) are the proprietors of the
the plans of the Malfesan Horde, or take out the leadership Whisper of the Blade and keep it mostly clean. The recent
of each aul. All the murzas know about the invasion plans arrival of the Malfesan Horde has been very good for
are that the red dragon seeks to conquer Solamnia and business, which had always been typically bad. Relgo
the Horde is allied with him. Murzas are given little else and Algo are also pleased that an ale merchant named
but directives and are never consulted by Grom unless Jormangunda (CE female half-ogre sorcerer 5/mystic 5
absolutely necessary. If the heroes browbeat or intimidate of Water/mystic theurge 4) has been stopping in Throtl
a murza, they might learn that the five murzas in Throtl for the past few months, as she has introduced a number
feel that Two-Faced Grom is merely trying to avoid being of fine labels to the hobgoblins’ stock that local hobs are
challenged himself, as this would swing the loyalties of the intrigued by.
entire Horde to the winner of such a duel. m Jormangunda: hp 69, see page 292
Development: Jormungunda is secretly Frost’s
TH5. The Alcazar [EL 15] Whitescale Society agent in the city, keeping watch on
The Alcazar is an impressive stone fortress carved from the the events of Cinder’s army. She is also Boss Cleggard of
very face of the Dargaard Mountains and reinforced with Firstwal’s allomanya distributor and is looking for more
granite and marble from quarries far to the north. It is a “clients” in Throtl. If Gilthanas has already been to this
rectangular structure with four slim towers rising from the chapter, or is presently in it, she has acted as his contact
roof and the side of the mountain. The front of the Alcazar person. The bar’s regulars will even let on to the heroes, if
features a semicircular portico supported by pillars that sufficiently bribed or intoxicated, that they saw the half-
shields a broad set of stone steps from the elements. The ogre talking to a strange elf recently. If Gilthanas has not
entrance to the building is located at the top of these steps, yet been here, Jormungunda is biding her time, having
flanked by tremendous carved pillars. been alerted to the elf ’s plans on visiting. She has also
The Alcazar itself is surrounded by a 30 ft. high wall of been informed of the existence of the heroes, so regardless
stone, 10 ft. thick. Six watchtowers stand along this wall of Gilthanas’s movements, Jormungunda will pay close
80 Chapter Two
attention to the heroes’ activity. If she is able to corner one AL2. Tomb of Khara Warbringer
or two of them, she will try to wheedle more information This is a grey-white marble structure 15 ft. tall, 15 ft.
from the lone heroes, or alternately try to knock them wide, and 25 ft. long, with a single opening on one
over the head behind the tavern and hand them over to end surrounded by bas-relief murals depicting Khara
Two-Faced Grom as a present. Jormungunda can be found Warbringer, the legendary founder of Throtl in the first
throughout the day in the Whisper of the Blade, and when century of the Age of Despair. Inside, a raised stone bier
things begin to heat up in the city, she’ll take her wagon of supports the sarcophagus of the warlord, which appears
ale casks and attempt to discreetly leave town. to have been carved from a single slab of red marble.
The room is filled with refuse, garbage, and debris from
Key to the Alcazar decades of ignorance or petty vandalism on the part of
The following locations correspond to the Alcazar map. the hobgoblins, but the defiant reverence of the tomb
Unless otherwise noted, assume the following to be true withstands even that.
for the Alcazar: Development: Khara Warbringer’s sarcophagus
• Walls are smooth white stone (hardness 8, 15 hp/inch contains only a few pieces of bone and funerary cloth;
of thickness, generally 5 foot thick between rooms) and the remains were long ago removed and presumably
ceilings are 15 feet high. desecrated. A DC 25 Search check reveals that the
• Hallways are lit by torches mounted in brackets and sarcophagus has a series of hidden triggers that, when
spaced 15 feet apart. pressed at the same time, allow it to slide to one side,
• Standard doors are made from wood (hardness 5, 15 revealing a set of stone steps leading down.
hp, Break DC 16) and unlocked. The steps lead to a sepulcher beneath the plaza of the
Alcazar (see area AL11). Khara Warbringer’s true remains
AL1. The Plaza [EL 14] are interred there, along with those of Duke Instan.
Visitors who pass beyond the enormous iron gates set into
the Alcazar’s walls find themselves in an extensive paved AL3. Tomb of Duke Instan [EL 14]
courtyard. Smaller stone buildings, monuments, and trees This is a grey-white marble structure 15 ft. tall, 15 ft.
flank the causeway that leads to the portico in front of the wide, and 25 ft. long, with a single opening on one end
Alcazar itself. Two buildings stand out among the smaller, surrounded by bas-relief murals depicting Duke Instan
more functional structures: the tombs of Khara Warbringer Westmeier, the Solamnic lord who overthrew the warlords
(AL2) and Duke Instan Westmeier (AL3). of Throtl in the second century of the Age of Despair
Rising up above the plaza is the sheer cliff face of the and ushered in its greatest era. Inside, a raised stone bier
escarpment and above that, the Dargaard Mountains. The supports the sarcophagus of the duke, which was fashioned
location of the Alcazar means the mornings cast the whole from white marble and inlaid with precious metals and
area in violet shadows, while the afternoons bring light ceramics, all long since removed. Unlike the tomb of Khara
until an hour or so before sunset. Warbringer, Instan’s mausoleum has not been defiled;
Creatures: The Plaza is guarded during all hours of the rather, it serves as a makeshift armory and guard post.
day and night by bugbears of the Kaba aul-Malfesa, Two- Creatures: The tomb is presently occupied by a
Faced Grom’s personal bodyguard (CE male gurik cha’ahl detachment of eight Kaba aul-Malfesa bugbear soldiers
bugbear fighter 4/rogue 4). The bugbears use the tomb (CE male gurik cha’ahl bugbear fighter 4/rogue 4). These
of Duke Instan as a post (AL3). Cinder also posts bozak are the soldiers the heroes will encounter in AL1, but
spellguards on the wall; see TH5 for details. during the day and night, four of them are always in
m Malfesan bugbear soldiers (4): hp 77, see page 299 here sleeping alongside the racks of masterwork spears,
Development: In the event of a frontal assault, the scimitars, and battleaxes.
guards outside will call out a warning to the bugbears, m Malfesan bugbear soldiers (4): hp 77, see page 299
and the spellguards will similarly alert the inhabitants Development: Duke Instan’s sarcophagus contains
of the Alcazar. Cinder may be watching from above little more than scraps of bone, much like that of
also—this could easily lead to a confrontation. See “Ashes Khara Warbringer’s in AL2. Also like Khara’s, Instan’s
to Ashes” for more on such an event. If the heroes make sarcophagus may slide to one side by releasing a set of
their way into the Plaza unnoticed, they have the option triggers (DC 25 Search check to discover), revealing stone
of investigating either of the tombs, scouting around the steps that lead down to AL11.
smaller buildings (which are empty or vandalized beyond
use or purpose), or trying to sneak into the fortress. AL4. Gallery [EL 15]
Late in the afternoon, before the evening meal is The gallery is reached by way of the front doors from
prepared, Cinder flies down into the Plaza and meets with the Plaza (AL1). It runs east and west for about sixty feet
Two-Faced Grom and Thelmenope Regia (using her magic before turning to the north at both ends and heading
to appear in hobgoblin guise). These meetings last twenty back towards the kitchens (AL7), servants’ quarters (AL8),
or thirty minutes. When they adjourn, Cinder returns to and garrison (AL6). The gallery is only twenty feet deep,
his lair, Thelmenope returns to the Defiled Chapel, and but it is lined with statues (many of which are beheaded
Two-Faced Grom goes in to the Great Hall. or defaced), bas-relief murals (similarly vandalized), and
tripod-mounted braziers filled with burning coals.
Fires In Throtl 81
82 Chapter Two
Spiral staircases at the east and west corners of the and they can be removed if pried out. The importance
gallery lead to the upper floor gallery which looks down of these circlets will become clear later if the heroes go to
into the Great Hall (AL5). The Great Hall may also be AL11. The circlets radiate a strong aura of necromancy,
entered through a wide set of wooden doors opposite the divination, and enchantment, but this is suppressed while
entrance to the Alcazar. A large bronze gong is mounted they are mounted on the walls.
beside these doors. Creatures: This is where Two-Faced Grom holds court,
Creatures: The lower gallery is always guarded by six meets with his murzas, and spends most of his time. After
Malfesan hobgoblin scouts of the Kaba aul-Malfesa. They midnight, Grom is usually upstairs in the Lord’s Solar,
react swiftly to intruders; two run off to get help from the rising shortly before dawn to pray and meditate in the
garrison, a third sounds the gong to alert the Great Hall. chapel. Grom’s elite bugbear guards are always in the Great
Two more scouts walk the upper gallery at all times, and if Hall, unless Grom leaves the Alcazar, in which event they
the gong is sounded downstairs or if a fight breaks out in accompany him. Neither Grom nor his retinue are aware
the Great Hall, they will respond immediately. of the true nature of the golden circlets on the wall of the
m Malfesan hobgoblin scout (8): hp 52, see page 300 Great Hall.
Development: Help will arrive for the gallery guards m Malfesan bugbear soldiers (4): hp 77, see page 299
within a few rounds. If Two-Faced Grom is in the Great m Two-Faced Grom: hp 213, see page 294
Hall, he sends his bugbears into the gallery to respond Development: At daybreak, midday, and just after
to the problem (see AL5) in 2 rounds. The scouts in the nightfall, the Great Hall is where the Kaba aul-Malfesa,
upper gallery will also respond in 2 rounds, heading down including Two-Faced Grom and his bugbear bodyguards,
the spiral stairs, while a patrol from the garrison arrives in gather for meals. Tables are set out with rows of benches,
4 rounds. and the whole room is filled with noise. At other times of
the day, the Great Hall serves as Grom’s office, meeting
AL5. Great Hall [EL varies] hall, or audience chamber; the ettin sits atop his throne
This is a multi-purpose chamber at the center of the and while one head delivers edicts, the other watches the
Alcazar that extends up through both levels of the fortress room astutely.
(35 feet from floor to ceiling). The walls are hung with Any heroes wishing to take the circlets from the wall
torn, scorched, and soiled tapestries; the stone floor is above the throne will need to attempt this at night when
littered with fouled straw and rushes. Tables are stacked only the bugbear guards are present—and take care of
against one wall when not in use, but benches are typically the bugbears at the same time. Alternately, they might use
scattered about the room for magic to remove the circlets
use as seating. An enormous or come up with some other
wooden throne on a raised ingenious plan.
dais, brought in for Two-
Faced Grom, occupies the AL6. Garrison and
center of the north wall. Armory [EL 15 or 17]
Behind the dais, a curtain The Alcazar’s garrison
hides the entrance to the rear and armory was originally
corridor, which in turn leads supposed to house as many
upstairs to the Lord’s Solar as thirty soldiers, occupying
(AL9) and downstairs to the two levels on the eastern side
Defiled Chapel (AL10). of the building. Access to
Twenty feet above the the upper level, the officer’s
throne is a bas-relief mural, quarters, is limited to a
depicting what appear to wooden staircase along one
be two suns rising over two wall of the lower level. The
representations of Throtl: lower level is filled with dirty
one as a somewhat wild and straw mattresses, blankets,
primitive compound, the a pair of large tables, and a
other as a more civilized pair of coal braziers. A door
settlement. An inscription leads out on both levels to
reads in Solamnic, “Two Sons the garderobe. Another opens
of Throt Arise.” The word into the armory proper, a
“sons” seems intentional. A chamber filled with racks
closer look (standing on or of scimitars, battleaxes, and
near the throne) and a DC spears of masterwork quality,
25 Spot or Search check will as well as cases of crossbow
reveal to the observer that the bolts and chain shirts.
suns are in fact two circlets Creatures: Twenty-four
of gold set into the wall, Malfesan scouts sleep and
Fires In Throtl 83
84 Chapter Two
spend time off-duty in here; eight are assigned at any one number of goblin servants lingering in the halls and rooms
time to the gallery and eight more sleep upstairs. Off-duty of the Alcazar.
members of the Kaba aul-Malfesa wrestle, drink, play at
dice, or engage in throwing competitions with handaxes. AL9. Lord’s Solar [EL 18]
m Malfesan hobgoblin scout (8 or 16): hp 52, see page 300 This chamber, on the upper level of the fortress, runs along
Development: If the gong is sounded in the gallery or the back of the building and serves as a bedroom and
the gallery guards come running, the eight off-duty scouts retreat for the lord of the Alcazar. At present, this is Two-
in this room will respond in 4 rounds. The other eight Faced Grom, who sleeps here 4 hours of the night, from
upstairs will likely wake up several minutes later but too After Darkwatch (1 AM) to Waking Hour (5 AM).
late to engage in any combat. Creatures: Grom is the only occupant of this room.
Treasure: Apart from the weapons and armor in the In the past, the ettin was a lusty individual with a healthy
armory, the Kaba aul-Malfesa keeps its own treasures in appetite. Now that he is the leader of the Malfesan Horde
the upper level of the garrison. This consists of 650 steel and champion of Hiddukel, he has no time for such things.
pieces in several sacks and a footlocker containing piles m Two-Faced Grom: hp 213, see page 294
of necklaces, trinkets, lockets, and brooches adding up to Tactics: See “To the Death” for more details about a
1,900 stl market value. confrontation with Grom.
Development: When Two-Faced Grom rises, he takes
AL7. Kitchens [EL 8] the stairs down two floors to the underground level,
Two-Faced Grom kept King Uhkrin’s servants, figuring spending an hour praying to the Prince of Lies before
that they would be no worse than Cinder’s slaves and more dawn. He returns to these chambers soon after midnight
inclined to follow his orders. The Alcazar’s kitchens are (Darkwatch) and prepares for his evening’s rest, often by
extensive, encompassing two rooms, a cold store, and a arguing with himself. If the heroes encounter him at this
wine cellar. Every available space in the kitchens is taken time, he will no doubt be in a very surly mood.
up by the mob of goblin chefs who bustle through the Treasure: Grom’s treasure is kept in this room. Locked
place, carrying pots and pans, opening the ovens, running (Open Lock DC 35) in a trapped chest (see below) are the
underneath and over top of tables, and so forth. following treasures: 1,566 stl; 675 platinum; 12 steel ingots
Creatures: There are four dozen goblins in the kitchens (25 stl each); one carved ivory statuette of Shinare, missing
which, taken together, constitutes a literal mob of goblins. head (100 stl); four emeralds (1,000 stl each); 4 potions of
This mob, if driven to attack the heroes by fear or by darkvision, 2 potions of rage, 1 potion of water walk; divine
one of the Malfesan Horde members, can prove to be a scroll: summon monster VI, undeath to death (CL 16th);
dangerous distraction. cape of the mountebank (needs repair, Craft (sewing) DC
m Goblin mob: hp 135, see page 297 25 or it remains useless).
Development: This mob responds fairly well to d Contact poison smeared over lock of chest: CR 9;
intimidation, threats, or outright bluff, unless it has mechanical; touch trigger (attached); manual reset; poison
already been directed by another agency. If the heroes (black lotus extract, DC 20 Fortitude resists, 3d6 Con/2d6
arrive in the kitchens without having been seen or having Con); Search DC 18; Disable Device DC 26.
alerted any guards, the goblins definitely raise the alarm.
Pots and pans will clang, high-pitched voices shriek, and AL10. Defiled Chapel [EL 18]
grubby arms and legs will flail about everywhere. You This huge chamber is located at the end of a long hallway
might play this encounter for laughs, although 5d6 damage lit by only half the usual number of torches. Once a chapel
from a mob of rioting goblin chefs is sure to make the dedicated to the three patrons of the Solamnic Knights—
heroes think twice. Paladine, Kiri-Jolith, and Habbakuk—this room has slowly
been defiled by the vile practices of hobgoblin lords over
AL8. Servants’ Quarters [EL 10] the past seven decades. In recent days, this chapel has been
These quarters are occupied by the goblin servants, the turned over to the cult of Usk-Do, or Hiddukel, who serves
legacy of King Uhkrin. They now serve Two-Faced Grom as patron to the Malfesan Horde through his long-dead
somewhat grudgingly. There are four rooms in total, each son, Malfesus.
of them overcrowded and packed with small sleeping Read or paraphrase the following when the heroes
pallets. They all smell terrible. If the heroes have already enter the chapel for the first time:
been through the kitchens, they will already have met a
number of these miserable unfortunates.
Creatures: Much like the goblins in the kitchens, these
goblins together comprise two mobs of goblins. They
T he ceiling of this enormous chamber is
vaulted, hiding years of soot and cobwebs.
Niches in the walls hold skulls, blood-stained
swarm out of their rooms, pooling together into a mass of bowls, rusty knives, and hideous icons. The
kicking and elbowing little terrors with teeth bared. altar is draped with a torn black and crimson
m Goblin mobs (2): hp 135, see page 297 cloth, and a crudely-drawn summoner’s circle
Development: If the heroes approach them with has been painted on the hard stone floor.
sympathy or concern, many of the goblins will hesitate. Dominating the room is a huge unmoving
Clever players might think of ways to exploit the sheer serpentine monstrosity with five long
Fires In Throtl 85
curled necks, each ending in a screaming remains out of the Chapel are all options, although some
half-human half-reptilian head. The thing of these will be impeded by the Malfesan Effect (see
appears to be made of stone and radiates sidebar on page 75). Wherever the heroes take the remains,
a palpable aura of chaotic malice that the chaotic influence will continue, although Throtl will be
twists perceptions and disrupts thought. rid of it. The heroes might decide to destroy it elsewhere,
Lurking in the room, cloaked in black, are drop it in the New Sea, take it to Bastion, or any number
four living figures. One is larger than the of other things. While destroying the calcified corpse is
other three. When her hood falls back, the perhaps the best solution, the heroes should be encouraged
face beneath is female and human—but to be creative.
the long, coiled snake’s body beneath her If the marilith defeats the heroes, they are taken before
six-armed torso is very obviously not. Two-Faced Grom and sufficiently roused with healing
magic for Grom to question them. Refer to “To The Death”
Creatures: The larger, six-armed figure is Thelmenope for more information.
Regia (CE female marilith), the marilith sent by Hiddukel Experience Awards: Even if Thelmenope flees,
to co-ordinate his efforts with the Malfesan Horde. The she counts as being defeated, and the heroes earn full
other three are hobgoblin cultists of Hiddukel, the Keset experience points. Destroying the remains of Malfesus
Malfesa (CE male gurik cha’ahl hobgoblin cleric 9 of counts as a minor party mission goal (see Dragonlance
Hiddukel). Campaign Setting, p. 193).
m Thelmenope Regia, Marilith: hp 216, see Monster
Manual, wields +2 large anarchic longsword as primary AL11. Sepulcher [EL 19]
weapon, all other weapons +1 large longswords. This is a long, dark crypt lined with alcoves in which the
m Keset Malfesa hobgoblins (3): hp 54, see page 299 dessicated corpses and dry skeletons of former lords of
Tactics: Thelmenope is a seasoned veteran at combat the Alcazar, beloved family members, priests, and other
and will draw all six of her swords to engage the heroes. notable individuals are interred. The crypt is shaped like
If she has any warning of their coming, she will have a ‘T’ with the crosspiece forming 20 ft. wide halls leading
cast unholy aura on herself and her priests (assume she east and west; at the far end of each of these halls is a large
succeeds at overcoming the suppression of non-chaotic graven image carved into the rock, a bas-relief depiction
Abjuration magic). While she directly attacks the party, the of a fierce warlord in a horned helmet to the west (Khara
Keset Malfesa cast spells to hinder, confuse, and penalize Warbringer) and a noble Solamnic Knight with a stern
the heroes. Their primary role, however, is to prevent the expression to the east (Duke Instan Westmeier). All of the
remains of Malfesus from being taken or damaged. other alcoves bear much smaller motifs, predominately
The calcified remains of Malfesus have an AC of 20, heraldry and family symbols.
a hardness of 10, and 225 hp. They weigh 2000 lbs. and At the center of the crypt, where the halls lead east
occupy a 10 ft. space. The remains have a permanent cloak and west, is a circular dais of black stone five feet tall.
of chaos spell effect surrounding them (CL 20th) which This is where Cinder keeps the dragon skull. If the heroes
has already been factored into their AC, but which gives are in Throtl before Gilthanas, the skull is still here. If
them SR 25 against lawful spells and spells cast by lawful Gilthanas shares this chapter with the heroes, they arrive
characters. Malfesus’s remains are especially vulnerable, just in time to see him use the dragonpurge amulet on
however, to positive energy spells that will deal damage the skull, drawing it from the dais and into one of the
directly to the stony remains as negative levels deal damage amulet’s jewels. If the heroes arrive here after Gilthanas,
to living creatures. Malfesus is not undead, merely an the dais is empty. Refer to The Dragon and the Elflord for
extremely powerful demonic corpse, one that has been confrontations with Gilthanas.
infused with the presence of Chaos to a certain degree. Behind each of the bas-relief murals at either end
Development: If the heroes start to show a decisive of the crypt is a 20 ft. by 20 ft. chamber with a marble
victory, reducing her to less than a third of her hit points, sarcophagus and steps leading up behind it. A DC 25
Thelmenope will use her greater teleport to escape. She Search check reveals the mechanism for sliding the stone
abandons both the remains and the Keset Malfesa, hoping mural aside and entering the chamber. These are the
that her unholy master will not punish her too severely true tombs of Khara Warbringer and Duke Instan. Each
for her cowardice. Without her, the Keset will flee towards sarcophagus has been sealed with a complex array of
the Sepulcher or, failing that, try to escape upstairs. If the sliding locks (DC 40 Open Lock) but can also be smashed
heroes succeed in destroying the remains of Malfesus, open (hardness 8, 150 hp, Break DC 35). There is evidence
they explode in a shockwave of unimaginable force. Any that others have tried to open the sarcophagi in the past,
remaining cultists will be killed outright; Thelmenope, if yet failed. If the heroes succeed in opening one, refer to
present, is sent screaming back to the Abyss. The heroes in “Creatures” below.
the room with the explosion take 15d6 damage from the Creatures: Along with the possibility of meeting
chaotic outburst (Reflex DC 24 half), but the Malfesan Gilthanas, the only creatures in the Sepulcher are the
Effect around Throtl will have been eliminated. entombed lords of Throtl in each sarcophagus. Khara
Another alternative is for the heroes to move the Warbringer (CN male skeletal warrior nomad human
remains. Lifting, carrying, teleporting, or gating the barbarian 11/legendary tactician 5) and Duke Instan
86 Chapter Two
Westmeier (LN male skeletal warrior civilized human valley. An impressive stone fortress at
fighter 7/legendary tactician 9) are skeletal warriors whose the far end of the city squats beneath the
souls are bound to the golden circlets set into the wall Dargaard Mountains, and the haze of chaos
of the Great Hall. They are formidable opponents but clings most strongly to it. The Watching
potential allies against Cinder or Two-Faced Grom. River plunges from the mountains, lending
m Khara Warbringer, Skeletal Warrior: hp 110, see a pervading roar and even more ambient
page 293 moisture to an already bleak cityscape.
m Duke Instan Westmeier, Skeletal Warrior: hp 110,
see page 291
Development: If the heroes have possession of a golden The Situation: Throtl has no walls per se. Its location in
circlet and open the appropriate sarcophagus, the undead an extended river valley affords it some isolation from the
lord will rise from his place of rest and address them. outside, but presently its most formidable defense is the
Khara is a fierce, passionate nomad warlord and asks the Malfesan Horde. When the heroes decide to enter the city,
bearer of his circlet who they wish him to slay. Duke Instan they will need to consider a means that either disguises or
is a serious, stern Solamnic Knight who pledges his sword hides their true natures, for any Malfesan hobgoblin will
in glorious conflict against the enemy of the circlet bearer. quickly become alert to their presence if they simply walk
Each will agree to serve the heroes for the duration of one into town.
battle or conflict, at which point they may finally pass Creatures: Hobgoblin and draconian patrols are
through the Gate of Souls to the hereafter. common in the streets of Throtl, especially around the
If the heroes don’t have the golden circlets, the lords outer edges. These patrols await new arrivals or stragglers,
will each demand to know why their eternal slumber directing them to the appropriate Ward. A hobgoblin
has been disturbed and where their circlets have been patrol consists of two Malfesan hobgoblin scouts and
hidden. Each will climb down from his casket and head eight standard hobgoblins (EL 12); a draconian patrol
immediately in the direction of the Great Hall, hoping to consists of two bozak spellguards (NE male bozak sorcerer
recover the circlet and gain final death. The heroes will 2/fighter 3) and 10 baaz (EL 12).
have the chance to get to the circlets first, which will grant m Malfesan hobgoblin scouts (2): hp 52, see page 300
them the services of the “Sons of Throt” as described m Hobgoblin warriors (8): hp 6, see Monster Manual
above. Trying to stop the skeletal warriors from reaching m Elite bozak spellguards (2): hp 56, see page 297
the Great Hall will result in a combat encounter; if the m Baaz patrol (10): hp 18, see Dragonlance
heroes defeat one of the lords, his remains crumble into Campaign Setting
dust and reform in the sarcophagus minutes later. Development: Several options exist for the heroes. The
Treasure: All items of value were stripped from the first is to acquire some level of cover or subterfuge and
Sepulcher long ago. The true treasures of this chamber, infiltrate the city during the evening or early morning.
however, are the lords entombed within it. Sneaking around may get them quite far through town, at
least until they are spotted or they find somewhere to rest.
Scenes in Throtl Another option is to use magic to teleport into the city.
The following scenes lead up to the climax of this chapter, If Kiro Dorova and his Legionnaires are present, he can
a battle between the heroes and Cinder the red dragon. inform the heroes of his sister Katja’s location. Because of
This is not necessarily set in stone, of course—the the Malfesan Effect, teleportation is not always reliable.
heroes may decide to cut their losses and leave Throt in Using detect chaos, arcane sight, or true seeing will draw
Fenalysten’s hands, regardless of how much the Legion of attention to the pervasive chaotic energies which seem
Steel wishes they would help. The heroes will have many stronger around the Alcazar.
opportunities to pool together their resources, draw upon Experience Awards: As well as that earned from
their talents, and make use of their items and contacts at overcoming potential patrols, the heroes should gain
this stage, so play the scenes out as needed and elaborate if additional experience points for clever plans to infiltrate
you feel so inclined. the city and find what they need.
Scene: Into the City Scene: Goblin Brawl
When the heroes are close to Throtl, read or paraphrase Run this scene when you want to play up the volatile
the following: situation in the city between the resident hobgoblins, the
Malfesan Horde, and the Sikk’et Hul freedom fighters who
T he city of Throtl is preparing for war.
Hobgoblins are everywhere, trudging
through mud, picking at fleas, or drilling
have accompanied Katja and the Legion of Steel. This is
especially suitable if the heroes have brought Kiro’s own
group of Sikk’et Hul goblins into Throtl or if you’d like to
in open spaces under the shouts of their connect the heroes with the Legion quickly.
misshapen commanders. The smoke from Read or paraphrase the following:
hundreds of campfires is diffused by the
constant rain that falls upon the maze of
stone buildings and canvas tents in the T hrough the neverending drizzle and fetid
mist that clings to the streets of Throtl,
Fires In Throtl 87
you hear the sounds of conflict. Voices raised given an offer to be escorted through the rainsoaked streets
in anger can be heard, no less than two city to their hideout at the Abandoned Library (TH1).
blocks away; the sound of running feet signals Factions: This scene influences the heroes’ faction
a gathering crowd of goblins, hobgoblins, ratings with the Legion of Steel and the Malfesan Horde, as
and even the occasional bugbear moving in follows:
the direction of the noise for a better look. Assist the Malfesan Horde against the local
hobgoblins: +2 MH, –1 LS
Get the Sikk’et Hul goblins to safety: +1 LS
The Situation: A group of the Malfesan hobgoblins Rescue Sikk’et Hul goblins from Malfesan Horde
and a somewhat larger mob of local hobs, former subjects command post: +1 LS, –1 MH
of King Uhkrin, are having a rowdy dispute over the Assist the local hobgoblins against the Malfesan
occupation of a large building just off one of Throtl’s Horde: –2 MH, +1 LS
public squares. The square is essentially a muddy field XP Awards: Even though the heroes may receive help
surrounded by poorly maintained two-level housing, but from an opposing side if they join the melee, they should
this is home for the locals. The Malfesans were ordered to still be awarded experience points for overcoming the
take up residence in the square, hence the disagreement. challenge.
A small group of Sikk’et Hul goblins are caught in the
middle. Scene: To the Death [EL 18]
Creatures: The local hobgoblins make up a mob, There are a number of opportunities for a final showdown
which behaves much like a swarm, only it is composed of with Two-Faced Grom in this adventure. The heroes can
Medium-sized creatures. The Malfesan hobgoblins are a work up to this confrontation by challenging the ettin’s
mix of 2 elite Malfesan berserks, 2 scouts, and 4 standard murzas, winning over the Malfesan Horde step by step, or
hobgoblin warriors. Although they are quite outnumbered, they might go straight to the top and seek to unseat Grom
the Malfesans are considerably tougher. The Sikk’et Hul from power just as Grom unseated Uhkrin. However this
goblins (N male and female goblin fighter 6) attempted occurs, this scene provides details on running the duel and
to act as mediators for all of ten seconds, but neither side the outcome of a victory or failure.
seemed interested in settling the dispute with talk. Read or paraphrase the following:
m Malfesan hobgoblin berserks (2): hp 96, see page
300
m Malfesan hobgoblin scouts (2): hp 52, see page 300
m Hobgoblin warriors (8): hp 6, see Monster Manual
T wo-Faced Grom is a monster, even
compared to other ettins. Easily as
tall as two and a half men, the giant’s two
m Hobgoblin mob: hp 150, see page 298 heads look down on everyone around him.
m Sikk’et Hul freedom fighters (4): hp 39, se page 301 His weapons, double-headed axes as long
Tactics: The mob basically tramples towards the as a wagon, look sharp enough to cleave a
Malfesan hobgoblins, hoping to deliver sufficient damage vallenwood tree in half. Black plate armor
through cuts, jabs, and kicks to drive them away. The in mismatched pieces covers whatever parts
Malfesan Horde responds by swinging at the mass of of his body that furs and hides do not;
locals, inflicting damage and trying to disperse them. The despite the primitive look, it is clear that
Sikk’et Hul goblins try to get out of the way. A DC 15 Grom is equipped just as he wants to be.
Sense Motive check should indicate to the heroes that the Each head looks down at you, now that
goblins are caught in the middle, literally so. If the heroes you have his attention. One speaks, the
can somehow clear a path out of the melee, the goblins can other growls in a gutteral tone that brings
escape. to mind the sound of boars bringing
Development: If the heroes decide to do something down a hapless hunter. “You got only two
about the fracas, their choice will make a difference one ways out of this,” he says, lifting up one
way or another. Once the goblins are assisted out of the axe, then the other. “Left, or right.”
fight, the Malfesan hobgoblins will finally back off and
retreat. The locals shake their fists and weapons in the The Situation: Two-Faced Grom abides by the
direction of their opponents. They may even thank the tradition of his Horde as dictated to him in a vision from
heroes if they were not directly attacked; attitudes from the Usk-Do, goblin and ogre name for Hiddukel. All who
locals will shift to at least Indifferent from now on. come before him and challenge his leadership may attempt
If the heroes aided the Malfesans, or chose not to to defeat him in single combat to the death. Grom has slain
intervene, the Malfesans disperse the local mob and send dozens of challengers already and, bolstered by his faith
them off licking their wounds. The Sikk’et Hul goblins are in the power of his god and the strength of his limbs, he is
rounded up and escorted to the nearest command post confident that the heroes will be just as easy to defeat.
for interrogation. This gives the heroes a chance to rescue Creatures: Two-Faced Grom (CE male ettin barbarian
them. 5/blackguard 7 of Hiddukel) is almost never without
Assuming the heroes speak with the Sikk’et Hul his Kaba aul-Malfesa bodyguard (CE male gurik cha’ahl
goblins, they will be told about the Legion in Throtl and bugbear fighter 4/rogue 4), but they know better than
88 Chapter Two
to get involved in any of his fights. Even so, if the heroes Grom’s life, he demands they end it, for he will lose face
nominate one of their own to battle Grom, his bodyguards with his Horde. If the heroes refuse, Grom leaves in
watch the other characters very closely. They will be ready complete disgrace. Having proven himself to be defeatable,
to intervene if the situation suddenly changes. his hold upon the Malfesan Horde is lost. This version of
m Two-Faced Grom: hp 213, see page 294 Grom may develop into a suitable recurring villain, driven
m Malfesan bugbear soldiers (4): hp 77, see page 299 by anger and shame to destroy the heroes.
Tactics: Grom is a brutal and powerful combatant. Factions: Because of the tremendous importance
With the ability to use each of the large battleaxes in either of this battle, the stakes are high in terms of the heroes’
hand with equal proficiency and skill, and the powers of faction rating with the Malfesan Horde. Their Legion
a blackguard, Grom is capable of dealing a great deal of rating will also go up if they succeed. As soon as their
damage in a single round. His stat block assumes the ettin new rating has been determined, the heroes can attempt
will be using Power Attack although, if his target seems a Faction Influence action to bring the Malfesan Horde
to be too well defended, he will devote more attention to over to their allegiance. Failure doesn’t mean they can’t
landing blows. Because he cannot bluff a target easily and try again, but they will need to wait at least a week before
he can’t flank an opponent in a duel, his sneak attack will another attempt.
not often come into play. Because of this, if Grom wins Heroes challenge Grom as a group and fail: –5 MH,
initiative, he will fly into a rage, charge his opponent, and –1 LS
deliver as heavy a blow as he can—and if the opponent is Heroes nominate a challenger, who fails: –3 MH, +1 LS
good-aligned, he will smite in the same attack action. Heroes challenge Grom as a group and succeed: –1
On subsequent rounds, Grom’s options are few. Once MH, +2 LS
he has entered his rage, he knows his spellcasting is off Heroes nominate a challenger who defeats Grom, but
the table, so he concentrates on melee attacks. If for some other heroes join in: +1 MH, +2 LS
reason his opponent is a flying character or keeps his Heroes nominate a challenger who defeats Grom
distance, he will throw either a javelin or one of his axes alone: +3 MH, +2 LS
(taking a –4 penalty for being an unconventional thrown Per additional challenger after first: –1 MH, +1 LS
weapon), relying on his high attack bonus. Grom is not Grom attempted to bring in bodyguards and
particularly smart, but he is cunning; if his opponent succeeded: +1 MH, +0 LS
seems to be favoring a specific weapon or item, Grom will Grom attempted to bring in bodyguards and failed: +2
attempt to sunder it (adding points of Power Attack to MH, +0 LS
ensure greater damage). If his opponent is quick and agile, Experience Awards: Defeating Two-Faced Grom should
Grom will attempt to overrun the target, forcing him to not only be worth earned experience for the individual
remain on the defensive. who felled the giant; it counts as a minor party goal
Because Grom’s rage only lasts for 9 rounds, that’s as (especially if the heroes retrieved the dragon skull in the
long as he will want the fight to last. You can play up the process) for the purposes of a story award. In this way, the
desperation if Grom is approaching this point and still other characters get to share in the rewards.
hasn’t won—few have ever lasted so long. Eventually,
Grom’s sense of tradition will be overridden by his self- Scene: Ashes to Ashes [EL varies]
preservation. When down to a quarter or less of his Important Rules: “Combat,” “Red Dragon,” under Dragon,
beginning hit points, Grom will call in his bodyguards True in the Monster Manual.
with an Intimidate check (DC 25). If he fails, the bugbears This scene is in many ways the climax of this chapter
shake their heads and turn away. If he succeeds, the battle and, as such, should be approached with some care. Be
just got larger. very familiar with Cinder’s stat block and with the special
Development: The manner in which the heroes abilities and feats available to him. Allow the players to
overcome Grom is of some importance to the response plan out as much of the battle as they feel they need to.
of the Horde (see Factions). It might be understandable Use the Dorovas, if present, as NPC sounding boards or
for the heroes to want to combine forces and take him counsel. Katja and Kiro are both willing to go along with
on as a group; if this happens, Grom will also bring in almost any plan the heroes might create, so long as it does
his own bodyguards. The consequences of removing not violate the tenets of the Legion of Steel. Katja favors
Grom from the head of the Malfesan Horde by means of action and battle, while Kiro favors magic and subtlety.
a duel are twofold. Firstly, Cinder loses his chief ally and As neither NPC should overshadow the heroes, their roles
general which in turn means that the red dragon loses an should be secondary and adjunct whenever possible.
army. The Malfesan Horde is fickle and will not readily Read or paraphrase the following:
follow Fenalysten’s cause without somebody telling it to.
Secondly, Hiddukel loses one of his main champions and
must seek out another. That is a tale for another time, for
once Two-Faced Grom and the remains of Malfesus are
O ver a hundred feet long and red as
the dawn sky before a storm, Cinder
overwhelms the senses and bakes the air with
out of the picture, so is Hiddukel. his fury. The red dragon’s enormous bulk
There is one other possible outcome to a duel between seems impossibly huge, although he moves
the heroes and Two-Faced Grom. If the heroes spare with the grace and speed of a predator many
Fires In Throtl 89
times smaller than he. The rain becomes forces are engaged in a ferocious battle. Cinder is not very
steam before it reaches his scales. His wings loyal to his servants and soldiers, leaving them to their fate
buffet the area around him for hundreds if they get in his way or fail to do the work assigned them.
of feet, and each sweep of his tail knocks This, plus his general arrogance, is also why he fights and
something asunder. Despite his command lairs alone.
of the sky, Cinder seems equally at home on m Cinder: hp 660, see page 291
the ground, landing with claws outstretched Tactics: Cinder is an overconfident bully. He will make
and a force to quake the earth. “Vermin! mistakes in a fight because of his supreme arrogance, but
Creatures of ill-worth! Insufferable gnats! he will usually learn not to repeat them. His first move is to
No mortal alive or dead can match my fires! breathe fire upon as many targets as possible, even though
Come, lay your courage bare before me, as the likelihood of them having resistance or protection
others have, and join them in obscurity!” from fire is very high. Cinder casts spells such as fire storm
and delayed blast fireball if the breath weapon seems to be
effective and chain lightning otherwise.
The Situation: The heroes have decided to take action Once Cinder has decided to attack the heroes, or
against Cinder or Cinder has decided to take action against responds to their attack, his plan is to dish out as much
them. If the heroes have already taken care of Thelmenope lethal damage to a single character as possible. To this end,
Regia, Two-Faced Grom, and the Malfesan Horde (and he will often choose a cleric or other divine spellcaster,
the remains of Malfesus), Cinder realizes fully that he is for he knows they serve a support role and killing one
without his most powerful advisors. If they have not, then would be a blow to the overall party (no healing, fewer
Cinder summons them to his side to join the battle. Refer spells, etc). Obviously, if the heroes reveal the dragonlance,
to the sidebar “Staging the Battle with Cinder” for more the individual wielding that weapon will get Cinder’s full
details. attention.
Creatures: Unless Cinder’s lieutenants and allies If the heroes were able to gain the assistance of another
are still alive, there’s only one creature in this fight— dragon, the two wyrms will clash above the city, trading
Fenalysten himself, known to mortals as Cinder. Cinder blows and snapping at each other with their powerful
has his own draconians in the city of Throtl, but they are jaws. Breath weapons and spells will be unleashed, and
best left as off-screen grunts in his military maneuvering. the surrounding area will experience significant damage.
If the heroes have control over the Malfesan Horde, then Such a confrontation gives the heroes time to organize
the draconians will be very busy fighting them off. You the last stages of a plan, ready the dragonlance, or cast
can cut away every round to a description of how the two spells. Don’t worry too much about the actual mechanics
90 Chapter Two
Staging the Battle with Cinder
T here are many possible paths to a final
confrontation with Cinder. Here are a few of the
solutions or ideas that may arise.
imprisoned within Bastion (assuming the heroes were
able to free her).
Gather An Army: If the heroes won over the
Got A Dragonlance? Katja’s wry comment reminds Malfesan Horde by defeating Two-Faced Grom, they
the heroes that they have in their possession the first have a significant armed force at hand. Although most
dragonlance forged and used by Huma himself. This is of these warriors are low-level hobgoblin grunts, they
a major advantage. One or two blows delivered by this are at least a sufficient distraction that Cinder may be
weapon can seriously weaken any dragon, and the effect forced to spend a round or two dealing with them. If
scales because it is Constitution loss. the heroes gained the aid of the skeletal warriors Khara
Get Another Dragon: There aren’t a lot to choose Warbringer, Duke Instan Westmeier, or both, these
from, but Fume is the foremost of them. Already legendary generals can turn the chaotic rabble of the
embroiled in a decades long feud, and terrified that Horde into a major advantage against Cinder and his
Cinder will bring his army north and burn his forests, draconians. The heroes may also decide to bring in the
Lorrinar may be convinced through the assistance of Firstwal Irregulars or the Skaug aul-Malfesa.
the Legion of Steel to come and aid the heroes against Flee! Again, this is always an option. In a campaign
Cinder. Again, this is a major advantage. Other choices where the heroes would rather depart quickly than
might include Pitch, the redeemed black dragon of use their resources up battling a mighty red dragon,
Nordmaar (assuming the heroes want to seek him out running away is not such a bad idea. This leaves Cinder
again and didn’t kill him); Crucible, the bronze dragon around, but you can assume that in the absence of the
of Sanction (who is unlikely to risk his life unless player characters, the Dorovas manage to pull it all
convinced of the need by the Legion and his wife, together and take out the red at the cost of many Legion
Linsha Majere); Glacier, the white dragon of Khimel lives. This is hardly heroic on the part of the PCs but
(assuming the heroes did not kill her and were able to definitely pragmatic; it will also lower their Legion of
win her over); or Clang, the copper dragon of Wayreth, Steel faction rating by –5.
of a fight between Cinder and another dragon; describe the hobgoblins, goblins, and other residents of the city,
it well and make it last long enough for the heroes to feel even those in the Malfesan Horde. The latter is especially
as if they have a chance to make their move. When this true if Two-Faced Grom has already been defeated, and
happens, Cinder will send the other dragon spiraling into the heroes have eliminated the threat of Thelmenope
the mountainside, bringing down tons of rock and earth. Regia and the Malfesan Effect. It is very possible that one
The escarpment might collapse in places, or you might or more heroes may have fallen in the battle with Cinder
have part of the Alcazar get buried from the rockslide. which will make the victory seem somewhat bittersweet.
Cinder’s opponent, unconscious but alive, has played his The city, if that was the site of the battle, will be burning
or her part; Cinder will be wounded, down to half of his in sections, buildings broken and damaged, hundreds of
hit points, increasing the likelihood that the heroes will soldiers and warriors dead or dying. Even so, with the
defeat him. dragonlord of Estwilde and Throt finally overthrown,
Another option is for the heroes to ride their dragon the threat to Solamnia and the rest of the north has been
ally into battle against Cinder. In this case, using the greatly diminished.
dragonlance against the Red will be even more effective. Allies of the heroes will congratulate them on their
You may continue to play out the battle between the victory. The Legion of Steel promises to watch over the
two dragons while giving the rider the opportunity to region from now on, working to root out any remaining
run Cinder through with the dragonlance. Refer to the threats relating to Cinder, such as his draconian slavers.
Dragonlance Campaign Setting p. 242, for more details The slaves themselves will have been freed, able to return
about airborne battles. to their towns or tribes in Qlettaar, and the Malfesan
Finally, if the confrontation with Cinder occurs Horde will either disperse or remain for as long as the
after the Malfesan Effect has been eliminated (either by heroes might need their assistance in the future. An
moving the remains of Malfesus or destroying them), alliance between the Horde and the Legion, however
magic (especially lawful magic) operates at its usual levels temporary, might also be arranged.
in the city of Throtl. Cinder’s exposure to the effect has If the heroes gained the assistance of a dragon in their
given him a vulnerability to lawful spells and effects (as efforts to defeat Cinder, he or she will depart, seeking to
described in his stat block), so now would be the time for recover from the injuries sustained in the battle with the
heroes with access to these resources to use them on the red. If Fume was the dragon in question, he will thank the
dragon. heroes for their role in defeating Fenalysten but remind
Development: If the heroes succeed in defeating Cinder them that Frost is the greater threat. He can be of no more
in the city of Throtl, there will be a resounding cheer from aid to them; he will return to his woods and isolation.
Fires In Throtl 91
Factions: Defeating Cinder is a tremendous boost to Bastion chapter for information about entering the
the heroes’ ratings with a number of factions. Their rating portal.
with the Legion of Steel and Knights of Solamnia increases • Travel to the Island of Cristyne (Chapter Four): With
by +5. Their rating with the Ergothian Merchant Marine, magic, Bastion’s portals, or by heading to the nearest
Malfesan Horde, Brass Tigers, and Dark Knights increases coastal city (such as Haligoth, now freed from its
by +3. Other factions are unaffected. domination) the heroes could make their way to the
Experience Awards: Cinder is a very powerful threat, Island of Cristyne. There they learn about the fate of
and his Challenge Rating of 26 would normally fall outside the Kagonesti, the elves of Southern Ergoth, and the
of the level the heroes can expect to encounter. Because elves of Pashin.
of the resources available to them, however, such as • Travel to Daltigoth (Chapter Five): Traveling across
Huma’s Dragonlance and any allies they may have called Solamnia to Caergoth, using Bastion’s portals, or
in assistance from, their chances were elevated. For the employing magic will all allow the heroes to reach
purposes of this adventure, award XP equivalent to a CR Daltigoth. They could be investigating the allomanya
20 encounter for defeating Cinder, as well as XP earned for or the Whitescale Society, or seeking out the Legion cell
reaching a major party mission goal. Individual awards for that operates there based on Kiro and Katja Dorova’s
heroism, good ideas, and excellent roleplaying should also information.
be given to characters who performed well in the battle. • Travel to Khimel (Chapter Six): Rather than head to
Cristyne or Daltigoth, the heroes might attempt to go
Leaving Throtl straight to the icewarrens of Khimel, to the breeding
Throtl will probably be the heroes’ last stop in this chapter, ground of the white dragonspawn. If they are seeking
especially as it may have culminated in the battle with Frost, this would be the obvious first choice
Cinder and the freeing of the slaves. Once they are rested • Meeting with Rasca (Chapter Seven): If this was the
and recovered from their ordeal, the heroes’ five major heroes’ sixth chapter and each of the dragon skulls
paths onward are described below. has been collected by the heroes or Gilthanas, they are
• Travel to the Last Tower in order to reach Bastion ready to meet Rasca again and receive the reading from
(Chapter Three): With the use of Shala Mer-Kane’s the Ice Key. The confrontation with Frost will be that
portal map, the heroes might seek out the nearest much closer.
location of a portal to Bastion, the wight-infested
Last Tower. If they take this route, go to the Roads to
92 Chapter Two
Chapter Three: The Liberation of Bastion
“...kept in a bastion far point for the Lost Citadel was a tightly guarded secret.
that wizards of three colors held Even knowledge of its location was kept from those outside
a fortress lost in an ethereal sea of the Conclave, although the Kingpriest eventually
much envied and enspelled.” extracted this information from an imprisoned mage and
launched a number of attacks upon the school. The Orders
Chapter Synopsis withdrew their students and instructors in haste, and the
In this chapter, the heroes stage a pivotal raid upon the site lay empty until the Night of Doom. On that night,
wizards’ extradimensional fortress, thought lost when when the true clerics departed across the Bridge of Stars,
the world was moved. Powerful resources useful in the the Lyceum was one of the places the Bridge appeared.
battle against Frost can be found within, as well as a Much later, during the aftermath of the War of the Lance,
trapped copper dragon. At the heart of Bastion lies the a Red Dragon Highlord named Rugoheras attempted to
secret to the fortress and the location of the dragon skull. open the Portal to the Abyss from the Lyceum but was
Unfortunately, Frost has Lord Knight Theo Drawde of thwarted by a band of heroes from Kalaman.
the Knights of Neraka pursuing the same goals. Both Following Rugoheras’s plot, the Gods of Magic
sides realize Bastion has been taken over by a vicious and shrouded the Lyceum from the minds of mortals, and it
highly deadly race of four-armed creatures known as xill, was forgotten. The waters of Kalaman Bay rose over the
“scooped up” by Bastion as it was dragged through the sandspit that led to the rocky headland upon which the
Ethereal Sea. Lyceum stood, and it became an island of mystery and
solitude. When Takhisis stole the world and the moons of
The Lyceum (Kalaman Bay) magic vanished from the heavens, their shroud was lifted.
[Divination, Abjuration] The magic preserving the Lyceum also faded, and, over
The Lyceum was once a place of learning and instruction the next forty years, the building became derelict. In its
before the Cataclysm, although its true role as an anchor current state, the Lyceum is a crumbling edifice of long
Signposts: Roads to Bastion
R eaching Bastion from Ansalon requires accessing
one of five roads, or portals, that can transport the
heroes to the Grand Gallery in Bastion’s Outer Coronet.
must know a spell of the appropriate level in order to
use a daily spell slot to open the portal. The chance of
opening the portal depends upon the level of spell slot
These portals exist in five geographically separate used: 6th level spells give a 25% chance, 7th level spells
locations in eastern and northern Ansalon, each site give a 50% chance, 8th level spells give a 75% chance,
a former anchor point for the Lost Citadel of High and 9th level spells give a 100% chance (automatic).
Sorcery. A map that shows these locations may have Opening a portal is a full-round action that provokes
been acquired in Kalaman, although at various points attacks of opportunity. Portals remain open for a
in the other chapters, the party might encounter one number of rounds equal to the spell slot used or when
of the portals because of their proximity to the dragon the character who opens it decides to close it, whichever
skulls. It is no coincidence that each portal is where it is, is sooner. There is no limit to the number of individuals
for Bastion is linked to the same ancient magic that was who may pass through once the portal is opened,
given to the dragons at the beginning of the world. although creatures of Huge or larger size will find it a
Each portal is activated by the use of magic. A tight fit (Escape Artist check, DC 15 for Huge, 20 for
portal is keyed to one or more schools of magic, which Gargantuan, 25 for Colossal).
can be divined through the use of detect magic, legend Portals to Bastion are guarded by powerful outsiders
lore, augury, or some other divination spell. An arcane who defend the entrance from intruders. The guardians
or divine spellcaster may channel stored spell energy block access to the portals and will enter into combat
into the portal, losing a prepared spell (in the case of with the heroes if they attempt to open them. Once the
wizards, clerics, druids, paladins, and rangers) or using heroes have gained control of Bastion, they will be able
a daily spell slot (in the case of mystics, bards, sorcerers, to open and close portals as they wish; until then, they
and assassins) of 6th, 7th, 8th, or 9th level in the must face the guardians each time they use a portal to
process. Focused spellcasters (those who prepare their enter the extradimensional fortress. The heroes are able
spells in advance) must lose a prepared spell of a school to leave Bastion through the portals, which does not
that matches one of those keyed to the portal. Ambient provoke the Portal Guardians.
spellcasters (those who cast their spells spontaneously)
The Liberation of Bastion 93
stone hallways and empty rooms, but those with the right
key can use it to reach Bastion.
Getting to the Lyceum
The heroes can reach the Lyceum by taking a boat from
Kalaman or along the shore of the Qwalmish. It is only a
quarter-mile offshore, but the waters around the island are
treacherous. A DC 15 Profession (sailor) check will prevent
any incident; in the absence of this skill, all characters on
a boat traversing the Bay must make a DC 20 Reflex save
or be thrown overboard and into the choppy waters. A
large, squat stone building, the Lyceum is not difficult to
spot once a boat draws close enough. Of course, the heroes
may find less dangerous ways to get to the Lyceum, such as
flight or teleportation magic.
If the heroes arrive at the Lyceum from the Grand
Gallery of Bastion, they emerge in the Skydome (see
Features of the Lyceum).
Features of the Lyceum
The Lyceum is a four-sided structure of two levels—one
above ground, one below it. A path leads down to a
wooden pier by the water, so a boat might be easily
moored once the heroes arrive. The entire building is
94 Chapter Three
stone with no windows and no other entrance save the Last Tower (Throtyl Gap)
enormous front doors. Thin, needle-like spires sprout
from the roof, giving it a somewhat menacing look. A [Necromancy, Evocation]
symbol of three interlocking rings, one each of red, black, In the first century after the founding of Solamnia,
and white, has been emblazoned on the stone immediately many fortresses and castles were erected to mark out the
before the doors, but all magic that may once have been borders of the nation and guard against invasion from the
contained within them or the doors is gone. wild lands of the east. One such fortress was Wyrdgate.
The interior of the Lyceum is a series of cold, dark The Lord Knight of Wyrdgate built the keep on a site
instruction halls once devoted to the three Orders of haunted by dark spirits against the advice of his wife
High Sorcery. Wind has somehow found its way into the
building, making it drafty and creating mysterious noises.
After a half hour of searching and wandering, the heroes
will find a large circular chamber known as the Skydome,
which contains a stone platform that appears to extend out
into a star-filled expanse of black. The portal to Bastion is
located at the far end of the platform, but the heroes will
need to defeat the portal’s guardians first (see below).
Guardians of the Lyceum [EL 16]
The Lyceum’s Portal Guardians are a pair of trumpet
archons, set here to protect the Bridge of Stars from
intruders. While the archons are creatures of radiant
goodness and honor, they are nevertheless formidable
opponents and will not let any mortal pass by their watch
without a battle. If the heroes parley with the trumpet
archons, they announce their intent to fight anyone who
advances toward the portal, a solemn duty given to them
by Solinari. As each trumpet archon is defeated, a clarion
note is sounded that resonates through the Lyceum. The
archons reform an hour later, ready to do battle with the
heroes again.
m Trumpet archons (2): hp 126, see Monster Manual
The Liberation of Bastion 95
and counselors. Since then, the keep has been plagued many long cracks leading inwards from about a mile away,
by ill omens, disasters, plague, and worse. When the fiery converging on the chasm that surrounds the tower. From
mountain struck Istar, the land around the tower fell away, the air, it looks remarkably like a giant threw the keep
leaving it standing on a pillar of rock and surrounded down upon the plain and shattered the land around it. The
by a bottomless chasm. Abandoned by the knights, it has gap between the edge of the plain and the Tower itself is
become known as the Last Tower. thirty feet, but an examination of the obelisks with a DC
Wyrdgate’s location is a place of darkness closely tied 30 Knowledge (arcana) check will reveal that the obelisks
to the Plane of Shadow. As such, it became a natural choice are part of a bridge mechanism. By reciting the correct
for one of the portals to Bastion, at least in the minds of incantation (which the Knowledge check will provide), the
the Black Robes. Mysterious obelisks were erected around obelisks will fly from the edge of the plain and assemble
the edge of the chasm, presumably to aid in arcane rites. themselves into a stone bridge that leads to the Tower
During the Chaos War, daemon warriors and shadow doors. Ten minutes later, or when a second incantation
wights seized it, and it remains a highly dangerous is uttered (also provided by the Knowledge check), the
destination for foolhardy adventurers. obelisks return to their places around the chasm edge.
If the heroes arrive at the Last Tower having used the
Getting to the Last Tower portal in the Grand Gallery, they will arrive in the Portal
The Last Tower is not difficult to find, situated due west of Room at the top of the tower (see Features of the Last
Throtyl Gap and northeast of Gaarlus and the Watching Tower). They will not need to battle the Portal Guardians,
River. The surrounding countryside is grassy plain with but there are other creatures to deal with.
On the Trail of Gilthanas
I n this chapter, the heroes finally meet Gilthanas in a
place where the link between Overlord and dragon
vassal does not function. Frost is unable to see through
the heroes are in this chapter at the same time. When
the heroes meet him, Lord Knight Theo Drawde will
immediately become suspicious. The chances of an
Gilthanas’s eyes in the Border Realms, which gives the alliance with the Dark Knights will be much less likely,
elflord an opportunity to finally talk to the heroes about and indeed, Drawde will want to report back to Frost
his plight and why he is doing what he is doing. This is once he returns to the Mortal Realm, which will mean
the only chapter in which Gilthanas is unable to acquire bad news for Gilthanas and the heroes. Gilthanas will
the dragon skull from its location. Even if the heroes get take the place of Drawde for the purposes of aiding the
here in a later chapter, the skull will still be present. heroes against Ixmir and the xill.
Gilthanas is in the White Ternion (OC14) if he and
96 Chapter Three
Features of the Last Tower [EL 14] Tower of Magus (Cristyne)
Wyrdgate is a round tower of five levels and a series of [Necromancy, Conjuration]
dungeon levels built into the pillar of rock. The interior On a bleak, storm-swept crag on the island of Cristyne
is cracked and parts of the walls and floors in the tower stands a ruined tower called, by those few who know of it,
rooms have collapsed. From time to time, DC 20 Reflex the Tower of Magus. Prior to the Cataclysm, it was part of
saves might be called for to avoid slipping or tumbling Ergoth’s Seascape Hundred and reputed to be one of the
through crumbling masonry or being crushed by falling minor towers erected by the archmage Fistandantilus. Its
rocks. A central spiral staircase leads to the top of the location was chosen for having ideal conditions for the
tower, which consists of a single room—the Portal Room, use of necromancy and conjuration, which is also what
home to a large circular ring of stone that acts as the portal attracted other wizards to the site many years after Istar’s
to Bastion. destruction caused the sea to open up around Ergoth and
The Last Tower is infested with shadow wights. Eight separate the island of Cristyne from the mainland. The
of the creatures haunt the halls, hoping to feast upon the last resident of the Tower, a necromancer who called forth
memories and experiences of hapless visitors. The shadow Abyssal powers for knowledge, was defeated by the kender
wights will not enter the portal room but lurk outside, hero Tasslehoff Burrfoot and subsequently dragged to the
waiting. Like the shadow wights in the Stormshire Forest Abyss by a summoned fiend.
of Throt, these wights prefer not to kill their targets, but The conjuration room that the necromancer used to
leave them barely alive, in order to drain more memories call forth his demons is an active portal to Bastion. The
at a later time. Tower, due to its isolation, sees little use in the current era,
m Shadow wights (8): hp 39, see page 300 though it is possible that the events of Price of Courage
may bring it more attention.
Guardians of the Last Tower [EL 15]
The portal room is guarded by a vampire named Oblessa, Getting to the Tower of Magus
summoned forth from the Abyss by Nuitari to guard the The Tower is located on the island of Cristyne (see Chapter
portal to Bastion. Wreathed in shadows and exceptionally Four: Darkness Over Cristyne), near the northernmost
quick and dangerous, Oblessa does not broadcast her cape. There is a perpetual thunderhead over the crag upon
intentions; anything that comes into the portal room is an which the Tower stands, making the weather consistently
intruder and must be taken care of. If Oblessa is defeated, abysmal. Climbing to the entrance takes at least half an
she disperses into a cloud of shadow and reforms an hour hour of windy and miserable effort, unless the heroes are
later. able to fly. Even this is treacherous, however.
m Oblessa, half-elf vampire monk 9/shadowdancer 4: Heroes arriving from Bastion by way of the Tower of
hp 90, see Monster Manual Magus’s portrait in the Grand Gallery will appear in the
conjuration room (see “Features of the Tower of Magus”).
The Liberation of Bastion 97
characters to make their way from one level to another. An
explosion in the past has ripped a hole in one side of the
tower, letting in the rain and wind, so much of the upper
levels are slick-surfaced deathtraps.
The conjuration room, where the portal is located, is
mostly free of leaks and drafts. The portal itself is a tracery
upon one curved wall which, when activated, glows with a
brilliant white light.
Guardians of the Tower of Magus [EL 16]
The Portal Guardians of the Tower of Magus are a pair of
nalfeshnee demons, brought forth by Nuitari to punish
those who attempt to trespass into Bastion. Because of the
constant thunder outside and the breaks and cracks in the
walls of the Tower, the nalfeshnee’s call lightning ability
is particularly effective here. The two demons relish their
assigned task, goading and bullying the heroes as they
engage in combat. Once killed, a nalfeshnee lances out of
the room as a bolt of lightning, reforming an hour later
whole and ready to defend the room once more.
m Nalfeshnees (2): hp 175, see Monster Manual
Ruins of the Tower of High Sorcery
(Daltigoth)
[Illusion, Enchantment]
Features of the Tower of Magus Unsurprisingly, the Towers of High Sorcery were all
The Tower is somewhat plain and unremarkable, apart linked to the Lost Citadel in some way. The Tower of
from the cathedral-like summoning chamber on one level High Sorcery at Daltigoth, known throughout Ergoth as
that extends up for at least thirty feet, the dungeon cells Rathfast, had been set up to provide access to the Border
underneath that room, and an extensive library filled with Realm in which the Citadel resided. The Heartroom, a
ruined, waterlogged books. Narrow ventilation shafts and small chamber containing the nexus of the Tower’s magical
crawlspaces can be accessed on all levels, allowing smaller energy, was also the portal room. When the Heartroom
98 Chapter Three
was later used to destroy Rathfast in the Lost Battles, all If the heroes arrive at Rathfast from the Grand Gallery
connection to that plane was thought lost. of Bastion, they will find themselves in the Heartroom.
Takhisis’s theft of the world shook the foundations They will not be challenged by the portal guardian,
of many Border Realms, casting many of the tethers although they will still have to make their way up out of
loose that connected them to Krynn or, occasionally, re- the Dregs and into the city.
establishing some that were once lost. In the depths of the
ruins of Daltigoth’s Tower of High Sorcery, the Heartroom Features of the Ruins of the
recreated itself and a link to Bastion came alive. The Tower of High Sorcery
majority of Daltigoth’s residents are unaware of this event, The Tower itself was once a large, squat, blood-red
although there are some in the city who have a suspicion keep filled with magical power and surrounded by the
and others who are fully cognizant of it (see Chapter Five: Kadothan Grove, which induced sleep in those who
The Doom of Daltigoth for more information). trespassed. All that remains of the Tower are a fissure, tons
of melted slag, and the burned and ruined foundations far
Getting to the Ruins of the beneath the surface. The Heartroom is a circular chamber
Tower of High Sorcery 20 ft in diameter, containing a table and a small arcane
Getting to the ruins of Rathfast requires getting into model of the original Tower. The portal forms as a circular
Daltigoth and getting past that city’s many ogres, thanoi, ring of crimson light opposite the door.
mercenaries, and dragonspawn. As the center of all
Whitescale Society activity, Daltigoth is constantly alert Guardians of the Ruins of the
and active. If the heroes can get to the Dregs, the massive Tower of High Sorcery [EL 15]
hole into which the ruins have fallen, the use of spells such The Heartroom of Daltigoth is the smallest of all of
as arcane sight, locate object, or find the path will permit the the various portal rooms currently active. The Portal
heroes to locate the Heartroom 120 ft. down the hole along Guardians, two iron golems, are therefore limited to acting
a 50 ft. passage. The doors into the Heartroom were once within a relatively confined space. Lunitari created them of
arcane locked, but the effect has been dispelled. primal elemental matter and set them to guard the portal.
The Liberation of Bastion 99
If destroyed, a golem collapses into a swiftly corroding Gellidus’s bitter cold has blanketed all of the earth in thick
heap and reforms an hour later. permafrost, a mysterious coil of stone rises up from the
m Iron golems (2): hp 129, see Monster Manual flat landscape. The Road of Time is a site holy to Solinari,
consulted often in the distant past by mages and scholars
Road of Time (Frozen Wastes of for its divinatory visions and transformative powers.
Unfortunately, much of its magic was leeched during the
Southern Ergoth) War of Souls by a stream of hungry spirits draining power
[Divination, Transmutation] for the Queen of Darkness. Since the return of the silver
Out in the Frozen Wastes of Southern Ergoth, where moon, the Road of Time once more has the potential for
recovery, although until Frost relinquishes his hold on the
land, its power is still muted.
Frost once posted guards here, but since he left Khimel
and relocated to the Gale, he has not kept up the practice.
As such, unless you arrange for a random encounter based
on the Frozen Wastes table (see Chapter Six: Devastation
in Khimel), the Portal Guardians are the only obstacle to
the heroes’ use of the Road of Time.
Getting to the Road of Time
The Road of Time is about 20 miles northwest of Khimel
in a featureless expanse of icy wilderness. As there is
nothing around for many miles, it becomes visible in the
day at a fair distance. At night, within several miles of the
site, bizarre aurora lights are seen dancing and playing
above it to a height of close to a hundred feet.
If the heroes reach the Road of Time from the Grand
Gallery of Bastion, they will emerge at the top of the Road,
stepping out of the stone arch.
Features of the Road of Time
The Road is essentially a spiral causeway that curves
inwards, rising as it does so, forming a kind of paved
conch shell-like hill in the middle of the Frozen Wastes. At
the end of the Road, at the very top of the hill, is a stone
100 Chapter Three
archway that usually does not appear to lead anywhere. permitted to go, its location a trusted secret of the newly-
The Road shares some qualities with the Silver Stair on founded Orders of High Sorcery.
Schallsea Island in that those who walk upon its ancient In the last days of the Age of Might, on the so-called
stones experience visions—sometimes prophetic, other Night of Doom, the Lost Citadel was brought close to
times surreal and meaningless. These visions flash in Krynn to allow the gods to call away their true clerics. The
and out of the minds of those who head toward the top, Cataclysm brought great destruction to Krynn, ushering
phantoms from out of time. Many wizards have sought out in the Age of Despair. Hundreds of years later, a renegade
the Road because of these illuminations. wizard named Belize set out to assault the Lost Citadel
The causeway itself is 10 feet wide and the arch at the from its physical anchor on Krynn, the pillars of Stonecliff.
end is over 30 feet tall. When Solinari is in High Sanction, In a time of suspicion and persecution, the Orders could
the road appears to shine brilliantly like polished silver. not allow one of their number, especially a renegade, to
This and the Portal itself are the only magical traits left to access the Lost Citadel. Once Belize was thwarted, the
the Road after the War of Souls. Orders created the first Bastion as an obstacle to further
attempts to enter the Citadel by intruders, and the pillars
Guardians of the Road of Time of Stonecliff were destroyed by the Gods of Magic.
The Portal Guardians of the Road of Time manifest when Although Bastion served as a defense against unwanted
anybody approaches the stone arch intending to use it as a intrusion, it was unfortunately not capable of withstanding
portal to Bastion. Many creatures have reached this point a major assault or a concerted effort by a wizard with
without knowledge of or desire to explore Bastion, and the sufficient inside knowledge of its defenses. The renegade
guardians have left them alone. The heroes are unlikely mage Lyim Rhistadt succeeded in breaching the gateway
to fall into this category. Solinari has tasked two astral to the Lost Citadel from Bastion, and in retaliation, the
devas to guard the arch, and the angels are ever vigilant. Gods of Magic destroyed the fortress, once again sealing
They will not let the heroes pass without a fight, but if the the Lost Citadel off from the Mortal Realm. The heads of
heroes withdraw, the angels will not press after them. the Conclave, the Council of Three, built a second Bastion
m Astral devas: hp 102, see Monster Manual with the lessons of the first firmly in their minds. This
time, the fortress remained on the material plane, nestled
Border Realm of Bastion in a secluded location among the Khalkists.
Bastion is a place outside of the Mortal Realm, anchored The second Bastion remained in place for many years,
in several places to Krynn, yet existing in a pocket serving as a watchtower for incidents of uncontrolled
dimension of sorts in the Gray. It was created by the magic or threats to the Art. It was from Bastion that Par-
Conclave of the Orders of High Sorcery, the third of its Salian sensed the imminent threat of the Dragonarmies,
kind to be created after the failure of the first two. In the which led to the Test of Raistlin Majere and the
current era, the Orders believe it is lost, although a small consequences of that decision. Despite this period of
group of individuals are quite aware of it. One of these is relative unity, however, the Orders were fractured by the
Gellidus, who has dispatched one of his Whitescale Society alliance of Nuitari’s Black Robe mages with Takhisis;
leaders to the Border Realm in order to secure its power. without a shared investment, Bastion proved fruitless in
This leader is Lord Knight Theo Drawde, the highest- the War of the Lance, and a asault by Dragon Emperor
ranking Thorn Knight in the Age of Mortals. Drawde has Ariakas resulted in the Khalkist location’s destruction.
chosen a select group of elite Dark Knights and entered The mages were unable to draw upon common
Bastion at the portal of Daltigoth. Unknown to either resources again until years after the Blue Lady’s War and
Drawde or Frost, however, the theft of Krynn by Takhisis the attempt by Raistlin Majere to become a god. With
at the conclusion of the Chaos War had unexpected full knowledge of the need to monitor Krynn from a
consequences, and now Bastion is infested with a deadly safer location, the new heads of the Conclave—Justarius,
alien race of outsiders, once loyal to the Queen of Dunbar Mastersmate, and Dalamar the Dark—ordered a
Darkness, preparing to swarm into the Mortal Realm. third and final Bastion constructed from the remains of
the first, located in a Border Realm accessible only from
History of Bastion various points across Ansalon. Little more than a nexus of
The history of Bastion begins with the Lost Citadel. gateways, the new and unfinished Bastion was used only
At the close of the Second Dragon War, the three elven once to allow the Orders to make a strike upon Storm
mages who united to defeat the dragons with wild magic Keep and attempt to put an end to the growing threat of
overestimated their powers and created the magestorms the Thorn Knights. This was a failure, and the Orders were
that devastated much of Krynn. Fleeing retribution, the unable to properly complete Bastion before the Chaos War
sorcerers closed themselves up in a tower and appealed to struck and Takhisis stole the world.
the Gods of Magic. The Moon Gods removed the tower Palin and the other members of the Orders who
from the Mortal Realm and placed it deep in the Gray, survived the loss of magic thought Bastion was gone
close to the Gate of Souls. Here, the elves were taught the forever. In truth, it moved with Krynn, dragged through
Foundations of Magic, becoming the first wizards. The the Gate of Souls and across the Ethereal Sea. It acted like
Lost Citadel, as the tower was known, became a storehouse an extradimensional net, trawling bizarre otherplanar
of magical knowledge, a place no uninitiated mortal was beings and creatures into its rooms and halls. While the
The Liberation of Bastion 101
Knowledge of Bastion
T he following table shows the results of an applicable
Knowledge (arcana) check as it relates to Bastion.
Wizards of High Sorcery gain a +2 circumstance bonus
on these checks in addition to the competence bonus
they gain from their arcane research class feature.
DC Results
Bastion is just a legend told to apprentices in the Orders
10 to make them believe there is grandeur and nobility in
being a wizard, that wizards are defenders of magic.
Bastion is more than a legend; it was a real place, destroyed in some conflict
15 hidden from mortal history. Only the Conclave knows about its existence.
There were at least two Bastions built—one in the Shadow
20 Plane, a second in the Khalkist Mountains after the first was
destroyed. The second did not survive the War of the Lance.
A third Bastion was built in secret by the mages and was instrumental
in the initial strike against the Knights of Takhisis. Located in a
25 Border Realm, or pocket dimension, it was lost along with many
other realms when the world was moved by Takhisis.
Bastion still exists, and there are ways to get into it. One needs
a map or somebody who knows the location of a portal. If
30+ somebody can reclaim Bastion, much as the Dragons’ Graveyard
was reclaimed, it could be used in the battle against Frost.
mortals of Krynn fought against the One God in the entire structure floats in the Gray, specifically the Ethereal
War of Souls, Bastion was becoming home to a colony of Plane, which to the mortal eye looks like a vast shifting
insectile outsiders known as xill. The return of the Gods expanse of gray stormclouds awash with shadows and
of Magic flooded Bastion with renewed power. Curious bright ribbons of light.
sorcerers, wizards, and other individuals stumbled into The candlelit Grand Gallery is a circular structure,
Bastion and became captives of the xill. Now, even as much like a pagoda, with many windows looking out
Gellidus seeks lost Bastion for its power, Warlock-Priest into the Gray. It floats above the Outer Coronet, which
Ixmir prepares his xill army for an invasion of Krynn. resembles a ring of interconnected buildings, with three
spokes known as the Ternions leading inwards toward the
Properties of Bastion center. Each Ternion is assigned to one of the three Orders
Bastion possesses a number of unique properties that of High Sorcery. At the innermost end of each Ternion
will affect the heroes’ progress in the Border Realm. The is a railed balcony, each of which looks across an empty
following details describe these properties and the traits expanse to the other two. When the proper conditions are
associated with the wizards’ lost fortress. met, the Inner Coronet can be brought into phase with
the Outer Coronet, filling the empty space between the
Composition balconies and allowing access to Bastion’s central keep.
Bastion is a series of interlaced arcane constructs tied The Inner Coronet contains private chambers intended
together and made to resemble a fortress or castle from for the heads of the three Orders, an eldritch garden
the inside. Although it can look and feel quite real, it is known as Lyim’s Grove, a room that taps into various
not. Walls, floors, doors, ceilings, and other features are elemental and transitive planes for deeper research, a room
conjured up from ethereal matter and are impervious to for the storage of dangerous or controversial magic, and
most physical damage. Essentially, Bastion is composed a central council chamber. This chamber lies above the
of force, similar to that summoned by a wall of force. Only Heart of Magic itself, a locus of power that channels arcane
those attuned to the Heart of Magic (described in the energy to the entire Bastion and is the core of the fortress.
“Heart of Magic” section) may pass through these barriers, The council chamber has been converted into the xills’
using spells such as ethereal jaunt or teleport. All other Great Nest and is therefore the stronghold of Warlock-
visitors to Bastion will find such magic is useless. Priest Ixmir. The Heart of Magic is also the location of the
dragon skull sought by the heroes and Gilthanas.
Site Layout
Bastion consists of two primary zones, the Outer Coronet Planar Traits
and the Inner Coronet, with the Grand Gallery and Heart The Border Realm of Bastion has the following traits:
of Magic forming two smaller independent zones. The • Normal gravity except outside of the buildings that
102 Chapter Three
make up Bastion where there is no gravity. contacted his chief Dark Knight ally, Lord Knight of the
• Divinely morphic. The Gods of Magic are able to Thorn Theo Drawde, a member of Frost’s Whitescale
change, alter, manipulate, or even destroy Bastion, but Society. Drawde gathered together some of his trusted
they would need a very good reason to do so. officers and specialists for the mission.
• Mildly lawful-aligned. Chaotic characters suffer a –2 The following information outlines the Dark Knight
penalty on all Charisma-based checks in the Border NPCs in this chapter, including their infamous leader,
Realm of Bastion. Theo Drawde, the knight who brought sorcery to the
• Limited Magic. As implied under “Composition,” Order of the Thorn.
magic from the Conjuration school is limited by the
boundaries of each room or area in Bastion. Spells Lord Knight Theo Drawde,
such as dimension door and teleport do not allow the Lord of the Thorn
caster to pass beyond the walls, floor, or ceiling of At six feet six inches tall, with brown eyes and a
a room unless the caster is attuned to the Heart of meticulously trimmed black beard, Lord Knight Theo
Magic. Similarly, spells that call or summon creatures, Drawde (LE male civilized human fighter 5/Knight of the
or transport the caster and/or his allies outside of the Lily 1/sorcerer 4/Knight of the Thorn 10) is an imposing
Ethereal Plane, will fail unless the caster is attuned. figure. He possesses great physical strength and clarity
Note that because the Border Realm of Bastion of wit. As the head of the Order of the Thorn, Drawde is
exists within the Ethereal Plane, spells such as blink, responsible for the constant maintenance of that Order’s
etherealness, and ethereal jaunt will initially fail unless physical and mental regimen and commitment to the
the caster is attuned, in which case she may use the mastery of sorcery.
spell to shift “out of phase” with the area she is in, Although he began his service with the Dark Knights
much as the xill are able to. as a Knight of the Lily, Drawde swiftly rose to the head
of the Thorn Knights when he introduced sorcery to the
The Dark Knights knighthood, thanks to the Shadow Sorcerer. Because he
Frost has dispatched an elite force of Dark Knights, former was orphaned during the Dragon Purge, Drawde despises
Knights of Neraka, to Bastion in order to secure the dragons, and his alliance with Frost is a dangerous gambit
fortress for later use and uncover its secrets. Because Frost’s which he expects to end with Frost’s failure and his Order’s
plans for his skull totem involve extraplanar energies, he dominance of magic on Ansalon. To that end, Theo has
believes that the more power he obtains, the more reliable volunteered to spearhead numerous quests to acquire
his plans will be. He deduced the location of the portal magical power sources for Frost, knowing that it gives him
in Daltigoth when Gilthanas stole the Bastion portal map an opportunity to secure a power base of his own in the
from Shala Mer-Kane in Kalaman several weeks ago. Frost process.
Knowledge of Drawde’s
Dark Knight Faction
T he following table shows the results of an applicable
Knowledge (local) or Knowledge (nobility and
royalty) check as it relates to Drawde’s faction of Dark
Knights. Heroes who are also Dark Knights will gain a
+2 circumstance bonus to their checks.
DC Results
Theo Drawde is Lord Knight of the Order of the
10 Thorn, and considered a ruthless tactician.
Drawde was never part of Mina’s army in the War of Souls.
15 He spent years trying to locate the Tower of High Sorcery
in Wayreth and is famous for his hatred of dragons.
Drawde’s faction consists of loyal friends, associates, and officers
20 who support the Lord Knight’s candicacy for supremacy
in the west. They are all skilled at hunting mages.
Drawde is rumored to have formed an alliance with Frost, which seems out
25 of character given the fact that his parents were killed by dragons during
the Dragon Purge. He must have good reasons to work for the White.
Drawde’s elite unit of knights includes a Skull Knight monk, a Lily Knight
30+ deserter, and a fatherless dwarf from Port Balifor. Their actions in the past
year have included the murder of numerous wizards and sorcerers.
The Liberation of Bastion 103
Drawde has personally he sees one. Sir Mordecai has
selected all of his officers. been asked to keep an eye on
His most recent choice the new recruit, Sir Therol
was Therol Stonesplitter, a Stonesplitter. Thus far, there
fatherless dwarf from Port has been nothing to report.
Balifor; he is still not sure
about this knight and has Sir Therol
Sir Mordecai watching him Stonesplitter,
for signs of trouble. Drawde Knight of the Lily
trusts Mordecai completely, Sir Therol Stonesplitter (LN
as the two knights were male hill dwarf ranger 10/
trained together as squires. fighter 2/Legion scout 4) is
Drawde recruited Lady a spy, an agent of the Legion
Portia Gant from the ranks of Steel under deep cover
of the so-called Heart of the in Theo Drawde’s faction
Dragon, a faction of fanatical of Dark Knights. The burly,
monks created by Ariakan to brown-haired Neidar dwarf
promote discipline and unity. has had to carry out terrible
Lady Gant has proven to be a crimes, including the cold-
valuable asset thus far. blooded murder of two men,
While Drawde’s primary to prove himself to Drawde.
motivation is the securing of He even shaved his own
Bastion, his hidden goal is beard in order to emphasize
to locate a priceless artifact his “fatherless” status. All of
within its halls that he has this has made him question
heard only whispered rumors about: a dragon orb that his true beliefs and his mission constantly, but he is as
summons good dragons. Even Frost is unaware such a stubborn as a dwarf can be and resolute in his purpose.
thing exists, and Drawde has worked hard to keep this Therol hopes to uncover some secret that will allow him to
from the White at all costs. aid in the defeat of Frost and the elimination of the threat
of Dark Knights in Ansalon, but so far he has had no luck.
Lady Portia Gant, Knight of the Skull He knows Sir Mordecai is watching him and feels he may
Slim and slightly-built, Lady Portia Gant (LE female have to arrange an “accident” at some point in the future
civilized human monk 8/mystic 6/Knight of the Skull in order to get him off his back.
2) was raised by the Heart of the Dragon, a small but
dangerous sect of fanatics within the ranks of the Dark Running the Dark Knights
Knights who pursue physical perfection and discipline. This group’s purpose in the adventure is to act as a foil for
Although she is not the typical Skull Knight, she is an the heroes. They are, in effect, their dark mirror. If you
exceptional unarmed combatant and very adept in the have more than four player characters, consider adding
mystical talent of channeling. Drawde relies upon Portia’s enough members to Drawde’s team to equal the number
focus, and her loyalty to him is unquestioned. Her of players. While Theo Drawde himself is a 20th level
appearance is striking, for she is bald and her scalp has character, his team is 16th level, so when adding another
been tattooed with draconic symbols that extend to her NPC Dark Knight, be sure to give them equivalent CR.
neck and jawline. It has been said that she relies on her Drawde’s team fights as a single unit when they are
unsettling look when dealing with others. together. They take advantage of each other’s strengths and
work to compensate for their weaknesses. Because neither
Sir Mordecai Volger, Knight of the Lily Drawde (CL 14th) nor Lady Portia (CL 7th) has a caster
Sir Mordecai Volger (LE male civilized human fighter 10/ level as high as their character level, they tend to rely on a
Knight of the Lily 6) was a squire in the Order of the Lily mixture of melee combat and spell support. Sir Mordecai
alongside Lord Knight Theo Drawde. He matured into a will always defend Drawde at the expense of the other two.
broad-shouldered bull of a man, popular with his soldiers Sir Therol, as a double agent, will risk his life for the others
and ruthless in combat. Although Volger remained in the but will ultimately turn on them if the situation becomes
Order when Drawde left to command the Thorn Knights, desperate.
the two men continued their friendship and supported Drawde will initially seek to join forces with the heroes.
each other through the troubled period following Mirielle He does this in order to learn more about them, how
Abrena’s assassination and Targonne’s rise to power. Sir they fight, and what their motives are. At any point he is
Mordecai broke with his compgroup after the War of prepared to turn this around for the benefit of his mission
Souls, abandoning his post to join Drawde’s personal and, if he is rebuked, he will initially work against the
faction in the west. Like Drawde, Mordecai has no heroes until another occasion where he can make the offer
fondness for dragons, but he knows a tactical choice when again. Sir Therol may decide to approach the heroes alone,
104 Chapter Three
once he believes he can trust them, and let them know that Warlock-Priest Ixmir
Drawde is working for Frost and wants to claim Bastion Ixmir (LE male xill mystic 14 of Magic) is both priest
for his own. After this point, the knights may become and leader of the xill colony in Bastion. He is the only xill
another opposition for the heroes in addition to the xill. without eggs, having sacrificed his ability to reproduce
in order to open his mind to the greater secrets of magic.
The Xill Ixmir dresses in the sacred cassock that marks him as
The xill are a race of quasi-reptilian insectile outsiders a Warlock-Priest of the Hivemother, but she no longer
once devoted to Takhisis, whom they revered as the answers his prayers and has not done so for months.
Hivemother. As a race, they exist by using other creatures In her place, Ixmir has learned to tap into the Heart of
as the incubators for their eggs, like parasites. Their Magic, channeling the power within to work miracles.
society is based on the notion that all life exists to allow He is fiercely protective of his abilities and will stop at
their own kind to survive. Xill rely on control, focus, and nothing to achieve what he feels is his true purpose—the
manipulation, and within their own race, they are prone to furtherance of his race through the harvesting of others.
rigidly formed castes that seem incomprehensibly complex Ixmir has a powerful weapon, a wicked-looking glaive
to non-xill. Magic is considered the greatest expression that he constructed after his arrival in Bastion from a
of control. Arcane and divine spell-using xill occupy shaft of vallenwood that had been taken from the tree of
the upper rung of xill society and work to enforce the Lyim Rhistadt (see “Lyim’s Grove,” in the Inner Coronet).
spread of the xill through as many border realms, pocket Returning this wood to Lyim will constitute a minor
dimensions, and worlds as possible. mission goal for the heroes, so long as they can withstand
When Takhisis stole Krynn, she abandoned the xill, but the weapon while it is in Ixmir’s hands.
in the process of moving the world to its new location, a
small nomadic group were swept up by Bastion and taken Knight-Assasin Czimix
with it. This group feels they have endured a great trial The mighty Czimix (LE male xill rogue 3/fighter 2/assassin
and that the Hivemother chose them for a holy purpose. 5) is Ixmir’s Knight-Assassin and primary agent among the
Even without the power of Takhisis backing him, the xill’s xill, bound by oath and rite to the Warlock-Priest. Czimix
Warlock-Priest Ixmir is certain that the world from which carries Ixmir’s will to the others of his race and commands
Bastion’s creators originally came is the promised land of the warriors into battle. Ixmir has attuned Czimix to some
his people. As soon as he absorbs enough energy from the degree to the power of the Heart of Magic, allowing the
Heart of Magic, and enough of the new generation of xill Knight-Assassin to wield minor magic. This pleases Czimix
warriors hatch from implanted eggs, Ixmir will lead his and makes him even more dependent on his master.
followers across the portals and into the mortal realm to
conquer in the Hivemother’s name.
Knowledge of the Xill
T he following table shows the results of a Knowledge
(the planes) or Knowledge (religion) check as it
relates to the xill.
DC Results
Legends of a six-limbed race of demons have been recorded
10 in some of the oldest recorded texts attributed to Takhisis. No
physical evidence of these creatures has ever been found.
Beyond the Mortal Realm, other worlds are said to exist. Strange
15 and alien, their inhabitants worship bizarre aspects of the gods
and have no knowledge of elves, ogres, or humans.
Mages who have ventured outside of the Mortal Realm and lived
to record their travels have claimed that, in many of these so-called
20 Border Realms, whole civilizations have been wiped out by a race
known only as the xill. Many of these mages returned mad.
During the Age of Dreams, an ogre priest of Takhisis received a vision
of a sea of red-scaled limbs, segmented eyes, and vicious swords. His
25 apocalyptic account of this vision was hailed by many dark pilgrims
as prophetic, by others as an excess of wyrdroot and wine.
Although the race known as the xill have never been seen in any
sizeable group on Krynn, individuals occasionally appear in the
30+ midst of large summonings or rituals by both priests of Takhisis
and Black Robe mages. Speaking only the tongue of the Abyss,
they flee once they are seen, lost to the winds of the Gray.
The Liberation of Bastion 105
Battle-Dancer Ziric skylights form images of the three moons borne aloft by
Battle-Dancer Ziric (LE male xill monk 6/sorcerer 4) leads the mural’s figures.
a small cadre of xill, embracing a complex martial art Dozens of framed paintings hang on the walls of the
tradition that only a creature with four arms can master. Grand Gallery, some of which are lit by the radiant glow
His position was granted to him by Ixmir and, like Knight- of magical lamps that hover here and there as if suspended
Assassin Czimix, he has been attuned to the Heart of by invisible threads. The light shifts from soft white to
Magic such that he is able to weave spells together with his a crimson glow, then to an oddly luminescent darkness
dance. Ziric has many eggs already implanted in victims in in which certain paintings remain lit, or at least traced
the Great Nest and is therefore reluctant to leave the Nest out, in disturbing violets and blues. Those portraits that
for long periods. Threats to the Nest will almost always are illuminated are the ones which are currently active
draw Ziric away from a battle, even to the point of forcing portals; as such, only five are lit. A 20 ft. radius around
him into reckless behavior to protect the hosts of his eggs. each active portal is lit as if by a light spell; outside of these
Other xill know better than to keep a parent from his areas, the Grand Gallery is considered to be lit by shadowy
unborn children. illumination.
On the lowest level, equidistant from each other
Running the Xill around the base of the stairs, are three circular marble
The xill are utterly alien, but they are lawful creatures platforms 10 feet in diameter and 6 inches high. Each is
and depend on focus, planning, and order. When they fashioned from a different color of marble: red, white, and
act, they act in unison, almost as if they were capable of black. The platforms have magical symbols and glyphs
shared thought. In actuality, it is simply drilled into them etched into the surface, forming a complex array of arcane
from constant practice and ritual behavior. The goal of power. A DC 25 Knowledge (arcana) check reveals that
any single xill warrior is the furtherance of his species. The they are also portals, each keyed to a different location.
goal of a group of xill is the same, only woven together Each radiates Strong conjuration (teleport) magic. If a
with specific tasks designed to achieve this goal. A group character stands on a platform and waits for two rounds
of four xill works to flank targets, using the Tumble skill (12 seconds), the inscriptions underfoot will become
to position each other for the greatest effect. Paralyzed limned in bright light, and the character will disappear in
victims are dragged away to the Great Nest or the nearest a column of radiance, reappearing in the Antechamber of
isolated area, where the xill either implants his eggs himself the appropriate Ternion in the Outer Coronet. No use of
or readies the victim for another xill. prepared spells or spell slots is required.
There are two common xill archetypes present in the As noted above, there are only five portals active at this
colony. The xill warrior is a xill fighter 4 (CR 10), usually time, leading to the five portal locations described at the
armed with short swords. The xill battle-dancer is a xill beginning of this chapter. Using a portal from the Grand
monk 3/sorcerer 1 (CR 10), usually armed with kamas. Gallery requires a full round action and the same use of
These two castes never fight in mixed groups; if forced to prepared spells or spell slots as it does to open it on the
fight in the same areas, they will never engage the same other side. Heroes attempting to use a portal in the Grand
enemies. This can be exploited by clever heroes, especially Gallery provoke attacks of opportunity and will require
in the Great Nest. Unique or named xill, such as Ixmir Concentration checks (DC 15+spell level) to avoid failure,
or Czimix, are not restricted in this way—they may fight just as if they were casting a spell.
alongside any other xill caste.
Scenes in the Grand Gallery
The Grand Gallery These scenes are triggered by specific events, the first
The Grand Gallery is the first area any visitor to Bastion by the heroes’ arrival in the Grand Gallery for the first
will see, and it serves as the nexus for all of Bastion’s time, and the second when the heroes return here having
portals to and from the Mortal Realm. It is the stage for attuned to the Heart of Magic. Other encounters are also
the first act in the chapter, which unfolds as the heroes possible depending on how the chapter unfolds for the
step through one of the portals (from the Lyceum, the Last heroes.
Tower, the Tower of Magus, the Ruins of the Tower of High
Sorcery, or the Road of Time) and get their first view of Scene: An Unexpected Rescue [EL 17]
the Border Realm. When the heroes pass through the portal to Bastion for
the first time, they emerge with their backs to the portrait
Features of the Grand Gallery in the Grand Gallery that matches the location they left
The Gallery is a large, circular structure created with the behind.
appearance of marble and polished wood. It is three stories Read or paraphrase the following:
high with an open central atrium. Sweeping staircases
lead to the second and third floors, which are wide-railed
balconies or galleries running around the inside walls of
the atrium. At the top of the atrium, a magnificent painted
O n the other side of the portal, you step
into an atmosphere of refined stillness.
Soft light bathes polished wood and cool
plaster ceiling features a mural of the three gods of magic marble. Shadows gather in corners and under
in somewhat idealized human aspects. Three stained glass ribbed vaults, providing contrast. Painted
106 Chapter Three
The Liberation of Bastion 107
landscapes cover the walls, obscured from sound like clawed feet on hardwood floors...
sight by shrouds of gloom where the light ...dozens and dozens of clawed feet.
does not reach. Flights of stairs, an open
atrium, and windows into a starless night The Situation: The heroes are in the Grand Gallery
offer more immediate clues. You are in at the appropriate painting (based on their origin point).
some sort of museum or gallery, and a slow They are not alone, however, for Ixmir has dispatched
dawning realization that you are very far a gang of his followers to the Grand Gallery in order to
from where you were works its way into your intercept any “intruders” to Bastion.
consciousness. That and a bizarre clicking Creatures: Twelve xill warriors are in the Grand Gallery
with the heroes, divided into six pairs. As soon
as the heroes move or take an action, the xill
attack.
m Xill warriors (12): hp 80, see page 308
Tactics: The xill remain in the shadows
(granting them concealment) when possible,
striking at targets standing in the well-lit areas.
Each pair of xill attempts to flank a target,
delivering as much damage as possible and
using Tumble to avoid attacks of opportunity.
Heroes who seem to be spellcasters or are
obviously using magic will be attacked before
others. The xill do not speak, although their
insect-like mouths clack incessantly.
Development: After two rounds against the
xill, Theo Drawde’s Dark Knights will arrive
from the circular marble portals on the lowest
level (specifically the Black Ternion portal).
Their order in the initiative round should be
randomly determined. When their turn comes
up, the Dark Knights rush in and join the fight
against the xill, aiding the heroes. If, during the
battle, any of the player characters call out to
the Dark Knights, they will be answered with
a quick salute or gesture of solidarity from Sir
Mordecai or Sir Therol.
If the heroes dispatch the xill before the
Dark Knights arrive, which is certainly possible,
the knights will arrive as the heroes finish off
the creatures. Theo Drawde will indicate the
108 Chapter Three
bodies with a nod and express his admiration for the until the heroes have gained access to Bastion’s arcane
heroes’ skill. Otherwise, once the combined efforts of the power source and earned the mantle of Sentinel.
heroes and the Dark Knights take care of the xill force,
Drawde groups his officers around him and greets the
heroes.
Drawde informs the party that his knights stumbled
A s you appear once more in the
atrium of the Grand Gallery, there
is a marked change in the atmosphere.
upon the portal to Bastion in Daltigoth and made the Once a shadowy, dim chamber lit only
crossing six hours ago, after two days of studying it. He here and there by glowing magical lamps,
says he has been working to eradicate the “red demons” now the gallery is as bright as day. Every
which attacked not long after his knights used the circular portrait, mural, or landscape on the walls
portals to travel to the “hall of the Black Robes” (the Black is alive with radiant color. Each step on
Ternion). He inquires as to the origins of the heroes, then the staircase is edged in light, and every
offers to work together. A DC 15 Sense Motive check vaulted arch, cornice, and alcove is revealed.
informs the heroes that Drawde is telling the truth and is It appears as if the Grand Gallery has
quite sincere; his request for cooperation seems genuine. awoken from a long and troubled sleep.
If asked about Frost, Drawde shrugs and says that, yes,
his knights have worked for the White indirectly in the
past, but he has no love for dragons. Again, this is true, if The Situation: Now that the heroes have become
missing a few vital facts. attuned, they are considered Sentinels of Bastion and thus
If the heroes attack the Dark Knights, or refuse to the Grand Gallery responds appropriately. The Gallery’s
accompany them, Drawde and his group will make a portals are all active, which means the heroes are capable
strategic withdrawal to the Black Ternion portal and of using Bastion to transport themselves to hundreds of
attempt to get away from the party. From that point on, locations across Ansalon without using prepared spells or
the Dark Knights will be a thorn in the heroes’ side (no spell slots to open the portals. In order to leave, however,
pun intended), until the opportunity presents itself for they have one more trial to face. Now that Bastion is fully
another offer of truce. awakened, many of the secondary magical defenses that
Factions: Three factions are represented here: the should ordinarily be in place have been restored. During
Knights of Neraka, the Legion of Steel (Sir Therol the time they were inactive, and with the Border Realm
Stonesplitter), and the Whitescale Society. Use the exposed to aberrant energies during Krynn’s passage
following as a guide for adjusting the heroes’ faction through the Ethereal Sea, a handful of these defenses were
ratings: rendered malignant. The Grand Gallery’s eldritch emissary,
Heroes attack knights: –3 KN, –1 LS, –2 WS once a helpful guide to the many portals available to the
Heroes do not help or assist injured or paralyzed Sentinels and other wizards, has gone mad.
knight: –2 KN, –1 LS, –1 WS Creatures: The crazed eldritch emissary of the Grand
Heroes finish off xill before knights arrive: +1 KN, +1 Gallery, Ichebelya (CN female eldritch emissary lillend
LS, +0 WS bard 9) manifests upon the 2nd-floor stair landing in the
Heroes aid/support injured or paralyzed knight: +1 middle of the atrium. Her madness causes her to attack
KN, +1 LS, +1 WS anyone who attempts to use one of the portals. She cannot
Heroes finish off xill with knights’ help: +2 KN, +1 LS, be reasoned with, although certain measures the heroes
–1 WS may take can defuse the situation.
Experience Awards: If the heroes defeat the xill m Ichebelya, Eldritch Emissary of the Grand Gallery:
without assistance from the Dark Knights, they will earn hp 104, see page 302
full experience. If the Dark Knights join in and aid them, Tactics: Ichebelya first attacks by casting spells at the
award 75% of the standard award for overcoming the heroes, chiefly song of discord or shadow evocation versions
xill rather than splitting the award between the heroes of ice storm or lightning bolt. She then uses her +4 seeking
and the knights. Reduce this amount to 50% if the Dark composite longbow and, if any character closes for melee,
Knights are the only characters who have any success in she makes use of her tail slap to deal with them. Her ability
overcoming the xill. Take note of roleplaying in the part of to dimension door allows her to flee to another part of the
the scene where Drawde makes his offer of cooperation. room if she is surrounded or outnumbered, but Ichebelya
Lawful- or good-aligned heroes may give them the benefit cannot leave the Grand Gallery. Because she looks plainly
of the doubt; chaotic-aligned heroes may be suspicious maddened, a DC 20 Sense Motive check will not reveal
and refuse. Awards for appropriate roleplaying are highly much more than that, although divinations that determine
recommended. the nature of a target will inform the heroes that she is a
manifestation of this room. Spells such as calm emotions,
Scene: Light in the Gallery [EL 18] if they can penetrate her spell resistance, will have a
This scene occurs when the heroes return to the Grand noticeable effect, and she will be responsive to Diplomacy
Gallery after attuning themselves to the Heart of Magic checks (her initial attitude is Hostile).
and, presumably, defeating Ixmir and his xill. While defeat Development: If the heroes defeat Ichebelya in combat,
of the xill is not a requirement, this scene is not triggered her form disperses and retreats back into the walls of the
The Liberation of Bastion 109
Grand Gallery. When she reforms an hour later, she will of them, near the Black Antechamber, has been used in the
have regained a sense of composure, but the heroes will past few hours by Drawde and his team. Others show signs
need to bring her around with social skills and reassurance of past intrusion and search by unknown agencies (the
before she will assist them. If the heroes were able to calm xill).
her down during the battle and alter her attitude to at Unless otherwise specified, all areas in the Outer
least Friendly, Ichebelya will gladly assist them in using the Coronet and Ternions are lit with light equivalent to
Grand Gallery’s additional portal features. torchlight.
As Sentinels attuned to the Heart of Magic, the
heroes no longer need to use prepared spells or spell slots Random Encounters
to activate the portals to Krynn or back to Bastion. In The chance of a random encounter within the Outer
addition, they may make use of other portals to the Mortal Coronet and Ternions is 10% per hour. Because most
Realm with Ichebelya’s help. A portal may be opened to of these encounters are with plane-shifting or ethereal
any location on Ansalon the heroes are familiar with and opponents capable of appearing anywhere, even heroes
which is not blocked or impeded by antimagic, abjuration who barricade themselves in a side room off the Outer
spells, or other effects. The Grand Gallery cannot open a Coronet might be disturbed during a period of rest by
portal to the Rimeberg, Frost’s icy citadel in the Gale, for such an encounter. Encounter distance varies but is usually
example, but it could open one to the city of Sanction, short; random encounters typically show up in the room
the island of Schallsea, or even Pashin. Once opened, a the heroes are in or 2d4x10 feet away along a hallway.
portrait takes on the image of that location and a portal of Statistics for devourers may be found in the Monster
some kind is created in the target location (often in place Manual. Other encounters are described below:
of a door, an archway, a mirror, or some other opening or Advanced Phase Spiders: These truly monstrous
surface). Preparing a portal takes one hour and requires creatures (advanced 8 HD phase spider rogue 5, CR 11) are
a donor spellcaster (not Ichebelya) to cast two spells of from the same clutch of phase spider eggs as those in the
different schools that will form the keys to the portal. Red Ternion (described later in this chapter). They prowl
Success depends on the lowest level of spell cast, just as
with the activation of a portal (6th level 25%, 7th level d% Encounter Average EL
50%, 8th level 75%, 9th level 100%), but once opened, 01-20 Ethereal vortex! 11
the heroes may use the portal without further restriction.
Active portals can be rendered inactive at the direction of 21-40 Xill battle-dancer gang (1d4+2) 15
an attuned character. The maximum number of additional
41-60 Xill warrior gang (1d4+2) 15
portals that may be opened depends on the number of
Sentinels currently active to a limit of five. Thus, at any one 61-80 Advanced phase spiders 1d4+2 15
time, ten portals might exist to Krynn from Bastion.
Factions: This event has no immediate faction benefit, 81-00 Devourers 1d3+1 14
although it is possible that if the heroes are still allied with
Drawde’s faction or Therol Stonesplitter, their rating with the Outer Coronet, moving in and out of phase with the
the Dark Knights or Legion of Steel may be improved by structure in an attempt to find lesser ethereal inhabitants
+1 with a promise that those factions might make use of to eat. Occasionally, they will set upon a gang of xill, who
Bastion. have taken to avoiding phase spiders for the most part.
Experience Awards: Overcoming Ichebelya, in combat Clever heroes who encounter a phase spider pack while
or by calming her down, should earn the heroes full fleeing or facing off a xill gang will soon learn that the xill
experience points for a CR 18 encounter. Finally activating prefer to flee rather than deal with the spiders.
the Grand Gallery for use by the heroes in their campaign m Advanced phase spiders (3-6): hp 99, see page 307
against Frost should also count as a minor party mission Ethereal Vortex! The Gray is prone to violent storms
goal. of energy and force that pass through anything floating
in the ether and cause significant damage. When Bastion
Outer Coronet is properly awakened in the Heart of Magic, these storms
The Outer Coronet is a ring of rooms connected by will be a thing of the past, but while the xill infest the
hallways with three major concourses, known as the extradimensional mage-fortress, the risk of being stricken
Ternions, extending inward from it at three points. The by an ethereal vortex remains. Treat an ethereal vortex
points at which the Ternions may be accessed are the as a tornado (see the “Winds” section under “Weather”
three Antechambers, one for each Order of High Sorcery. in Chapter 3 of the Dungeon Master’s Guide) that lasts
Between the Antechambers, the Outer Coronet hallways for 1d4 rounds in the area in which it is encountered
lead to smaller rooms, offices, sitting rooms, and fairly before passing outside of Bastion and off into the Gray.
non-descript chambers with little to no furnishings. Characters picked up and buffeted by the vortex have
The Orders did not have time to properly establish a a 25% chance of being shifted out of phase with their
presence in the Outer Coronet, concentrating mainly on surroundings and will be swept out with the vortex if they
the Ternions and the Inner Coronet rooms. None of the fail a DC 20 Will save. Success means they have willed
rooms along the Outer Coronet are locked or sealed. One themselves back into alignment with Bastion. Characters
110 Chapter Three
swept into the Gray will not be seen again, unless the DM OC2. Concourse
chooses to devise a side-trek or later encounter that deals The Concourse of the Black Ternion is a hundred feet
with rescuing or locating the victim (see the “Lost in the long and divided into thirds by two arches. Doors lead
Gray” sidebar). off the concourse to the Residence Hall (OC3), the Black
Xill Battle-Dancer Gang: This gang is searching the Library (OC4), the Opificina Angomera (OC5), and a
Outer Coronet for items an ethereal vortex may have number of alcoves and supply rooms. At the very end of
deposited during its passage through the hallways. Like the concourse, another set of double doors opens onto the
most xill groups, they will respond to the heroes’ presence Balcony of Nuitari (OC6).
with violence, although if they surprise the heroes, they
will attempt to follow them for a short time before making OC3. Residence Hall
their attack. The Order of Black Robes specified living quarters for
m Xill battle-dancers (3-6): hp 56, see page 308 its brother mages that feature ten individual rooms,
Xill Warrior Gang: This is a hunter gang of xill tasked all of which open into a single shared common room.
to roam outside of the Great Nest and look for more Each private room has a floor mattress, bookshelf, an oil
intruders or visitors. They respond to the presence of the lamp, small table for meals, and a chest of drawers. The
heroes with their typical aggressive behavior, but they will common room is furnished with two couches covered
flee if reduced to a quarter or less of their hit points. in black velvet, a low table, and six chairs. Skulls set into
m Xill warriors (3-6): hp 80, see page 308 small niches in the walls provide a macabre accent to an
otherwise mundane living space.
The Black Ternion Creatures: The Black Robe mages who lived in this
The Black Ternion serves as living quarters and study room were intensely private and not completely trusting
area for Black Robe mages when they are in residence at of the other Sentinels. Weaving elaborate spells together
Bastion. It consists of a single concourse, which extends with strands of the extraplanar substance of the Gray, they
from the Black Antechamber to the Balcony of Nuitari, conjured up a number of guardians for their residence hall
lined with doors to additional rooms or chambers. that still remain. One minute after the heroes enter this
The following information summarizes important area, the skulls in the wall niches drift out of their sockets,
details about the areas of the Black Ternion that and clouds of inky blackness coalesce around them. These
correspond to the Outer Coronet map. In addition to shadowy guardians open and close their skeletal jaws,
the usual traits of Bastion described under “Properties intoning “Begone! Begone!” in sepulchral voices.
of Bastion,” the Black Ternion is mildly evil-
aligned, so good-aligned creatures suffer
a –2 circumstance penalty on Charisma-
based checks. This does not stack with the
circumstance penalty imposed by Bastion’s
mild law-aligned trait.
OC1. Black Antechamber
This is a spacious room with wall and window
treatments in a palette of dark colors: indigo,
purple, and black. The furniture is uniform,
made of lustrous ebony, completing an elegant
if somber tone. One wall features a set of
double doors inlaid with chips of obsidian that
leads into the concourse proper. The walls on
either side have smaller doors that lead out into
the Outer Coronet ring. Great care has been
taken to keep lighting to a minimum; dark
glasswork has been set up around wall sconces;
shadows are purposefully arranged.
Treasure: One item of furniture stands out
in the Antechamber: a polished vallenwood
coffee table. This is one of the pieces of Lyim
(see “Lyim’s Grove,” in the Inner Coronet).
Taking it back to Lyim will earn the heroes
more information.
The Liberation of Bastion 111
m Dread wraiths (5): hp 104, see Monster Manual. OC6. Balcony of Nuitari
Tactics: The guardians spend the first round making This is a wide balcony with a wrought iron railing that
threats, but on the second and subsequent rounds, they appears to open directly out into the swirling void of
will swoop in and attack, seeking to drive the intruders the Gray. Hundreds of feet away, two other balconies are
out. One of the guardians will remain at the entrance visible at the ends of the Red and White Ternions. The
to the private room that holds the Orb of Nuitari (see balcony railing is three feet high and has a gate set into
Treasures, below), while the others attempt to drain the it. Creatures that stand on the balcony are shielded from
life from the heroes. If one of the heroes is a Black Robe the Gray by an invisible wall of force. If the railing gate is
wizard, such a character may attempt an Intimidate check opened, a Medium-sized hole in the wall of force is created,
on the otherwise immune dread wraiths. Success will force allowing access to the Gray itself, but entering the void is
the creature back to its wall niche. Turning the creatures extremely risky (refer to the “Lost in the Gray” sidebar).
will have the same effect. The only other feature of the balcony is a two-foot-
Treasure: In one of the private rooms is a locked tall pedestal with a bowl-shaped indentation in the top.
ironwood box approximately a foot square (hardness 8, 45 The symbol of Nuitari, the black moon, is engraved in
hp, Break DC 35, Open Lock DC 35, arcane lock CL 18th). the indentation. If the Orb of Nuitari is brought from
Inside, wrapped in a black silk cloth, is the Orb of Nuitari. the Residence Hall (OC3) and placed on the pedestal,
This Orb, together with the other two Orbs located in a shadowy outline manifests in the space between the
the other Ternions, provides access to the Inner Coronet three balconies. Once all three Orbs are placed on their
when placed on the appropriate pedestal on each Ternion’s respective balcony pedestals, the Inner Coronet will shift
balcony (see OC6, OC 12, and OC18). fully into phase with the Outer Coronet, and the railing
gates will act as portals into Bastion’s deeper sanctum.
OC4. Black Library
This is the academic library of the Black Robe wizards. The Red Ternion
When Bastion was built, a collection of texts dealing The Red Ternion serves as living quarters and study area
with the disciplines of Necromancy and Enchantment for Red Robe mages when they are in residence at Bastion.
was assembled and shelved here. This library counts as a It consists of a single concourse, which extends from the
Tower’s library for the purposes of a Black Robe Wizard Red Antechamber to the Balcony of Lunitari, lined with
of High Sorcery character’s Tower Resources class feature. doors to additional rooms or chambers.
The volumes are stored on bookcases behind magically The following information summarizes important
hardened glass doors (hardness 6, 50 hp, Break DC 25) and details about the areas of the Red Ternion that correspond
trapped with symbols of insanity triggered by any non-evil to the Outer Coronet map. Unlike the other two Ternions,
creature or a creature who has not passed the Test of High the Red Ternion does not have an additional alignment
Sorcery (see below). trait.
d Symbol of insanity trap: CR 9; magic device; spell
trigger (non-evil, has not passed Test); automatic reset; OC7. Red Antechamber
spell effect (symbol of insanity, 18th-level wizard, Will DC The Order of Red Robes designed this room to unnerve
24 negates); Search DC 33; Disable Device DC 33. and confuse, unsettling visitors with a wide spectrum of
Treasure: As well as the books themselves, this room crimson hues from burgundy to palest pink. The walls
contains a polished vallenwood lectern four feet in height. feature dizzying patterns, the furniture does not match,
This is one of the pieces of Lyim (see “Lyim’s Grove,” in the and asymmetric rugs of varying thickness haphazardly
Inner Coronet). Taking it back to Lyim will earn the heroes cover the floor. A pair of flame-red doors with gold
more information. handles opens into the concourse proper; the doors to the
right and left contrast in color and size. Even the light is
OC5. Opificina Angomera unbalanced, with some areas of the room brightly lit and
This is the magical laboratory of the Black Robes, others barely so.
constructed to make the most use of the extraplanar Treasure: Among the other mismatched pieces of
nature of Bastion. The room is filled with tables, tripod- furniture in this Antechamber is an ornate boot scraper
stands, basins, caskets, and other curios useful to those beside one of the doors, fashioned from vallenwood and
who practice the dark arts. The Opificina Angomera has very useful for getting mud and dirt off one’s boots. This is
specific traits that enhance spells from the Black Robes’ one of the pieces of Lyim (see “Lyim’s Grove,” in the Inner
favored schools; spells from the schools of necromancy Coronet). Taking it back to Lyim will earn the heroes more
or enchantment are Empowered and Extended within the information.
laboratory. Because of the variety and quality of materials
and tools in this room, it counts as a Tower’s laboratory OC8. Concourse [EL 15 or 17]
for the purposes of a Black Robe Wizard of High Sorcery This hallway is a hundred feet long and divided into
character’s Tower Resources class feature. thirds by two sets of heavy crimson curtains. Doorways
lead off the concourse to the Residence Hall (OC9), the
Red Library (OC10), the Opificina Lunaiea (OC11), and
smaller, empty rooms. The Balcony of Lunitari (OC12)
112 Chapter Three
may be reached through a set of double doors.
In the middle of the hallway, between the two
crimson curtains, is a thickly-webbed phase
spider nest. The webs act similarly to the web
spell, only they extend into multiple phased
states, blocking ethereal and incorporeal
movement. This includes that of the xill, who
usually avoid the middle of the concourse.
Creatures: There are eight phase spiders
(advanced 8 HD phase spider rogue 5, CR
11) in the Red Ternion. One rather plump
specimen sits in the web, occupying a wide
funnel-shaped tunnel. Three guard the
“matron” spider’s immediate area, while four
more roam the other rooms in the Red Ternion
(including the Residence Hall, Library, and
Opificina) looking for victims. They will run
back to the nest in 1d3+3 rounds if a battle
starts against the matron or her guards.
m Advanced phase spiders (8): hp 99, see
page 307
Treasure: Previous victims have left behind
a handful of useful items. A +2 spell storing
quarterstaff, 3 potions of restoration, and a
headband of intellect +4 are tightly webbed
to the skeleton of a wizard. The skeleton of
a rogue still wears a suit of +2 improved cold
resistance leather armor. Both skeletons can be
discovered with a DC 25 Search check.
OC9. Residence Hall the room as it is; other creatures are subject to the effects
The living quarters of the Red Robes consist of six double of a screen spell (CL 18th) that makes the bookshelves
rooms connected by a horseshoe shaped hallway, which appear to be empty. In addition to the screen effect, the
wraps around a central dining area. The dining area glass doors are trapped (see below), triggered by the same
can be accessed from the hallway, also opening onto the conditions as the illusion.
concourse. Red décor is consistent throughout, chiefly d Scintillating pattern trap: CR 9; spell; spell trigger
in darker, muted tones in contrast to the Antechamber’s (detect good, detect evil); spell effect (scintillating pattern,
color scheme. Each bedchamber has two beds, two desks, a 18th-level wizard, no saving throw); Search DC 33; Disable
standing closet, and oil lamp. Curtains divide each room in Device DC 33.
half for modesty. Treasure: In one corner of the Red Library,
Treasure: The dining hall table, easily six feet long and concealed by the screen spell, is a locked cherrywood box
four feet wide, is crafted from polished vallenwood. It can’t approximately a foot square (hardness 4, 30 hp, Break
fit out through the doorways, but the legs can be removed, DC 35, Open Lock DC 35, arcane lock CL 18th). Inside,
allowing for the tabletop and legs to be carried out wrapped in a red silk cloth, is the Orb of Lunitari. This
separately. This is one of the pieces of Lyim (see “Lyim’s Orb, together with the other two Orbs located in the other
Grove,” in the Inner Coronet). Taking it back to Lyim will Ternions, provides access to the Inner Coronet when
earn the heroes more information. placed on the appropriate pedestal on each Ternion’s
balcony (see OC6, OC 12, and OC18).
OC10. Red Library
This chamber serves as the Red Robe wizards’ specialized OC11. Opificina Lunaiea
magical library. When Bastion was built, a collection The Order of Red Robes constructed this magical
of texts dealing with the disciplines of Illusion and laboratory in Bastion in order to draw upon the Border
Transmutation was assembled and shelved here. This Realm’s access to the Gray. Workbenches, desks, braziers,
library counts as a Tower’s library for the purposes cauldrons, and assorted tools and implements are stored
of a Red Robe Wizard of High Sorcery character’s here. The Opificina Lunaiea has specific traits that enhance
Tower Resources class feature. The volumes are stored spells from the Red Robes’ favored schools; spells from the
on bookcases behind magically hardened glass doors schools of illusion or transmutation are Empowered and
(hardness 6, 50 hp, Break DC 25). A neutral-aligned Extended within the laboratory. Because of the variety and
character who has passed the Test of High Sorcery will see quality of materials and tools in this room, it counts as a
The Liberation of Bastion 113
Tower’s laboratory for the purposes of a Red Robe Wizard vallenwood cloak rack by the double doors that lead to the
of High Sorcery character’s Tower Resources class feature. Concourse. This is one of the pieces of Lyim (see “Lyim’s
Grove,” in the Inner Coronet). Taking it back to Lyim will
OC12. Balcony of Lunitari earn the heroes more information.
This is a wide balcony with a copper and brass railing
that appears to open directly out into the swirling void of OC14. Concourse
the Gray. Hundreds of feet away, two other balconies are The White Ternion’s central hallway is one hundred feet
visible at the ends of the Black and White Ternions. The long from one set of double doors to the other. In between,
balcony railing is three feet high and has a gate set into lacy-looking silver gates divide the concourse into thirds.
it. Creatures that stand on the balcony are shielded from Smaller white doors lead off the concourse to a number
the Gray by an invisible wall of force. If the railing gate is of utility rooms, as well as the Residence Hall (OC15), the
opened, a Medium-sized hole in the wall of force is created, White Library (OC16), and the Opificina Solaiea (OC17).
allowing access to the Gray itself, but entering the void is On the other side of the innermost double doors is the
extremely risky (refer to the “Lost in the Gray” sidebar). Balcony of Solinari (OC18).
The only other feature of the balcony is a two-foot- Creatures: Unless the heroes and Gilthanas are in this
tall pedestal with a bowl-shaped indentation in the top. chapter together, there are no creatures present in the
The symbol of Lunitari, the red moon, is engraved in the White Concourse. If the heroes are in Bastion at the same
indentation. If the Orb of Lunitari is brought from the time as Gilthanas, this is where the heroes will meet him.
Red Library (OC10) and placed on the pedestal, a misty The meeting may be tense for a moment, but Gilthanas
outline manifests in the space between the three balconies. will present both hands in a gesture of peace. Refer to The
Once all three Orbs are placed on their respective balcony Dragon and the Elflord for details about this meeting.
pedestals, the Inner Coronet will shift fully into phase with
the Outer Coronet, and the railing gates will act as portals OC15. Residence Hall
into Bastion’s deeper sanctum. This area features two large rooms, one for men and
one for women, each of which sleeps six. The rooms are
The White Ternion connected by a short hallway that in turn connects to the
The White Ternion serves as living quarters and study concourse. At the other end of this hallway is the dining
area for White Robe mages when they are in residence room, a cozy room with long wooden benches around a
at Bastion. It consists of a single concourse,
which extends from the White Antechamber
to the Balcony of Solinari, lined with doors to
additional rooms or chambers.
The following information summarizes
important details about the areas of the White
Ternion that correspond to the Outer Coronet
map. In addition to the usual traits of Bastion
described under “Properties of Bastion,” the
White Ternion is mildly good-aligned, so evil-
aligned creatures suffer a –2 circumstance
penalty on Charisma-based checks. This
does not stack with the circumstance penalty
imposed by Bastion’s mild law-aligned trait.
OC13. White Antechamber
Austerity and calm define the décor of this
room. Plain white wooden tables, chairs, and
cabinets stand in ordered arrangements on one
half of the room, while the other half features
a row of mirrors that give the room a sense of
being even larger than it is. Large ivory-inlaid
double doors lead to the concourse, flanked
by white marble pillars. Smaller pillars stand
on both sides of the doors that connect the
antechamber to the Outer Coronet hallways.
The light in the room is bright and clear,
radiating from globes of purest white mounted
on silver wall sconces.
Treasure: One of the more obvious pieces
of furniture in this Antechamber is a polished
114 Chapter Three
communal table, several bookshelves, and a scroll rack. Treasure: Sitting underneath a table is a locked white
Each bedroom has been decorated with minimalist tastes. pine box approximately a foot square (hardness 4, 30 hp,
The resident mages would live, work, and sleep without Break DC 35, Open Lock DC 35, arcane lock CL 18th).
ostentation or affluent furnishings. Inside, wrapped in a white silk cloth, is the Orb of Solinari.
Treasure: The scroll rack, which is four feet tall and This Orb, together with the other two Orbs located in
three feet wide, is made from polished vallenwood. This is the other Ternions, provides access to the Inner Coronet
one of the pieces of Lyim (see “Lyim’s Grove,” in the Inner when placed on the appropriate pedestal on each Ternion’s
Coronet). Taking it back to Lyim will earn the heroes more balcony (see OC6, OC 12, and OC18).
information.
OC18. Balcony of Solinari
OC16. White Library This is a wide balcony with a platinum railing that appears
This room is an academic library for the Order of White to open directly out into the swirling void of the Gray.
Robes. When Bastion was built, a collection of texts Hundreds of feet away, two other balconies are visible
dealing with the disciplines of Abjuration and Divination at the ends of the Black and Red Ternions. The balcony
was assembled and shelved here. This library counts as a railing is three feet high and has a gate set into it. Creatures
Tower’s library for the purposes of a White Robe Wizard that stand on the balcony are shielded from the Gray by
of High Sorcery character’s Tower Resources class feature. an invisible wall of force. If the railing gate is opened, a
The volumes are stored on bookcases behind magically Medium-sized hole in the wall of force is created, allowing
hardened glass doors (hardness 6, 50 hp, Break DC 25). access to the Gray itself, but entering the void is extremely
In addition, the bookcases are protected by a modified risky (refer to the “Lost in the Gray” sidebar).
prismatic wall effect (see below) triggered by any non-good The only other feature of the balcony is a two-foot-
character or a character who has not passed the Test of tall pedestal with a bowl-shaped indentation in the top.
High Sorcery. The symbol of Solinari, the white moon, is engraved in
d Prismatic wall trap: CR 9; spell; spell trigger (non- the indentation. If the Orb of Solinari is brought from the
good, has not passed Test); automatic reset (active for 180 Opificina Solaiea (OC17) and placed on the pedestal, a
minutes, then resets); spell effect (prismatic wall, 18th-level shimmering outline manifests in the space between the
wizard, Fortitude, Reflex, or Will DC 22 half [varies]); three balconies. Once all three Orbs are placed on their
Search DC 33; Disable Device DC 33. respective balcony pedestals, the Inner Coronet will shift
fully into phase with the Outer Coronet, and the railing
OC17. Opificina Solaiea [EL 15] gates will act as portals into Bastion’s deeper sanctum.
This chamber has been set aside for use by the White Robe
mages as an arcane laboratory. It contains tables, stone Scenes in the Outer Coronet
basins filled with water, polished mirrors, implements for The following two scenes occur when the heroes have
the construction of wards and circles of protection, and acquired the first and then the third Orbs from the
more. The Opificina Solaiea has specific traits that enhance Ternions. The first takes place along the Outer Coronet
spells from the White Robes’ favored schools; spells from hallways, either in one of the Antechambers or in the
the schools of abjuration or divination are Empowered connecting chambers between them. The second takes
and Extended within the laboratory. Because of the variety place as soon as the heroes enter one of the Concourses of
and quality of materials and tools in this room, it counts the Ternions after acquiring the third Orb. These scenes
as a Tower’s laboratory for the purposes of a White Robe do not assume Drawde and his Dark Knights are with the
Wizard of High Sorcery character’s Tower Resources class heroes, but information is provided for that eventuality.
feature.
Creatures: Four White Robe mages were involved in Scene: Ziric’s Raid [EL 18]
a very complicated research effort in the Opificina when This scene takes place once the heroes have acquired the
Krynn was stolen by Takhisis. They had sealed a daemon first Orb and returned to an Antechamber or any of the
warrior away in an iron flask and brought it to Bastion, connected chambers and hallways.
hoping to study it and determine a means of fighting back Read or paraphrase the following:
against the forces of Chaos. The violent shift in Bastion’s
planar location and the subsequent inundation of the
fortress with extraplanar energies trapped the mages inside
the iron flask with the daemon warrior and left remnants
A s your group moves along through the
Outer Coronet, a momentary shiver
in the air about you sets your senses on
of the wizards in their place (advanced 15 HD remnants, fire. Sliding into existence around you is a
CR 11), surging with chaotic power. The iron flask has small army of the red-scaled xill, clicking
been taken out of the room by xill and brought to Ixmir and chattering furiously. This time, a larger
(see the Great Nest), but the wizards’ remnants are still specimen materializes with the group. A forest
present. They will attack anything that enters the room, of vicious barbs and spines covers its shoulders
looking like horrific white specters boiling with clouds of and back, and its insect-like jaw opens wide
black and purple. to reveal a ghastly cluster of teeth. “Ziric!”
m Advanced remnants (4): hp 97, see page 307 rasp the xill around the leader. “Ziric! Ziric!”
The Liberation of Bastion 115
The Situation: Battle-Dancer Ziric has been ordered to gaping maw streaming contrails of ethereal
take a raiding party of his xill battle-dancers to attack the smoke plunges down for a second bite.
heroes. After their initial battle in the Grand Gallery and
possible subsequent engagements, the xill are fully aware
of the heroes’ presence in “their” fortress. Ixmir wants The Situation: One of the larger denizens of the Gray,
them taken back to the Great Nest; if this is not possible, a monstrous worm-like creature known as a chulcrix, has
he wants the battle-dancers to steal as many magic items happened upon Bastion and sensed the heroes within.
and artifacts as they can, then withdraw. The force-penetrating quality of the chulcrix allows it to
Creatures: Nine xill battle-dancers and Ziric make tear holes in the extraplanar substance of Bastion, and this
up the raiding party. They appear in a roughly circular one has opened a 10-ft. by 10-ft. section of the Ternion’s
spread, no less than 10 feet from each hero. This is a room to the howling winds of the Gray. The heroes now
formidable force, but the heroes should be able to take care must be concerned not only with the rapidly deteriorating
of themselves, especially if they have Drawde or Gilthanas condition of the Concourse, but the chuclrix itself.
aiding them. Creatures: Chulcrices are distant extraplanar relatives
Tactics: Ziric, with one of his xill battle-dancers, targets of purple worms, resembling enormous plump larvae or
the largest and most well-armored hero. The other battle- leeches with a gigantic sphincter-like mouth and a pair of
dancers break up into four pairs, striking immediately at segmented arms ending in pincers. They have the ability to
the other heroes. A favorite strategy is to flank the target, travel without impediment through the Gray and draw in
using Tumble to get into position; if this is not easily their prey with a cone of telekinesis, swallowing it whole.
managed, the xill work to separate the heroes from each This chulcrix, an average size specimen, is still almost a
other and eliminate any party formation benefits. The xills’ hundred feet long.
primary goal is the paralysis and kidnapping of one of the m Chulcrix: hp 336, see page 266
heroes. A secondary goal is the acquisition of one or more Tactics: On the first round, the chulcrix attempts
magic artifacts or items, although Ziric is the only xill with to draw the heroes up into its mouth with its cone of
the ability to detect them with certainty. telekinesis. If the heroes fail their saving throw against
m Battle-Dancer Ziric: hp 119, see page 302 paralysis, they will be swallowed whole on the following
m Xill battle-dancers (9): hp 56, see page 308 round. After two rounds of this, the chulcrix surges
Development: If any of the heroes (or Dark Knights) forward with its pincers to sever any remaining targets. If
are paralyzed and dragged away, they will be taken to the the creature has taken more than half of its hit points in
Great Nest by the xill. If one or more xill secure one of damage, it backs away from Bastion. While the chulcrix is
the heroes’ artifacts or items, they too will withdraw to blocking the hole in the Concourse, the atmosphere in the
the Great Nest, taking the magic to Ixmir for inspection. hallway will remain safe (if odiferous—the chulcrix smells
Ziric and his battle-dancers will provide little additional strongly of rotting meat), but once it pulls away, the heroes
information if captured, and the alien minds of these may be exposed directly to the Gray. See the “Lost in the
outsiders provide few details to characters using spells such Gray” sidebar for more details.
as detect thoughts, other than images of Ixmir ordering Development: If the heroes succeed in driving off the
them to attack. chulcrix, it continues to drift around Bastion like a hungry
Factions: This battle is worth a +1 bonus to the heroes’ shark, watching. When the heroes make their way to the
Knights of Neraka and/or Legion of Steel faction rating, three balconies and place the Orbs on the pedestals, they
depending on who takes part. will see the chulcrix undulating in the distance, its mouth
Experience Awards: Award full experience for defeating opening and closing. If, on the other hand, the heroes kill
the xill, even if they flee. If Ziric is driven off, the next time the chulcrix, its corpse floats out into the Gray and will not
the heroes encounter him, he will only be worth 50% of be seen again.
the standard award for his Challenge Rating. The heroes will need to deal with the hole in the roof of
the Ternion in order to make passage through the hallway
Scene: Chulcrix Attack [EL 17] safe. Spells might be used to seal off the 10-ft by 10-ft
This Scene takes place once the heroes have their third Orb hole, for instance, or the heroes may find a more mundane
and are passing through one of the Ternions, probably means of sealing it off. If they leave it how it is, they will
towards a balcony. need to make DC 22 Reflex saves every time they pass
Read or paraphrase the following: beneath it to avoid being sucked out into the void.
Factions: There are no factions in this scene, other than
O nce again, the hair on the back of your
neck bristles. Alert for any sudden
arrivals by the xill, you notice that the
Drawde’s Knights of Neraka and Sir Therol Stonesplitter’s
Legion of Steel. Activity, such as rescuing a knight from
certain death, will provide a +1 bonus to the appropriate
ambient lighting in the Concourse seems faction rating.
to dim slightly. For a moment, there is a Experience Awards: Full experience should be awarded
complete absence of sound, then a terrific for overcoming the chulcrix challenge. If encountered
crash explodes all about you as the ceiling again, the chulcrix is only worth 50% of the original
above is torn clear, and an enormous, award.
116 Chapter Three
Inner Coronet Lyim’s Grove
The Inner Coronet is composed of multiple circular This area is lush, temperate enclosed woodland, as if a
chambers; each is assigned a specific role or purpose. section of forest had been transplanted from the Mortal
Unlike the Outer Coronet, the Inner Coronet is connected, Realm and set among the more functionary rooms of
not by doors or hallways, but by portals that possess Bastion. From wall to wall, there are trees, bushes, shrubs,
multiple destinations. The portals on the three Ternion and undergrowth. Walkways lead past wild apple trees
balconies allow access to some of the Inner Coronet and beds of flowers from the portal, which takes the form
chambers when all three Orbs are placed on their pedestals of a wrought iron pergola. Creeping vines wind their way
and the Outer and Inner Coronet are in phase together. up the four immense pillars that support the high vaulted
There are two ways into the Inner Coronet from ceiling. Bright daylight emanates from an indistinct place
the Outer Coronet. The first is being kidnapped by xill, above the grove, duplicating natural light twelve hours a
which is not the preferred method. Kidnapped characters day before dimming to shadow illumination for another
are taken to the Great Nest, where they will later be twelve hours.
impregnated with xill eggs and left to incubate them
until they hatch (which is usually fatal). The second way Scene: The Stump of Lyim
is bringing the Inner Coronet into phase with the Outer In the center of the woods is the stump of a vallenwood
Coronet by using the Orbs, and activating one of the tree. A clearing around the stump extends for 15 feet with
balcony portals. only clipped grass underfoot. This stump is what remains
Balcony portals operate much like the others: give up a of the infamous renegade mage Lyim Rhistadt, who once
prepared spell or use up a spell slot of 6th level or higher, sought to siphon all of the magic from the world of Krynn
with the percentage chance of success based on the level and become its master. Bram diThon, a sylvan mage,
of spell. In this case, the school of magic does not matter. transformed Lyim into a tree at the Tower of Wayreth; Par-
Once activated, a portal can take the character to any one Salian arranged to have him shut away in his office forever.
of the four “outer” rooms of the Inner Coronet. Which Nobody has heard of him since. In truth, Par-Salian
room the portal opens to is essentially random: on d6, intended for Lyim to face trial, but he became quite busy
1-3 is the Conclave Offices, 4 is the Planar Observatory, 5 with the War of the Lance and put it out of his mind.
is Lyim’s Grove, and 6 is the Orb Room. Once the portals Years after Par-Salian’s death, the Lyim-tree was placed
have been used at least once, a DC 30 Knowledge (the here by the Council of Three, who were unaware of its
planes) or Use Magic Device skill check (with a +2 synergy true nature and thought it was merely one of Par-Salian’s
bonus from 5 ranks in Knowledge [the planes])
informs the heroes how to subtly nudge the
door to open into one room or another. Once
the heroes are attuned to the Heart of Magic,
the portals present no obstacle.
There are no random encounters in the
Inner Coronet. All encounters are set, and
Scenes are provided for handling the major
incidents.
Conclave Offices
This large circular area is devoted to the
higher-ranking members of the Conclave of
Wizards, a group known as the Council of
Three. When Bastion was created for the third
time, the Council consisted of White-robed
Dunbar Mastersmate, Red-robed Justarius, and
Black-robed Dalamar. The head of the three
orders were given artistic representations on
the walls, and they each had their own private
study here in addition to the larger informal
gathering place. Their studies don’t contain
anything of use, other than the usual mundane
items attributed to the “business” of magic,
such as parchment, ink, minor components
and reagents, and so on. Dunbar, Justarius, and
Dalamar did not have long enough time in
residence at Bastion to have left anything more
significant.
The Liberation of Bastion 117
What Does Lyim Know?
L yim Rhistadt was one of the most dire threats to the
Orders of High Sorcery in their history. A student
of Belize, former head of the Order of Red Robes and
been here for years, felt it taken away. I know the Queen
of Darkness did that, and I know that the Gods of
Magic have found it again. I can feel them in my roots.
later renegade, Lyim sought to do what his master could The Heart of Magic is alive.
not and reach the Lost Citadel. He succeeded, only to What is the Heart of Magic?
be cast out and defeated. He later returned to threaten It powers Bastion. It’s a conduit to the raw power of
the Tower of Wayreth and all of wizardry, using the the Art. Attune yourself to it and you gain power over
legendary gauntlet of Ventyr to drain the arcane power this place. All of the Sentinels did that. Of course, now
of magic. Now he’s a reticent and anguished prisoner they’re all dead, dying, or doomed. It serves them right.
inside a tree stump. Use the following to guide a Who are the Sentinels?
conversation with Lyim. Wizards who watch over magic and live here. Or
Who are you? did. Those fiends have taken over Bastion, and their
I am Lyim Rhistadt, the greatest enemy the Orders leader has attuned himself to the Heart of Magic. I
have ever known. I tried to destroy magic, and I failed. think he’s using the Sentinels as hosts for his eggs. Ha!
Now I am a tree. How can we stop the xill?
What happened to you? I would be happy to help you more, but I fear that I
Par-Salian left me here and forgot about me. Some am in pieces. If you help me, I will help you.
other wizards chopped me down and turned me How do we help you?
into lumber. One of them was a carpenter. There are Find all of the pieces of me in Bastion. Bring me
probably pieces of me all over Ansalon by now. chairs and tables and cabinets. If you do that, I’ll tell
What do you know about Bastion? you anything you want to know about Bastion or the
I know everything about it. I heard them talk about xill.
it, heard them plan it, and heard them build it. I have
favorite things. A group of Sentinels, stationed in the heroes bring an item that wasn’t part of his tree, Lyim
new Bastion for a period of several months, felled the will berate them for it and tell them to try again. The
tree and used the wood elsewhere in the Inner Coronet. heartwood of the tree, Lyim’s most precious missing piece,
Being chopped down was a traumatic experience for forms the shaft of Ixmir’s glaive (see “The Great Nest”);
the Lyim-tree. Previously in a dormant mental state, the returning this will ensure Lyim’s loyalty in future.
consciousness inside the tree was violently awoken and You may use the sarcastic and irascible Lyim-tree to
now haunts the stump. impart information even after the events of this chapter
Druids, rangers, Kagonesti elves, or sylvan mages are over, for he can serve as a resource for the heroes in
(like Kiro Dorova, from Chapter Two: Fires in Throtl, if other ways later on. Although there is no way for him to be
he is with the party) will immediately sense something restored to his former self (and the Orders of High Sorcery
terribly wrong in the Grove. If spells such as speak with would definitely frown upon that), he can be of some use
plants, detect thoughts, or commune with nature are to the heroes’ quest to defeat Frost.
used on the stump or near it, Lyim’s spirit will manifest Experience Awards: Collecting all seven pieces of Lyim,
above the stump and speak with the heroes. Refer to should the heroes undertake the task, constitutes a minor
the sidebar “What Does Lyim Know?” for details about party mission goal and will earn them the appropriate
this conversation. If the heroes have no other means of experience points. This includes recovering Ixmir’s glaive,
prompting this discussion, the “Dark Knight” ranger Sir so the challenge is significant.
Therol Stonesplitter (if he is with the party) can be used to
do so. The Planar Observatory
This spherical chamber was originally devoted to planar
Reassembling Lyim research, something uncommon among the Wizards of
Lyim Rhistadt’s tree was cut down by the Sentinels High Sorcery. Extensive study of the Abyss, the Hidden
before the Chaos War, and an industrious mage with Vale, or the Dome of Creation is frowned upon. Border
skill at carpentry made several items of furniture from Realms, however, or the transitive planes within the Gray,
the vallenwood. These seven items are scattered around are considered to be very important to the understanding
Bastion. If the heroes bring an item to the tree, Lyim of magic. The chamber is a single, gigantic observatory
can absorb it into the stump and slowly reform himself. formed of plates of brass riveted together and reinforced
Each time they do this, Lyim will answer a question or with steel girders and pylons. One large window, thirty
provide assistance to the heroes in some capacity (Lyim’s feet in diameter, looks out into the Gray; the wizards
Knowledge [arcane], Knowledge [the planes], and would stand on a large platform in the very center of the
Knowledge [religion] are all at +30 skill bonus). If the observatory and use numerous crystal rods and delicate
118 Chapter Three
glass orbs to adjust the view. The platform remains, but renegade outsiders and other demons, might appear in the
the crystal rods are missing. In addition, one of the large Vent. They rarely appear on the Mortal Realm.
brass plates has been torn loose, and a constant plume m Bebeliths (1-6): hp 150, see Monster Manual
of extraplanar energies and ethereal fog streams into the Treasure: The observatory itself is a treasure (see
room. This is the means by which the xill found their below), but the heroes will also be able to acquire a
way in; it continues to be a major integrity breach for the number of ioun stones in this room, debris from the Gray
fortress. that has lodged itself into the observation platform (Search
The portal into this room is located in the very center DC 25 to notice them). The ioun stones present include: 2
on the observation platform. It takes the form of a circular pale blue, 2 pink and green, 1 scarlet and blue, 1 deep red, 3
brass doorway that opens like an iris when active. dusty rose, and 1 pale lavender.
Effects of the Vent Repairing the Observatory
Much like the hole ripped open by the chulcrix in the The crystal rods that activate the observatory are scattered
“Chulcrix Attack” scene in the Outer Coronet, this breach all over the chamber. There are thirty-eight of them in
is a hazard to the heroes. The chief difference is that the total. All but nine are intact, and those nine can be restored
planar energies are being forced into the chamber, rather with spells such as mending. If the rods are replaced in
than the atmosphere of the chamber being sucked out. the observation platform, the window may once again be
Because the chamber is irradiated, even moving about in operated. Replacing the missing brass plate, plus repairing
it for long is dangerous; direct exposure to the plume is any broken struts or cables, will bring the entire chamber
potentially lethal. Fortunately, the observation platform is back into working order.
not in the path of the plume’s discharge for the time being. Once the observatory is operating, the heroes may
Every ten rounds (1 minute) the heroes are in the use it to duplicate the effects of a crystal ball. Instead of a
chamber, they must make a DC 20 Fortitude save or take 6-inch diameter globe, the intended target of the scrying
3d6 nonlethal damage from exposure to the raw energies appears in the window of the room, visible to all standing
funneling into the room. Once a hero is unconscious, on the observation platform. It functions in all other ways
additional damage is lethal. If the heroes stand in the path like a crystal ball.
of the plume (which is 100 ft long and 10 ft wide), they
must make a DC 20 Fortitude save or take 6d6 damage of The Orb Room
a type randomly determined on 1d6 as follows: 1–cold, This is a spacious dome-shaped chamber filled with desks,
2–acid, 3–fire, 4–electricity, 5–sonic, 6–force. workbenches, curving sections of shelving, and cabinets.
An antimagic field, wall of force, resilient sphere, or All of the furniture is arranged around the center of the
similar spell will prevent the harmful effects of the vent. room, leaving a wide-open space almost sixty feet in
Placing one of these spells (especially wall of force or diameter with nothing but a small pedestal, a glass orb
antimagic field) over the damaged area of the wall will seal of some kind, and a huge copper dragon. The dragon is
the room off from the Gray. motionless, fixated on the orb upon the pedestal. A DC
30 Spot check reveals that it is, in fact, breathing very
Scene: Demonic Incursion [EL varies] shallowly. It otherwise resembles a very life-like copper
Three rounds after the heroes arrive at the Planar statue. Apart from the orb and the dragon, there is nothing
Observatory, the plume spits a bebelith (CR 10) into else of value in this room, thanks to Ixmir and his xill.
the chamber from the vortex outside of Bastion. The
enormous spider-like demon scrambles about, looking for The Dragon Entranced
something to attack. Every three rounds afterward, there is The dragon’s name is Shatraklangg, known to mortals as
a 30% chance of another bebelith arriving until as many as Clang. She is an old copper dragon, once the guardian
six are in the chamber with the heroes. If the bebelith leaps of the Tower of High Sorcery at Wayreth until the Great
to the observation platform, there is a wrenching sound as Storm that heralded the War of Souls. Takhisis imprisoned
one of the cables holding the platform in place tears loose. Clang, along with most of the good dragons of Krynn,
All characters on the platform (including the bebelith) until Tasslehoff, Gerard, Odila, and Mirror released
must make DC 23 Reflex saves or tumble off into the path them. After Clang aided the other dragons in their battle
of the plume (possibly taking damage from the plume’s towards the end of the War, she headed back to Wayreth
effects) and to the floor below (4d6 damage falling). As having heard that her nemesis, Beryl, had been killed.
soon as a second bebelith lands on the platform, another Unfortunately for Clang, she was unable to find the Tower
cable snaps, dropping the entire platform into the path of and, in the course of searching for it, was drawn off once
the plume (possibly causing the heroes to fall, as before, again by a siren-like summons she could not ignore.
and exposing them to the plume’s dangers). The bebeliths m Shatraklanng (Clang), old copper dragon: hp 362,
are immune to the risk of exposure, but they may be see page 305
harmed by the plume itself depending on the type of The Warlock-Priest Ixmir had uncovered the glass
damage. orb and pedestal during the course of his explorations of
Creatures: As many as six bebeliths, voracious hunters Bastion. The orb is a dragon orb, almost identical to the
from the Abyss that roam the Border Realms seeking ones created by the Wizards of High Sorcery in the Third
The Liberation of Bastion 119
Dragon War to aid against the evil serpents Takhisis had If the hero is able to defeat Assamiel in single combat,
unleashed upon the world. Unlike those orbs, this one she has mastered the orb and her consciousness returns to
was created hundreds of years later by a small cabal of the Orb Room. If she fails, and Assamiel wins, her body
Black Robes fearful of reprisal by the good dragons should is thrown into a coma. The hero should make a DC 20
they ever be released from their oath. The orb contains Fortitude save. Success indicates that she will come to her
the essence of a gold dragon, Assamiel, and should an senses in 2d12 hours; failure indicates that she will remain
individual master the spirit of the orb, he or she may use it unconscious and in a fugue state for 1d4 weeks or until a
to summon and control good dragons. heal, limited wish, or wish spell (or similar) is cast on her.
Ixmir was successful in summoning Clang, but he Once Clang is freed, the heroes will need to calm her
has not decided what to do with her. She is powerful and down to prevent her from causing significant property
willful; the dragon orb is all that keeps Clang from lashing damage. She has no memory of being summoned here;
out and striking at the nearest creature in frustration and she knows only that the orb was responsible. She informs
rage. the heroes that such an artifact is an abomination and
should be destroyed immediately. If Theo Drawde is
Scene: The Dragon Released present, he will object strongly, saying that if the Wizards
In order to free Clang from her current state, the dragon of High Sorcery kept it, then they must have had a good
orb must be either destroyed (AC 5, hardness 5, hp 30) or reason. Gilthanas, if present, agrees with Clang and tells
an arcane spellcaster must attempt to master it. Assamiel, the heroes that ridding the world of the dragon orb would
the spirit of the orb, plunges all who take hold of the orb be a positive move on their part. Clang will not ally with
into a mindscape of dizzying images and visions. Ixmir the heroes if they decide to keep the orb intact (and
was too strong for Assamiel, but the heroes may not be as especially if they decide to keep it for themselves). If the
lucky. orb is destroyed, Clang will offer her assistance. She will be
To run this scene, describe the mindscape as a vast immediately suspicious of the Dark Knights, so convincing
landscape of rocky pillars, each of which has a flat surface her of the Knights’ worth will prove quite a challenge in its
from 5 ft. to 20 ft. in diameter. Some pillars are spaced 5 own right.
ft. apart, others 10 ft. The space between the pillars is a
seemingly bottomless chasm; a fall from the pillars looks The Great Nest
as thought it would be fatal. The hero finds herself on This chamber is the very center of the Inner Coronet
one of the pillars. Thirty feet away, Assamiel manifests and may only be reached by using one of the portals in
himself, an adult gold dragon. For the purposes of this the outermost chambers. It is just as large as the other
confrontation, the hero’s mental scores replace her physical chambers, well over a hundred feet in diameter, and takes
scores as follows: Strength is replaced by Intelligence, the form of an amphitheater or stadium. Several tiers of
Dexterity by Wisdom, and Constitution by Charisma. Do seating overlook a central floor. Hundreds of luminescent
not recalculate hit points, but combat statistics, such as globes hover near the ceiling, shedding just enough light
attack and damage bonuses, Armor Class, and Fortitude to make the chamber shadowy and give an impression of
and Reflex saving throws, may be very different. Assamiel’s its size. Intended for use by the Conclave as a combination
abilities are unaffected; use the Monster Manual gold war room, lecture theater, and forum for debate, it has
dragon sample. been transformed into the Great Nest of the xill.
Lost in the Gray
i f the heroes find themselves swept out into the void,
or foolishly choose to take a long walk outside of
Bastion under their own power, they will discover that
has flung her away from the Border Realm; she will
eventually find herself in free fall towards the surface
of Krynn in an ethereal state. At any point in the initial
the Gray can be a very hostile environment. rounds of buffeting, she may be able to angle herself
The Gray is, in fact, three transitive planes in one. back towards Bastion with a DC 20 Tumble check or
Usually, spells and effects that cause one to become Dexterity check. Success indicates she has caught onto
ethereal, plane shift into the Astral Plane, or exist something and may pull herself inside a window or
partially in the Plane of Shadow do not assume that the opening (usually along the Outer Coronet). Failure
character is physically present in all three at the same means an additional 3d6 damage as she hits Bastion
time. Bastion’s Border Realm, on the other hand, while and ricochets away. If the hero ends up in free fall, she
mostly in the Ethereal Plane, does manifest partially in can look forward to 1d3 hours of falling before she hits
the other two. If a hero enters the Gray in this fashion, the (ethereal) ground and likely dies from the impact,
the whirling storms of ether buffet her for 1d10 rounds, unless she has use of magic or other special abilities to
causing 6d6 damage each round. A DC 22 Fortitude slow her descent or escape from such a predicament.
save halves this damage. If she survives, the storm
120 Chapter Three
Prisoners of the Xill warriors, while he prepares to descend into the Heart of
Dozens of bodies hang suspended from mucous strands or Magic.
adhered to the stadium seating, cocooned in sticky resin Creatures: There are essentially three groups of xill in
with only their faces and chests exposed. Each victim has the room, which allows you to consider this as a three-
been implanted with xill eggs, doomed to an existence as stage assault. Alternately, the situtation allows the Dark
an incubator. If any characters have been kidnapped by Knights, the dragon Clang, or any other NPCs to deal
the xill during the course of this chapter, they are here, with another group of xill while the attention is kept on
paralyzed and implanted with eggs along with the other the heroes. The first group is Czimix and his eight xill
unfortunate souls. Xill young hatch 90 days after the host warriors. The second group, by far the largest, consists
is impregnated and devour the host from the inside. Such of two dozen standard xill (CR 6) that should be no real
a grisly fate awaits thirteen of the bodies in the room as contest for the heroes and make good opponents for
the heroes arrive, unless they can arrest the process quickly NPCs. The last group, surrounding Ixmir, is eight xill
and free them. battle-dancers (and Ziric, if he is still alive).
There are fifty-eight prisoners in total, plus any m Warlock-Priest Ixmir: hp 104, see page 303
kidnapped characters. Most are hapless adventurers who m Knight-Assassin Czimix: hp 119, see page 304
used plane-travelling magic and were caught by the xill. m Battle-Dancer Ziric: hp 119, see page 302
You are free to determine their statistics, with most being m Xill warriors (8): hp 80, see page 308
3rd to 6th level. Five of the prisoners are 10th-level human m Xill battle-dancers (8): hp 56, see page 308
wizards, former Sentinels kept in stasis by Ixmir until he m Standard xill (24): hp 32, see Monster Manual
decides their fates. These prisoners are not yet implanted Tactics: Czimix and his group’s primary goal is the
with eggs, but they are so heavily drugged with paralytic destruction of the heroes. Ziric and the battle-dancers
toxins that rousing them will take a few days’ worth of are tasked to defend Ixmir. The other standard xill are to
attention (and the use of curative magic). act as obstacles to getting to Ixmir’s group. Because the
paralyzed prisoners are spaced fairly evenly throughout the
Scene: Defenders of the room, many area effect spells or abilities (such as fireball,
Great Nest [EL varies] ice storm, or Clang’s acidic breath weapon) stand a very
This scene forms the penultimate battle against Ixmir good chance of including innocents in their radius. Ziric
and his xill horde. When the heroes arrive via portal, they will never allow an impregnated host to be threatened,
appear at the top of one of the three staircases that lead but Czimix is not above using them as shields. As this is a
down to the center of the Nest, where the window into large and potentially chaotic battle, it may make it easier
the Heart of Magic is located. To get to the window and to break it into smaller conflicts, as described above under
challenge Ixmir, the heroes must fight their way through a “Creatures.”
veritable army of the red-scaled fiends. Once the heroes break through the defensive lines and
Read or paraphrase the following: reach Ixmir, the Warlock-Priest will engage them for a
single round while the window into the Heart of Magic
B efore you is a charnel house of horrors.
It appears this innermost chamber was
once the assembly hall of the Conclave, but
opens. When it does, he leaps down into it, disappearing
in the surge of radiant light. If the heroes somehow
manage to do enough damage in one round to drop Ixmir,
now it is filled with the bodies of the doomed, his body will fall backwards into the window. This is a
shrouded in sticky strands, a gruesome larder somewhat obvious forced plot point, but it leads to the
for the xills’ young. Here, the xill have gathered final confrontation in the Heart of Magic.
to defend their nest, scuttling in pockets of Development: If the Dark Knights are not already with
red all over the walls and many-tiered steps. the heroes, now would be an excellent time for them to
Where once a member of the Council of Three arrive and join the fray. If they are already present, Theo
may have lectured an audience on metaphysics Drawde will be one of the first to follow Ixmir into the
and thaumaturgy, there now swarms a thick Heart of Magic, grabbing his greatsword and jumping in
knot of xill warriors. They surround a tall, after the xill Warlock-Priest. Gilthanas, if he is with the
murderous-looking xill wearing a black heroes, will remain in the Great Nest, valiantly battling
cassock and bearing a polearm of some sort xill warriors and battle-dancers. Clang will similarly busy
in two of his four clawed hands. Another herself with tearing apart groups of xill while the heroes
larger xill, bristling with curved blades, bursts pursue Ixmir.
from the crowd and leaps in your direction, The imprisoned hosts of the xill eggs can be freed with
followed immediately by a gang of cohorts. a sharp blade or brute strength (the strands are hardness
0, hp 5, Break DC 20) and a DC 25 Heal check or remove
disease will rid them of the eggs. The paralysis wears off
The Situation: The Great Nest is infested with xill, and in a day, less if treated with neutralize poison or similar
Ixmir now senses that his confrontation with the heroes treatment.
is swiftly approaching. He dispatches Knight-Assassin Treasure: Ixmir’s warriors have brought a number of
Czimix to deal with the heroes, along with a group of xill items back to the Great Nest to be used by the Warlock-
The Liberation of Bastion 121
Priest or for further study and experimentation. Ixmir has Wisdom, and Intelligence damage to her. Knowledge of
a fascination with magical devices (see “The Orb Room”), attunement will automatically be given to anyone inside
and those he found most useful he keeps on his person. the Heart; they will simply know it may be done. Attuning
Those he has no use for or has not already disposed of to the Heart is a full round action that provokes an attack
include the following items: iron flask (contains daemon of opportunity. A Concentration check (10 plus damage
warrior and the remains of four dead wizards), lesser dealt) is required if the hero is injured while trying to
bracers of archery, golembane scarab, wand of knock (32 attune, with failure indicating the attunement has failed.
charges), potion of good hope, oil of magic vestment +2, oil The character must succeed at a DC 30 level check
of keen edge, and oil of greater magic weapon +1. (1d20 plus character level). Spellcasters may add their
Experience Awards: Freeing the imprisoned victims of appropriate ability score bonus to their level check (such
the xill constitutes a minor party mission goal. Award full as Intelligence for wizards and Charisma for sorcerers). If
XP for the elite xill that are defeated in the battle. If the the hero succeeds, she has become attuned and no longer
heroes confront the standard xill, they will not typically suffers an ill effect from casting spells or using items. If the
gain experience for doing so; you might decide to group hero fails, she may try again the following round.
xill together in order to award larger single amounts based
on Encounter Level rather than Challenge Rating Scene: Ixmir Sees Red
(four standard xill equals an EL 10). This scene occurs if Ixmir drops into the
Heart and the heroes follow him
The Heart down. Theo Drawde will also be in
this scene if he is with the heroes;
of Magic Gilthanas and Clang will not.
This chamber, located Read or paraphrase the
below the Inner Coronet following:
and connected by a portal
known as the Window
to the Heart, contains a
radiant energy source—
A storm of
magical energy
erupts around you
pure magic emanating as you fall into
from the outer planes. Bastion’s eldritch
The chamber is a sphere heart in pursuit
one hundred feet in of the xill
diameter. It contains priest. Your
a storm of magical body suddenly
vortices surging like feels light and
bolts of lightning or buoyant, as
ribbons of power from if no longer
the center of the room, bound by the
where a dragon skull pull of the earth.
hangs suspended. Streams of gold
and crimson
Properties of the light dance
Heart of Magic outwards from
Those who drop into a radiant core,
the Heart will find and silhouetted
they can move about against the
in any direction, unhindered by normal rules of gravity. brightness is the dark red form of your enemy.
Within the sphere, all magic (divine or arcane, ambient One of his clawed hands extends outwards
or focused) is considered to be under the effect of the toward you, as if beckoning you further into
Empower Spell and Extend Spell metamagic feats, and all the maelstrom. Behind him, you can faintly
caster levels are increased by +1 for the duration. Entering see another silhouette—a dragon’s skull,
the Heart of Magic also restores one half of all damage at the very center of this place, spinning in
taken; a hero who has taken 60 hp from the battle in the endless circles as the power surges through it.
Great Nest will have 30 hp restored.
Attunement The Situation: This is Ixmir’s last stand, but he wanted
These benefits do not come without a price. Unless a to place himself somewhere he would have an advantage.
character attunes herself to the Heart, any spell, spell-like While the heroes attempt to attune themselves, he will
ability, or magic item she uses (and which is enhanced by make strikes against them. If they do not attempt to
the Heart’s effects) will inflict 1d3 points of Charisma, attune, he expects them to be consumed by the Heart’s
122 Chapter Three
fires. If Theo Drawde is here, this may be a battle he does spins about in the wake of his body’s destruction, and both
not survive. it and the dragon skull are free to be taken by the heroes.
Creatures: Ixmir is the only opponent in this Scene, Experience Awards: Defeating Ixmir and recovering
unless the heroes also choose to attack Theo Drawde. the dragon skull from the Heart of Magic counts as a
m Warlock-Priest Ixmir: hp 104, see page 303 major party mission goal. In addition to the experience for
Tactics: The Warlock-Priest uses both spells and his defeating Ixmir, award an additional 25 XP per character
glaive to the best of his abilities. He closes rapidly with level to any hero who attunes to the Heart of Magic.
the heroes, hoping to catch one or more of them off
guard. Ixmir has already cast a number of his spells (see Leaving Bastion
“Powered-Up Ixmir” in his stat block), so he is quite Refer to the scenes in the Grand Gallery for important
prepared; however, he is also somewhat cautious. Having details about the last encounter of this chapter. Other than
fought few opponents as skilled as the heroes before, Ixmir that, the heroes are free to use Bastion as they wish for the
might realize that he is in trouble. If he is reduced to half immediate future. Portals exist from the Grand Gallery
his hit points or fewer, he withdraws, casts cure spells to any of the other chapters; the heroes may transport
upon himself, and plays a more defensive strategy. With themselves to Throt, Cristyne, Daltigoth, the Frozen
his glaive’s reach, he is able to fend off many attackers Wastes, and even Kalaman if they choose. They might
and score attacks of opportunity. Ixmir will never leave also wish to make use of their time away from Krynn to
the Heart of Magic, however—this will be where his story research new spells, recover from their recent battles, or
ends. use the Planar Observatory’s scrying functions. While any
Development: At some point during the fight, Theo wizard characters will know Bastion remains the property
Drawde (if present) will make a grab for the dragon skull. of the Wizards of High Sorcery, they may nevertheless
Up until this point, the Thorn Knight will make every be considered Sentinels if they attuned themselves to the
effort to look as if he is assisting the heroes against Ixmir, fortress. And in the coming confrontation with Frost,
even to the extent of providing support with spells or the advantage of such a base of operations cannot be
flanking. When his window of opportunity opens, he underestimated.
makes a leap for the dragon skull. As his gauntlet makes Surviving Dark Knights may or may not wish to ally
contact, there is a titanic explosion of energy, and Drawde themselves with the heroes, depending on the faction
goes flying backwards. A flash of light and power marks rating the heroes possess. With Theo Drawde lost to the
his exit from the Heart of Magic; the heroes see the wall of Gray, possibly even dead, the team has no leader. Mordecai
the chamber blow outwards and see the figure of Drawde Volger will mourn the loss of his comrade and, if the
cartwheel head over foot out of the rupture into the Gray heroes performed with honor and valor, he may choose to
before the hole seals itself up once more. throw in his lot with them. Therol, of course, will consider
This should cause some players to become nervous, the heroes allies unless they have been particularly bad
but any hero who has attuned herself to the Heart will towards him. He wishes to return to the Legion in Port
understand that only a Sentinel of Bastion may remove Balifor at some point, but he might be a valuable ally at
the skull from its place and only by ridding the Heart of its a later date. Clang, if she was rescued, decides that in lieu
cancerous infection (in the form of Ixmir) may the heroes of protecting Wayreth, she will stay in Bastion and guard
take on the mantle of Sentinel. Once Ixmir is defeated, his against any future incursions of xill. And there are still
body explodes in a spectacular surge of power. His glaive many paralyzed victims to nurse back to health...
The Liberation of Bastion 123
Chapter Four: Darkness over Cristyne
“...housed in a ruin deep sundered the Empire of Ergoth, dividing it into Northern
in an island forest old Ergoth, Southern Ergoth, and the smaller islands of
a queen of prideful race reigns there Cristyne, Enstar, and Nostar. Prior to this event, the land
her dark ambitions bold.” that would become Cristyne was part of the Seascapes
Hundred, one of Ergoth’s westernmost provinces. Before
Chapter Synopsis the rise of the Empire, it was an area contested by elves,
In this chapter, the heroes trace Gilthanas’s trail to ogres, and the nomadic humans who would eventually
Cristyne, where they encounter the wicked timelost elven become the Ergothians.
queen, Sylvyana, and her Wichtlani cult. Lothian makes an The earliest settlers in the region were elves. They
appearance, a bound spirit willing to aid his former foes founded the city of Baleph, erecting aqueducts and
against the Ghoul Queen in order to be free of Chemosh. impressive structures thought in later ages to have been the
work of high ogres. Ironically, it was ogres who spelled the
Island of Cristyne end of Baleph, overcoming elven resistance in the Age of
This section provides an overview of the island of Cristyne, Dreams. Under ogre rule, the region saw a rise in slavery,
once part of the empire of Ergoth and separated from with nomadic humans numbering among the largest
the mainland by the Cataclysm. While considered a part population of slaves. These humans threw off the ogres’
of the realm of Gunthar, and therefore under Solamnic yoke and would later form one of the tribes united by
governance, Cristyne is in practice an independent region Ackal Ergot to create the Empire of Ergoth.
with a long history of neutrality in times of war. Over time, the region became known as the Seascapes,
a distant province in the Empire with a reputation for
History of Cristyne producing fierce soldiers and exceptional scouts. Under
Cristyne’s existence as a separate and independent island constant threat from pirates and raiders of Tarsis, the
region dates back only as far as the Cataclysm. That event Seascapes were also occasionally plagued by Kagonesti
Signposts: Getting Here from There
A s an island location, Cristyne is usually accessible
only by sea. The heroes being who they are, magical
or airborne means of reaching the island are also within
between Northern and Southern Ergoth. Alternately,
they may pick up a seagoing vessel in Haligoth and
travel through the New Sea past Schallsea, skirting the
their power. The following is a brief summary of ways edge of the Gale. Both routes are very hazardous. The
to get to Cristyne from Kalaman and the sites in other Ergothian Merchant Marine, if the heroes are able to
chapters. pull some strings, will do it in a pinch; other vessels are
From Kalaman: The easiest route by ship is likely to want to leave the heroes on the southern coast
westward across the Turbidus Ocean, around the of Solamnia and head back to the New Sea.
northern coastline, across Zeboim’s Deep, and then From Bastion: One of the portals to Bastion is
due south along the western coast of Northern Ergoth. located in the Tower of the Magus on the northernmost
Taking an alternate route along the western coast of tip of the island of Cristyne. Using Bastion’s portals will
Solamnia and through the Ergoth Divide brings the allow the heroes to quickly cover the distance from any
ship dangerously close to Frost’s realm. An Ergothian other location and emerge only 50 miles from Merwick.
Merchant Marine vessel is the most likely (and capable) From Daltigoth: Outside the use of magic or
transportation for this route, although the ship will Bastion, traveling from Daltigoth to Cristyne is
make stops at Beacon and Gwynned for supplies and relatively easy, especially if the heroes are able to make
additional crew before it reaches Merwick. The trip will their way over the Last Gaard Mountains to Castle
likely take four weeks. Eastwatch. There, the Knights of Solamnia can provide
From Throt: Other than the use of teleport spells, a ship to Merwick, which is a day’s journey across the
the fastest route to Cristyne from Estwilde and Throt straits into Gentle Bay.
is by air. The potential exists for the heroes to run From Khimel: Much like Daltigoth, travel to
into trouble across the Gale, so following a sea route Cristyne from the Frozen Plains of Southern Ergoth is
is a good plan. Such a route takes three days by air, best handled by magic, Bastion, or by crossing the Last
but several weeks by ship; the heroes will first need Gaard Mountains to Castle Eastwatch. At this point a
to journey across Solamnia from the Throtyl Gap to Solamnic vessel can bear the heroes across the strait to
Caergoth and travel by ship through the Ergoth Divide Merwick.
124 Chapter Four
On the Trail of Gilthanas
I n this chapter, Gilthanas’s goal of acquiring the
dragon skull is combined with a fact-finding mission
on the part of Frost. The White is curious to know how
shares this chapter with the heroes; he makes his way to
Baleph, where he takes Sylvyana’s report and makes off
with the dragon skull (located in area RB3: House of
Sylvyana the Ghoul Queen is progressing with her plans Spirits). The heroes will therefore meet him in Baleph if
of sending elven slaves to Daltigoth and what kind of they meet him at all. If the Bone Key reveals Gilthanas
resources she has. He is also interested in discovering is here before the heroes arrive, he has been and gone.
the truth about her relationship with Chemosh. If he arrives after the heroes leave, he will put together
Gilthanas, known to the Whitescale Society as Frost’s whatever report he can (assuming the heroes took care
agent, will arrive after the Ravenous Banquet, if he of Sylvyana) and depart.
braves who would venture east and make strikes against in light of the need for trade between the survivors along
human settlements. A line of marshals, warlords, and the Ergothian coasts. The island was named Cristyne,
heroes with the last name Tumult are perhaps the most loosely translated as “discarded crust,” an appellation that
famous folk heroes of the region; the current heir to this has since been fondly adopted by many residents.
ancient Ergothian lineage, General Dromond Tumult, During the War of the Lance, and even in later
lives a fairly ignoble life as mayor of Ohme in Northern conflicts, Cristyne remained consciously neutral. Merwick
Estwilde. hosted a circle of Solamnic Knights, and the Knights of
After the Cataclysm, the Seascapes were greatly Takhisis even established an outpost during the Chaos
changed. A great rift divided them from Ergoth, and War, but neither was able to unseat the local governing
mountains were raised in what had become the middle of council of former pirates, freebooters, wily merchants, and
an island. The small town of Merwick became a port as renegades. By playing both sides against the other during
the sea rushed in to fill the gaping earth. Life clung to the the wars, Merwick and the other towns on the eastern
land, however, and within a decade or more, the island was coast of Cristyne turned a tidy profit. Upon the arrival
repopulated by rugged humans, bands of ogres, and one or of the Dragon Overlords, especially Gellidus, Cristyne
two tribes of Kagonesti. Merwick swelled in size, especially soon found itself home to thousands of refugees, most
of them elves. Unable to properly support
all of these new arrivals, the island has been
stricken by plague and famine for years with
occasional relief from Sancrist and individuals
such as the Kagonesti hero Feril Dawnsprinter.
The “discarded crust” was finally becoming
recognized as a priority to the rest of the
western nations of Ansalon.
Most recently, Cristyne is where the timelost
elven queen, Sylvyana, has reappeared on
Krynn. Under the direction of her dark god,
Chemosh, Sylvyana has restored her Wichtlani
Ghoul Cult, converted many of the Kagonesti
and sylvan races of the island, and orchestrated
a plan to lure all the elves to Cristyne for a great
feast and council. Thus far, nobody knows
that the mysterious new benefactor of the
Kagonesti, the merchant guilds, and the other
residents of Cristyne is the Ghoul Queen. As
the heroes arrive in Cristyne, Sylvyana’s scheme
is nearing its climax—one that will bring great
doom to the elven race.
Travel on Cristyne
Important Rules: Overland Movement,
Chapter 9: Adventuring in the Player’s
Handbook; Survival skill, Chapter 4: Skills in
the Player’s Handbook; Forest, Hills, Mountains,
and Plains Terrain, Chapter 3: Adventures in
the Dungeon Master’s Guide.
Darkness over Cristyne 125
Cristyne has a number of terrain types for such a Travel by Air
relatively small area. The island features a dense deciduous Flying over Cristyne, whether on the back of a mount,
forest, mountains, plains, and hills. The weather is also a such as a griffon or wyvern, or through the use of magic
major factor affecting travel, as Cristyne is prone to thick such as overland flight, has few of the difficulties of land
fog and stiff winds coming in off the Sirrion Sea. Because travel. Vision is obscured, however, because of the fog and
the island has only one road, travelers will be forced to mist that blankets the island for periods of the evening
either rely on natural trails or strike out into wilderness. and early morning. Wind, too, can be a problem for flyers.
Travel along the eastern slopes of the Peaks of Baleph is
Travel by Land less likely to be beset by unfavorable weather. In the north
The eastern half of the island is considered trackless or on the other side of the Peaks, inclement weather is
plains terrain (x3/4 speed), apart from the Great Cristyne much more common.
Highway that connects Merwick, Chasten, and Myhon
(x1 speed). Once the land rises in the north to hills, travel Features of Cristyne
becomes slightly more difficult (x1/2 speed). Similarly, Cristyne is an island roughly 75 miles long north to south
crossing the mountains in the center of the island and and 60 miles wide east to west. It is bisected by a mountain
heading into the Fey Wood impairs swift travel by range, the Peaks of Baleph, the highest peak of which is
land (x1/2 speed). Thick mist and fog are common on almost 1800 feet above the plains. Cristyne rests on the
the island, which further reduces travel speed (by an same granite bedrock that is characteristic of Western
additional x1/4 to x1/2 speed on the plains or x1/4 in hills, Ansalon, although the continental shift following the
mountains, and forest) from time to time. Cataclysm forced this up to create the mountains. The
hilly regions in the north and northwestern sections of
Travel by Boat Cristyne are rich in minerals favored by artisans, such
Travel around the coast of Cristyne is possible with small as chalk, soapstone, and marble, although the prevailing
craft or even on a masted vessel, although the waters in the climate and remote location has made them relatively
north and southwest are treacherous. Strong winds assail underutilized. Despite being home to ogres, elves, and
ships that attempt to navigate these areas and, even in humans, Cristyne remains a wild and undeveloped island
times of relative calm, dense fog can make seeing further still shrouded in the mists of its history.
than a yard from the hull next to impossible. In general,
most ship captains prefer not to make such a trip, keeping Weather
instead to the much safer sea-lanes between Merwick and As a result of Gellidus’s magical influence, the weather of
Castle Eastwatch or Gwynned. Cristyne is affected by the frigid climate over Southern
Ergoth. Cold fronts cycle around and over Cristyne,
Knowledge of Cristyne
T he following table shows the results of an applicable
Knowledge (geography), Knowledge (history),
Knowledge (local), or bardic knowledge check as it
relates to Cristyne. Knights of Solamnia gain a special
+2 circumstance bonus to any of these checks because
of the Knighthood’s connection to Cristyne in the past.
DC Results
Cristyne is a former Ergothian region that is now home to
10 elves and humans who fled Southern Ergoth. Its largest
settlement is the Free Walled City of Merwick.
Cristyne has the largest single population of Kagonesti elves in
Ansalon. Only a few remain in Southern Ergoth or the forests
15 of Qualinesti. There is a forest on the western half of the island
called Fey Wood, which is where most of the Kagonesti live.
Cristyne has always been neutral, even though a Solamnic outpost was built
20 there in the years after the War of the Lance. Even the Dark Knights have
representatives there, but none of these outsiders have any real power.
Cristyne is the location of the Tower of Magus, a ruined wizard’s keep
that is constantly beset by storms. A fabulous spring of water known as
25 the Christening Spring is hidden in a vale near the northern edge of the
mountains. An elven ruin known as Baleph is surrounded by the Fey Wood.
The elven leadership in Southern Ergoth is considering relocating
completely to Cristyne with the help of the Solamnics. They hope
30+ to create a new western elven nation, not one under the rulership
of Gilthas Pathfinder. They are a proud and arrogant group.
126 Chapter Four
following periods of increased humidity and mild 3d6x10 feet in plains and 1d10x5 feet in hills, dependent
temperatures (highs of 72 degrees in summer, lows of 2 on a Listen check rather than a Spot check and introducing
degrees in winter). This combination results in frequent the problem of concealment to any battle (EL +1).
cold winds coming off the Sirrion Sea from the northwest Specific encounters are described below:
and a pervasive cold fog that blankets the plains and Bloodrager Griffon Pride: This is a pride of Cristyne
forests. Cristyne experiences occasional rain, and a griffons (see below) that have become infected with
thundercloud is always hanging over the Tower of Magus. the bloodrager virus (CR 9). The virus, accelerated by
For the most part, the island’s moisture contributes to the exposure to purified allomanya, has made the griffons
mist or runs off the Peaks of Baleph, saturating the forest gaunt and afflicted with spasmodic twitches. Unlike other
and plains. griffons, these creatures attack anything they come across
without question.
Flora and Fauna m Bloodrager Cristyne griffons (4-9): hp 238, see
Cristyne’s plant life is characterized by deciduous trees page 318
and seasonal plants that thrive in temperate or cool Griffon Pride: This is a pride of Cristyne griffons, a
environments. Many of the trees of the Fey Wood change larger (19 HD Huge, CR 8) and more reclusive breed,
colors in the autumn and by winter are stark and bare. characterized by the heads and wings of ravens and the
During the warmer months, flowering herbs, grains, and bodies of black panthers, rather than the more usual
grasses create a mosaic of color on the plains of the eastern aquiline and leonine traits of standard griffons. Cristyne
half of the island. By harvest time, the grasses are dry and griffons are carrion-eaters and favor the giant insects and
the landscape shifts to a barren prairie. Around the coastal insectile races of Cristyne rather than horseflesh.
southeast, near Merwick, Chasten, and Myhon, evergreen m Cristyne griffons (4-9): hp 200, see page 318
shrubs and smaller trees flourish, and vineyards produce Insectile Ogre Warband: Cristyne is home to some
exceptional grapes for wine and port. bizarre ogre offshoots that may be the result of magical
Perhaps because of the isolated nature of the island, experimentation by a reclusive wizard or druid in the past.
Cristyne’s most abundant forms of life are birds and This particular tribe looks like a hideous hybrid of ogre
insects. These can range in size from small flightless and black army ant (LE male insectile ogre warrior 6, CR
birds to truly enormous species of spider that haunt the 8), with chitinous bodies and snapping mandibles instead
northernmost stretches of the Fey Wood choking whole of tusks. They form colonies in the foothills of the Peaks of
groves in webs. Birds and insects thus occupy most of Baleph and strike out onto the plains, seeking prey to bring
the roles usually taken by mammals, and even the faerie back alive to their ravenous young.
folk and sylvan creatures have a tendency to appear either m Ant-ogres (5-8): hp 85, see page 317
insect-like or avian. Insectile Troll Warband: Much like the ant-ogres,
these trolls (CE male insectile troll warrior 5, CR 9) may
Random Encounters have been the result of past experimentation by a crazed
Important Rules: Listen skill, Chapter 4: Skills in the druid or mage. They have marked locust-like traits, with
Player’s Handbook; Concealment, Chapter 8: Combat their rubbery skin blending with flexible greenish-brown
in the Player’s Handbook; Fog, Weather, Chapter 3: chitin and their elongated bodies and limbs shaped for
Adventures in the Dungeon Master’s Guide. impressive leaps. Although they are flightless, these locust-
trolls behave much like normal locusts; they spread across
d% Encounter Average EL the plains like nomads, overcoming anything in their way
01-15 Insectile troll warband (1d4+4) 15 and eating as they go.
m Locust-trolls (5-8): hp 125, see page 321
16-30 Bloodrager griffon pride (1d6+3) 14 Wichtlani Centaurs: Elves are not the only converts to
Sylvyana’s Wichtlani Ghoul Cult. Other sylvan creatures,
31-50 Wichtlani centaurs (2d6+2) 14
such as these centaurs (NE male and female wichtlani
51-70 Griffon pride (1d6+3) 13 centaur ranger 3/barbarian 1, CR 8), have become loyal
followers of the Ravenous Crow. Wichtlani centaurs
71-85 Insectile ogre warband (1d4+4) 14 attempt to ride down or trample their enemies, swinging
wickedly hooked axes at more evasive targets.
86-00 Wichtlani Kagonesti (3d6) 15 m Wichtlani centaurs (4-14): hp 80, see page 325
Wichtlani Kagonesti: This is a hunting party of
The chance of a random encounter on Cristyne’s Sylvyana’s Kagonesti, all of whom are involved in the
plains or hills is 10%, checked in the morning, afternoon, Wichtlani Ghoul Cult (NE male and female wichtlani
evening, and at night. In the Peaks of Baleph or Fey Wood, Kagonesti elf barbarian 4/ranger 3, CR 8). Their faces are
refer to the Fey Wood “Random Encounters” section later painted white to imitate skulls, and each group’s leader
in this chapter (page 147). Encounter distance on the wears a headdress of crowfeathers and thorns. Parties such
plains is 6d6x40 feet. Encounter distance in the hills is as this stalk through the plains and hills, striking out at
2d10x10 feet. One in six encounters (1d6, roll of 1) occurs small farming settlements or lying in wait near the Great
in thick mist or fog, reducing the encounter distance to Cristyne Highway to waylay small groups of travelers.
Darkness over Cristyne 127
m Wichtlani Kagonesti hunters (3-18): hp 49, see page History of Merwick
326 Merwick was once an agricultural town founded by
human settlers after the formation of the Seascape tribes.
Free Walled City of Merwick Even before Ergoth arose and brought the Seascapes into
Merwick is the largest settlement on any of the smaller the Empire’s borders, the grapes and wines of Merwick
former Ergothian islands and occupies a somewhat unique were legendary, prized in larger cities from Daltigoth to
position in the West as a neutral port without allegiance Tarsis. Merwick vintners were true craftsmen, but the craft
to any greater organization or nation. This is a cause of attracted the worst sorts of people; the smell of money
disagreement between the City Council and Sancrist, and was as strong as the smell of a good Seascape brandy and
debate over the status of the Solamnic Knights in Merwick just as intoxicating. Petty barons and merchant princes
has been alternately bitter and cordial over the years. As invested their precious Ergothian currency in Merwick’s
Price of Courage opens, however, Merwick is at the center wines, and in turn, they made substantial profit. Crime
of a rapidly escalating plot to create a new and malignant and corruption followed soon afterward.
nation of terror under the rule of the Ghoul Queen.
Merwick
Merwick (Small City): Conventional; AL NG; Faction Leaders—Captain Leomac Azcipoca (CG
3,000 stl limit; Assets 6,090,000 stl; Population 8,125; male nomadic human fighter 12), Brass Tiger unit
Integrated (37% human, 20% elf, 14% dwarf, 9% half- commander; Captain Imogen Heliophan (LN female
elf, 9% kender, 5% gnome, 3% gully dwarf, 2% half- civilized human noble 5/mariner 5/fighter 2), Ergothian
ogre, 1% other). Merchant Marine agent; Ginervra Northwell (LG
Authority Figures: Syndic Bruliard Athelbec (LN female civilized human fighter 8/Knight of the Sword
male civilized human expert 4/warrior 4), Syndic 4), Senior Knight of Merwick Fort; Sanuya Redcloud
Mesimio Watertrap (NG male civilized human expert (NE male wichtlani Kagonesti elf barbarian 3/rogue
8), Syndic Ethel Eberwood (NG female civilized human 3/ranger 6), Aracoe Pathfinder’s envoy and Wichtlani
commoner 3/expert 5), and Syndic Pratchet du Saunt spy; Ari-Bando and Esa-Bando Ogrunkiner (CE male
(N male civilized human rogue 7) are the ruling council half-ogre rogue 7/inquisitor 7), twin Whitescale Society
or syndicate in charge of Merwick’s civic functions. The allomanya smugglers.
four can rarely agree on anything and have their own Free City Watch—This represents the standing
interests deeply tied into trade, mercantile operations, complement of armed militia and watchmen that
crime, and piracy. As a tiebreaker, they usually call protect the city and its property from external and
in Viktor Chiaroscuro (secretly N male old shadow internal threats. They are led by Sergeant Foolscap (NG
dragon), who appears to be a dusky-skinned astrologer male mad gnome fighter 7) and his two aides, Officer
from Tarsis and has succeeded in winning over most of Guthrie Withers (NG male civilized human fighter 5)
the syndics. and Officer Kelemynas (NG male Qualinesti elf fighter
Important Characters: Amara Moonhunter (N 5). City Watch members are usually human, although
female Kagonesti elf barbarian 9/druid 5 of Chislev), some hill dwarf, half-ogre, and elven soldiers also serve
suspicious returnee; Skullface (CG male venom in the Watch. The City Watch is equipped with scale
draconian mariner 8), privateer and captain of the mail, light wooden shields, glaives, and short swords:
Rogue Traitor; Clement Remokand (N male civilized warrior 2 (33), warrior 1 (216).
human expert 7), proprietor of the Keg-On-The-Wall Rumorsmiths—This group operates openly in
brewery and tavern; Sebo Vencal (NG male nomadic Merwick, although nobody will talk about them. They
human mystic 10 of Community/Citadel mystic are an armed group, smaller in size than the City Watch
3), Sanctuary Master; Regent Belthanos (LG male but just as skilled. Most are unfriendly to the elven
Silvanesti elf noble 16), Regent of Ergonesti. refugees. They respond to reports of broken deals and
Factions: Brass Tigers—Expanding to set up individuals who renege on promises; they also rough
mercenary operations in the region; Ergothian up newcomers who try to get into the information
Merchant Marine—Monitoring shipping and customs trade, as well as any elves who they feel are pushing the
in Merwick and maintaining the Ergothian embassy for limits of hospitality. They are led by Chesby Bodkin
Emperor Mercadior Redic VI; Knights of Solamnia— (CN male afflicted kender rogue 10/assassin 2), a
Maintaining a fort on the bluffs and acting as liaison for deadly if diminutive boss. Rumorsmiths are mostly
Merwick to Castle Eastwatch and Sancrist; Whitescale human, afflicted kender, or dwarf rogues equipped with
Society—Two agents in town coordinate allomanya studded leather, rapiers, and punching daggers, all of
smuggling operations for Daltigoth; Wichtlani Ghoul masterwork quality: rogue 8 (5), rogue 4 (10), rogue 2
Cult—Has spies and cultists in town among elven (20), rogue 1 (83).
community.
128 Chapter Four
Eventually, the Emperor imposed severe taxes on Solamnia, pressure has eased on the syndicate in Merwick,
wine production in the west, but Merwick managed to but Gellidus is still a clear and present danger. Also, the
outlast even this hardship. Unfortunately, edicts and incredible numbers of elves, especially those Kagonesti
proclamations following the secession of Solamnia and who live in the Fey Wood, has many of the syndics,
the increasingly totalitarian nature of the Empire only merchants, and dignitaries worried—but a mysterious new
intensified the criminal nature of vine growers and their leader among the Kagonesti has made a series of attractive
investors. Unable to maintain sufficient production to offers to mollify the city-dwellers.
satisfy the demand, Merwick collapsed under its own
success. By the time the Cataclysm struck, it was just Getting to Merwick
another bitter backwater town without a future. The Free Walled City is located on the northern shore of
The Cataclysm changed everything. Not only did Gentle Bay. Although it does not boast the same deepwater
Merwick gain a port, it gained independence. Those harbor cities such as Kalaman possess, the bay is calm
inhabitants who survived the initial disasters, plagues, enough that ships anchored a half mile out from the docks
and banditry reclaimed their city. A wall was built around remain relatively safe, and rowboats make daily trips
Merwick, and then another, and another. Three walls, a to service the larger vessels. Traditionally, however, it is
sturdy harbor, and a growing population of ne’er-do-wells, smaller and sleeker merchant carracks that make their way
pirates, smugglers, and refugees gave Merwick its future to Merwick. Any ship the heroes book passage on to get to
once again. This time, the syndicate of crafty oligarchs Cristyne will undoubtedly have a shallow enough draft to
who found themselves in control of Merwick defied disembark right at the wharf.
external overtures of dominion from Ergoth, Solamnia, or Arriving at Merwick by land, assuming the heroes
Kharolis. Once it had grown into the city that it wanted make their way to the island through flight or by Bastion,
to be, the Free Walled City of Merwick declared neutrality means passing through miles of outlying farms, vineyards,
in the squabbles of other nations. It remained so through and fog-shrouded open pasture. Merwick has considerable
the War of the Lance, through the last years of the Age of agricultural production, but almost all of it finds its way
Despair, and even through the Chaos War. It even held out to Northern Ergoth or Palanthas eventually. There are a
when the gods appeared to leave and the power of magic handful of gates into the city, but the most prominent
failed; but when Gellidus came, Merwick saw a true threat is the Gate of Crows, which leads from the outermost
to its autonomy. wall through the middle and inner walls via a series of
For forty years, Merwick has opened its gates to gatehouses, covered walkways, and bridges. See “MW1:
refugees from Southern Ergoth, devastated Qualinesti, Gate of Crows” for more information.
and war torn Solamnia. Cristyne had been claimed by
Sancrist and the Whitestone Council, although their Features of Merwick
stake was minor in the eyes of the Merwickfolk. After When Merwick became a port, it developed a need for
the War of Souls and the return of the Lord Knights to substantial fortification. Merwick is surrounded by three
Darkness over Cristyne 129
walls: a 20 ft. high wall of granite encircling the Syndicate an industry all of its own, so new arrivals who attempt
Hall, Sanctuary, and several important storehouses such to break into this market often find the residents put up
as the armory (Climb DC 25); an 18 ft. high wall of gravel some resistance. Gather Information checks incur a –4
sandwiched between fitted clay brick that encloses the penalty for the first day and a –2 penalty for the second
wealthier residences, municipal offices, smaller temples, day. Additional attempts improve by +2; thus, the third
and financial institutions (Climb DC 20); and a 30 ft. high day has no penalty, the fourth day has a +2, and so forth.
granite wall topped with 5 ft. tall wooden hoardings for The maximum benefit gained is +4, which is the standard
additional defense (Climb DC 25). The seaward facing bonus for any Merwick resident. This also applies to any
section of the outermost wall is heavily fortified and mariner’s sailor lore check, but not to bardic knowledge
buttressed with two enormous stone towers guarding (which is something else entirely).
the entrance to a smaller section of harbor reserved for The following table serves as a guide for useful
wealthier vessels. Smaller towers act as gatehouses around information relevant to the adventure.
the west and north walls of the city, such as those that lead
into the Gate of Crows. DC Results
Inside the walls, Merwick’s buildings are usually The elves are talking about unification
wooden, stout, and supported by thick timber beams 10 again! Seems as if they’re hoping to move to
inside or rows of fitted arches in the more expensive Cristyne, especially now that Chief Cher-
Ka wants to make nice with the nobles.
homes. The rooftops are sloping red-clay tile; from above,
the city is a forest of chimneys and smokestacks. The paved The syndics have relaxed a lot of customs for
streets of Merwick wind in tight, narrow circuits around ships coming from Southern Ergoth. Maybe
numerous small parks, fountains, gardens, and impressive their astrologer, Viktor Chiaroscuro, saw it
15 in the stars. The Solamnics are happy, but the
ironwood trees. Hundreds of years of income have paid Ergothian Merchant Marine isn’t. Business is
for numerous city improvements, parceled out to residents booming—it’s a good time to live in Merwick!
and businesses for safekeeping and maintenance. This
system has worked for the most part, but a visitor might The syndics and the elven nobles are
planning a big banquet to talk about
turn a corner in a well-kept residential area and find the elven settlements in Cristyne. All of the
next stretch of road in terrible condition. 20 major players will be there, even that
Unlike many cities of its size, Merwick does not have new mercenary company that’s setting
up shop in the city. It’s very prestigious,
an underground system of drains and sewer tunnels large and it’s good for the catering business.
enough to move about in. The smugglers who helped
renovate the port worked in a few secret passages and Elven dignitaries from Silvamori
crawlways, but for the most part, rainwater and sewage is and Qualimori are coming to the big
banquet. The syndics didn’t invite them,
carried to the bay through pipes and canals, rather than 25 though—that new Kagonesti leader did,
storm drains. Chief Cher-Ka’s spiritual advisor. The
syndics don’t seem to mind, though. There
must be something in it for them!
Attitudes in Merwick
The Free Walled City operates under an incredibly There are a lot of secret meetings going
complex system of agreements, promises, deals, and on up at the Solamnic Citadel. First the
feuds. At any one time, an organization or group could syndics go up there one by one, then Viktor
Chiaroscuro. Then those half-ogre twins, the
be aligned under one or more of the syndics who run 30+ Ogrunkiners. The Rumorsmiths are having
the city or remain independent of them. Money and a field day trying to track down all of the
information changes hands constantly, and word travels gossip. One thing’s for sure—all of the major
players seem to be getting along better now.
fast (see “Gathering Information in Merwick”). The heroes
may find that the attitudes of the locals shift based on the
time of day or by what the heroes have done elsewhere. The heroes’ Gather Information or sailor lore check
You can assume that, for the most part, Merwickfolk are also serves as the percentage chance of an encounter with
Indifferent. If the heroes influence one type of resident, the Rumorsmiths, a group of thugs and enforcers who the
such as a barkeep or a shopkeeper, all of the people in that Free City Watch conveniently ignores. Each time a Gather
group will hear about the behavior and shift their attitude Information or sailor lore check is made, roll percentile
similarly within 1d4 hours. dice against the check result; success indicates that 1d5+5
Factions operate within this same system, but they Rumorsmith thugs (N civilized human rogue 4) and
are still handled by the usual faction rating rules. One 1d3 Rumorsmith enforcers (N civilized human rogue 8)
difference is that all faction influence checks in Merwick attempt to ambush the heroes in the streets or in a tavern
gain a +3 circumstance bonus due to the atmosphere of or bar to “teach them a lesson.” If the heroes overcome this
gossip and influence that pervades daily life. battle, they won’t be bothered by the Rumorsmiths again.
m Rumorsmith thugs (6-10): hp 12, see page 323
Gathering Information in Merwick m Rumorsmith enforcers (1-3): hp 35, see page 322
An evening in Merwick reveals much about the local
attitudes and rumors. Merwick’s information sharing is
130 Chapter Four
Key to Merwick MW2. Merwick Waterfront
What follows are brief descriptions of key locations on the The waterfront is really two separate locations, connected
map of Merwick that represent a few of the Free Walled by a 30 ft. walkway and gatehouse. One is the common
City’s highlights. dockyard, where most of the city’s maritime activity takes
place and which features any number of small, smoky
MW1. Gate of Crows watering holes, shipping houses, gambling dens, and
This is the main entrance to the city named for the crow’s suppliers for the shipping industry. This is where the
nests that sit top the gatehouses. The Gate of Crows is heroes’ ship will be docked, unless it is very large (and
actually three gates and a central road that leads through anchored out in the Bay) or the heroes are extremely rich.
them all the way to the Syndicate Hall at the center of The latter will get them access to the heavily guarded
the city. This road is partially protected from the wind by private wharves of the city’s more wealthy and influential
sloping tiled roofs on either side of the street, allowing residents. The private wharves are lined with expensive
traffic to pass underneath shelter. Each gatehouse is a eateries, skilled artisans who command a high price for
square turret that holds a garrison of Free City Watch. their work, and the Syndicate’s waterfront offices. Dozens
Raised iron gates or portcullises may be lowered to block of sailboats, private barges, and other recreational vessels
passage; the gates are lowered every evening at sundown are moored here. If the heroes flash a lot of steel around,
and raised again at sunrise. they are likely to be closely watched and perhaps even
Creatures: All visitors to the city are checked at escorted out of the private wharves. Bluff and Diplomacy
each gatehouse by the Watch. Characters with obvious will work wonders, of course.
weaponry larger than a longsword (including spears, While on the waterfront, the heroes will have
polearms, lances, battleaxes, and even longbows) are an opportunity to repair broken equipment, gather
required to register them with the Watch. The Watch is also information, find a place to stay, and purchase almost
likely to require wizards’ staffs, odd-looking mounts or anything they could need for their seagoing voyages. The
animal companions, and anything else out of the ordinary cost of almost anything in the Player’s Handbook applies as
to be registered. Convincing the Watch that they don’t written in Merwick, for the locals are enjoying prosperous
need to register anything will require considerable effort times and can afford to keep their prices low. Magic
on the part of the heroes (+10 to any Bluff, Diplomacy, items, magical supplies, and alchemical ingredients are
or Intimidate DC) due to the threat of Syndicate reprisal. all extremely scarce in Merwick, however. These will cost
There are at least a dozen members of the Watch in each twice as much if the heroes can find a suitable dealer (DC
gatehouse at any one time. Officer Guthrie Withers (NG 20 Knowledge [local] or Gather Information check).
male civilized human fighter 5) commands the three Gate Development: If the heroes are looking for a ship,
of Crows garrisons. the Ergothian Merchant Marine offers one such vessel
m Free City Watch (12): hp 11, see page 320 (Ackal’s Prowess, a square-sailed Ergothian ship anchored
m Officer Guthrie Withers: hp 37, see page 313 out in the Bay) under Captain Imogen Heliophan (LN
female civilized human noble 5/mariner 5/fighter 2).
Brass Tigers in Merwick
T he Brass Tiger Company has come a long way
in a relatively short amount of time thanks to
the success of the company’s mercenary actions in
elf ranger 10), and fourteen Brass Tiger soldiers (CG
male and female warrior 6). All Brass Tigers are wearing
the distinctive Brass Tiger insignia, chain shirts, light
Nordmaar and Kern. Gwynneth Cordaric has recruited steel shields, and longswords. The company is staying
a number of captains to act as the unit commanders at the Ergothian Embassy as a favor on the part of the
of smaller chapters of the Company around Ansalon. Ergothian envoy to Gwynneth, who is herself Ergothian.
Locations such as Sanction, Tarsis, Gwynned, and Making contact with the Brass Tigers in Merwick
Lemish all have chapters. The smallest, however, is and forming a relationship with Leomac, especially
that belonging to Captain Leomac Azcipoca (CG if the heroes were involved in the events of Spectre of
male nomadic human fighter 12). Leomac was once Sorrows, earns them a +2 improvement to their Brass
a member of the Feathered Plume, Khan Nacon II’s Tiger faction rating. The Brass Tigers are in this chapter
personal guard in Nordmaar. The Khan of the Wastes in case the heroes need additional assistance outside
suggested Leomac should see the larger world and do of Merwick. Leomac has a contract at present with the
it for money and glory. Under Gwynneth Cordaric’s Ergothian Merchant Marine, but it’s a relatively open
guidance, the young cavalryman took a hand-picked arrangement. If the heroes can convince the Ergothians
group of fellow riders and volunteers and set off for the that they need the help, a temporary leave of absence
southwestern parts of Ansalon. will be granted, and Leomac and his soldiers can
Captain Leomac’s Brass Tigers are made up of accompany the heroes or carry out a mission on their
Leomac himself, his sergeant Ptah-Ulfus (CG male half- behalf.
Darkness over Cristyne 131
What Does Amara Know?
T he Kagonesti adventurer and devotee of Chislev,
Amara Moonhunter, can be a good source of
information about the Kagonesti of Cristyne and recent
seeks to deny his fate. We Kagonesti have fought him
since he came to our lands. His end approaches. His, or
ours.”
events. She is somewhat laconic, not being used to long What can we do here to help against Frost?
conversations, but if the heroes are asking about the “An ancient evil has awoken here. It is cold in the
elves, Frost, or other related topics, Amara will make Fey Wood. I have not seen it, but I can sense it. I see
her appearance. Use the following as a guideline to it in the faces of my brothers and sisters. Her power is
handling this discussion. everywhere. It is connected to Frost. It will bring doom
Who are you? to all of us. We must oppose it, defeat it, or we are lost.”
“I am Amara Moonhunter of the Whisper Owl tribe, How do we find this evil?
descendant of Kaganos Pathfinder.” “A gathering is called, here in the city. Elves of all
What do you know about the elves of Cristyne? tribes together, to meet, to talk; it is an elfmoot. She will
“I was raised here, among the tribes of the Fey strike there, for she cannot bear it.”
Wood. I have been out in the world, far from here. I Do you know anything about Gilthanas?
fought; I hunted. Now I am back. There are many more [If Gilthanas is here, or has been here] “Yes. The
elves now, Kagonesti and Silvanesti and Qualinesti. elflord. He is on the island, but not here, not now.”
More will come.” [If Gilthanas has not been here] “I know of him.
What do you know of Frost? His love for the Silver Dragon is legendary. Is he not at
“The Great White Reaver. He is alone now, afraid, Eastwatch, with the knights?”
An independent captain, Skullface (CG male venom for the heroes to drum up information, arrange a meeting
draconian mariner 8), also plies the seaways around with any faction they are pursuing closer ties with, or
Southern Ergoth and Sancrist; for a modest fee and the stay for their time in Merwick. Because it never closes,
promise of serving as protection on his privateer ship, the heroes could easily catch a nap in one of the private
Rogue Traitor, he will take the heroes to any open port in rooms if they are prepared to pay the equivalent of double
Western Ansalon. the daily inn price for the room rental. If the heroes were
unable to learn about the banquet being prepared for the
MW3. Keg-On-The-Wall Brewery following evening from Gather Information checks (see
The Keg-On-The-Wall is Merwick’s finest brewery and the scene “The Ravenous Banquet”), you might have one
tavern, located between the first and second city walls, of the Solamnics or Brass Tigers let them know. More
close to the Gate of Crows. It is large, able to accommodate information about these two groups can be found in the
as many as two hundred patrons, and crosses over three sidebars “Solamnic Circle in Merwick” and “Brass Tigers in
streets thanks to covered walkways on the second floor. Merwick.”
The brewery proper is a large building built against the
second wall, and the tavern has expanded out from there MW4. Elven Quarter
in the last two hundred years. The Keg-On-The-Wall has This is a section of the city that has been more or less
eight private rooms, three common rooms, a great hall turned over to elven immigrants and refugees. The
for special occasions, two kitchens (one dedicated to elven Syndicate officially instituted this ten years ago, and
cuisine), and numerous back hallways and alcoves for since that time, many businesses and craftsmen catering
intimate meetings. The establishment is run competently specifically to elven tastes have established permanent
by Clement Remokand (N male civilized human expert homes and shops here. Despite the welcome attitude
7), whose family has owned the tavern for eighty-five years towards elves on the part of the Merwickfolk, it is still a
after winning it from the last owners in a legendary game ghetto in many ways. The streets are narrower, the houses
of dice. overcrowded, and the Free City Watch doesn’t patrol in
Clement never closes the tavern. It is open at all hours this part of the city. The Rumorsmiths, no friends of the
of the day and night, catering to any patron. This open elves, have made a point of roughing up “suspects” within
door policy is unique in Merwick, so visitors often flock the Elven Quarter.
here despite the inflated prices of his beer and ales (double Sylvyana’s Wichtlani Ghoul Cult has gained a strong
the Player’s Handbook listed costs). Merwickfolk have a foothold here. Half the residents of the Elven Quarter are
sense of investment in the tavern, so Clement never needs former Kagonesti servants of the Qualinesti or Silvanesti,
to hire protection or security. At any time, a half-dozen brought up in noble households and forced to abandon
Free City Watch, Rumorsmiths, Solamnic Knights, or Brass much of their culture’s traditions. Now that they are
Tigers will be on site ready to oust troublemakers. living on Cristyne, they are seeking to reclaim those ways
Development: Refer to the scene “Welcome to and have sought out the other Kagonesti tribes in the Fey
Merwick” for events at this location. This is a good place Wood. These bonds of ethnic reliance became the avenue
132 Chapter Four
for Sylvyana’s cult to enter the city, and she now has a Gellidus or whether Gilthanas has been seen in Merwick.
thriving base of followers within Merwick’s walls. Neither Imogen nor Leomac have seen Gilthanas, although
Development: New arrivals have trickled in for the Leomac knows him from when he was in Wulfgar months
past decade, and one recent arrival is Amara Moonhunter ago. If the heroes talk with either of these captains, they
(N female Kagonesti elf barbarian 9/druid 5 of Chislev). might be able to improve their faction ratings. See also
Amara grew up on Cristyne but left to battle the Dragon “Brass Tigers in Merwick” for more information.
Overlords. She returned three weeks ago and is already Provide information about Solamnic, Dark Knight, or
beginning to realize that something is wrong in Merwick. Whitescale Society activity in other regions: +2 EM, +2
If the heroes ask around in the Elven Quarter for BT
information, Amara will seek them out and speak with Provide information about any other faction: +1 EM,
them. See the sidebar “What Does Amara Know?” if the +1 BT
heroes go this route.
MW6. Sanctuary
MW5. Ergothian Embassy This is a collection of three domed shrines set into a
The Ergothian Embassy is an old three-story building triangular configuration and connected by breezy open
in the middle district of the city between the second galleries or cloisters. Each shrine has an entrance which
and third walls. It faces the Bay and resembles a classical faces the center of the Sanctuary, where gardens and
Ergothian manor with arched windows and square, statuary offer meditative inspiration to pilgrims and
scalloped turrets at each corner. While not fully staffed, or worshipers. Inside, the shrines are simple and functional
even fully occupied, the Embassy acts as the residence of with a mosaic floor, an altar at the far end opposite the
the ambassador, envoy, or representative of the Ergothian entrance, and reed mats for sitting or kneeling. Lighting
Emperor. Presently, this is Captain Imogen Heliophan (LN comes from cleverly designed skylights that trap ambient
female civilized human noble 5/mariner 5/fighter 2), who daylight from outside the dome and reflect it into the
keeps her offices here when she is in port. The captain has shrine. At night, candles in racks near the altar provide
a small contingent of twelve Ergothian marines with her illumination.
(LN male and female civilized human mariner 6/fighter 2), The three shrines were once dedicated to the popular
all of whom are fiercely loyal to Imogen and the Emperor. gods of Ergoth: Corij (Kiri-Jolith), Matheri (Majere),
Also staying at the Embassy is a chapter of the Brass Tigers and the Blue Phoenix (Habbakuk). After the Second
under contract with her Imperial Highness the Princess Cataclysm, the shrines were abandoned for almost twenty
Mercideth. This group consists of Captain Leomac years until pilgrims from the Citadel of Light arrived in
Azcipoca (CG male nomadic human fighter 12), a native Merwick, offering insight and assistance to the city as the
of Nordmaar, and fifteen of his men and women. Leomac’s Kagonesti refugees began to arrive. The Sanctuary was
loyalties lie with the leader of the Brass Tigers, Gwynneth turned over to these mystics, who upheld some of the
Cordaric, who the players last met in Kalaman. older traditions of the three patron gods but also fostered
Factions: The heroes may track down the Brass Tigers a spirit of independence that Merwick had always believed
here or come to speak with the Ergothian Merchant strongly in. Even now, with the return of the gods and
Marine about passage on a ship. Both factions could the sweeping conversion of many mystics to the faith of
provide information about the status of the opposition to the Holy Orders, the Sanctuary continues to be run by
Solamnic Circle in Merwick
M
3/fighter 5/Knight of the Sword 1 [3]). None of Lady
erwick hosts a small circle of Knights of Northwell’s knights, including herself, are Clerists
Solamnia under the leadership of Lady Ginervra (divine spellcasters, such as mystics or clerics); all of
Northwell, a Knight of the Sword. The circle operates the spellcasters were reassigned to Sancrist in the past
out of a citadel on the bluffs above the Free Walled City couple of months to attend the Whitestone Council’s
of Merwick, but while the citadel can accommodate a discussion on the Solamnic reclamation. All of Lady
large number of knights, the present garrison is small Northwell’s Rose Knights were also called back; their
due to the recent distribution of forces required in the noble counsel was considered more important in
retaking of Solamnia under Lord Lorimar. Sancrist than Merwick.
Lady Northwell’s circle has fifteen Squires of the The Circle at Merwick also hosts a small group of
Crown (human fighter 3 [3], human noble 1/fighter men-at-arms, mostly transferred from Castle Eastwatch:
1 [3], human noble 1 [4], human fighter 1 [5]), ten human warrior 6 (3), human warrior 3 (6), human
Knights of the Crown (human fighter 4/Knight of warrior 2 (12), human warrior 1 (28). All men-at-arms
the Crown 4 [4], human fighter 4/Knight of the are equipped with chainmail, longswords, spears, and
Crown 2 [6]), and five Knights of the Sword (human light steel shields. All equipment is masterwork quality.
fighter 6/Knight of the Sword 2 [2], human noble
Darkness over Cristyne 133
Citadel-trained mystics. Smaller temples to the gods have defenses and Watch are well kept. Syndic Pratchet du
been established elsewhere in the city, but the Syndicate Saunt (N male civilized human rogue 7) is in the pay of
has thrown its full support behind the mystics of the the city’s smuggling rings and quietly endorses the black
Sanctuary, who in turn prudently support the government market. Each syndic will support their primary area of
of the syndics. interest, but all of them are capable of inviting the heroes
Creatures: The Sanctuary currently has six mystics in to the banquet on the following evening if asked about
residence: Sebo Vencal (NG male nomadic human mystic it. Otherwise, their role in the adventure is somewhat
10 of Community/Citadel mystic 3), the Sanctuary’s First secondary (unless things really get out of hand).
Master; Declan Goss (NG male civilized human mystic
6 of Restoration/Citadel mystic 1), Sebo’s assistant; and MW8. Solamnic Citadel
four acolytes (NG male hill dwarf mystic 4 of Earth, LG Like most Solamnic forts, the Citadel at Merwick is a
female civilized human mystic 4 of Sun, CG female half-elf strong, reinforced stone keep with a lower curtain wall that
mystic 4 of Luck, and NG male civilized human mystic 4 encloses outbuildings, stables, a forge, and other necessary
of Healing). The Sanctuary extends its aid to newcomers as structures. The Citadel stands on the bluffs overlooking
well as locals, so if the heroes are in need of their abilities the city, and a road leads up to it from the Knight’s Gate. A
and make suitable donations (equivalent to the costs secret tunnel leads to the city from the Citadel’s dungeon,
listed in the Player’s Handbook for spellcasting), they will emerging in the basement of a wine merchant’s shop. If the
be taken care of. If, on the other hand, they are seeking party includes one or more Solamnic Knights, this secret
information or answers to questions, they will find the will be revealed to them if they speak at any length with
mystics of the Sanctuary remarkably close-mouthed. one of the knights from the Citadel.
Factions: Ginervra Northwell (LG female civilized
MW7. Syndicate Hall human fighter 8/Knight of the Sword 4) is a protégé of
At the very center of the city is an impressive palatial Riva Silverblade, the commander of the Solamnic Circle
structure with a pillared façade and extensive ivy growth. at Castle Eastwatch. Lady Northwell is efficient, but she is
This is Syndicate Hall, the seat of power in Merwick and personable and fully understands that Merwick is full of
the most heavily guarded building in the city. Here, the very colorful characters from all walks of life. She does not
four syndics run the affairs of Merwick’s government believe her role is to play at being judge and jury. Indeed,
as representatives of the citizens. In truth, the syndics she relies on the Syndicate and the Free City Watch to do
are deeply tied to various groups, merchant houses, and their jobs, while she maintains a tightly knit operation of
wealthy individuals who seek their own benefit from knights in support of Castle Eastwatch and Sancrist. Lady
the Syndicate. The syndics are not evil, merely gullible Northwell will be happy to host any Solamnic knights or
and self-interested; indeed, Syndic Mesimio Watertrap nobles, and their allies, for the duration of their stay, and
(NG male civilized human expert 8) and Syndic Ethel she invites them to the banquet if they haven’t already
Eberwood (NG female civilized human commoner 3/ been given invitations. If asked about Gilthanas, Lady
expert 5) are quite compassionate when given the chance. Northwell seems shocked that he is acting the way he is.
However, money and special interests have a firm grasp on The Gilthanas she knew was always courageous, bold, and
their activities in the Syndicate. stubborn. She is certain he should be given the benefit
Because they can rarely agree on anything, many of of the doubt, and that Frost must be holding something
Merwick’s citizens believe the syndics to be a relatively terrible over his head to make him do what he has done.
harmless group of bureaucrats. In the past year, however, Among other things, the Solamnic Circle at Merwick
the syndics have reached unanimous decisions on can accommodate all important Solamnic rituals,
many civic matters thanks to the moderating influence ceremonies, approvals, and services. Lady Northwell
of an “astrologer,” Viktor Chiaroscuro (N male old acts with the blessing of the Whitestone Council and
shadow dragon). The shadow dragon takes the form of Grand Master Ehrling, so if the heroes need any of
a human from Tarsis who casts the fortunes and fates these functions, they can be hastily carried out when
of the Syndicate in order to steer policy and decision. appropriate. See sidebar, “Solamnic Circle of Merwick” for
Chiaroscuro, whose true name is Adumbrant, remembers more information.
nothing of his life before the return of the gods at the end
of the War of Souls. In Merwick, he hopes to create a stable Scenes in Merwick
enough position that he can watch and observe in relative The following scenes occur over the course of two days,
safety. He knows Sylvyana has risen to power in Baleph, beginning with the arrival of the heroes and ending with
but he is unwilling quite yet to do anything about it. the arrival of Belthanos, the elven Regent. These scenes
Development: If the heroes seek audience with the serve to set up the Banquet, which has its own section. You
syndics, they will find that getting all four of them in may choose to expand or develop other parts of Merwick
one place is almost impossible. Meeting with one is a to suit your players, but keep the following scenes in mind
simple matter. Syndic Mesimio is concerned mainly with while keeping track of the heroes’ movements.
public safety. Syndic Ethel has a strong role in city works.
Syndic Bruliard Athelbec (LN male civilized human
expert 4/warrior 4) likes to ensure that the Free City’s
134 Chapter Four
Scene: Welcome to Merwick [EL 17] Morris with one meaty fist, knocking him flat. Esa-Bando
This scene occurs soon after the heroes arrive in the Free then steps up, kicks Morris in the ribs, and shouts, “Tell
Walled City, either by ship or through one of the city us where the shipment is, Bain! You don’t want to get us
gates (such as the Gate of Crows). Read or paraphrase the angry!” Morris is incapable of answering, as his jaw is
following as they walk through the city: broken, but the Twins don’t take this as a good excuse.
They will beat him senseless and leave him in the square to
A cold, clinging fog blankets the streets
of the Free Walled City of Merwick.
Even in late summer, the ever-present murk
die before heading back inside.
Development: If the heroes jump in to save Morris, the
Ogrunkiner Twins will turn their attention to the party.
remains stubbornly present, muffling sound They will fight the heroes for a couple of rounds until they
and swirling around the legs of the city’s realize how good the heroes are then withdraw, hoping
residents. The city is full of people, though to retreat into the fog-shrouded streets. If the heroes
because of the way the mist plays with the follow them, the Twins head to the docks, try to give the
senses, you can only be sure of this by the heroes the slip, and if this fails, they will turn and fight
fact that no two people look alike as you once again. If the heroes defeat the Twins, they will find
walk among them. The streets are narrow, a three vials of allomanya on each half-ogre. The Twins have
maze of glistening granite buildings pressing another dozen vials back at their rented apartment along
together overhead as if ready to swallow the the docks. They can’t provide much information to the
unwary visitor. The swinging sign of the Keg- heroes other than to say they come from Daltigoth, they’re
On-The-Wall brewery provides a welcome the distributors for allomanya in Merwick, and they’re
respite, however, with the warm smells of the supposed to cement the deal with the Syndicate tomorrow
common room drifting out into the public night at the banquet.
square and drawing in stray patrons with the If the heroes don’t intervene, Morris will eventually
promise of hops and barley. The atmosphere be helped out by one of the mystics from the Sanctuary,
takes a sharp turn for the worse when a patron who will round up a number of patrons to take him to
is tossed through one of the common room the Sanctuary for healing. The heroes may choose to
windows, sending glass, splintered wood, accompany Morris or follow him. Whether they question
and howls of protest onto the cobblestones. Morris there or after saving him from the Ogrunkiner, the
smuggler will be able to tell the heroes that he stole a crate
of twenty four vials of allomanya from the Ogrunkiner’s
The Situation: An argument within the Keg-On-The- ship three days ago and has been trying to determine how
Wall turns violent as the heroes arrive. The individual to resell it. The crate is in his warehouse along the docks.
tossed through the window is Morris Bain (N male Factions: The only real faction in this scene is the
civilized human rogue 6), a second-rate smuggler who Whitescale Society, although the Brass Tigers and Solamnic
recently came into possession of a small supply of Knights will hear about any interventions. If the heroes
allomanya. The Ogrunkiner Twins found out and have step in, increase their faction rating with the Brass Tigers
come to teach Morris a lesson. Because of a recent deal and Solamnic Knights by +2 and decrease their rating
with the Syndicate, the Ogrunkiners are being left alone with the Whitescale Society by –2. If the heroes do not
by the Free City Watch, so the heroes are the only ones on intervene, their rating with the Whitescale Society goes up
hand to do anything about the fight. by +1 and their rating with the Brass Tigers and Solamnic
Creatures: The Ogrunkiner Twins, Ari-Bando and Esa- Knights decreases by –1.
Bando (CE male half-ogre rogue 7/inquisitor 7), are the Experience Awards: Obviously, stepping in to save
Whitescale Society agents in Merwick. They are confident Morris from the Twins will earn the heroes experience for
that nobody will try to stop them, and they certainly have challenging the Whitescale Society. Even if they don’t save
no idea the heroes are here. Morris Bain will get to his Morris, investigating the Twins or Morris may also provide
feet, trying to dust himself off; the Twins emerge from opportunity for roleplaying.
the Brewery, a pair of enormous individuals dressed in
sleeveless white leather tunics, leggings, and boots. Their Scene: An Old Friend [EL varies]
style of dress may remind the heroes of the Whitescale This scene takes place on the heroes’ first night in Merwick.
Claws in Kalaman; the twins also have the Whitescale Once they have a place to stay or have encountered some
Soceity scales hanging around their necks. Although of the NPCs in town (such as Amara Moonhunter, Leomac
members of the Watch are in the public square and inside of the Brass Tigers, or Captain Imogen of the Ergothian
the brewery, none of them will do anything to help. Merchant Marine), word will have traveled enough to draw
m Ogrunkiner Twins (2): hp 55, see page 313 the attention of Lothian, the elven mystic who the heroes
m Morris Bain: hp 36, see page 312 battled in Spectre of Sorrows, now a bound spirit.
Tactics: The Twins clearly outclass Morris. The Read or paraphrase the following:
smuggler sees the heroes, yells out a plaintive “Help!”
and then turns to face the Twins with only a knife. Unless
the heroes intervene, Ari-Bando steps up and swings at A fter the sun passes behind the Peaks
of Baleph to the west, Merwick’s fog-
Darkness over Cristyne 135
blanketed streets grow dark, and the crowds he is truly Naelathan Shadowdark, but an ethereal presence
grow scarce. The city retreats into taverns, side is coexistent with him. Spells that detect alignment or
streets, and houses of ill repute. Sputtering detect thoughts give a confused reading, as if the kirath
hurricane lamps burn at each street corner were under a mind blank spell effect. As Lothian’s spirit is
and sway crazily in the stiff wind blowing telling the truth and sincere, a Sense Motive check (DC 20)
off the Bay. And yet, the city still manages will impart this to the heroes, although there is definitely
to evoke a sense of disarmingly comfortable something wrong with Naelathan. He appears stressed,
calm. Out of the darkness moves a figure, anxious, and keen to leave.
an elf, one you know. His clothing is ragged, Once he has shared his information with the heroes,
his features drawn and pale, even moreso Lothian attempts to depart. If it seems as if he will be
than when you last saw him in Kalaman. It followed or pursued, he makes use of time stop to give him
is Naelathan Shadowdark, the kirath agent some distance, then greater invisibility to pass without
of the Silvanesti of Pashin. His eyes search detection out of the city and into the surrounding
you briefly before he speaks. “Here you are,” countryside. There, he hopes to incapacitate Naelathan and
the elf says. “I’ve found you. We have much return to the Tears in Baleph. Lothian knows the heroes
to discuss, and I have very little time.” will be suspicious, but he is counting on their curiosity
and motivation to recover the skull, find Gilthanas, and
perhaps save the elves. If the heroes don’t seem to be
The Situation: This really is Naelathan, but he is interested in any of this, he’ll resort to other methods later.
possessed by the spirit of Lothian. Lothian has inhabited If the heroes leave the city and locate Naelathan’s body,
Naelathan’s body for some time; a day or two after the they will encounter a group of Wichtlani Kagonesti elves
heroes last saw the elf preparing to depart with Father alerted by Sylvyana to the kirath’s disappearance (see
Jon Bolitho, Lothian’s spirit emerged from the Tears of “Random Encounters” on page 127). This will give heroes
Mishakal, where it had been stowed by Chemosh in direct who are itching for a fight something to do as well—and
challenge to the power of the goddess. Once Lothian implicate the Kagonesti even further in the plot of the
had possessed the kirath, he knocked Father Bolitho Ghoul Queen.
unconscious and summoned Sylvyana’s wyverns to Experience Awards: Although there is a good chance
transport them both to Cristyne. When Lothian meets there will not be any conflict in this scene, how the
the heroes, Naelathan’s spirit gains a renewed sense of heroes interact with Lothian/Naelathan might suggest a
will; Lothian struggles to remain in control. If forced to roleplaying award, especially if the players figure out that
leave Naelathan’s body, Lothian must recover within the there is more to Naelathan than it appears.
Tears of Mishakal, which are now in the hands of Sylvyana.
While at first a pawn of Chemosh, Lothian’s spirit is far Scene: Arrival of Belthanos [EL 15]
too strong to be dominated for long. With Chemosh’s This event occurs mid-morning on the day after the heroes
attention elsewhere, Lothian is seeking to undo Sylvyana’s arrive in Merwick. You can adjust the time as needed, but
plan (which he knows will bring doom to all of the elves of it should take place prior to the banquet and after they
Krynn) and gain release from his bound state. The heroes encounter Lothian and/or Amara Moonhunter.
are naturally Lothian’s best hope. Read or paraphrase the following:
Creatures: Naelathan Shadowdark (CG male Silvanesti
elf bard 7/fighter 4/horizon walker 2) is still alive but
possessed by Lothian Shadowbrow (NE male bound spirit
Silvanesti elf mystic 12 of Trickery/loremaster 6). Lothian
T he Free Walled City’s usual muffled
morning din is interrupted by the
clear, piercing sound of horns down by the
only has 10 more minutes at best within Naelathan’s body docks. By the ethereal quality of the notes
before his spirit is forced out, so he tries to make the and the exchange of words between nearby
conversation speedy, concise, and to the point. Read or locals, it is clear another ship of elves has
paraphrase the following key points: arrived in Merwick. This time, however, it
“You thought you had beaten Chemosh and stopped is no refugee vessel, packed with Silvanesti
his plans? You have not. The elves of Krynn are in grave stragglers and half-starved Qualinesti—this
danger. I do not have the time or the energy to explain is a diplomatic ship, bearing delegates,
how it is I come to be here, or what has happened since we nobles, and envoys to the Free Walled City.
last met. You are here on Cristyne to find a great dragon “He’s here!” shouts a young, skinny
skull, yes? To follow the Qualinesti lord Gilthanas? It is all elf of Silvanesti origin, wearing the
connected. You must attend a banquet tomorrow night, latest in local Merwick elven clothing.
here, in this city. What you need to do to stop Chemosh, “It’s Belthanos! They’re saying it’s
find the dragon skull, and save the elven people will come Belthanos from Silvamori! He’s here!”
to light there. I must leave the city, but we will meet again
soon.” The Situation: Regent Belthanos (LG male Silvanesti
Development: Naelathan’s aura is confusing when elf noble 16) has journeyed to Merwick at the invitation
looked at through divination magic. True seeing will show of the Syndicate. With him is his full complement of
136 Chapter Four
servants, aides, guards, and courtiers. The regent has spent deadly attack on the Regent’s procession. The group
over forty years in Silvamori, and recent efforts that have consists of a dozen thugs (CN male and female human
contributed to the creation of a unified Ergonesti have rogue 4, CR 4), four elfkillers (CE male and female human
given him considerable understanding in the forming of rogue 5/assassin 5, CR 10), and two summoners (CN male
productive coalitions. Belthanos expects to lead discussion dwarf sorcerer 9, CR 9). On hand are eight Free City Watch
with the Syndicate and other elven representatives at the guards (NG male civilized human warrior 2) and four of
banquet; with Merathanos remaining in Southern Ergoth, Belthanos’s personal elven guard from House Protector
Belthanos finally feels free to express his views candidly. (LG male Silvanesti elf paladin of Mishakal 3/fighter 7).
A DC 20 Knowledge (local) or Knowledge (history) m Rumorsmith thugs (12): hp 12, see page 323
skill check, or equivalent, will remind the heroes that m Rumorsmith elfkillers (4): hp 35, see page 323
Belthanos is the aging elven regent of Ergonesti, the elven m Rumorsmith summoners (2): hp 41, see page 323
community in Southern Ergoth. He is known as a firm, m Free City Watch (8): hp 11, see page 320
gaunt, and occasionally harsh aristocrat, disdainful of m House Protector bodyguards (4): hp 73, see page
the elven Diaspora on the mainland and critical of the 321
activities of the Solamnics, Legion of Steel, and Wizards of Tactics: Choose or randomly determine (1d4) at which
High Sorcery, none of which have thus far done anything of the four checkpoints the Rumorsmiths will stage their
about the “elven problem.” attack. Each checkpoint is a fairly open square lined on
The Regent makes a very tempting target for those either side by crowds, with a 30 ft. wide gap between them
who are sick and tired of the elves in Merwick. As the through which the procession marches. As each checkpoint
procession makes its way from the wealthy dock area to stops at a gate or flight of steps, it acts as an ideal ambush
the middle of the city, there are four points at which the point.
procession might be attacked or ambushed (as indicated The setup takes place over four rounds. The
on the Merwick map). Although Free City Watch members Rumorsmiths are in place on either side of the
are posted at each of these four points, the threat is more processional route: thugs on one side, elfkillers and
powerful than they are. A DC 30 Gather Information (with summoners on the other. The Watch and elven guard
a special short duration), Listen, Search, or Spot check will protect the Regent as best they can throughout the battle.
give the heroes a clue that something is going to happen to Use the following round-by-round guide for the tactics of
the procession and allow them time to head to the route. the enemy characters.
Creatures: An intolerant group among the Round One: First, the summoners cast summon
Rumorsmiths has decided to prevent the meeting between monster IV to summon an ooze mephit and 1d3 Small air
the elves and the Syndicate and is planning a violent, elementals. In the same round, the thugs rush the Free
Wichtlani Allomanya
T he form of allomanya used by the Ghoul Queen
and introduced in this section of the adventure is
an even more purified serum than that produced by
meat or stop to gorge upon it. While eating, a character
loses his or her Dexterity bonus to AC and cannot cast
spells or perform other actions requiring concentration.
Tdarnk at Daltigoth. Sylvyana’s allomanya transforms If separated from the food or prevented from reaching
elves into ravenous and feral creatures, although it, the afflicted character flies into a rage as a barbarian
the effect can be controlled with the proper ritual of his or her character level. Afflicted characters
and administration of the potion. The latter is what gain a secondary bite attack (1d3 damage plus 1/2
Sylvyana has done with her Wichtlani ghoul cult. The Strength bonus) at –5 and the benefit of Improved
allomanya-laced food at the banquet, on the other Grab; characters who succeed at a grapple check may
hand, is designed to produce uncontrolled mania. bite automatically. Characters under the influence of
For most creatures, the refined allomanya is exactly Wichtlani allomanya also experience all of the usual
like the kind used by the Whitescale Society. Refer to side effects of allomanya as detailed in Chapter Five.
Appendix I: Monsters and Magic and Chapter Five: Elven or half-elven player characters will be
The Doom of Daltigoth for more information on subjected to the above effects, just as the NPC elves
allomanya and its enhancing (and addictive) properties. will be. For the purposes of this adventure, the NPCs
Elves, half-elves, centaurs, fey, and other creatures with do not gain a saving throw; the effects are automatic.
elven, sylvan, or fey blood experience additional effects. You should take the players aside and explain that their
Once the proper dose is reached, the subject becomes characters are becoming increasingly hungry, until
ravenous. He or she must constantly eat something, the third course is served and they experience the full
preferably something that was once a living creature, in effects. You should remember to award XP to players
order to stave off the pangs of hunger. Characters who who roleplay this convincingly, even though they would
fail their addiction saving throw must make a DC 20 probably prefer not to turn into a ravenous cannibal.
Will saving throw each round whenever they are around
Darkness over Cristyne 137
City Watch, using surprise and flank attacks to eliminate as roleplaying, and perhaps a few ad hoc XP benefits if the
many of the Watch as possible, and the elfkillers begin to PCs have acted suitably heroic. Of course, the heroes
study Belthanos in secret. may not have intervened, in which case this won’t give
Round Two: The following round, the summoners them much in the way of experience, but it’s possible that
cast summon monster IV again, summoning a pair of the justification for their abstinence meets other award
howlers while directing the mephit and elemental to attack conditions.
Belthanos and his House Protector guards. The thugs
continue to attack the Watch. The Ravenous Banquet
Round Three: The summoners use attack spells such This major event, known as the Elfmoot, takes place on the
as stinking cloud, acid arrow, or ice storm to harass and evening of the second day. As it is somewhat complicated
inconvenience the heroes or the elves, while the thugs and involves a number of NPCs, you should become
attack the remaining Watch and assist the summoned familiar with it and the capabilities of the characters
monsters in attacking the elves. before running the scenes that occur within it. To assist in
Round Four: The summoners cast invisibility on the running things smoothly, a timeline of sorts is provided
elfkillers, who then leap into the fray, targeting the Regent for the banquet and related events.
with their death attacks. The other Rumorsmiths strike at The banquet is Sylvyana’s attempt to get as many elven
the elves or assisting heroes. dignitaries and other key players together in one place,
Round Five onwards: The Rumorsmiths retreat into the exposing them all to her purified allomanya derivative.
crowd if they have been unable to assassinate the Regent, Like the other allomanya formula, Sylvyana’s version is
and the heroes may choose to let them go or pursue. The created with elven blood and necromantic rituals. It is one
summoners direct their summoned creatures to harass the step further from the original ogre titan potion introduced
heroes as they withdraw. by Dauroth in the east, for not only does it enhance the
Development: Depending on the heroes’ involvement physical properties of those who ingest it, it turns elves
in the attack, the Regent may or may not request to see into cannibals, making them hungrier and hungrier,
the heroes in private after the attack has been resolved. submerging their morality beneath an overwhelming
If the heroes aided or protected Belthanos, he will be primal need. With this in mind, she has directed her agents
suitably grateful. A somewhat haughty and conservative within Merwick to lace all of the banquet food and drink
figure, praise from the Regent of Ergonesti is notable with large doses of Wichtlani allomanya. The result will
indeed. Belthanos will invite the heroes to the banquet at be a horrific scene of ravenous elves desperate to fill the
the Syndicate Hall himself, if they have not already been gnawing holes in their stomachs with whatever they can
extended an invitation. He will also assure them that his eat—even each other.
presence in the city is in the name of unification and During the banquet, there will be a mysterious visit
peaceful accord, and he hopes no more violence will result. from the shadow dragon, Adumbrant—known to the
He tells the heroes they will be welcome in Silvamori and Syndicate as their Tarsian astrologer, Viktor Chiaroscuro.
Qualimori at any time; even though some (or all) of them He brings a warning based on signs he has seen in
are outsiders and not elves, the Regent is willing to set the heavens. The event ends with Sylvyana making an
aside his somewhat xenophobic tendencies in this case. appearance. She requires the carnage of the banquet in
If the heroes did not help the Regent, or if he was order to corrupt the Tears of Mishakal—which she has in
critically injured (or killed), they will not see Belthanos her possession, having taken them from Naelathan and
again until the banquet. He will be hurried away by his Father Bolitho. The heroes must try to prevent the banquet
bodyguard, the Free City Watch, and other helpers. If from becoming a complete disaster, as well as defend the
killed, his body will be taken to the Sanctuary, whereupon elves from each other and from Sylvyana’s Crows, her elite
the mystics will do what they can to either bring him back Wichtlani minions.
from the brink of death or preserve his body for the return
back to Silvamori. Belthanos’s death will sour the banquet Guest List for the Banquet
but will not postpone the event; instead, one or more The following groups, and members of those groups, are
additional dignitaries from Ergonesti who arrived on the invited to attend the banquet at the Syndicate Hall.
ship will go in Belthanos’s stead. Syndicate—All four syndics are present: Syndic
Factions: The heroes’ actions in this scene may have an Bruliard Athelbec (LN male civilized human expert 4/
impact on a number of faction ratings: warrior 4), Syndic Mesimio Watertrap (NG male civilized
The heroes arrive at the scene, but do not intervene to human expert 8), Syndic Ethel Eberwood (NG female
protect Belthanos: –2 KS, –2 EM, –1 BT, –1 WS civilized human commoner 3/expert 5), and Syndic
The heroes arrive at the scene and aid Belthanos, but Pratchet du Saunt (N male civilized human rogue 7). Each
Belthanos is killed/badly injured: +1 KS, +1 EM, +1 BT, syndic has brought a clerk (N male and female civilized
+0 WS human expert 4) who is present to record details and
The heroes arrive at the scene, aid Belthanos, and keep furnish paperwork if needed. The clerks are not permitted
him from being badly hurt: +4 KS, +4 EM, +2 BT, +1 WS to eat. None of the Syndicate is armed.
Experience Award: This is an excellent opportunity to Solamnic Knights—Ginervra Northwell (LG female
get additional experience and story awards from combat, civilized human fighter 8/Knight of the Sword 4) and four
138 Chapter Four
Knights of the Crown (LG male fighter 4/Knight of the
Crown 4) are in attendance. All five knights will be eating.
Ginervra is armed with her light mace and dagger, while
T he Syndicate Hall, in the heart of
Merwick’s innermost city ward, is an
impressive tribute to the power of oligarchy.
the Crown knights are armed with daggers. The approach is paved with heavy slabs
Ergothian Merchant Marine—Captain Imogen of granite and lined with tall poplar trees.
Heliophan (LN female civilized human noble 5/mariner Paper lanterns swing from branches and iron
5/fighter 2) and four Ergothian marines (LN male and brackets. The omnipresent noise of cicadas in
female civilized human mariner 6/fighter 2) are at the the undergrowth gives the evening a mellow
banquet and armed with rapiers. All five Ergothians will be atmosphere, and the smells from the hall’s
eating. kitchens bear the promise of wonderful local
Brass Tigers—Captain Leomac Azcipoca (CG male food. Guests have already begun to arrive,
nomadic human fighter 12) and Ptah-Ulfus (CG male milling about the front courtyard, drifting in
half-elf ranger 10) are present. Both officers are armed and out of the huge front doors and into the
with short swords. The soldiers from the company are interior galleries of the palatial Hall. There
having a rowdy dinner in the city. Both officers are eating. are many guards, recruited from the Free City
Kagonesti of Fey Wood—Sanuya Redcloud (NE male Watch, stopping new arrivals and searching
wichtlani Kagonesti elf barbarian 3/rogue 3/ranger 6) and them thoroughly. A young purple-robed
twelve Kagonesti braves (NE male and female wichtlani man waves a wand every once in a while,
Kagonesti elf barbarian 4/ranger 3) are present. None of studying the arcane results upon bemused
the Kagonesti are wearing distinctive warpaint or carrying elven guests. The Syndicate of Merwick clearly
more than a large serrated knife. All will eat, but they won’t places a very high priority on security.
be affected by the food.
Ergonesti Diplomats—Regent Belthanos (LG male
Silvanesti elf noble 16), nine courtiers from Silvamori (LG The Setup: The heroes should have been invited to
male and female Silvanesti aristocrat 5), nine courtiers the banquet at some point in the past 24 hours or so.
from Qualimori (NG male and female Qualinesti Invitations may have come from the Syndicate, the elven
aristocrat 3/expert 2), and four bodyguards of House Regent Belthanos, or Lady Ginervra Northwell of the
Protector (LG male Silvanesti elf paladin of Mishakal Solamnic Citadel. Alternately, the heroes may just decide to
3/fighter 7) are in attendance. The bodyguards are not crash the party and show up at the Syndicate Hall without
eating, but the rest of the elves are. The bodyguards an invitation. Doing so will require some clever use of
and Belthanos are armed with rapiers, while the rest are Diplomacy or Bluff; if the heroes pull some influence from
unarmed. one of their factions (a DC 25 faction check), they can
For statistics blocks for the major players in the above forego any of this underhandedness or social acrobatics.
list, see Appendix Two: Characters and Creatures. At the very least, the heroes should be dressed for the
occasion.
Timeline of the Banquet Only light weapons (including rapiers, but not spiked
Use the following timeline to determine the banquet’s chains or whips) are permitted in the Hall. Any hero trying
progress. Eleventh Watch is 5pm. to get in with a longsword or a battleaxe, even with an
Eleventh Watch: Guests begin to arrive. Drinks served. invitation from the Syndicate, will be asked to hand over
Discussion in the galleries. the items. The same is true for obviously dangerous magic
Twelfth Watch: Guests called to the tables. Antipasto items such as wands or staffs—the Syndicate employs a
course served. Short performance by entertainers. young mage named Tremaud (LN male civilized human
Evening Watch: First hot course served. Sunset at sorcerer 6) who specializes in spells such as arcane sight
Evening Watch falling, 20 (7:20pm). Elves begin to show and detect magic and typically carries a wand of arcane sight
effects. (30 charges, CL 6th) and wand of dispel magic (30 charges,
Last Watch: Third course served. Viktor Chiaroscuro CL 6th) on his person. Tremaud, in fine purple robes,
arrives. Elves become ravenous. stands outside the entrance and forms part of the posted
Afterwatch: Dessert course served. Elves go berserk. guard for the Syndicate Hall the night of the banquet.
Sylvyana arrives with her Crows. Development: Once the heroes are past the doors,
they can spread out or remain together. This is a good
Getting to the Banquet opportunity to be in contact again with those NPCs they
Syndicate Hall is located in the center of the city at area met earlier or to introduce themselves to NPCs they didn’t
MW7 on the map. Late in the afternoon, the Gate of Crows get to meet before. Use the information provided in the
is opened to provide access from the outermost parts of guest list to inform the heroes of who is in attendance.
the city. The route to the Hall is easily discovered; if the Drinks are carried on trays into the pillar-lined galleries by
heroes have not already been there, any locals or officials servants in livery. The heroes will be permitted to drink as
they encounter should be able to provide directions. When much as they want; it’s all being taken care of, the guards
the heroes arrive, read or paraphrase the following: and the syndics will say. After an hour, the guests will be
called to dinner at the table.
Darkness over Cristyne 139
If the heroes try to enter the Syndicate Hall
in some other fashion, such as the kitchens,
they may be stopped by the Watch if they
aren’t discreet. For the first hour, while the
other guests are sharing drinks in the galleries,
the kitchen staff and servants in the Hall are
working busily to get the first few courses ready.
Divination magic will reveal a definite sense
of unease around the place, especially in the
kitchens. Feel free to describe a grumbling cook
and an intractable beer-tapper arguing over
something minor to throw the scent off the
conflict to come.
At the Banquet Table: First
Course and Entertainment
The banquet will be held in the Syndicate Hall’s
enormous ballroom conference chamber. The
tables have been set out in a horseshoe shape,
with seating around the outside so servants
can bring in the dishes from the kitchens and
set them before the guests at various points
in the evening. When the heroes arrive at the
ballroom, read or paraphrase the following:
T he largest room in the Syndicate
Hall is a ballroom, devoted this
evening to the Elfmoot Banquet. The
syndics have contracted dozens of
feast planners, chefs, entertainers, and
craftsmen to transform the already There are three entrances to the room, one to the north (to
opulent ballroom into a magnificent reflection the kitchens, behind the head of the table), and south (to
of fabled Silvanesti. Living hawthorn and ash the galleries and front of the building), and a side door on
trees, rows of flowering bushes, a carpet of the far wall from the heroes’ seats that leads to the servants’
grasses, and large crystal bowls of rosewater wing. If, for some reason, anybody is missing from the
have been placed around the room, framing feast, their place setting will be carefully removed ahead
the banquet tables with sylvan elegance. The of time and the other seats adjusted to avoid leaving an
last rays of sun stream in through stained obviously empty chair.
glass windows high on the walls. The elven The first course is the antipasto: a series of cold dishes
delegates mill about, nodding approvingly including pastries stuffed with minced vegetables, carved
at the spectacle. The other guests exchange radishes, sweet salads with honey and fruits, and dipping
words of amusement, indifference, or surprise sauces for bread. Servants bring the trays in, overflowing
on the way to their seats. The syndics, with food, and place servings before each guest. While
for their part, seem thoroughly pleased the guests eat, a trio of elven musicians and a quartet of
with the results of the great expense. kender tumblers file into the room, putting on a fairly
“Please, honored guests!” calls Syndic adequate performance. The syndics and other guests will
Mesimio Watertrap, a balding overdressed chat idly and comment on the entertainers without talking
fellow in yellow silks. “Take your seats, about much of import.
and the antipasto will be served. We have Development: If the heroes are cautious and inspect
much to discuss and much to partake the food, study the entertainers, or look for some other
this evening! Let the banquet begin!” signs of suspicion, they will not find anything significant
at this point (although you might ask for Sense Motive
The Setup: The heroes are assigned seats along the left- checks, for instance, just to keep up appearances). The
hand side of the horseshoe of tables, with the Solamnic food actually contains allomanya in small doses, so if a
knights to their immediate right and members of the character casts purify food and drink on their serving,
Qualimori delegation to their left. This places them on it will eliminate the effect of the serum. Of course, this
the opposite side of the room from the Ergothians, the and other related actions will draw the attention of the
Silvamori delegation, and Brass Tigers; the Syndicate, the syndics and other guests. If the heroes don’t come up with
Kagonesti, and Belthanos occupy the head of the table. a suitable story (and make a DC 25 Diplomacy or Bluff
140 Chapter Four
check), they will be asked to leave before they rise to the aromatic herbs. The second is a monstrous grilled marlin,
level of insult. served with citron, lavender, grilled vegetables, and
starches. The last is a spitted ankheg, which looks like
At the Banquet Table: Second a huge steamed crustacean basted in butter and spices,
Course and Sunset brought out by a team of four servants and propped up
After another hour, and following the entertainment and on a rack. All three dishes lend a tremendous smell to
antipasto, the servants bring out the second course. The the room that overwhelms the lingering aromas of the
heroes will begin to see that something odd is going on, previous courses. The reaction of the elves is immediate.
but distracting praise may draw their attention from the Several stand and demand to be served first, while a few
unfolding drama. practically crawl under the table and move to the ankheg
The Setup: This is a variety of hot dishes, announced or marlin in order to tear pieces of cooked meat from
by one of the head servants as each is placed on the table. the creature’s carcass before the servants can even start
The dishes include spicy bean soups, strips of seasoned preparing them.
chicken and duck, a stuffed and sauced pheasant, what Development: A DC 20 Sense Motive check will
appear to be large beetles prepared like prawns or crayfish, inform the heroes that it is clear the elves are absolutely
steamed asparagus, and several large pies and strudels with ravenous by this point. Decorum seems to have been set
vegetable, meat, and jellied fillings. Those who succeed in aside. The Brass Tigers and Ergothians joke about the
a DC 20 Knowledge (local) or bardic knowledge check will empathy the elves must have for their refugee cousins, but
recognize many dishes of elven cuisine among those that the Solamnics look somewhat discomfited. The Kagonesti
are native to Merwick and Ergoth. Twenty minutes after do not seem to be quite as overt, but they too are eating a
the dishes are brought out, the sun goes down over the lot of meat. In fact, a DC 20 Spot check on the part of any
Peaks of Baleph and the light dims, prompting the servants player character watching the elves’ choices in food will
to bring in more paper lanterns. reveal that none of the elves are eating vegetables or fruits
Development: The conversation turns to matters of at this point.
relevance: elven settlement and the refugees. The syndics When the heroes have begun to realize that something
ask the guests to share their thoughts on unification, the seems to be going on, a tall olive-skinned man in gray,
dire state of elvenkind in the east, the threat of Gellidus, black, and silver robes arrives from the galleries. Over the
and the condition of many of the refugee arrivals. sounds of the gluttonous elves, including even Belthanos,
Belthanos, if present, raises the issue of the Rumorsmith the syndics stand and announce the arrival of their
attack earlier in the day. He, or whoever is here in his stead, astrologer, Viktor Chiaroscuro. Viktor glides in, cocking
stands and raises a glass to the player characters. “To the an eyebrow at the display of the ravenous elves who, by
celebrated heroes of the elves,” the Regent says, smiling. now, are even helping themselves to each other’s plates
“Word of your efforts in Nordmaar has reached us even in and stuffing their mouths with food. He bows to the
Southern Ergoth. Your deeds are impressive and your skill Syndicate and other guests and announces that he has
is without question. As Regent of a united Ergonesti, with been invited to make his predictions about the future of
the promise of a brighter future for our race, I present my the elves on Cristyne and Southern Ergoth. The astrologer
goblet and my thanks.” takes out a sheaf of papers, bows again, and starts to run
Similar comments are made by the Brass Tiger captain off a string of astrological positions, numbers, cardinal
Leomac, the Ergothian representative Captain Imogen, points, and references to High Sanction and planetary
and even Lady Northwell of the Solamnics. As the heroes correspondences.
are praised for their actions, have one or more characters Any hero that succeeds in a DC 30 Knowledge (arcana)
who have specifically stated that they are trying to remain or Knowledge (the planes) check will realize that Viktor
observant make DC 25 Spot checks. Success means they does appear to know what he’s talking about. According to
notice the Qualinesti and Silvanesti elves eating as if they Viktor, a time of many conjunctions is at hand, concealed
hadn’t eaten in quite some time. Some call for the servants from the uninitiated and obscured by mundane events.
to refill their plates, while others sample directly from the He says the coming days are critical and that a handful
trays. Even Belthanos doesn’t seem able to keep food out of of circumstances and decisions will shape the future of
his hands, taking polite bites between sentences. Some of Krynn, not just for elves, but for all races. He concludes by
the elves, usually predominantly vegetarian, are sampling saying the faithful will soon be tested. He looks directly at
the meat dishes. The allomanya in the food is beginning to the heroes and says cryptically, “Be ready.” With that, he
have its effect. leaves.
The heroes might conduct their own magical
At the Banquet Table: Third investigation of Viktor while he is present. Spells such as
Course and Viktor Arrives detect magic, detect evil, and so forth will run up against
In the fourth hour of the banquet, the third course is the shadow dragon’s nondetection effect. True seeing will
served, and the heroes meet the mysterious Tarsian penetrate this, of course, revealing Viktor as a polymorphed
astrologer. dragon in mortal form; the dragon’s type, however, will be
The Setup: The third course is dominated by three indistinct. It should be obvious to those who cast spells on
dishes. The first is roasted swan with garlic, onion, and Viktor that he is aware of their actions. If they attack him,
Darkness over Cristyne 141
he will use dimension door to get clear of the room and Creatures: The Brass Tigers, Solamnic knights,
then get as far away as possible through the use of gaseous Ergothians, and Belthanos’s House Protector bodyguards
form and greater invisibility. should be considered the heroes’ allies in this battle. The
elves, including Belthanos, should be considered Hostile,
At the Banquet Table: Dessert and as are the Kagonesti. The Syndics and their clerks are
the Ghoul Queen [EL 17 or 20] essentially neutral and will make every attempt to escape.
In the final course, dessert is served, and the already All non-elven characters who ate food will be subject to
ravenous elves succumb to the effects of Sylvyana’s the addiction properties of allomanya, but unless they
allomanya. This section takes the form of a multi-character take a vial of serum, they will not experience the benefits
battle; some bookkeeping or shorthand may be required to at this stage. Because they have ingested it, the feral elves
keep track of the flow of events. You can streamline some will detect it on these other characters and attack them.
of the combat by using flat damage scores for each NPC Note that all elves under the influence of allomanya gain
when attacking another NPC (take the average weapon a secondary bite attack (1d3 damage plus 1/2 Strength
damage and do not roll dice) and using one initiative bonus) at –5 and the benefit of Improved Grab. Any feral
check for all of the NPCs of one group or type. This scene elf who succeeds at a grapple check may bite automatically.
should be played up for its horrific aspects, contrasting the Three rounds into the fight, Sylvyana and six of her
way the elves are acting under the influence of allomanya Crows (NE male wichtlani Kagonesti druid 11) will arrive,
with their normal proud and noble demeanor. The Ghoul stepping out of an ash tree near the front entrance thanks
Queen, when she arrives, will therefore have a better to transport via plants. She immediately has her Crows
chance of leaving a lasting impression on the players. attack the heroes. She only needs to be present in the room
Read or paraphrase the following once the events of the for three rounds, long enough for the carnage and violence
third course are over: to corrupt the Tears of Mishakal she has with her.
m Crows of the Endless Hunger (6): hp 53, see page
A t last, the dessert course is brought into
the room. The members of the Syndicate
cover their heads with their arms or duck
318
m Sylvyana, the Ghoul Queen: hp 125, see page 316
Tactics: Here is a general round-by-round guide to the
behind their tables as the elves of Qualimori progress of the battle.
and Silvamori clamber out of their chairs, Round One: 1d6 each of the Qualinesti and Silvanesti
over their empty plates, and skid across the elves stop to grab food and devour it. The rest of them
tabletops towards the servants. Their faces attack the nearest character by grappling with them and
and hands are slick with grease, and their attempting to bite. Belthanos draws his rapier and turns
fine robes are soiled with the remains of on one of the syndics. His bodyguards try to restrain him.
several dishes. As one elven noble trips and Sanuva Redcloud, the Kagonesti leader, will direct his
falls in front of another, the second elf shouts attention on the closest player character, and his Kagonesti
something incoherent and grabs hold of will similarly attack any NPCs (Brass Tigers, Ergothians,
the first, bodily lifting him from the floor or Solamnics) with their daggers. Captain Leomac,
and tossing him aside. A third elf launches Captain Imogen, and Lady Northwell will fight defensively
herself at the thrown elf, landing upon him against any elves, even Kagonesti, thinking that they are
as servants fling their trays aside and run for bewitched or possessed and not wanting to harm them.
the door. The other guests, in abject horror, Lady Northwell will command her knights to protect the
are showered with sugared confections, Syndics, while the Brass Tigers will attempt to unite with
chilled fruit soups, and candied pastries. With the heroes and stand with them against opponents.
growing revulsion, you realize the elves racing Round Two: 1d3 additional elves of Silvamori and
for the last course are not interested in the Qualimori stop to grab food. The other elves, including
dessert but in the servants themselves. Those the Kagonesti, continue to strike at nearby characters.
elves unable to get out of the way of their Have the heroes make DC 20 Sense Motive checks. Success
kindred face the prospect of being eaten alive. lets them know the Kagonesti are not affected in the same
way as the other elves; in fact, they seem to be acting with
deliberation rather than crazed hunger. Sanuva makes sure
The Setup: All of the Qualinesti and Silvanesti elves in his Kagonesti are spread out among the other combatants
the room are under the influence of allomanya, enraged in the room to avoid clumping together and becoming
and consumed with a need to eat and tear into anything in easy targets. The Brass Tigers and Ergothians continue to
their way. This is the signal for the Kagonesti to turn on the be defensive, while the Solamnics try to get the syndics out
other guests, and it precedes the arrival of Sylvyana. Have of the room and to safety.
the players make initiative checks for their characters and Round Three: The elves who stopped to eat in round
lay out the battle as best you can, using the accompanying one finish and look for new targets. Sanuva and the
map. Lighting in this room is equivalent to torchlight, Kagonesti continue with their attacks on the heroes and
although the foliage and trees around the outside of the their allies. Lady Northwell gets the Syndics out the rear
room might be used for cover or concealment. door and then turns to defend the doorway from crazed
142 Chapter Four
elves. Captain Leomac and his Brass Tigers coordinate with birds. By this point, the Free City Watch will arrive and
the heroes to subdue or render unconscious any attacking work together with the remainder of the heroes and their
elves, while the Ergothians leap over bodies and tables to allies to subdue and restrain the crazed elven victims of
get to Sanuva and the Kagonesti. At the very end of the allomanya.
round, Sylvyana and her Crows arrive. If the heroes are having a very difficult time with this
Read or paraphrase the following: battle and you don’t think that under the circumstances
they can survive three rounds with a powerful druid like
T he paper lanterns in the room flicker,
and the leaves on the trees and flowering
bushes around the scene of the battle rustle
Sylyana, you can bring Viktor back to the Syndicate Hall.
The shadow dragon keeps his polymorphed form but
uses spells and his spell-like abilities to assist the heroes
briskly, as if stricken by a cold southern wind. in defending the other guests from the Wichtlani. Once
Above the din of screeching elves maddened Sylvyana leaves, Viktor will apologize for leaving the heroes
by hunger, a haunting song echoes from to face her alone and depart once again. This option is
everywhere and nowhere. The paper lanterns a good one to use if the heroes come to Cristyne very
wink out, dropping the room into semi- early in this adventure (as their 2nd or 3rd chapter). If
darkness; the hideous blue-white glow of this chapter takes place later, they should not have much
dozens of elven eyes blinking into focus chills trouble.
the spine. A heartbeat later, a coldly beautiful Experience Awards: With such a ferocious battle
female presence steps into the room, seemingly and without all of their weapons or resources at hand,
from one of the transplanted ash trees. Around the player characters should definitely be rewarded.
her gather a half-dozen more Kagonesti, their Subduing the feral Qualinesti and Silvanesti elves should
faces painted bone-white and the upper half earn a collective reward equivalent to a CR 9. An ad-hoc
of their features concealed by a crow’s skull experience award of 10% of the total earned in the battle
headdress. Scimitars like hooked talons are should also be given to the heroes if they made an attempt
clutched in each of the Kagonesti’s hands. As to keep as many elves alive as possible.
the song ends, the woman speaks. “Chosen of
the Endless Hunger! Your Queen welcomes At the Banquet: Aftermath
you into the Wild Hunt. Take what you need The battle at the Elfmoot Banquet may have left a number
and scatter the bones to the winds. Kill all who of people dead or dying, and it has shaken the Syndicate’s
come between you and the flesh and blood resolve. The leaders of the three factions within Merwick,
of your kindred. Your Queen demands it!” the visiting elven diplomats, and Regent of Ergonesti
are among the possible dead. The surviving members of
these factions are convinced that an immediate session of
Development: The battle will continue with the six the Syndicate and Merwick’s allies must be held once the
Crows leaping into the fray on their initiative order. injured can be treated at the Sanctuary. The heroes are, of
Sylvyana spends the first round in total defense. The course, invited to attend this meeting.
allomanya-afflicted elves see the Ghoul Queen and If Belthanos or any other character was abducted, the
immediately turn upon each other in a horrific display. remaining elves will be grief-stricken. The Syndicate orders
Sylvyana needs three rounds, and her Crows aim to give a full investigation of the remaining Kagonesti in the city,
that much to her. It is vital for the corruption of the Tears but by this time, many of them begin to flee. Merwick is
of Mishakal that elves attack other elves out of desperation, plunged into disorder for about six hours while the Free
which is precisely what the allomanya is inciting, so the City Watch attempts to restore the status quo. If the death
Crows are to keep the heroes and their allies from helping toll of the banquet was not high, the syndics will still seek
the elves. Anyone using detect magic or arcane sight on to round up as many Kagonesti as possible.
Sylvyana will detect the presence of the Tears upon her, The heroes will learn some details from any captured
and once this realization occurs, the Ghoul Queen will Crows or Kagonesti braves. The most important point
look at that character and smile cruelly. Sylvyana has is Sylvyana is the self-styled Ghoul Queen of ancient
potent magic at her disposal, which she will use after the Silvanesti, here in the current era to lead the elves into a
first round: finger of death, ice storm, creeping doom, and new age. Her temple is in the ruins of Baleph on the other
animate plants are all options for her. If she can kill a side of the island. There, she also holds captive the elves
player character in this battle, she will, but she finds their of the town of Pashin in Khur, whom she has brought to
presence on Cristyne amusing and will not try to defeat Cristyne as part of her plan to lure the heroes into her
them. She will attempt to have one of her Crows bring scheme as sacrifices to the Endless Hunger. If the heroes
the body (living or dead) of Belthanos to her before she played through Key of Destiny, they will know about the
departs. refugee elves who lived in the sewers of Pashin. If not, they
Once the three rounds are up, Sylvyana utters her will at least be familiar with the Tears of Mishakal, which
word of recall and disappears, possibly with Belthanos, to Sylvyana has and form a key part of her dark goal.
the ruins of Baleph. The Crows immediately head for the If the heroes question the Syndicate about Viktor
doors, using wild shape to take to the air as their namesake Chiaroscuro, the syndics will break down and tell them
Darkness over Cristyne 143
Viktor only arrived recently from Tarsis and seemed to Kagonesti elves as a place of healing and meditation. The
know everything about them based on his astrological continent buckled as a result of the fiery mountain striking
readings. The heroes may have learned his true nature; if Istar, and all trace of the spring was lost for almost thirty
they tell the syndics about it, the reaction will be one of years. When it finally burst forth from the earth again, it
shock. A member of the Watch reports that Viktor was last filled a short granite valley with its sparkling waters in the
seen leaving the city. The Syndicate has no reason not to space of two weeks. Since that time, it has been closely
trust him unless he actually brings harm to Merwick, but guarded by elemental spirits that, until the arrival of
they will keep an eye on the mysterious astrologer if asked Sylvyana, cooperated with the Kagonesti elves. Now they
to. are hostile to all outsiders, believing them corrupt and
Factions: The banquet represents a turning point in wicked.
the heroes’ reputation among at least three, if not four,
factions in this adventure. What follows are some examples Getting to the Christening Spring
of faction rating adjustments. A difficult and treacherous path winds through many
Heroes did not attempt to rescue or aid guests, or fled: switchbacks, along sheer cliffs, and across bare windswept
–3 BT, –4 KS, –3 EM, +1 WS hilltops before arriving at the site of the Christening
Heroes aided the guests but used lethal force on elves: Springs. The lake is a mile long but somewhat narrow; in
–1 BT, –2 KS, +0 EM, +0 WS some places, it is barely a hundred feet wide. There is only
Heroes prevented Belthanos from being captured: +1 one way into the valley that the lake occupies, and there are
BT, +2 KS, +2 EM, –3 WS at least three difficult climbs (DC 30 each), all of which are
Heroes prevented any other faction leader from dying/ potentially fatal (drops of 200, 250, and 300 feet to rocks).
being captured: +2 faction, +1 others except –1 WS Upon arrival, the temperature cools considerably, the air
Heroes captured one or more Crows: +2 BT, +2 KS, +1 is sweet and clean, and the slopes of the valley leading to
EM, –3 WS the mirror-bright surface of the lake are covered in vibrant
green foliage.
Leaving Merwick
Once the heroes have decided to move on, they can
acquire whatever resources they need through their faction
influences or just by making use of the local
markets. Depending on how they have acted
in the city, their reputation may or may not be
favorable. Merwick is also an excellent place to
acquire a cohort, henchmen, or other assistance
and, as described in the sidebar “Brass Tigers
in Merwick,” the heroes could gain the services
of Leomac’s soldiers for any excursions on the
island.
If the heroes are heading inland to
track down Sylvyana, the Kagonesti, Viktor
Chiaroscuro, or Gilthanas, they will need to
head over the Peaks of Baleph and enter the
Fey Wood. They might also head north to the
Christening Spring at the northern end of the
Peaks (see “Adventure Site: The Christening
Spring”). If they plan on leaving Cristyne at this
point, they can either head north to the Bastion
portal at the Tower of Magus (see Chapter
Three: The Liberation of Bastion) or acquire
a ship from the Ergothian Merchant Marine
or a private captain like Skullface (see location
MW2: The Waterfront).
Adventure Site: The Christening
Spring
This is a freshwater spring that feeds a small
lake in the northern end of the Peaks of Baleph.
Prior to the Cataclysm, the spring was located
in the far western reaches of the Elderwild
Forest, used by sylvan creatures and the
144 Chapter Four
People to Meet at the is a DM call, ultimately), he can perform admirably as
Christening Spring [EL 17] a mount, support, or even a contact with the Solamnic
Because there is little to no flat ground around the spring, Order of the Crown (with whom he once worked closely).
the area has never been settled or occupied by residents. Sirdar is easily intimidated by evil, however; not only
Indeed, the Kagonesti forbade anyone—elf, human, or does he not gain the benefit of his Huge size when evil-
ogre—to dwell near the spring. This does not mean the aligned opponents make Intimidate checks upon him,
Christening Spring is uninhabited. Indeed, its depths are but he suffers a –8 morale penalty to his level check to
home to a number of creatures, chief among them being resist Intimidate checks from evil-aligned opponents.
Sirdaripatinja, or Sirdar (LG male mature adult bronze Sylvyana and Gellidus are so frightening to Sirdar that he
dragon, CR 17). Sirdar is a bronze dragon in exile, a automatically fails his Will saves against their fear effects or
veteran of the War of the Lance but a virtual recluse since Intimidate checks.
his failure to save his mate and the residents of a small
Ergothian town from shadow wights. When the gods were Leaving the Christening Spring
thought to have abandoned Krynn, Sirdar retreated to The heroes may find themselves chased away from the
the Christening Spring, too ashamed to face any of his valley in which the Christening Spring is located, or they
kind. Sirdar watched as Southern Ergoth was taken over might appeal to Sirdar’s nature and come to an agreement
by Gellidus, and guilt over his continued inaction has with the dragon. Either way, leaving the spring will involve
consumed his thoughts ever since. climbing back down the difficult path, flying out, or using
Sirdar prefers to chase off visitors to the Christening magic or similar forces to depart. From the Christening
Spring, calling upon the water mephits (CR 3) and nixies Spring, the northern edge of the Fey Wood is only 5
(CR 1) in the lake to create diversions. Sirdar doesn’t want miles away. The Tower of Magus (see Chapter Three: The
anybody hurt—he has not surrendered his morals—but Liberation of Bastion, “Roads to Bastion”) is 15 miles away
with Sylvyana’s corruption of the Kagonesti, he sees evil in as the crow flies.
everything now, and he is terrified of it.
m Sirdar, Dragon of the Spring: hp 276, see page 315 The Fey Wood
m Nixies (12): hp 3, see Monster Manual On the far side of the island from Merwick is the Fey
m Water Mephits (8): hp 19, see Monster Manual Wood, a remnant of a once-great forest the Kagonesti
called the Elderwild. In the current era, the Fey Wood is
Things to Do at the Christening Spring inhabited by monstrous vermin, bizarre avian life, and
The waters of the Christening Spring have mild restorative corrupted fey. All of this is a result of the influence of
properties. Bathing in the lake for 10 minutes provides the Sylvyana, the Ghoul Queen, who stepped out of the River
benefit of cure moderate wounds once in every 24-hour of Time to answer the summons of Chemosh. Thick with
period. Drinking directly from the spring itself, which runs mist, the Fey Wood is also haunted in many sections by
out of the rocks at the far end of the lake from the valley wichtlins and other undead conjured forth by Sylvyana.
entrance, provides the benefits of cure critical wounds once
in every 24-hour period. These effects function at CL 18th. History of the Fey Wood
The water loses its mystical properties when it is taken During the Age of Dreams, the forest that eventually
away from the valley. became the Fey Wood was extensive primeval woodland
Drinking the waters of the Christening Spring also inhabited by the Kagonesti elves, descendants of those
allows the drinker another saving throw against any elves who had followed Kaganos Pathfinder into the
ingested poison, including allomanya, as if he or she had wilderness. This forested region, the Elderwild Forest,
just been exposed to it. This may only be attempted once was later incorporated into the Empire of Ergoth and ran
in every 24-hour period. These spring waters are also across the Last Hundred, the Southwest Hundred, and
capable of purifying other quantities of water, allowing it the Seascapes Hundred. Ergothians stayed out of it for
to be used to neutralize poison or purify food and drink at the most part, except for a number of rugged settlements
CL 18th. Even spring water that has been taken away from whose inhabitants lived peacefully alongside the Kagonesti
the valley retains this property but only for 24 hours, at and the sylvan races. The Cataclysm changed all of this,
which point it becomes ordinary spring water. dropping sections of the forest into the earth and flooding
The heroes might encounter Sirdar here and attempt them with ocean waters. Other parts of the Elderwild
to recruit or convince him to help them. They will need Forest were stripped bare by widespread forest fires or
to defend themselves from the bronze dragon and his lifted up and transformed into the Peaks of Baleph.
allies until they are able to voice their intentions; Sirdar Following the Cataclysm, the newly made island of
is considered to be Unfriendly. Sirdar is guilt-ridden and Cristyne retained a piece of the Elderwild. Cut off from
stricken with shame, so appealing to his honor or duty the rest of the world and as primeval as it had always
may backfire. He is more likely to respond to assurances had been, the forest became known as the Fey Wood. It
that he is forgiven or free of responsibility and blame. An was untouched by later wars and conflicts, a safe haven
atonement spell, for instance, or some similar appeal to the for some of Ansalon’s most reclusive and shy faerie folk.
gods or Sirdar’s immortal dragon soul has a better chance Even the Chaos War seemed to leave the Fey Wood alone.
of affecting the bronze. If Sirdar agrees to help (which After the War of Souls, however, and the defeatof the
Darkness over Cristyne 145
Knowledge in the Fey Wood
T he following table shows the results of an applicable
Knowledge (arcane), Knowledge (geography), or
Knowledge (nature) check as it relates to the Fey Wood.
Baleph is, in fact, the center of activity in the Fey Wood,
and the stones that depict flesh-eating creatures are
part of the growing Wichtlani Ghoul Cult. If the heroes
Kagonesti characters gain a +2 circumstance bonus to were in Fume’s woods in Estwilde, they may have run
the check based on race. into similar relics or stones as part of the Lahutian
This knowledge is mostly factual, if anecdotal. cannibalism tradition (started by Sylvyana).
DC Results
The Fey Wood is all that remains of the great Elderwild Forest
10 that covered much of southwestern Ergoth before the Cataclysm.
It occupies the western half of the Isle of Cristyne.
The Fey Wood is inhabited by Kagonesti tribes, many of whom have lived
15 in the area since the Age of Dreams. It is also home to various sprites,
centaurs, dryads, and satyrs. Because it is so remote, few have traveled there.
There are ruins in the Fey Wood of ancient elven or even ogre settlements.
One of these is Baleph, which predates the Ergothian Empire and
20 is considered one of the oldest elven settlements in the west. Those
who have seen it describe it as overrun by birds and insects.
In the past three months, the Fey Wood has become a dark place of menace
25 and evil. Undead are seen moving about in the misty depths, the fey have
become foul-spirited, and the Kagonesti are reclusive and violent.
The Ruins of Baleph house a number of ancient elven relics, and
the evil that has descended upon the Fey Wood comes from there.
30+ Mysterious stones that depict scenes of flesh-eating creatures and
savage horrors have been found in the Fey Wood, where once no such
stones had been. These are known by the elves as “Wichtlani Stones.”
Betrayer a year later, the Ruins of Baleph served as the site lost, lose one’s way, or get turned around because of the
of the Ghoul Queen’s return to the world. Sylvyana set murky and dark conditions, so Survival checks suffer a
about bending the wildlife, the fey, and even the weather –5 penalty; Listen and Spot checks are similarly impaired.
to her will. Carefree and reclusive fey communities Much of the forest floor is covered in light undergrowth,
became hateful bands of killer sprites. Tribes of Kagonesti although there are stretches of heavy undergrowth that
converted en masse to the faith of Chemosh, the Endless impairs movement and visibility even further.
Hunger. The pervasive mist that covers the region
thickened and resisted what little sunlight now pierced Travel by Air
the trees of the woods. Sylvyana created her own realm on Vision for flyers is obscured because of the fog and
the island in less than three months, a dramatic change to mist that blankets the Fey Wood; it is thickest during
what was once a haven of natural beauty. the evening and early morning. Wind is also a problem;
inclement weather is common, so the heroes are likely to
Travel in the Fey Wood experience soaking rain or windstorms that only add to
Important Rules: Listen skill, Chapter 4: Skills in the the ambient moisture and make air travel uncomfortable.
Player’s Handbook; Concealment, Chapter 8: Combat The Fey Wood itself is a thick tangle of dense branches, so
in the Player’s Handbook; Fog, Weather, Chapter 3: Spot checks to survey the ground below will experience
Adventures in the Dungeon Master’s Guide; Temperate major penalties (–10 at medium to high altitude, –5 for
Forests Terrain, Chapter 3: Adventures in the Dungeon low altitude).
Master’s Guide.
The Fey Wood presents many of the same difficulties Features of the Fey Wood
as travel elsewhere on Cristyne, although it has even more The Fey Wood has a number of traits specific to it. It is
pervasive fog conditions and is unnaturally dark and almost entirely deciduous forest; in the colder months, the
impenetrable. trees lose their leaves and the Kagonesti describe the effect
as a “sea of skeleton trees.” This disturbing sight soon fades
Travel by Land in spring when the foliage returns, but for the past three
The heavy forestation of the Fey Wood impairs swift travel months, nothing of the sort has happened. The Fey Wood
by land (x1/2 speed). Thick mist and fog is everywhere, is experiencing the effects of Sylvyana’s desire to eventually
further reducing travel speed to x1/4. It is easy to become control all elvenkind in the world for her master,
146 Chapter Four
Chemosh. It has therefore remained bleak and unnerving roll of 1) occurs in particularly thick mist or fog, reducing
since winter, and druids or clerics of Chislev and the encounter distance to 1d6x10 feet, dependent on a
Habbakuk will find the climate extremely uncomfortable. Listen check rather than a Spot check and introducing the
problem of concealment to any battle (EL +1). One in six
Weather encounters occurs in heavy undergrowth, which has its
Because of Sylvyana’s influence, the weather in the own effects on speed and concealment.
Fey Wood is decidedly unseasonable. Temperatures
d% Encounter Average EL
in the daylight come close to 45 degrees F, while night
temperatures drop as low as 28 degrees F. Foggy conditions 01-10 Wichtlani satyrs (2d6) 16
are present throughout the day and night, clinging waist-
high during the middle of the day and thickening to a pea 11-25 Wichtlani Kagonesti (3d6) 15
soup in the evening hours. Rain occurs most often in the 26-35 Stag rider wichtlins (1d3+3) 14
early morning and late afternoon, heavy and saturating
rainfall that lasts for stretches of ten or fifteen minutes. 36-50 Wichtlani centaurs (2d6+2) 14
Even though the trees are completely bare of leaves for the
most part, the thickets of thorns, spiky branches, and dead 51-60 Whisper Spider Colony (1d3+3) 13
foliage make visibility difficult from above the Fey Wood
61-70 Dryad wichtlins (1d3) 14
and prevent the sunlight from filtering sufficiently to the
forest floor to provide significant warmth or brightness. 71-80 Ghoul Cult wichtlins (2d4) 15
For this reason, most of the Fey Wood is considered
shadowy illumination, if not complete concealment due to 81-90 Crow Band (1d4+2) 16
the mist.
91-00 Wichtlani pixies (2d4) 16
Flora and Fauna
Unlike most forested regions in Ansalon, the Fey Wood has Specific encounters are described below:
relatively few mammals. Birds and insects occupy most of Crow Band: Sylvyana’s Crows, members of her elite
the roles in the ecological system of the woodlands, just as group of bodyguards and acolytes (NE male wichtlani
they do elsewhere on Cristyne. Ordinarily, the larger and Kagonesti druid 11, CR 12), occasionally travel the Fey
more dangerous specimens are rare—monstrous spiders Wood looking for more converts or enemies. They will
and giant centipedes, for example, are spoken about attempt to subdue and capture, not kill, any hero they
by Kagonesti guides, but not seen often enough to be a come across. Their intent is to bring the heroes back to
concern. However, this is not the case now that Sylvyana Baleph for participation in their own ritual sacrifice.
has come to Cristyne. Indeed, larger and more aggressive m Crows of the Endless Hunger (3-6): hp 53, see page
specimens of spider, wasp, and other predatory vermin are 318
extraordinarily common. Birds, especially carrion-eaters Dryad Wichtlins: This is a grove inhabited by one or
such as crows and vultures, flock to the ruins of Baleph more dryads (NE female greater wichtlin dryad sorcerer 6,
and outlying locations. Hideous hybrids such as Cristyne CR 12) whose spirits have been corrupted by the power of
griffons, owlbears, and umber hulks plague the Fey Wood the Endless Hunger. Their trees are dead and lifeless, and
in increasing numbers. the dryads are now sickly ethereal shadows of their former
As the Fey Wood is still gripped by a cold, bleak late selves.
winter because of the influence of Sylvyana, most of the m Dryad Greater Wichtlins (1-3): hp 60, see page 319
trees are bare. The Fey Wood consists of more than just Stag Rider Wichtlins: Some of the most dangerous
trees, however. Thick thorn bushes, some forming hedges wichtlins are those raised from stag-riding Kagonesti
that extend for miles or encircle ruins and Wichtlani warriors (NE wichtlin Kagonesti elf ranger 4/fighter 4, CR
stones, act as an obstacle to any kind of fast movement. 10). The elf ’s animal companion and mount also becomes
Travelers in the Fey Wood are forced to travel slowly so as a wichtlin, and the two become an inseparable and deadly
not to run afoul of these natural and unnatural hazards. team. This is a pack of such riders, who will attempt to
Herbalists will find assorted spice-producing plants in the circle and dispatch the heroes when they encounter them.
Fey Wood, usually along the thorn hedges, but little else. m Stag Rider Wichtlins (4-6): hp 52, see page 324
Sylvyana’s despoliation of the Fey Wood becomes clearer Ghoul Cult Wichtlins: This is a wicked cabal of clerics
the longer the heroes are in the forest. of Chemosh (NE male and female wichtlin Silvanesti elf
cleric 8 of Chemosh, CR 10) who have chosen undeath in
Random Encounters the service of Sylvyana over life as elven refugees. They cast
Check for random encounters in the Fey Wood during spells and attempt to use their elfstroke first on other elves,
the morning, afternoon, evening, and after midnight. The then on humans and dwarves.
chance for an encounter begins at 5% and increases every m Silvanesti Wichtlin Cultists (2-8): hp 52, see page
time period by 5% until the heroes run into something, 323
at which point it starts over at 5%. Encounter distance Whisper Spider Colony: As well as other breeds
in the forest is 2d6x10 feet. One in four encounters (1d4, of spider, the infamous whisper spiders of Ansalon
Darkness over Cristyne 147
(advanced 14 HD Huge whisper spider, CR 8) reputedly mist behind him, mounted on creatures with
hail originally from the island of Cristyne. Each spider is antlers, moving silently and quickly in his
intelligent and crafty, knowing when to work alone and wake. The elf appears to be running for his life.
when to team up.
m Whisper Spiders (2-6): hp 105, see page 325
Wichtlani Centaurs: These centaurs (NE male and The Situation: The elf being pursued is Vanyethas, a
female wichtlani centaur ranger 3/barbarian 1, CR 8) are Silvanesti noble who has escaped Sylvyana. Vanyethas’s
loyal followers of the Ravenous Crow, used by Sylvyana as people are refugees from Pashin who fled north after the
outriders and shock troops. They attempt to ride down or events of Key of Destiny (as accounted by Naelathan in
trample their enemies, swinging wickedly hooked axes at Chapter One: March and Tree to Kalaman). The elf ’s
more evasive targets. absence was soon noted by the Wichtlani Ghoul Cult, and
m Wichtlani centaurs (4-14): hp 80, see page 325 a Wild Hunt was sent after him. The heroes enter the scene
Wichtlani Kagonesti: This is a hunting party of just as Vanyethas is about to be overrun by the Kagonesti
Sylvyana’s Kagonesti, all of whom are involved in the on their elk mounts.
Wichtlani Ghoul Cult (NE male and female wichtlani Creatures: Vanyethas (NG male Silvanesti elf aristocrat
Kagonesti elf barbarian 4/ranger 3, CR 8). Their faces 5) is currently panicked and fatigued. His pursuers are a
are painted white in imitation of skulls, and each group’s Crow of the Endless Hunger (NE male wichtlani Kagonesti
leader wears a headdress of crow feathers and thorns. druid 11, CR 12) and eight Kagonesti hunters (NE male
m Wichtlani Kagonesti hunters (3-18): hp 49, see page wichtlani Kagonesti elf barbarian 4/ranger 3, CR 8), all
326 mounted on elks.
Wichtlani Pixies: Fey folk corrupted by Sylvyana’s evil m Crow of the Endless Hunger: hp 53, see page 318
influence are now spiteful and angry killers. These pixies m Wichtlani Kagonesti hunters (8): hp 49, see page
(CE male wichtlani pixie sorcerer 6, CR 11) have gained 326
a taste for human and elven blood. Their mischievous m Elks (9): hp 22, see Bestiary of Krynn
natures now manifest in their choice of debilitating and m Vanyethas (as Silvamori Courtier): hp 18, see page
harmful spells and their use of sickles to cause painful 323
wounds. Tactics: The Crow rides in the lead of the other eight
m Wichtlani Pixies (2-8): hp 15, see page 326 Kagonesti, and his first action is to attempt to strike
Wichtlani Satyrs: This is a loosely organized mob of Vanyethas down with his shortspear. To do so, he needs
satyrs in service to Sylvyana (CE male wichtlani satyr bard to close the 15 ft. to the fleeing elf, which may or may not
5, CR 8 [no pipes] and CR 10 [pipes]). They appear more be possible depending on whether the heroes act before
angular and pale than most satyrs and wear grisly helms he does. The other Kagonesti will circle the heroes if
shaped from silver in the semblance of goat skulls. One possible, trying to surround them and the fugitive. Once
in every six carries pipes; the others use shortbows and the Crow has taken stock of the situation, whether or not
shortspears. he succeeds in attacking Vanyethas, he will determine that
m Wichtlani Satyrs (2-12): hp 53, see page 327 the heroes are outsiders and should be attacked; the Crow
will gain some distance and cast spike growth on the area
Scenes in the Fey Wood encircled by the Wild Hunt to impair the heroes. This, as
The following two scenes can occur at any time once the well as a preemptive attack by the heroes, will result in the
heroes enter the Fey Wood or travel to the Ruins of Baleph. remaining Kagonesti riders directing their efforts at the
Each serves to set the stage for the heroes’ arrival in the player characters. Any opportunity the Crow has to finish
Ruins of Baleph and their confrontation with the Ghoul Vanyethas, of course, will be taken.
Queen. Development: If the heroes defeat the Wild Hunt
and Vanyethas survives, the elf will impart his story.
Scene: The Wild Hunt [EL 15] Use the information provided in Kalaman by Naelathan
In this scene, the heroes run into an elf from Pashin who Shadowdark (see Chapter One: Marsh and Tree to
has escaped Baleph and is being hunted by Sylvyana’s Kalaman, page 54) and in Chapter Five: The Doom of
Kagonesti. If they save the elf and overcome the Wild Daltigoth to guide Vanyethas’s explanation. Vanyethas
Hunt, the heroes will learn more about the fate of the says that Sylvyana promised the elves a safe haven, but
refugee elves from Pashin and Sylvyana’s sinister plans for she intends to use the combined power of the Tears
them. of Mishakal, the Willstone, and the Ram’s Horn of the
Elderwild in Baleph to transform all of the elves on Krynn
T he thick mist of the Fey Wood makes it
difficult to see more than a few yards and
muffles the sounds of the forest. Despite these
into her undead servants. If the heroes can prevent this
from occurring, they might be able to reverse the ritual
and free the Kagonesti and other elves on Cristyne from
adverse circumstances, the bone-white elven Sylvyana’s influence.
figure in ragged clothing crashing through Even if Vanyethas dies, the heroes may be able to
the undergrowth towards you is impossible recover this information through use of speak with dead
to miss. Many other figures can be seen in the or by bringing the elf back to life with raise dead or
148 Chapter Four
resurrection. If all else fails, Vanyethas’s shade might linger emerge from the pool’s surface. Lying
in this area for some time (perhaps as a spectral minion), alongside the pool, below the surface of the
which would also allow the heroes to speak with the mist, is the prone body of an olive-skinned
deceased elf. man in Tarsian dress. A large three-spiraled
Factions: This battle lowers the heroes’ faction rating ram’s horn lies in the rushes next to him.
with the Wichtlani Ghoul Cult by –1, but there are no
other faction adjustments.
Experience Awards: Increase the award for this battle The Situation: Adumbrant has already challenged
by 10% if the heroes manage to keep Vanyethas alive. Sylvyana—and lost. He managed to flee Baleph with the
Ram’s Horn of the Elderwild and is now near death, having
Scene: Fallen Shadows [EL 16] taken his human form to hide from Sylvyana’s trackers.
In this scene, the heroes meet the shadow dragon Several wyverns are on their way, following the trail of the
Adumbrant once again in his guise of Viktor Chiaroscuro. shadow dragon to the log bridge.
It takes place at a time of your choosing when the heroes Creatures: Two greater wyverns will arrive on the scene
are in the Fey Wood. If the heroes have not yet played out three minutes after the heroes arrive. Viktor/Adumbrant is
the events of the Ravenous Banquet in Merwick, this scene down to a quarter of his hit points. Although he managed
will need to be modified or left out; it assumes the heroes to escape with the Ram’s Horn, carrying it from Baleph has
have already met the Tarsian astrologer. wounded him (it is anathema to non-good dragons). If
the heroes administer aid to Viktor, he will stir and thank
Y ou emerge from the thick woods at a
mist-shrouded glade that surrounds
a bowl-shaped depression over forty feet
them for assisting him, but warn them of the approach of
the wyverns.
m Greater wyverns (2): hp 220, see page 320
wide. The sides of the depression slope down m Viktor Chiaruscuro: hp 287 (currently 71), see page
towards a pool; long ago, a tree fell across 308
the depression and acts as a kind of bridge Tactics: The heroes may have some time to prepare for
across it. Moss, creepers, and ferns choke the the greater wyverns’ approach, so they can make use of the
water’s edge, and smaller logs or branches terrain to stage an effective defense. If they do not rouse
Viktor, they won’t be aware of the wyverns, and
the creatures may surprise them here. The log
bridge is slippery and requires a DC 17 Balance
check to move across it. The pool is twenty
feet below the log bridge, but the water will
break the fall of any character loses his footing
(1d6 damage). Moving along the slopes of the
depression or around the pool’s edge is difficult
terrain and movement is halved; 5 ft. steps are
not allowed in this terrain.
The wyverns will use their physical attacks
primarily, trying to grab and sting opponents.
They have been told to retrieve the Horn,
but when either of them snatches it up, they
will take damage (much as Adumbrant did).
Because these are creatures of the dragon type,
if the heroes have Huma’s Dragonlance with
them, it may prove to be extremely useful
(though not as much as it would be against true
dragons).
Viktor, without assuming his shadow
dragon form, will provide assistance if possible.
He no longer has any of his higher-level spell
slots available and can only cast 0-, 1st, and
2nd-level spells. These he will use as needed. He
is not inclined towards teamwork, but he will
take every opportunity to make attacks against
the greater wyverns as long it keeps him out of
harm’s way.
Development: Once the wyverns have been
killed or driven off (when one of them is dead
and the other reduced to half hit points or less,
Darkness over Cristyne 149
it will flee), Viktor slumps back to the ground again. “She with the high ogres from whom they inherited the world.
is too strong, even for me,” the astrologer says. “I should Scholars debate the nature of this magic, as it predates
have heeded the warning of the stars and left.” If asked the Graygem, but it is certain that, as the Gods of Light
to explain, the dragon confesses (if the heroes haven’t looked down upon their chosen people, the prayers
already worked this out) that he is a shadow dragon, has of the elves were answered with mighty works. Out of
no memory of his life before the return of the gods, and this time of mystery and supposition arose Baleph, or
has been unable to recover it. If the heroes use magic such Baal’Aleph’Ethas, the City of the First Covenant.
as legend lore or commune to probe the River of Time The elves of that era spread their city over an area
for answers, they will be met by resistance. Viktor is a of three miles, but they interspersed it with magnificent
complete enigma. parks, groves of trees, streams, and palatial residences. Few,
While the dragon was unable to defeat the Ghoul if any, records of the nature of life in the city of the First
Queen, who he says is surrounded by other wyverns, Covenant remain, for only a century after its foundation,
crazed Kagonesti, undead, and worse, he was able to it was assaulted by waves of ogre marauders from the
retrieve the Horn. It is a sacred relic that represents the north. The elves were unable to repel the invaders, and
bond between the elves and the dragons (Kagonesti and over the course of the next few years, they fled to the
silver dragons, to be precise, but Adumbrant does not forests as the ogres demolished what had been created.
know the specifics). Amara, if she is with the heroes, The nomadic humans who swept into what later became
recognizes the horn immediately. “It was entrusted to known as Ergoth found the ogres, their former captors,
Aracoe Pathfinder,” she says. “Sylvyana must have him.” and drove them from the Elderwild Forest. It would be
If Viktor is given time to recover, he will offer his many hundreds of years later, following the rise in the east
help in thwarting Sylvyana’s plans. There is a definite of Silvanesti and the creation of Ergoth, that the Kagonesti
connection between Sylvyana and Frost, and Adumbrant elves would venture once again into the ruins of Baleph.
wants the Ghoul Queen gone as much as or more than Baleph’s secrets were never fully uncovered, and the
the heroes do. Like Sirdar, from the “Christening Spring” city was engulfed by the wilderness. The occasional traveler
Adventure Site, Adumbrant offers more assistance in would wander into its crumbling edifices or stumble into
support than as a major combatant, but he will permit the sunken chambers underground, never to be seen again.
heroes to ride him if they need to get somewhere quickly. Armies, gathering nearby during periods of civil unrest or
Treasure: The Ram’s Horn of the Elderwild is the main war in Ergoth, would camp in the shade of the aqueducts
treasure from this scene. See Appendix One: Monsters and and rise the next day with reports of spirits and strange
Magic for more information about this legendary item. noises. The Kagonesti were blamed for much of this,
Experience Awards: You might present the heroes accused of staging the experiences to drive away outsiders.
with a roleplaying award for a clever plan to ambush or This was partially true, for the Kagonesti were not fond of
defeat the greater wyverns. In addition, recovering the the Ergothian soldiers even at the best of times. However,
Ram’s Horn of the Elderwild might be considered a minor the city was truly haunted—not, as is the case with many
personal mission goal for any Kagonesti heroes. other ruins, by the spirits of the dead. Baleph was haunted
by reflections from the River of Time, memories and after-
Ruins of Baleph images of the elves of the Time of Light.
Baleph’s ruins are the only sign of civilization on the When Cristyne was cut off from the mainland by the
western half of Cristyne. They are impressive and Cataclysm, Baleph’s ruins went with it, and the mountains
cyclopean; towering columns, colossal aqueducts, and driven into the heavens nearby were named after the city.
great open plazas of fitted stone, though overrun with Now even further isolated, the city was forgotten, even by
vegetation, elicit awe from scholars and explorers alike. other elves. Very little exploration or investigation of the
Over the many centuries since the Age of Dreams, many of ruins was carried out in the Age of Despair and, despite
the buildings and spires of Baleph have fallen, crumbled the growing population of Merwick on the eastern half of
into dust, or sunken into the earth. The Fey Wood spreads the island, the ruins were largely left alone. The Kagonesti
out around the ruins in every direction, but the ruins tribes of Cristyne afforded them great reverence and
themselves are open to the heavens. Trees, creepers, and respect. Hosts of birds and insects laired in the towering
other swatches of green and brown are everywhere. structures; along the cracked roadways, stands of twisting
At night, witch-lights pass through the columns while trees and ropy clusters of vines and creepers formed a
wraiths, spectres, and other undead haunt the perimeters natural barrier. Time shrouded the city with its veil once
and open areas. During the day, Sylvyana’s Wichtlani again.
Ghoul Cult maintains a formidable armed presence. Four months ago, Caeldor the Betrayer, a servant
of the Lord of Bones from before the Cataclysm, was
History of Baleph defeated in the Dragons’ Graveyard. Not one to settle for
The ancient elven city of Baleph was founded by the defeat, Chemosh reached again into the River of Time and
earliest elves in the western reaches of Ansalon. As the plucked forth Sylvyana, the Ghoul Queen. She stepped
River of Time flowed in the elves’ favor, the magic of the from the ruins of the Tower of the Morning in Baleph,
world seemed to respond to them, and such impressive revitalized and whole, ready again to bring the power of
feats of architecture were possible, much as they were the Endless Hunger to Ansalon and take revenge upon the
150 Chapter Four
elves who forced her hand in the Age of Might. Gathering Within sight of the Tower of the Morning (RB5), the
her wyverns, wichtlins, and a relic of evil known as the Wichtlani Ghoul Cult has set up camps (RB4). Moving
Willstone, she began to exert her influence from Baleph. around the city during the day or night involves avoiding
The Wichtlani were once again a presence on Krynn. patrolling bands of Kagonesti, centaurs, even corrupted
fey. When darkness falls across Baleph, the unquiet spirits
Getting to Baleph summoned forth by Chemosh provide additional security
The heroes will find themselves within the borders of for the Ghoul Queen’s servants.
Baleph some time before they see any prominent signs Baleph uses the same random encounter table as the
of the ruins. Baleph proper is three miles wide and, while Fey Wood; it is mist-shrouded and foggy like the forest,
the heroes may notice the trees thinning out somewhat although, due to the fewer number of trees and the nature
and notice scattered paving stones buried in the earth of the ruins, the mist is thinner and does not provide
beneath the undergrowth (DC 15 Survival check), the substantial concealment. Encounter distance is 2d6x10
first indication that they are walking among ruins will feet.
be when they reach the Aqueduct (RB1). Travel becomes
easier after this, and eventually the paving stones are more Key to Baleph
intact and spaced closer together. A mile from the center What follows are brief descriptions of major locations in
of Baleph is a dry streambed that once flowed around the Ruins of Baleph together with pertinent details and
the circumference of the city center. Bridges cross this information. These are just some of the possible adventure
streambed (RB2), and the ruins can be seen with more sites and places of interest in the ruins, covering a large
clarity from that point onwards. area.
Features of Baleph RB1. Aqueduct [EL 16]
Baleph is a circular area three miles wide. The remains Before the Cataclysm, Baleph was located on a relatively
of an aqueduct extend into the city from outside (RB1). flat coastal area with extensive forestation. Supplying
Half a mile from the outer perimeter is the streambed water to the growing city proved difficult, as subterranean
(RB2). Pillars, some thirty feet tall, can be seen among springs were scarce. Far to the east were the Last Gaard
the trees; others have fallen and lie about in pieces. Mountains from which many rivers and streams flowed
Elven architectural styles can be detected, although it is towards the ocean, but none flowed to Baleph. Aqueducts
extremely early design (DC 30 Knowledge [architecture were built underground and carried water from these
and engineering] or Knowledge [history]) and could be rivers by diverting it through tunnels. However, in order
confused for ancient ogre craftwork. Many shells of stone to maintain a consistently gradual slope, they needed to
buildings are scattered throughout Baleph. The city has be elevated on huge arches as high as eighty feet above the
no underground, though some structures sank over the forest by the time the aqueducts reached Baleph. Smooth,
millennia, giving the impression of subterranean tunnels. marvelously organic-looking water screws and valves
Darkness over Cristyne 151
fed into smaller culverts and saturated the earth around one hour. Consecrate will delay this for the duration of the
Baleph, irrigating orchards and filling the cisterns of the spell, while hallow will prevent them from reforming at all
city. and release their troubled spirits to the afterlife.
Very little remains of this system of aqueducts. The Experience Awards: Award the heroes full experience
ogres destroyed much of it during their years of invasion; for the first time they defeat the dreadwraiths at a bridge,
the Cataclysm collapsed the tunnels and rendered most and 50% of the award for each additional time they
of what was left useless. In Baleph, however, the great defeat them. Preventing the dreadwraiths from reforming
structures that brought the water into the city still stand, permanently will earn the heroes an additional 50% of the
looking like long arched walls of stone looming over standard award for defeating them.
the city. Sylvyana has posted some of her minions at the
aqueduct to watch for signs of outsiders. RB3. House of Spirits
Creatures: The Raven Witches (NE female kyrie mystic In the time of Baleph’s occupation by the great elven
10 of Alteration, CR 12) are six malign kyrie who served covenant, the House of Spirits was the center of worship
Sylvyana during the Age of Might, when she threatened to the Gods of Light. Like similar structures in the great
Silvanesti. When the Ghoul Queen was defeated and forced elven cities of Silvanost and ruined Qualinost, the House
into the River of Time by Waylorn Wyvernsbane and his of Spirits was a tripartite temple with a single round
allies, the Raven Witches went with her. Regardless of central shrine constructed from marble and two smaller
whether the heroes arrive on land or by air, the Witches shrines on either side. All that remains now is the shell
will have the chance to spot them. Two of the Witches will of the central shrine, the attached buildings long since
fly toward the Tower of Morning to warn Sylvyana (see fallen. Within the central building, a spiral path winds
RB5), while the other four engage the heroes by using around the walls with seating on carved benches for as
spells and claws. If one or more are killed, the others many as two hundred of the faithful. The path looks down
retreat back to the aqueduct. upon the cracked and broken mosaic of the constellations
m Raven witches (4 or 6): hp 81, see page 322 of the Gods of Light. Sylvyana has dedicated the site to
Development: Reinforcements will come to assist Chemosh—the Endless Hunger and Ravenous Crow—
the Raven Witches in the form of a band of six Crows and the entire building is now under the effects of an
of Endless Hunger (see RB5), who will arrive having unhallow spell (CL 20th) linked to a dispel magic area effect
used wild shape to take the form of crows. If the heroes (1d20+10 caster level check) that targets all creatures that
continue to prevail, Sylvyana will not send out any more are not followers of Chemosh.
minions to deal with them, but she will be ready for them A large carved marble font, 6 ft. tall and 3 ft. wide,
when they arrive. stands at the far end of the central shrine. Spiral steps lead
m Crows of the Endless Hunger (6): hp 53, see page around the font, giving access to the liquid within. Above
318 and behind the font is an altar with channels carved into
Experience Awards: The heroes should receive the the sloping surface. It is here elven sacrifices are carried
standard award for this encounter. out, and the lifeblood of the elves collected in the font.
This is the first stage of the process by which Sylvyana
RB2. Bridges of Baleph [EL 15] prepares her Wichtlani drug, allomanya. Any allomanya
There are four of these structures spaced roughly addict within 20 ft. of the font will immediately sense the
equidistant around the city ruins. Each is a thirty-foot presence of a large quantity of the liquid within it (see
wide bridge that crosses the streambed that surrounds “Treasure”).
the city. Ordinarily, because the streambed is dry, there is If the heroes are in this chapter before Gilthanas, the
very little reason to use the bridges unless the heroes have dragon skull can be found mounted above the altar on the
a wagon or cart. During the daylight hours, there are no wall of the shrine. The wichtlins will defend it from any
creatures here, but as soon as the sun falls over the Sirrion who seek to acquire it. If Gilthanas is in this chapter with
Sea to the west, the spectral wardens of these bridges arise the heroes, he will be here, having gained permission from
from the streambed to assault any living creature that Sylvyana to take the skull. Gilthanas finds the House of
attempts to cross. Spirits to be an abhorrent corruption, but doesn’t interfere
Creatures: Each of the four bridge locations is haunted with Sylvyana’s plans. He will attempt to retrieve the skull
by dreadwraiths, the collected malignant consciousness of and depart as soon as possible, trusting the wichtlins to
the elven warriors who held these bridges when the ogres keep the heroes busy. If the heroes arrive in this chapter
attacked the city. These creatures look like tattered cloaked after Gilthanas, the skull will be gone.
shapes with elven faces coalescing and voicing screams Creatures: Sylvyana’s Ghoul Cult practices its vile
from beneath their hoods. Sylvyana alone is able to ignore rites and sacrifices here in the House of Spirits. At all
their presence; even the members of the Wichtlani Ghoul times, eight wichtlin priests (NE male and female wichtlin
Cult avoid these bridges at night. Silvanesti elf cleric 8 of Chemosh, CR 10) preside over the
m Dreadwraiths (4): hp 104, see Monster Manual shrine, assisting Sylvyana in the creation of more wichtlins
Development: Defeating the dreadwraiths does not and the Wichtlani allomanya. They move to attack all
destroy them permanently. Unless consecrate or hallow outsiders who enter the shrine without the permission of
is cast on the bridges, the dreadwraiths will reform after the Ghoul Queen.
152 Chapter Four
“Wichtlani allomanya” sidebar
on page 137). The dragon skull
is also located here, depending
on whether the heroes reach this
chapter before or after Gilthanas.
In the vault beneath the
House of Spirits is a collection
of sacred items from the days of
Baleph’s glory: four phylacteries
of faithfulness; a phylactery of
undead turning; a collection of
feather tokens (two birds, two swan
boats, and two trees); a horn of
good; four cloaks of elvenkind; four
pairs of boots of elvenkind; a +2
holy rapier; and a suit of +4 elven
chain.
Experience Awards: Defeating
the wichtlins provides the
standard award for a combat
encounter. More experience
awards are possible from the
events in the “Ghoul Queen
Exultant” scene.
RB4. Wichtlani
Camp [EL 17]
Six of these camps are located
throughout the ruins. Each is a
tent community of Kagonesti
m Silvanesti Wichtlin Cultists (8): hp 52, see page 323 loyal to Sylvyana and the Wichtlani Ghoul Cult. The camps
Development: Events in this location are covered in are set up in an open area of ruins with a number of trees
more detail in the scene “The Ghoul Queen Exultant.” scattered throughout. Sentries are stationed at least three
Sylvyana brings the elves of Pashin and her Wichtlani hundred yards from each camp on a ruined building’s
Ghoul Cult cohorts with her at sunset on the day of the rooftop or in a tree to watch for the arrival of outsiders or
heroes’ arrival in Baleph. If the heroes explore this location calls for reinforcements from other camps.
before that scene occurs, they will encounter the wichtlin Two of the camps flank a once-beautiful city garden
priests here, and if they defeat these creatures, they will park, which is now an overgrown and thorn-tangled mess.
not be on hand to assist Sylvyana when she arrives for the In here, held at bay by walls of thorns and given only basic
corruption ritual. food and shelter, are the thirty-six survivors of the elven
A DC 30 Search check will uncover a trapped secret community at Pashin, as well as Father Jon Bolitho and
door behind the altar that leads below the shrine to a (if kidnapped) Regent Belthanos. Their fate is played out
sacred vault via a spiral stairway. This vault is 15 ft. by 15 in the scene “The Ghoul Queen Exultant;” an hour before
ft. in size, has not been desecrated by Sylvyana’s unhallow sunset, they are taken by the Kagonesti to the House of
spell, and remains free of her influence. A number of Spirits (RB3).
items belonging to the ancient elves still remain in perfect Creatures: Each camp has two Crows of the Endless
condition here (See “Treasure,” below). Hunger (NE male wichtlani Kagonesti druid 11, CR 12)
Trap: The secret door to the vault is trapped, although in residence to minister to the faithful, as well as fifteen
it should not present a problem to the player characters. skilled hunters (NE male wichtlani Kagonesti elf barbarian
Opening the secret door triggers the release of a holy word 4/ranger 3, CR 8), who also act as sentries and scouts,
spell effect, which may in fact be of some help in any battle and 150 addicted Kagonesti warriors (NE male and
with Sylvyana’s minions. female wichtlani Kagonesti elf warrior 4). While this is an
d Holy Word trap: CR 8; magic device; touch trigger overwhelming number to take on at once, the heroes may
(alarm); automatic reset; spell effect (holy word, CL 16th); be able to stage attacks on the camps and use divide and
Search DC 32; Disable Device DC 32. conquer tactics if they are careful enough. For the most
Treasure: There is a large quantity of allomanya in part, however, attacking a camp directly will be a very
the font, enough to fill twenty vials. However, this is the dangerous proposition.
Wichtlani variant and has additional harmful effects The leader of all the Kagonesti at Baleph is the young
on elves, half-elves, sylvan creatures, and fey (see the chief, Aracoe Pathfinder (NE male wichtlani Kagonesti
Darkness over Cristyne 153
elf fighter 8/barbarian 8, CR 17). This man replaced realize that a source of daylight from the proper angle will
Chief Cher-Ka, but Sylvyana has not allowed this to reach replicate this effect, regardless of the time of day or night.
Merwick as yet. Aracoe was the bearer of the Ram’s Horn A DC 25 bardic knowledge, loremaster check, or use of
of the Elderwild but has been dominated by Sylvyana’s spells such as legend lore will also provide this information,
power and is now loyal to her—so long as the allomanya while a DC 20 Knowledge (religion) check will reveal that
addiction has its effect. this effect will prove calamitous to many undead. If Amara
m Aracoe Pathfinder, Chief of the Kagonesti: hp 149, Moonhunter is with the heroes, she will know about this
see page 310 legendary function also, though she won’t know how to
m Crows of the Endless Hunger (2/camp): hp 53, see make it work (only that it once lit up in the morning light,
page 318 before Cristyne was separated from the mainland).
m Wichtlani Kagonesti hunters (15/camp): hp 49, see The Tower is Sylvyana’s residence and the center of
page 326 her cult. She will be here whenever she is not otherwise
m Wichtlani Kagonesti warriors (150/camp): hp 22, described as being in another location. The following two
see page 273 keyed areas describe the most important sections of the
Development: Because these camps house all of Tower of the Morning.
the Kagonesti warriors in the ruins, apart from those
specifically assigned to other locations, you should RB5A. Grave of the Fey — Tower
subtract those who the heroes have encountered elsewhere of the Morning [EL 16]
in this chapter (such as with random encounters, or scenes The Tower of the Morning was the last bastion of defense
played out in the course of their exploration) from the for the nobles of the city of Baleph when it was stormed
numbers listed here, divided equally among the camps. by the ogres. Countless hundreds of elven defenders died
Warriors killed in other chapters do not count. Because before its delicate golden gates, including many sylvan
two entire camps are guarding the refugees from Pashin, creatures that lived among the elves in that era. The
staging a rescue will be doubly dangerous. Of course, the courtyard that surrounds the tower at a distance of 50
heroes may have assistance. See the sidebar “Pulling It feet was once a lush and well-maintained garden; now it
Together Against the Ghoul Queen” for more information. is merely muddy and featureless. The Kagonesti have long
Experience Awards: The low-level Kagonesti warriors avoided this part of the city, however, for the restless dead
are not individually worth experience points
and are mainly a source of distraction and
impairment for the heroes. If you feel a brave
stand against hordes of ravenous Kagonesti is
worth an award, however, consider making it
a minor personal mission award for each hero
foolhardy enough to try it (assuming it fits with
that character’s personality).
RB5. Tower of the Morning
The Tower of the Morning is located at the
very center of Baal’Aleph’Ethas, and no other
structure remains standing for two hundred
feet around it. It is three hundred feet in height,
a slim tower capped by a crowned minaret,
strongly reminiscent of the Towers of the
Stars in Silvanost or Qualinesti’s Tower of the
Sun. Originally, the morning sun would rise
in the east and illuminate the Tower with the
help of hundreds of faceted glass crystals set
into the tower’s walls, making it radiate with a
brilliant light for several minutes and bathing
the central city area in a one mile radius with
daylight. Since the Peaks of Baleph were raised,
however, the conditions no longer exist for
the tower to function in this manner. Once
the sun finally crests the Peaks, the angle is
no longer right, and thus the Tower of the
Morning has not radiated this light since the
Cataclysm. With time to observe the Tower, any
character with a successful DC 30 Knowledge
(architecture and engineering) check will
154 Chapter Four
have a tendency to rise from the earth upon which they fell form or sit astride one of her wyverns when she wishes to
and seek the warmth of the living. It is known to them as survey her domain. Sylvyana may be found here if she is
Tsalari-Sylphas, the Grave of the Fey. not conducting her rituals or traveling around Cristyne,
Creatures: For any living creature that approaches moving her plans forward.
the Tower of the Morning by land, setting foot in the Creatures: Together with Sylvyana, the Wyvern’s
courtyard will awaken the undead spirits who slumber Roost is home to four greater wyverns and eight of their
beneath the earth. Flying creatures will not trigger this lesser cousins. Sylvyana’s mount is a greater wyvern with
effect, although Sylvyana and her Crows are able to stir the permanent greater magic fang, but otherwise identical
undead for their assistance—a boon granted by Chemosh. to the others. Sylvyana’s personal guard is also present,
The undead come in two varieties: ghouls and allips consisting of six Kagonesti hunters and four attendant
in great numbers. The ghouls were once elves, while Crows of the Endless Hunger. If she needs them, Sylvyana
the allips are the remnants of the fey that died in the can call upon up to four of her wichtlins to come to her
massacre. Neither type of undead employs particularly aid. Ravens, blackbirds, and other scavenger and carrion-
complicated tactics; mobs swarm at their opponents or act eating birds fly about constantly.
in accordance with directions from the Ghoul Queen. One m Sylvyana, the Ghoul Queen: hp 125, see page 316
mob of each type of undead will rise from the earth each m Greater wyverns (4): hp 220, see page 320
round until all sixteen mobs have surfaced. m Wyverns (8): hp 59, see page Monster Manual
m Allip mob (8): hp 180, see page 317. m Crows of the Endless Hunger (4): hp 53, see page
m Ghoul mob (8): hp 180, see page 320 318
Development: Sylvyana may employ the restless dead m Wichtlani Kagonesti hunters (6): hp 49, see page
of the Grave of the Fey at some point, especially if the 326
heroes stage an assault on the Tower. If the heroes succeed m Silvanesti Wichtlin Cultists (4): hp 52, see page 323
in activating the Tower of the Morning’s radiant property Development: A confrontation with Sylvyana is
while these undead are above the ground and active, possible before she begins her ritual with the Tears of
they will be immediately destroyed. Ordinarily, they are Mishakal and the Willstone, but highly dangerous. The
not averse to sunlight, but the Tower’s radiance is much shadow dragon Adumbrant attacked her in her Tower
stronger than normal daylight. and was repelled; she has thus far evaded attempts to stop
Casting consecrate or hallow here will prevent the her. If the heroes do attempt a direct assault, she marshals
undead from rising from the earth, much as it did in RB2. her forces quickly and retaliates. She will only engage in a
Because of the stronger negative energy concentration in battle for three or four rounds before getting herself as far
the Tsalari-Sylphas, however, the caster will need to make away from the heroes as possible until she has regrouped.
a DC 30 caster level check to overcome the power of the Treasure: Sylvyana does not keep additional treasure
site’s evil. and baubles beyond what she already wears on her person.
Experience Awards: In addition to a standard award for The Tower itself is something of a treasure, especially if it
defeating the undead, heroes who succeed in consecrating can be used to generate daylight.
or otherwise preventing the undead from rising again Experience Awards: If the heroes attack Sylvyana at
(thus releasing their souls to the afterlife) gain an the Tower and are driven off, you might still award them
additional 50% of the standard award for defeating them. 50% of the award for trying. If they later defeat the Ghoul
You may want to group mobs together (CR 10 for two Queen, they can receive the rest of the award.
mobs, for example) for the purposes of experience awards
if the heroes are high enough level that a CR 8 challenge is Scenes in Baleph
not worth XP. Together, these two scenes form the final act of this chapter
and their outcome will help to determine the fate of the
RB5B. Wyvern Roost—Tower elves of Pashin, Southern Ergoth, Cristyne, and indeed all
of the Morning [EL 21] of Ansalon. Lothian’s final fate will also be resolved, for
At the top of the Tower of the Morning is an observation better or worse.
platform that runs around a domed structure. Three In preparation for these scenes, you should be familiar
enormous archways lead into the structure facing north, with the layout of the ruins. Because there are large
south, and east. The dome encloses a room large enough to amounts of undead, Kagonesti elves, and wyverns involved
hold a hundred nobles, courtiers, and servants—the prince in the last battles, establishing a sense of where they are all
of the elves of Baleph would hold his court here, address coming from will help to guide the outcome for you. The
his subjects, and make pronouncements. The fabled heroes should have a number of resources at their disposal
griffons of Cristyne would also roost here, sleeping on the in addition to their own skills (see the sidebar, “Pulling It
bare marble floor in the evening. With morning’s radiance, Together Against the Ghoul Queen”).
they would fly out of the roost in all of their glory.
Now, the roost has been turned over to Sylvyana’s Scene: Lothian’s Gambit [EL 16]
wyverns, and she sits upon the throne, looking out over the This scene occurs once the heroes are within Baleph,
landscape below. Stairs lead down into the Tower proper, preferably before they have alerted the Wichtlani Ghoul
but Sylvyana disdains them, preferring to take winged Cult to their presence. Run this scene early so the heroes
Darkness over Cristyne 155
will have time to make their plans afterward and gain the possessed figure of the kirath. If Naelathan was freed or
assistance of Naelathan (or another NPC in found outside Merwick, substitute another of
Lothian’s control). Merwick’s NPCs for the kirath, preferably
one with whom the heroes had become
T he ancient ruins of
Baleph rise out of the
mists of the Fey Wood,
acquainted.
Lothian/Naelathan announces
that he is here to help them, for
elegant yet eerie. Some they “are of like mind as I when
distance to the right of it comes to the Ghoul Queen.”
you, a murder of crows As before, his aura is confusing
settles on a large engraved when looked at through
rock, cawing noisily before divination magic. True seeing
flying off once more. The shows that he is truly Naelathan
rock is a monolith of some Shadowdark, but an ethereal
kind, bearing barely legible presence is coexistent with him.
script in ancient Nestari, Spells that detect alignment or
the writing of the elves. detect thoughts give a confused
“It reads, ‘Here we are reading, as if the kirath were
taken by the Endless under a mind blank spell effect.
Hunger,’” says a voice Lothian’s conversation with the
from the fog. A lone figure heroes is cut short; a group of
emerges, hands raised Sylvyana’s minions emerges from
to reveal peaceful intent. the mist behind the heroes and
“‘Come no further for attacks. The possessed kirath
our souls are unquiet and shouts, “Look out!” and draws a
our teeth are bared.’” weapon.
Creatures: This is a group of
The Situation: If Naelathan six wichtlani satyrs, fey corrupted by
has not yet been freed or recovered Sylvyana’s allomanya ritual (CE male
from Lothian’s control (see the scene wichtlani satyr bard 5, CR 8 [no pipes]
“An Old Friend” in Merwick), the figure is the and CR 10 [pipes]). Not many satyrs follow
What Does Lothian Know?
W hen the heroes have an opportunity to question
their former nemesis about Sylvyana and the
Wichtlani Ghoul Cult, use the following details to guide
Hunger for aid and led an army of undead, savages, and
wyverns to civil war. She wants nothing less than the
souls of all elves on Krynn and lays claim to them as her
the conversation. Lothian’s attitude to the heroes is subjects. If they will not bend knee to her, she will strip
Indifferent. He could turn Unfriendly if attacked, but their lives from them.”
his pride is too great to let his feelings for the heroes How was she defeated? How can we stop her?
cloud his greater desire to see Sylvyana fail in her plans. “Last time, a druid named Waylorn Wyvernsbane
Who are you? led his allies against Sylvyana. He was her lover once,
“Surely you have not forgotten me. It is I, Lothian. and later her sworn enemy. Her pride was her undoing,
Humbled by you and snared by my dark lord Chemosh, for she never envisioned her weakness; take her servants
I come to you now merely as a spirit seeking to undo from her and she will be undone. Then, strike when
the plans of an elfwitch.” she is adrift. Chemosh is a fickle god. He will not save
What connection do you have with Sylvyana? her if she cannot prove to him that she deserves his
“The Ghoul Queen and I share a common patron. patronage. Like the Betrayer before her, and I before
I, however, long ago turned from his favor. She curries him, she will be discarded if you prevail over her
it still, and though we are both dark elves and hated by schemes.”
our kindred, I would not see her succeed.” Why are you helping us?
Who is Sylvyana? What does she want? “You might think it disingenuous of me to come to
“She was once a Queen of Silvanesti, first wife to my former foes for aid. But you were instrumental in
a Speaker whose sole contribution to history was to my end, so must you be instrumental in hers. Free me
choose his queens poorly and let his heart stray. When from my bondage and I will pass on to what the next
the elves turned from her in deference to their new life holds for me. Do not, and elvenkind is doomed.”
Queen, she was outraged. She appealed to the Endless
156 Chapter Four
her, but those she has already corrupted act as raiders and to win their trust. If his host takes more than half of his
scouts around the outskirts of the ruins. They appear more hit points in damage, Lothian retreats to safety. If his host
angular and pale than most satyrs and wear grisly helms dies, Lothian will be forced back to the Tears of Mishakal.
crafted from silver in the semblance of goat skulls. One Development: Once the heroes overcome the satyrs,
carries pipes; the others use shortbows and shortspears. they will be able to speak properly with Lothian. If they
m Wichtlani Satyrs (6): hp 53, see page 327 have figured out that Naelathan (or his equivalent) is
Tactics: The piper satyr immediately use his pipes possessed or feel that the kirath is acting suspiciously, they
to create a fear effect, while the remaining satyrs release might choose to confront him. See the sidebar, “What
arrows at the player characters. The satyrs usually cast Does Lothian Know?” for help in running the social
spells to enhance their own performance in battle; their interaction. If the heroes do not realize that Naelathan is
stat blocks already assume the use of cat’s grace and eagle’s not who he says he is, one or more NPCs may point this
splendor. Only one or two of the satyrs will cast spells in out to the heroes. Lothian will not deny his true identity if
any one round, leaving the remainder to engage the heroes. it is revealed; he does not feel he has time to waste on the
Lothian, in his possessed “host,” will deliver a number subject.
of vicious attacks upon the closest satyr. He is attempting Lothian seeks to gain the heroes’ assistance in freeing
to look at least somewhat helpful to the group in an effort his spirit from the Tears and preventing the Ghoul Queen
Pulling It Together Against
the Ghoul Queen
T he Dragon: Viktor Chiaroscuro, alias of the shadow
dragon Adumbrant, is an important ally in the final
act. In addition to or as an alternative to Adumbrant,
are outsiders, the dragonlance’s other abilities should be
very useful in this chapter.
The Shard: If the heroes still possess the Shard of
the heroes may have enlisted the aid of Sirdar from the Light, they will find its powers just as useful against
Christening Spring. The latter is helpful if the party is Sylvyana’s undead as against the Betrayer in Spectre of
nervous about trusting an apparently amoral wyrm like Sorrows. The Ghoul Queen herself, despite the title, is
Adumbrant. Whichever dragon is on hand to assist, not undead, which may surprise a number of players.
they will not be taking center stage. Both dragons are She will know the weapon when she sees it though, and
cautious, with Viktor having been defeated once before direct her servants to eliminate the bearer of the Shard
by Sylvyana and Sirdar being intensely afraid of her. in order to rid herself of the threat.
Instead, the heroes may find that the dragons can help Allies from this chapter: These allies will all come
by taking care of hordes of minor opponents, wyverns, in handy during this act. The Brass Tigers can help the
or other problems while they get down to business. party by staging their own commando raids upon the
The Ram’s Horn: The Ram’s Horn of the Elderwild wichtlani Kagonesti. Amara has druidic powers of her
can only be used to summon or call silver dragons own which she can use on the heroes’ behalf to oppose
(within 10 miles per horn sounder’s character level) Sylvyana’s Crows. Naelathan, if the heroes have rescued
if sounded by a Kagonesti. Unfortunately, no silver him from Lothian’s possession in Merwick, is a skilled
dragons have been present on Cristyne since the War ally and will no doubt have a great deal of motivation
of Souls, but the horn’s powers are not limited to this. to help defeat the Ghoul Queen and retrieve the Tears of
The horn, if sounded properly (DC 15 Perform [horn] Mishakal.
check, can be attempted untrained), can also free the Allies from other chapters: If the heroes have
minds of elves addicted to the cannibalistic properties already been to locations in other chapters, they
of allomanya. All wichtlins targeted by the horn’s horn may have recruited more allies to their cause. The
of blasting effect (which may be used by any character) Legionnaire commander Kiro Dorova from Chapter
must make a DC 22 Fort save or be destroyed; all Two: Fires in Throtl, as a sylvan mage, will be very
wichtlani creatures must make a DC 22 Will save or helpful indeed against the druidic enemies and their
be stunned for 1d10 rounds as the allomanya in their magical effects, much as Amara will. The copper
system is rendered inert. Amara Moonhunter, as an dragon Clang from Chapter Three: The Liberation
heir to the line of Pathfinders, knows these secrets of of Bastion might perform a similar role to Viktor or
the Ram’s Horn; the heroes can otherwise deduce them Sirdar, though she is far more capricious and fickle and
with a DC 35 Knowledge (arcana) or bardic knowledge might simply decide to depart on a whim. Emma Xela
check. and Briony Thistleknot from Chapter Five: The Doom
The Dragonlance: The Dragonlance of Huma is of Daltigoth, assuming they survived the events in
incredibly potent against dragons and creatures with Daltigoth, have a great deal of experience dealing with
the dragon type. This makes it a suitable weapon to use unnatural and dangerous creatures and would be more
against Sylvyana’s wyverns. While none of her minions than happy to help.
Darkness over Cristyne 157
from completing her ritual. He does not particularly care in the House of Spirits to be part of the Great Rite of
for the elves, but his desire to see Sylvyana fail is far greater Wichtlani. The Rite has three stages. Once all of them are
than his desire to see the elves suffer. However, Lothian is complete, the power of the rite will be transmitted across
one of the villains of the campaign, and the heroes may all of Ansalon, transforming elves into Sylvyana’s undead
very well not care for his help. They should certainly not servants. This power comes from the use of the Willstone,
trust him. If they choose to attack the spirit, he will flee, a potent artifact of domination that the Kagonesti of
leaving behind his “host.” He has no desire to battle the Southern Ergoth brought to Cristyne to keep safe from
heroes at this time. Gellidus, and the Tears of Mishakal that Sylvyana tainted
Experience Awards: The heroes should be awarded the with the Ravenous Banquet. Unlike the last time the Tears
standard amount of experience for overcoming the satyrs. were corrupted, the taint is only temporary—but Lothian’s
The scene with Lothian might be worth some roleplaying spirit keeps the foul stain of corruption in place while he
awards if the heroes handle it well. is bound to the gems. Sylvyana also hoped to employ the
Ram’s Horn of the Elderwild to remove the bond between
Scene: The Ghoul Queen elves and dragons, but she is satisfied her plan may still
Exultant [EL 18 and 21] proceed without it.
This scene takes place in the House of Spirits Sylvyana wears the Willstone around her
(RB3) at sunset on the day the heroes arrive neck at all times and keeps the Tears of
at the ruins of Baleph. If the heroes Mishakal nearby on the altar in the
arrive with a lot of extra time, they House of Spirits, ready for the third
might encounter Sylvyana elsewhere stage of the Great Rite of Wichtlani.
or even locate the elves of Pashin Creatures: Outside the House
in the prison camp at RB4. An of Spirits, Sylvyana has a great
hour before this scene begins, many Kagonesti warriors and
Kagonesti hunters and warriors elite hunters from two of the
from the Wichtlani camps escort Wichtlani camps at RB4, as
the Pashin elves, Belthanos well as all of the wyverns from
(if he was kidnapped), and the Tower of the Morning
Father Jon Bolitho from their (RB5) that are still alive.
thorny prison to the House of m Greater wyverns (4):
Spirits. Sylvyana arrives on hp 220, see page 320
wyvernback just before the m Wyverns (8): hp 59, see
sun sets and enters the shrine page Monster Manual
to take her place at the altar. m Wichtlani Kagonesti
When the heroes arrive on hunters (30): hp 49, see page
the scene, read or paraphrase 326
the following: m Wichtlani Kagonesti
warriors (300): hp 22, see page
A s the western
horizon glows with
a ruddy light, the House
273
Inside the shrine are Sylvyana,
the eight wichtlin priests who always
of Spirits responds with its assist her, six of her Crows of the
own eerie radiance. Hundreds Endless Hunger, and the leader of all of
of ghostly green witchlights her warriors, Aracoe Pathfinder (NE male
move in a slow and macabre dance wichtlani Kagonesti elf fighter 8/barbarian 8,
about the ruined shrine, while through CR 17).
the windows and cracks in the walls of the m Sylvyana, the Ghoul Queen: hp 125, see page
building, the evidence of candles and braziers 316
is plainly visible. Wyverns with wings tucked m Aracoe Pathfinder, Chief of the Kagonesti: hp 149,
against their sides perch on crumbling walls see page 310
and solitary pillars, looking like draconic m Crows of the Endless Hunger (6): hp 53, see page
gargoyles. Bands of Kagonesti bearing the 318
markings of the Ravenous Crow move about m Silvanesti Wichtlin Cultists (8): hp 52, see page 323
the exterior, their keen eyes active and alert, Also present, and bound with magically-strengthened
guarding the place where their mistress ropes (hardness 3, 20 hp, Break DC 24, Escape Artist DC
plans to conduct her unspeakable rite. 24), are 28 non-combatant elves of Pashin; 4 elven warriors
(CG male Silvanesti elf warrior 6); Shaylin Moonborn (CG
female Silvanesti elf wizard 6/Wizard of High Sorcery 4),
The Situation: Sylvyana has gathered together the elves White Robe leader of the Pashin elves; Angelyn Starsinger
of Pashin, Father Bolitho, and possibly Regent Belthanos (NG female Silvanesti elf cleric 8 of Mishakal), spiritual
158 Chapter Four
leader of the Pashin elves; Father Jon Bolitho (LG civilized which point they die and rise again as wichtlins 24 hours
human cleric 13 of Mishakal) of Kalaman; and possibly later. An affected creature that is killed or dies before the
Regent Belthanos (LG male Silvanesti elf noble 16), co- number of negative energy levels equals their Hit Dice can
leader of the elves of Southern Ergoth. All of the Pashin be brought back to life with resurrection or true resurrection
elves are afflicted with the advanced stages of sunblight to avoid becoming a wichtlin. Other spells such as death
(see Appendix Two: Characters and Creatures). ward or restoration will work if cast at CL 20th; the Tears
m Shaylin Moonborn: hp 17, see page 315 of Mishakal, when used together, can accomplish this, for
m Angelyn Starsinger: hp 40, see page 309 example. Spells such as miracle and wish will also undo the
m Father Jon Bolitho: hp 62, see page 282 effects of the rite.
m Regent Belthanos: hp 92, see page 314 Preventing the Great Rite of Wichtlani: In order to
m Pashin elven warriors (4): hp 25, see page 322 prevent all of the above from happening, the heroes will
The Rite (First Stage): The Great Rite of Wichtlani need to stop Sylvyana and ensure that she cannot use the
has three stages. The first involves a lengthy invocation Tears of Mishakal or the Willstone to complete her ritual.
to Chemosh during which time Sylvyana is occupied. This can be accomplished in a number of ways, most of
This takes 6 rounds. In addition to the House of Spirits’ which involve some level of planning, foolhardy bravery,
unhallow effect, Sylvyana has an anti-life shell (CL 20th) and/or luck. This is where the heroes can make use of all of
in place around her for the duration of her invocation. If their abilities, resources, and allies (see “Pulling It Together
she is attacked or injured in one of these rounds, Sylvyana Against the Ghoul Queen” on page 157). If the heroes
must make a Concentration check (DC 10 + damage make it impossible to complete the ritual or otherwise
dealt) to maintain the invocation. If she fails, it adds an interfere enough to make Sylvyana lose her temper, she will
additional round to the time required. end the Great Rite and concentrate on trying to destroy the
The Rite (Second Stage): The second stage of the Rite is player characters.
the use of the Tears of Mishakal to draw in the spirits of the Tactics: As soon as the heroes join the scene, Sylvyana’s
Pashin elves, Father Bolitho, and Regent Belthanos. This minions engage them. Her Kagonesti will generally use
takes only three rounds, during which time the victims their standard attack routine and pair up to attack the
experience horrific pain as the corrupted Tears bind their heroes. The Crows of Endless Hunger will use spells to
souls in readiness for the final stage. They are not yet dead, make the area more inhospitable for their opponents and
but they can do nothing while their souls are locked within then wild shape into a dire lion or dire ape form for a
the Tears. Lothian manifests at this point, watching on. direct attack on spellcasters or rogue types. The wichtlins
Sylvyana is able to control Lothian’s spirit, keeping him seek out elves to paralyze with their elfstroke, alternating
from interfering and forcing him to bear witness. Once attacks with the use of cleric spells.
again, if Sylvyana is attacked or injured, she must make a Aracoe will take a hostage, if possible. The Kagonesti
Concentration check or spend an additional round. chief is Sylvyana’s thrall and aims to please her when
The Rite (Third Stage): The final stage of the Rite is possible, so he seizes Belthanos, Angelyn, Shaylin, or Father
the use of the Willstone to channel the power of the Tears Jon (or any other relatively helpless NPC) and orders the
of Mishakal and send it out into the world, where it will heroes to surrender. If Amara, Naelathan (who knows
spread from the House of Spirits, wash over Baleph, and Aracoe from Silvanesti), or their equivalent is with the
then extend outwards until it encompasses all of Krynn. heroes, they can suggest to the party that if Sylvyana’s hold
Sylvyana first immerses the Tears into the font filled with over Aracoe is broken he will be of great help. Powerful
Wichtlani allomanya, and the Willstone at her neck glows magic to overcome a CL 20th spell effect, the Ram’s Horn
fiercely with green light. The bodies of the Pashin elves of the Elderwild or similar resources, will be of use here.
and other victims stiffen; their eyes and mouths flare Once Aracoe is freed, he immediately joins in the battle
up with the same green light as the Willstone. She must alongside the heroes.
immerse the Tears for two consecutive full rounds. On the Sylvyana is an very dangerous opponent and makes
third round, spears of emerald light lance out from the good use of her spells to swiftly eliminate targets. She will
victims and strike all of the elves in the House of Spirits use finger of death, flame strike, storm of vengeance, and
with the exception of Sylvyana. On the fourth round, the her own wild shape ability to isolate and incapacitate her
light leaps outside of the House of Spirits, striking each of opponents. She is also capable of using the Willstone each
the Kagonesti who guard the shrine. On the fifth round, round as a free action to use dominate monster on a single
the light reaches all of the remaining elves in Baleph. If target in line of sight; she will attempt this on the front-
Sylvyana is allowed to continue, all of the elves on Cristyne line fighters in the party. You shouldn’t hesitate to pull out
will be affected within the next 10 minutes, and 20 minutes all the stops, as this is Sylvyana’s big climactic battle.
after that, all of the elves on Ansalon will be affected. If Sylvyana is reduced to a quarter or less of her hit
Effect of the Great Rite of Wichtlani: If Sylvyana’s points, she flees, trying to reach the Tower of the Morning.
ritual is carried out to completion, it will snare the souls of Her wichtlins will all follow her, but her Kagonesti servants
elves throughout Krynn, delivering them to Chemosh. All remain behind. If she can reach the Tower (by wyvern
elves, half-elves, and creatures with elven blood affected by or on foot) and make it to the top of the building, she
the ritual gain a negative energy level each hour until the can appeal once more to Chemosh to let her step back
number of negative energy levels exceeds their Hit Dice, at into the River of Time. The Ghoul Queen leaps from the
Darkness over Cristyne 159
edge of the Wyvern’s Roost, falls, and is gone before she help for their allomanya addiction.
hits the ground. If she is killed before she can do this, she Aracoe Pathfinder, released from his mental control,
is dead permanently. Her servants and minions do not will pass the Ram’s Horn onto another Kagonesti, saying he
automatically become free of her influence once she is has proved incapable of properly safeguarding it. If Amara
killed, but they will flee the battle if possible. is present, she will be the one granted the Ram’s Horn. She
Freeing Lothian: One thing the heroes might succeed will be known as Amara Pathfinder from that point on,
at doing in the battle is freeing Lothian from his bound chieftain of the Kagonesti on Cristyne; Aracoe will remain
state. Break enchantment (with a caster level check against with her as counsel and master of the Wild Hunt.
DC 31), freedom, or remove curse (again, caster level check Regent Belthanos, if he was kidnapped, will be
against DC 31) cast on the Tears will all allow Lothian’s extremely grateful to those who helped him escape. He
soul to become unfettered. This in turn allows the Tears to plans on calling together another Elfmoot, this time
be rid of the stain of corruption, either by immersing them catered by his own private chefs. The heroes will find that
in holy water (or the water of the Christening Spring), the elves more than willing to assist them if they should
having a character who is able to channel positive energy ever call upon them in times of great need. This should
(such as a cleric or a mystic with the Sun domain) expend come in handy in Chapter Seven.
a turn attempt on the Tears and succeed at turning a 20
HD undead, or casting atonement on a character who is Leaving Baleph
holding the Tears. These methods only work because the Baleph should be the last stop for the heroes on Cristyne,
Tears have not been corrupted for long. When Lothian is although they can probably travel safely to Merwick again
freed, he manifests his spirit alongside the heroes and joins if they have pressing business there. Once they are rested
them in dispatching Sylvyana’s minions with his spells. and recovered from their adventures, the heroes’ five major
Factions: Defeating the Ghoul Queen earns the heroes paths onwards are described below.
a +2 bonus to their KS, LS, BT, and EM faction ratings, a – • Travel to Throtl (Chapter Two): Working on the
1 to their KN ratings, and a –4 to their WS and WG rating. information provided by Gibrana Rentir, Fume, or
Treasure: As well as recovering the Tears of Mishakal, Etharion Cordaric, the heroes may choose to head
the heroes might have seized the Willstone (assuming eastward into Throtl, the realm of the dragonlord
Sylvyana did not leave with the gem). In addition, see RB3 Fenalysten (known to mortals as Cinder). Armed with
(page 152) for more information about treasure in the a dragonlance and other items of power, the heroes
vault under the House of Spirits. may discover the movement to overthrow the dragon
Experience Awards: Stopping Sylvyana is considered a tyrant, free the prisoners in Cinder’s labor camps, and
major party mission goal. The heroes may have promised potentially seize control of the Malfesan Horde.
to rescue the elves of Pashin and bring the Tears of • Travel to the Tower of Magus in order to reach Bastion
Mishakal to them months ago—these characters may also (Chapter Three): With the use of the Mer-Kane portal
gain a minor party mission goal award for completing that map, the heroes might seek out the nearest location of
long quest. Other experience point awards are as standard. a portal to Bastion, the mysterious Tower of Magus. If
they take this route, go to the Roads to Bastion chapter
After the Ritual for information about entering the portal.
If the heroes are able to stop the Great Rite of Wichtlani, • Travel to Daltigoth (Chapter Five): Taking a ship from
kill or banish the Ghoul Queen, free Lothian, and retrieve Merwick to Southern Ergoth, using Bastion’s portals,
the Tears of Mishakal, they will have lifted the darkness or employing magic will allow the heroes to reach
from Cristyne and eliminated one of Gellidus’s key allies. Daltigoth. They could be investigating the allomanya
The elves of Krynn will also have been saved; those of or the Whitescale Society, perhaps by making contact
Southern Ergoth and Cristyne now have a possible future with the Legion cell that operates there. The heroes
in store for them here in Baleph. The elves of Pashin can may also wish to travel to Ergonesti, the lands of the
be cured with the Tears of Mishakal, which Father Jon united Qualimori and Silvamori elves, to assist them in
Bolitho cheerfully agrees to use on them, entrusting them resisting Frost’s minions.
to Angelyn Starsinger when he is done (if she has lived • Travel to Khimel (Chapter Six): Rather than head to
through the battle). If Angelyn has died, he takes the Tears Daltigoth, the heroes might attempt to go straight
back to Kalaman. When the morning sun rises, the elves to the icewarrens of Khimel, the breeding ground of
will no longer need to hide their faces from its light. the white dragonspawn. They would need to hire a
If Viktor Chiaroscuro aided the heroes in the battle, ship in Merwick and head cross-country once they
he will tell them that he has decided to stay in Merwick disembarked. If they were seeking Frost, this would be
and continue to seek an answer to his missing past. Even if the obvious first choice.
he was not with them, the shadow dragon will find them • Meeting with Rasca (Chapter Seven): If this was the
before they depart and pass on this information. Sirdar, if heroes’ sixth chapter and each of the dragon skulls
present, will return to the Christening Spring, somewhat has been collected by the heroes or Gilthanas, they are
improved in demeanor. The Brass Tigers will announce ready to meet Rasca again and receive the reading from
that they intend to help track down the remaining the Ice Key. The confrontation with Frost will be that
members of the Wichtlani Ghoul Cult in order to get them much closer.
160 Chapter Four
Chapter Five: The Doom of Daltigoth
“...found in a city of stone Merwick and the lands of Gunthar on Sancrist. Eastwatch
where ogres walk the ice also includes the ravaged elven realm of Ergonesti,
a gluttonous tyrant-king sends forth formerly the Qualimori and Silvamori colonies and their
foul potions to entice.” surroundings. Although Eastwatch remains home to
rebels and freedom fighters, its days are almost certainly
Chapter Synopsis numbered. The region’s greatest defenders are dead, dying,
This chapter details the heroes’ arrival in the area of the or have fallen from the light; those few who remain are
ogre capital of Daltigoth on the shores of Lake Morgash. embittered and steadily losing hope. Unless Gellidus and
There they have the chance to overthrow the dictator, his ogre minions in Daltigoth are defeated, Eastwatch’s
Tdarnk, and strike a blow against Frost’s network of future is sealed.
control in the West. The chapter also covers Eastwatch,
the embattled region at the edge of Frost’s domain, which History of Eastwatch
includes Foghaven Vale, the Solamnic Knights of Castle In the time before the rise of Ergoth, the region of
Eastwatch, and the elven communities of Qualimori and Eastwatch was a wilderness that included a section of
Silvamori. the Elderwild Wood and the Last Gaard Mountains. Its
earliest inhabitants were the ogres, who laid claim to
Eastwatch the mountainous areas and erected glorious structures
This region has been called many things during its history, close to the sky. Elves, especially the Wilder Elves who
but its current name reflects both the fort that stands would become the Kagonesti, spread through the forested
between it and Gellidus’s frozen domain and the paranoia heartland and came into conflict with the ogres. In the
that its inhabitants share in the face of the White’s wake of the Second Dragon War, while the continent
seemingly invincible power. Eastwatch is a nominally free recovered from the magestorms of the wild mages, the
realm, allied to and supported by the Free Walled City of region was conquered by Ackal Ergot and his united
Signposts: Getting Here from There
S
days by air, but several weeks by ship; the heroes will
outhern Ergoth is covered by two chapters: this first need to journey to Haligoth and travel via the New
one, which includes the Eastwatch region and Sea past Schallsea, skirting the edge of the Gale. The
Daltigoth, and Chapter Six: Devastation in Khimel, Ergothian Merchant Marine is a very good choice for
which covers the Frozen Wastes, eastern coastal getting to Pontigoth in this fashion; other vessels are
towns, and the city of Khimel. The following is a brief likely to want to leave the heroes at Zaradene and head
summary of ways to get to Daltigoth from Kalaman back into the New Sea.
and the sites in Chapters Two, Three, Four, and Six. From Bastion: One of the portals to Bastion is
Getting to Eastwatch is more or less the same as that located in the ruins of the Tower of High Sorcery at
for Cristyne in Chapter Four (see page 124). Using Daltigoth. Using Bastion’s portals will allow the heroes
magic (such as teleport) or traveling by air will almost to quickly cover the distance from any other location
always be more expedient. Those using more mundane and emerge right in the heart of the ogre city, which
methods should refer to the following: brings its own dangers.
From Kalaman: The easiest route to Daltigoth takes From Cristyne: Traveling from Cristyne to Daltigoth
the heroes overland through Solamnia to Caergoth requires a day’s journey across the Gentle Bay to
and then across to Eastport (see Chapter Six). Another Welmet or Linsel. The heroes can then travel across the
route is Pontigoth by way of Solamnia, Lemish, and the Last Gaard Mountains to the Wasted Lands and around
New Sea. They might also take a ship along the western Lake Morgash to Daltigoth.
coast of Solamnia and through the Ergoth Divide, From Khimel: Getting to Daltigoth from Khimel
which risks attracting the attention of Frost’s mariners. requires a day’s journey southwest across the Frozen
An Ergothian Merchant Marine vessel is the only ship Plains of Southern Ergoth to Zhea Harbor, where
likely to make the trip, which will likely take four weeks. the heroes may be able to secure passage across Lake
From Throt: The fastest route to Daltigoth from Morgash to Daltigoth via icerigger. Getting to Eastwatch
Estwilde and Throt is by air. The potential exists for the is a more direct journey but requires crossing over the
heroes to run into trouble across the Gale, so following Last Gaard Mountains, which may be just as formidable
a shipping lane is a good plan. Such a route takes three as the Frozen Wastes themselves.
The Doom of Daltigoth 161
On the Trail of Gilthanas
I n this chapter, Gilthanas arrives back in Daltigoth to
collect the dragon skull that is currently in Tdarnk’s
hands. The ogre titan used his Whitescale Society
agents his prize. Of course, this means the Dictator of
Daltigoth will stop at nothing to keep others from the
skull, which is locked away in the Sanguinarium (see
channels to recover the skull from Northern Ergoth, “Intrigues and Insurgency in Daltigoth”). Gilthanas
where it lay in the vaults of the Shadowlark family of will also attend the funeral of Lady Riva Silverblade at
Castle Crimson. Tdarnk has no immediate use for the Castle Eastwatch if he is in this chapter at the same time
skull and would never deny one of Frost’s primary as the heroes.
human tribes. Against many odds, the mighty general of Solamnia who were ostensibly present to protect and
seized Daltigoth as his capital, and the lands to the west watch over their fallen heroes’ sacred site.
over the Last Gaard Mountains were settled. The Ergothian When Ergoth was divided by the Cataclysm, its
Empire was born. southern half was cut off from both the Empire and
During the time of the Empire, through both the Age Solamnia. The survivors of the catastrophic changes rallied
of Dreams and the Age of Might, the region formed the together under a number of provincial lords and Solamnic
bulk of the Southwest Hundred, one of Ergoth’s most knights, who did not receive nearly the same negative
productive provinces. The manors of Finn, Welmet, and reaction as their mainland counterparts. Castle Eastwatch
Logan were governed from Castle Eastwatch, home to became a waystation of sorts for migrants fleeing Solamnia
the Marshal of the Southwest Hundred and his family. to Sancrist, though eventually this came to an end as the
The region remained an Ergothian province up until ogres grew in numbers. By the time of the War of the
the Cataclysm, even after Daltigoth was ruined and the Lance, Daltigoth was firmly under the control of the hill
Imperial throne moved to Gwynned. Relations with giant Stormogre, and the Dragonarmies had begun to
Solamnia to the east were cordial, however, despite encroach on Southern Ergoth’s free settlements. This,
Ergoth’s troubled relationship with its neighbor. The Tomb together with the arrival of the elven refugees during the
of Huma was erected in the Last Gaard Mountains, and War, had a profound impact on life in the region.
Castle Eastwatch opened its doors to a circle of Knights Eastwatch weathered further changes when, following
the Chaos War, the Dragon Overlord Gellidus
seized Southern Ergoth and used his skull
totem to cover most of it in snow and ice.
Castle Eastwatch and the towns around it, as
well as the southernmost coastal areas, were
not so heavily hit by the climatic change; for
these lands, autumn never ends. The Solamnic
Circle at Castle Eastwatch became the staging
ground for missions into Gellidus’s realm,
many of these lead by the elflord Gilthanas
and his partner, Lady Arlena Plata—the silver
dragon D’argent. For decades, the garrison’s
commander, Lady Riva Silverblade, has been a
force to be reckoned with, but like Eastwatch
itself, the Lady of Swords appears not long for
this world.
Travel in Eastwatch
Important Rules: Overland Movement,
Chapter 9: Adventuring in the Player’s
Handbook; Survival skill, Chapter 4: Skills in
the Player’s Handbook; Forest and Hills Terrain,
Chapter 3: Adventures in the Dungeon Master’s
Guide.
Eastwatch is a hilly and forested region that
presents few problems for a seasoned traveler.
The Elderwild Wood and Southern Wood have
been occupied for hundreds of years by both
humans and elves, and many trails and forest
paths exist between locations of significance.
162 Chapter Five
The towns of Eastwatch are connected by roads of packed (because of the effort to move upriver). The elven lands of
earth and, although the region never experiences spring Ergonesti include the Thon-Sorpon and Thon-Tsalarian
or summer because of the climate to the east, it manages rivers, which meet at the Dir-Plaanar and empty into
to remain free of most hazards relating to weather and Harkun Bay. These rivers are broad and slow moving,
environment. offering passage into the Elderwild Woods and north into
Once the heroes get into the Last Gaard Mountains, former Kagonesti lands.
however, things change. The mountains are bitterly
cold, windswept, largely without trails, and extremely Travel by Air
hazardous. See the sidebar “Over the Last Gaard Air travel, whether on the back of a flying mount or
Mountains” for additional travel information; this section through the use of overland flight or similar magic,
deals primarily with travel in Eastwatch itself. is unimpeded in Eastwatch for most of the year. The
greatest threat to airborne travelers are white dragons or
Travel by Land dragonspawn patrolling the Last Gaard Mountains, some
Most of Eastwatch can be crossed by road, especially of which have been known to venture out over Eastwatch
when traveling between the towns. Overland movement to terrorize the inhabitants. Gellidus himself used to make
is largely unimpeded and, even in the hills and forests, the excursions into Eastwatch and Ergonesti when he laired
ability to stick to a trail or a path makes it difficult to get near Foghaven, but he hasn’t been seen in the area for
lost (x1 speed). There are sections of the Elderwild Wood months.
that are essentially trackless, however, especially north of
Dir-Plaanar and around the villages of Sun and Rain; these Features of Eastwatch
areas count as trackless forest (x1/2 speed). The lands of Eastwatch are extensive, stretching one
hundred miles north from Harkun Bay to the town of
Travel by Boat Errow and another hundred miles east from the Bay to the
The swift-moving Noble River bisects Eastwatch from western edge of the Plains of Kri. Most of the action in this
east to west, starting in the Last Gaard Mountains and chapter takes place near the middle and to the north of
emptying in Wemers Bay. This allows shallow drafted this coastal region in the rugged yet still starkly beautiful
vessels, such as longboats or rafts, to reach Castle hills and forests that the elves and humans of Southern
Eastwatch from the town of Welmet, albeit at 1/2 speed Ergoth still call home. After almost thirty years of Frost’s
Knowledge of Eastwatch
K nowledge will be important in this chapter. The
following table shows the results of an applicable
Knowledge (geography), Knowledge (local), Knowledge
(nobility and royalty), or bardic knowledge check as it
relates to Eastwatch.
DC Results
Eastwatch is nominally a Solamnic controlled region, but it is
constantly under threat from the White Dragon Overlord Frost. It
10 was once a part of Ergoth and is close to Foghaven Vale, the valley
where Huma’s Tomb is located and dragonlances were once blessed.
Castle Eastwatch is ruled by the Lady of Swords, Riva Silverblade.
Gilthanas and Silvara were once staunch members of Lady Riva’s
defenders at Castle Eastwatch. They went missing many months ago,
15 and since then, the defenses have been sharply weakened. According to
rumor, Lady Riva has become disheartened by the loss of her friends.
Eastwatch and Sancrist were unable to join the reclamation of
Solamnia by Lord Lorimar and his allies. Grand Master Ehrling and
20 Lady Riva dedicated all of their resources to fighting off raids upon
their holdings by Frost’s minions. This has created a rising tension
between mainland Solamnics and those on the western isles.
As the Qualinesti and Silvanesti elves talk about leaving Southern Ergoth
for the island of Cristyne like the Kagonesti, Lady Riva finds her support
25 slipping from all corners. Her second in command, Lord Efram uth Tromar,
has counseled aggression but is held back by Lady Riva’s even temper.
Something has happened at Foghaven Vale. Knights have traveled there
looking for dragonlances and not returned. Frost has moved his lair from the
30+ caverns around the Stone Dragon, apparently to the ice warrens of Khimel,
but he must have left something terrible behind to guard the Tomb of Huma.
The Doom of Daltigoth 163
reign, Eastwatch has become a land where only those with as accessible as the ports in Linsel or Errow. A Solamnic
determination, will, and endurance can thrive, making it a manor house, the home of Baron Pwyl Clariot (LG male
frontier of heroism along the ramparts of evil. civilized human noble 3/fighter 3), is famous for being
turned over almost completely to the town’s main industry,
Weather horses. As many as thirty-eight stables can be found either
Eastwatch is caught in a permanent state of autumn. The in town, nearby in the Southern Woods, or on the manor
temperatures never climb higher than 58 degrees, and grounds. Main Trade Goods: Horses, riding supplies.
frequently drop below freezing at night and throughout Daring (Village, 660): Daring is a peaceful community
the winter months. Icy winds howl around the foothills along the coastline to the south of Welmet. It struggles
and up into the peaks of the Last Gaard Mountains, and to prosper alongside the other towns, and because of its
blizzards strike low into the lands of Ergonesti and the remote location, it occasionally has to deal with attacks
Eastwatch towns on a regular basis in the fall, winter, and from spawn or ogres. However, elves from the Elderwild
spring seasons. During the course of this adventure, which routinely visit and have established a good relationship
takes place in late summer, snowstorms are much less with the villagers. The mayor, Donal Emberleaf (NG male
common south and west of the Last Gaard Mountains, half-elf expert 5/warrior 4) is the son of a Kagonesti healer
but bitterly cold rain, clinging fog, and occasional hail are and Daring’s previous mayor, and he is as courageous as
likely weather events. the village’s name would lead one to expect. Main Trade
Goods: Fish, scrimshaw, ink.
Flora and Fauna Errow (Small Town, 929): Errow is famous for its
The woods and hills of Eastwatch are predominantly logging trade and for producing stout rangers and even
known for their conifers, such as blue pine, Eastwatch fir, a handful of druids in service to Habbakuk. The lord
and Harkun spruce. These trees grow among the cooler of Errow’s manor, Baron Grifydd uth Jotun (LG male
hills and right to the tree line of the Last Gaard Mountains. civilized human noble 2/ranger 5), is an enormous man
Midway down and into the lowlands of Eastwatch, the who involves himself closely with the townsfolk, and he
evergreens mix with deciduous trees such as oaks and is one of the first to prepare himself for defense when
maples that struggle to maintain an existence in the rough needed. Main Trade Goods: Timber, paper.
climate. Junipers are ubiquitous in Eastwatch, especially Finn (Village, 697): The village of Finn has swelled in
along the Noble River and Thon-Sorpon. Stands of birch population since the mining boom in Helt. Most of the
trees are an occasional sight near Harkun Bay and towards residents spend their time working forges and making
the Rocklin Plains. In unforested areas, hedgerows and steel, which is then sent on to Castle Eastwatch or down
berry bushes line roadways; the hilly plains are covered in the river to Welmet. More than a third of Finn’s population
clover and heath. is made up of hill dwarves, refugees who fled Zhea Harbor
In general, all animals in the region have been and Solamnia years ago. The mayor, Uller Gneissfeld (NG
acclimated to the cooler weather. Deer, wild boar, and male hill dwarf fighter 4/expert 6), is a retired miner and
bighorn sheep are the most common forms of herbivore the brother of Helt’s mayor, Hulgard. Main Trade Goods:
in Eastwatch. Domesticated sheep and pigs are a regular Steel, iron, weapons & armor, metal goods.
sight in the towns. Predators such as wolves and mountain Helt (Village, 508): Helt is a rustic mining community
lions have dwindled in numbers, due in part to extensive that grew many decades ago when a number of iron and
hunting, but also because of the greater frequency of white graphite deposits were discovered in the west-facing slopes
dragons, white tylors, and other large creatures that have of the Last Gaard Mountains. Because the mines are so
driven the smaller predators away. Marine birds, such as deep, dwarves make up the town’s largest percentage
gulls and terns, make up the greatest percentage of birdlife of population, the remainder of which is composed
in Eastwatch. The rest are waterfowl such as the Eastwatch of Ergothian immigrants. Mayor Hulgard Gneissfeld
blue duck, the speckled swan, and the Wemerside (NG male hill dwarf fighter 2/mystic 4 of Earth) uses
spoonbill. his mystical talents to find mineral deposits as well as
to defend the village against incursions from over the
The Towns of Eastwatch mountains. Main Trade Goods: Iron ore, mining supplies.
Eastwatch remained relatively peaceful following the Linsel (Small Town, 935): The town of Linsel is a
Cataclysm, so much so that it and Sancrist were the only coastal community that has a well-earned reputation for
regions in Ansalon where the Knights of Solamnia could breeding fine cattle and deer. Despite its location near the
avoid persecution. Even now, under the oppressive shadow sea, Linsel has poor fishing. The local lord, Baron Rupert
of Gellidus, the towns of Eastwatch continue to persevere Stagford (LG male civilized human noble 5/rogue 2), is
as they always have: a coalition of trade and craft centers something of a knave; his family was killed in a shipwreck
linked by a common bond to the Knights who protect years ago, and the family estate fell into his hands. Luckily,
them and the mixed Ergothian and Solamnic heritage that the Solamnic nobles in the region have been a moderating
marks them. The following information should serve as a influence. Main Trade Goods: Beef, venison, leather,
basic introduction to the towns of Eastwatch. sausages.
Brandal (Small Town, 914): The town of Brandal has Logan (Village, 744): Like Finn, Logan has grown in
a port, but it is not as deep as that of Welmet and not size since the mining operations at Helt have increased,
164 Chapter Five
but it remains relatively unaffected by the metalworking penalty. The elves of Ergonesti have a small but potentially
trade. Logan’s mayor, Troia diMannan (LG female civilized crucial military force that could be of assistance in Chapter
human expert 6/ranger 3), has been a voice of dissent Seven: The Fury of the Gale.
among the leadership of the towns. She opposes the Qualimori (Large Town, 4,386): The larger of the
growth of the mines and favors the natural world; in this two colonial settlements, Qualimori was little more than
she has the support of the Barons at Errow and Brandal, tents and crude buildings during the War of the Lance.
but she realizes that she cannot stave off progress. The Decades later, it has grown into a typical elven town, its
Knights of Solamnia depend on the steel of Helt too much buildings in harmony with the trees and wildlife. The elves
in the battle against Frost. Main Trade Goods: Grain, bread, sought to capture what they missed from Qualinost, so the
oats, various food crops. town looks strangely familiar to any who remember the
Welmet (Small Town, 980): The town of Welmet, Qualinesti capital before it was destroyed by Beryl. Elven
located on Wemers Bay at the mouth of the Noble River, refugees from coastal towns in Qualinesti who fled Beryl
has been a port for hundreds of years. Like the other three in the War of Souls are responsible for Qualimori’s current
larger communities in Eastwatch, Welmet has a Solamnic population.
manor house, still in the hands of the Glendower family. Silvamori (Large Town, 2,844): Silvamori, though
Baron Havgan Glendower (LG male civilized human noble smaller than Qualimori, is currently the seat of regency
7) is the aging head of the household; his three sons, all and therefore more heavily protected. Regent Belthanos’s
knights on Sancrist, know better than to ask him to step House Protector knights patrol the borders; a new temple
down or retire. Baron Havgen’s wife Edwina (NG female to Mishakal educates these elite warriors in their religious
civilized human noble 3) keeps the accounts for ships and devotion. Not far from the town, on the island of Dir-
merchants coming in and out of the port. Main Trade Planaar, another shrine has been erected to the memory of
Goods: Shipping supplies, carpentry. E’li, and mystics among the Ergonesti elves maintain this
place for those occasions when the united elven leaders
The Elves of Ergonesti need a place to meet in sanctuary.
Ergonesti is the name given to the former elven refugee Rain and Sun (Villages, 0): These were the two largest
colonies of Southern Ergoth, established during the War encampments of wilder elves up until five years ago when
of the Lance after the Dragonarmies invaded the elven the last of them left for their new home on Cristyne. Now,
homelands. Silvanesti and Qualinesti settled along the the villages are abandoned and left to the wilderness,
Thon-Sorpon and Thon-Tsalarian rivers in lands formerly which has encroached steadily upon the huts and conical
only occupied by the Kagonesti wilder elves. Years of tents left behind. Obvious signs of malicious vandalism
struggle, racial conflict, and compromise followed as the and destruction brought about by frustrated dragonspawn
Kagonesti resisted their enslavement, and the refugee elves or ogres can be found without much effort.
fought to maintain their dignity. Most of the original
refugees returned to Silvanesti and Qualinesti in the years Random Encounters
of recovery, but those who stayed behind worked hard to The chance of a random encounter while still in Eastwatch
create a community that defied the tragedies of its early is 10% in the morning, afternoon, and evening periods,
beginnings. and 15% at night. If an encounter is determined, use the
Since the Chaos War and the brutal oppression of following table.
the Dragon Overlords, the elves of Southern Ergoth have
borne witness to another tide of elven migration. Co- d% Encounter Average EL
regents Belthanos (LG male Silvanesti elf noble 16, see 01-15 Ogre slavers (1d6+6) 15
Chapter Four) and Merathanos (NG female Qualinesti
elf noble 4/ranger 8/wizard 3) stubbornly hold their 16-30 Winter wolf pack (1d3+3) 14
communities together, but the elven diaspora from
Qualinesti and Silvanesti that has resulted from the War of 31-45 Hailstorm! +1
Souls threatens to sweep them up with it. The Kagonesti 46-60 Solamnic patrol 13
have abandoned Southern Ergoth completely for Cristyne
and now Ergonesti, such as it is, cannot hold; Belthanos 61-75 Elven freedom fighters 14
also looks to Cristyne for the future of the elves of the
western isles, while Merathanos argues for a consolidated 76-90 Dragonspawn raiders 15
opposition to Gellidus and the ogres. The heroes arrive at
91-00 White dragon flight (1d4+3) 16
a time of great indecision and trial, and their actions may
influence the fate of these colonial elves.
While there are no scenes in this adventure that take Statistics are found in the Appendix Two: Characters
place directly in Ergonesti, the following should serve to and Creatures. Specific encounters are described in detail
provide some background for you if the players travel below:
through their lands. The elves of Ergonesti constitute no Dragonspawn Raiders: This is a raiding party
faction of their own, but the heroes may influence them consisting of six white dragonspawn (CE male white
with their Knights of Solamnia faction rating at a –4 dragonspawn fighter 8), three of which have white tylor
The Doom of Daltigoth 165
mounts (CR 6). They are raiding into Eastwatch to spread m Solamnic Men-at-Arms (10): hp 24, see page 345
fear and terror; the creatures employ guerilla tactics, m Knights of the Crown (2): hp 39, see page 343
striking quickly at travelers from multiple directions. Their m Crown Knight Officer: hp 69, see page 341
initial attitude is Hostile. If captured and interrogated, the White Dragon Flight: Glacier, Frost’s sometime consort
dragonspawn will not be able to reveal anything more than (from Chapter 6: Devastation in Khimel), sends many of
the location of their outpost in the Last Gaard Mountains. the smaller white dragons (CE male juvenile white dragon
They do not know the nature of the creatures guarding the barbarian 5) on long range scouting missions, including
Tomb of Huma. into Eastwatch. Not particularly bright, these dragons
m White dragonspawn raiders (6): hp 65, see page 347 can become distracted by potential prey and swoop in to
m White tylor mount (3): hp 93, see page 347 fight over it. The flight, if encountered, is 1d4x100 yards
Elven Freedom Fighters: These elves travel along away and Unfriendly. Half of the white dragons hang back,
the Last Gaard Mountains, striking back at incursions sizing up the heroes, while the others close in to use their
from Daltigoth and the Frozen Wastes. They consist of icy breath. If one or more are killed, the rest will flee back
six Wildrunners from Qualimori (CG male and female to the Frozen Wastes, unwilling to further risk their lives so
Qualinesti elf ranger 2/fighter 6) and their Silvanesti far from home.
officer Queralos (CG male Silvanesti elf fighter 3/sorcerer m White dragon scouts (4-7): hp 157, see page 346
6/eldritch knight 2). The officer, haughty yet battle- Winter Wolf Pack: Enormous creatures such as
hardened, acts as the voice of the freedom fighters. His these winter wolves (NE advanced 18 HD winter wolf)
initial attitude is Indifferent. If he believes the heroes are usually come about as a result of selective breeding and
aggressors or invaders, he will order his Wildrunners to experimentation by Tdarnk’s ogre mages. After they
attack with bows. If the heroes negotiate an accord with mature, they are released into the wild, where the cunning
the elves, the officer will volunteer to act as an escort unit creatures form packs and prowl the cold forests around
over the Last Gaard Mountains or into Ergonesti. Eastwatch and the Last Gaard Mountains. These packs
m Qualinesti wildrunners (6): hp 42, see page 344 always begin as Unfriendly.
m Silvanesti officer: hp 43, see page 344 m Advanced winter wolves (4-6): hp 189, see page 339
Hailstorm! Inclement weather begins if this encounter
is generated. After ten minutes of steady rain, the Adventure Site: Castle Eastwatch
winds pick up and the rain turns to hail. Because of Castle Eastwatch is a cold, windswept Solamnic fort
the combination of severe wind and hail, Listen checks located along the Noble River in the Eastwatch region
are made at –8 and ranged attacks suffer a –4 penalty. of Southern Ergoth. It has been held by a small circle of
This weather continues for a half hour; see Chapter 3: knights since the earliest days of the Age of Despair; prior
Adventures, “Weather” in the Dungeon Master’s Guide for to the Cataclysm, it was a seat of government for the
more information about hail and severe winds. During the Empire of Ergoth (see History of Eastwatch, page 161).
hailstorm, there is a 25% chance of another encounter (re- Castle Eastwatch is notable because of its role in guarding
roll on the table, disregarding another Hailstorm). Foghaven Vale, the site of Huma’s Tomb; it is also famous
Ogre Slavers: These are slavers from Daltigoth on for being the home of Gilthanas and his beloved silver
the hunt in Eastwatch for elves. They are nomadic or dragon, Silvara, for the past few years. Castle Eastwatch’s
“wild” ogres (CE male ogre barbarian 6), not Tdarnk’s role in the western isles is greater than its physical size
urban ogres, but they sell their captives to the Dictator would suggest; Sancrist places great store in Lady Riva
nevertheless. When encountered, they will be Unfriendly Silverblade’s leadership. Unfortunately, the strain of years
unless the party includes elves, in which case they will dedicated to protecting towns in Eastwatch from Frost
be Hostile. The ogres capture, not kill, if possible; half and aiding the elves of Ergonesti has had its effect on Lady
of them will use nets while the rest attempt to deliver Riva.
nonlethal damage with clubs.
m Ogre slavers (7-12): hp 90, see page 343 Getting to Castle Eastwatch
Solamnic Patrol: Patrols of knights are most common Castle Eastwatch may be reached by the Noble River or
near Castle Eastwatch but, because the Knights of a road from the town of Welmet, twenty-five miles away.
Solamnia maintain small forts and outposts throughout Travelers who arrive on horseback will find the stables
Eastwatch, one might be encountered anywhere. Such large and well maintained. The Castle has its own dock,
a patrol consists of ten men-at-arms (LG male civilized large enough to moor three large shallow draft vessels. A
human fighter 3), two Knights of the Crown (LG male ferry moored at the dock also provides transport across
civilized human fighter 4/Knight of the Crown 2), and the Noble River to the northern road that leads a further
their officer (LG male civilized human noble 2/fighter twenty-five miles to Finn. The Last Gaard Mountains
3/Knight of the Crown 4). The patrol will initially be are thirty miles from Castle Eastwatch, but the road that
Friendly, unless the heroes appear to be monstrous follows the Noble River up into the mountains is poorly
(draconians, ogres, minotaurs, and so on), in which case maintained and frequently the site of attacks from white
their attitude begins as Indifferent. These knights are dragonspawn or wild ogres.
potential allies against further encounters in the area and
may escort the heroes to Castle Eastwatch.
166 Chapter Five
People to Meet in Castle Eastwatch
Lady Riva Silverblade (LG female civilized
human fighter 4/cleric 3 of Kiri-Jolith/Knight
of the Sword 7 [Clerist 1/4]) is the Senior
Knight of Castle Eastwatch. She is a tall silver-
haired woman of ninety winters, and her health
has been growing progressively worse. Her faith
keeps her alive for the time being, but she is
also beginning to accept her own mortality. Her
second-in-command, Lord Efram uth Tromar
(LG male civilized human fighter 8/Knight of
the Crown 4), is an experienced knight, but he
has become bitter and morose since losing his
wife and children a year ago during the War
of Souls. Lord Efram is a barrel-chested bear
of a man with great strength and skill with a
lance. Depending on when the heroes enter this
chapter, the Lady of Swords may or may not be
alive. Lord Efram’s response to her death is to
plan a somewhat suicidal journey into Frost’s
lands to do what Lady Riva never could—defeat
Frost. Lord Efram has another secret; he is
addicted to allomanya, Tdarnk’s serum. He has
been rationing his limited supply of the drug in
an attempt to keep from entering withdrawal.
See “Lord Efram’s Ride” for more information
about Efram’s downfall.
Apart from the Circle leadership, Castle
Eastwatch is home to soldiers, men-at-arms, a
group of wizards mentored by the Kingfisher
Castle Eastwatch
Castle Eastwatch (Hamlet): Conventional; AL Steward of 4th Eastwatch Solamnic Company; Sir Clive
LG; 750 stl limit*; Assets 12,000 stl*; Population 320; uth Rennard (LG male civilized human noble 3/fighter
Isolated (96% human, 2% elf, 1% dwarf, 1% half-elf). 4/Knight of the Crown 3), Steward of 5th Eastwatch
* as a Solamnic outpost funded partially by Sancrist, Solamnic Company; Sir Haley Copperclasp (LG male
Castle Eastwatch has a higher than average community civilized human wizard 8 [Kingfisher 5]/Wizard of High
wealth. Sorcery 2), Steward of the Eastwatch Auxiliary.
Authority Figures: Lady Riva Silverblade (LG female Eastwatch Solamnic Regiment—Castle Eastwatch
civilized human fighter 4/cleric 3 of Kiri-Jolith/Knight fields five companies, each of which is composed of
of the Sword 7 [Clerist 1/4]), Lady of Swords and a steward, two knights, and ten soldiers or squires.
Senior Knight of Castle Eastwatch; Lord Efram uth Knights are equipped with mwk breastplate, mwk light
Tromar (LG male civilized human fighter 8/Knight of steel shield, mwk longsword, and a light warhorse.
the Crown 4), second-in-command and Marshal of Soldiers are equipped with banded mail, heavy steel
Castle Eastwatch. shields, and longswords. All knights and soldiers are
Important Characters: Sir Paladian Dragonhelm civilized humans: fighter 4/Knight of the Crown 2 (10),
(LG male civilized human noble 6/cleric 4 of Kiri- fighter 3 (50).
Jolith/Knight of the Sword 1 [Clerist 1]), Steward of 1st Eastwatch Auxiliary—Castle Eastwatch has an
Eastwatch Solamnic Company and nominal third-in- auxiliary unit composed of men-at-arms, wizards,
command of Castle Eastwatch; Sir Feodor Rhymer (LG and clerics. All are civilized humans equipped with
male civilized human fighter 7/Knight of the Crown 3), short swords, halberds, daggers, and chain shirts where
Steward of 2nd Eastwatch Solamnic Company; Dame appropriate: wizard 4 (3), wizard 2 (6), wizard 1 (12);
Britta Moonsteel (LG female civilized human noble cleric 4 of Kiri-Jolith (3), cleric 2 of Kiri-Jolith (6),
3/fighter 3/Knight of the Crown 4), Steward of 3rd cleric 1 of Kiri-Jolith (15); warrior 8 (2), warrior 4 (4),
Eastwatch Solamnic Company; Sir Davic diPayne (LG warrior 2 (8), warrior 1 (22).
male civilized human fighter 7/Knight of the Crown 3),
The Doom of Daltigoth 167
knight, Sir Haley Copperclasp (LG male civilized human Calantina reading in Chapter One: Marsh and Tree to
wizard 8 [Kingfisher 5]/Wizard of High Sorcery 2), and a Kalaman. The Bone Key determines when and where
thriving Temple of Kiri-Jolith located in one of the fort’s Gilthanas would be during the adventure, and this in turn
two towers. The heroes might also encounter one or two influences which scenes the heroes may experience during
elves from Ergonesti who can serve as guides to either their visit to the Castle. The scenes are all roughly one
Qualimori or Silvamori (see the description of the Elven week apart, but you can adjust this as necessary for your
Freedom Fighters, under “Random Encounters,” page 165). campaign.
Things to Do in Castle Eastwatch Scene: Assault on Castle Eastwatch [EL 18]
The time the heroes visit the castle will determine the Timeline: This scene occurs two chapters before
course of events here. See the section “Lady of Broken Gilthanas’s participation in the chapter (determined by the
Swords” following this Adventure Site. Castle Eastwatch’s Bone Key).
presence in the adventure is significant for those who are Important Characters: Lady Riva Silverblade, Lord Efram
trying to drum up support from the Solamnics against uth Tromar, Sir Paladian Dragonhelm
Frost. It also offers an excellent location to train, equip, This scene establishes the young knight Sir Paladian
rest, and introduce replacement heroes if one or more have Dragonhelm, a newly made Knight of the Sword from
been lost or moved on. Because the heroes already possess Sancrist, as a promising leader. Castle Eastwatch is attacked
Huma’s Dragonlance, this makes them very important by a large force of thanoi and white dragonspawn, and the
in the eyes of the Castle Eastwatch Circle of knights, heroes may aid in defending the Solamnic fort. It occurs
and the choices of the heroes will affect the state of the in the early morning after the heroes have arrived at the
Knighthood in Southern Ergoth for some time to come. Castle as the fort’s inhabitants rise to meet the sunrise.
Castle Eastwatch is very much a Solamnic stronghold. Read or paraphrase the following:
If the heroes visit the fort and make a good impression
on the knights, their faction rating may improve. See
“Lady of Broken Swords” for details. If the heroes have
a decent faction rating already with the Solamnics, they
T he sun in the east lines the ridges of the
Last Gaard Mountains with a silver-gold
corona. Smells of baking fill the lower halls
might be able to acquire some additional equipment of the Keep at Castle Eastwatch, and noises of
and resources here. The fort owns (and highly prizes) morning chores in the courtyard mingle with
three lesser dragonlances (see Dragonlance Campaign those of chattering servants and gossiping
Setting, p. 115), which can be borrowed with a DC 20 squires. Lord Efram uth Tromar, Marshal of
Solamnic faction check (see the Factions chapter for more the Keep and second-in-command of Castle
information). Eastwatch, goes over the morning patrol
rotation with some of his Crown Knights.
Leaving Castle Eastwatch His booming baritone is interrupted by
The heroes might leave Castle Eastwatch to an uncertain shouts and horns from outside the walls.
fate, especially if Lady Riva has died and her successor, As knights rush to balconies and battlements
Lord Efram, has settled on his next course of action. The to look out over the courtyard, it becomes
Solamnic knights of the fort will not make great demands clear that the returning patrol is being pursued
on the heroes, but any Solamnic player characters will all the way back to the gates. Behind the riders
no doubt feel even more obligated to overcome Frost. If sweeps a wave of white-scaled dragonspawn
the heroes need assistance in getting to the Last Gaard warriors, wings spread and spears held aloft.
Mountains and onwards to Daltigoth or the Frozen Wastes, Joining them both in the assault and in
Lady Riva or Lord Efram will offer them suitable non- bellowing threats and war cries are a horde
magical equipment (thick woolen clothing, furs, boots, of tusked and whiskered humanoids carrying
pitons and hammers, and so forth) and the service of one axes: thanoi, the walrus-folk of Icereach.
of their elven guides.
At one time, an underground tunnel led from Castle The Setup: The pre-dawn patrol, Sir Paladian
Eastwatch to Foghaven Vale, allowing the knights to Dragonhelm’s 1st Eastwatch Company, was attacked
reach the site of Huma’s Tomb without having to travel upriver by a small army of thanoi and white dragonspawn
overland. Early in his occupation of Southern Ergoth, and chased all the way back to Castle Eastwatch. Although
Frost caused numerous cave-ins along the length of the the Castle has sufficient defenders and strong walls, the
tunnel, effectively removing this as an option. Over the dragonspawn are all capable of flight, and the battle looks
past few years, efforts to clear the tunnel have met with to be a challenge. The dragonspawn have only one goal:
little success. strike the Castle, spread fear and terror, kill or incapacitate
as many knights as possible, then regroup and withdraw.
Lady of Broken Swords Creatures: The army is sizeable: thirty white
This is a series of five scenes that might play out depending dragonspawn raiders (CE male white dragonspawn fighter
upon the time the heroes get to Castle Eastwatch. The 8) and one hundred thanoi warriors (CE male thanoi).
sequence of events depends on the results of Rasca’s Lady Riva mobilizes the 5th Eastwatch Company and
168 Chapter Five
the Auxiliary to defend the Keep proper,
while Lord Efram leads the 2nd, 3rd, and
4th Eastwatch Companies to the gates.
Sir Paladian Dragonhelm and his 1st
Eastwatch Company are outside the walls
and under immediate threat of attack. The
other four stewards of the Castle assist
Lady Riva and Lord Efram as appropriate.
m White dragonspawn raiders (30):
hp 65, see page 347
m Thanoi (100): hp 22, see DLCS
page 232
m Solamnic Men-at-Arms (10): hp
24, see page 345
m Knights of the Crown (2): hp 39,
see page 343
Tactics: Because this is a large battle,
the heroes should choose their point
of defense (the Keep, the courtyard, or
outside the walls) and join the knights
defending those areas. Alternately,
they could press the attack in their
own fashion. Sir Paladian’s knights are
overwhelmed, but they fight on bravely
for 3 rounds before his men are defeated.
Now he is alone on the field outside the
Castle, fighting back large numbers of
thanoi. The dragonspawn make for the
Castle and direct their attacks against
knights only (not men-at-arms). Ten
dragonspawn attack the Keep, ten attack
the courtyard, and ten remain outside
to ensure that reinforcements are driven
away. Once the dragonspawn have killed at least five Important Characters: Lady Riva Silverblade, Lord Efram
knights, they regroup and leave the field of battle. uth Tromar
Development: You should ensure Sir Paladian This scene sets up the later scenes and the fate of Castle
Dragonhelm survives his fight, but that all of his men Eastwatch. The heroes might learn a little more about
are killed or injured badly. Lady Riva should remain Lady Riva’s hopes for the future and the disappearance of
unhurt, but the battle has severely weakened her. She Gilthanas and Silvara.
will be consigned to bedrest afterward by Lord Efram. Read or paraphrase the following:
Make a note of how many knights are actually killed.
1d4 additional replacement knights and 2d6 additional
replacement men-at-arms may arrive each week from the
towns and Sancrist.
T he atmosphere in Castle Eastwatch
is somber and quiet. For the past few
days, it seems the knights have carried out
Factions: Aiding the Solamnics against the assault their normal routines and ventured out
increases the heroes’ faction rating with the Knights of on their normal patrols without joy or
Solamnia by +2. Acts of notable heroism or courage may enthusiasm. Their Senior Knight, the Lady
earn the group an additional +1. If the heroes left the field Riva Silverblade, lies dying in her bed, ready
of battle before the end, they will lose a point of faction to move from this world into the blessings
rating. If the heroes decide not to help at all, they suffer of the next. Her regiment, however, does
loses a –2 penalty to their faction rating. not feel as blessed. As you pass by soldiers,
Experience Awards: Because each thanoi is only a CR 2, servants, and stewards, you realize that
you might consider grouping a number together and using Lady Riva was responsible for holding this
it as a “group” CR. Ten thanoi are EL 9, for example, so fortress together in the face of Frost’s icy
that might be worth a single CR 9 award. dominance of Southern Ergoth. Without
her, their spiritual center and the heart of
Scene: The Death of Lady Riva [EL —] the Knighthood in Eastwatch will be gone.
Timeline: This scene occurs one chapter before Gilthanas’s
participation in the chapter (determined by the Bone Key).
The Doom of Daltigoth 169
The Setup: The heroes are summoned to Lady Riva’s sorcery named Shiver—who Riva feels is a major threat to
solar in the Keep. She has been confined to her bed for Eastwatch.
the past week since the attack on the Castle by Frost’s The Blessing: Near the end of the meeting, Lady Riva
dragonspawn and thanoi. Celebration of the victorious calls the heroes closer. She wants to pass on her blessing to
Solamnic forces against the overwhelming numbers of the them, having already done so for Lord Efram. The Sword
enemy was muted. Present at the meeting with the heroes of Justice has seen fit to allow Lady Riva to grant the heroes
is Lord Efram uth Tromar, Marshal of the regiment, and a a boon; by invoking her name and that of Kiri-Jolith as a
number of the Castle’s priests of Kiri-Jolith. free action, each hero may treat one of their weapons or
The Meeting: Heroes with ranks in Heal will not need a specific spell effects as holy or axiomatic for the duration
skill check to know that old age is finally claiming the Lady of one battle. Weapons gain the holy or axiomatic quality
of Swords. Her cheeks are sunken and her once-bright eyes for the duration, while each time that specific spell is cast
are hollowed and dull. Her servants and clerics administer in the fight, it deals half of its damage as either good or
herbal brews, warm cloths, and words of prayer to the lawful damage instead of the usual type. This boon may
Bison of Heaven to watch over their mistress as she greets only be used once per player character, and it cannot be
the player characters and asks them to sit around her bed. passed along to another.
Read or paraphrase the following: The Passing: Once she has delivered her blessing and
related enough information to the heroes, Lady Riva
“ It is with great joy that I see you all here,”
Lady Riva Silverblade says, weakly. “I
know that I am not long for this world, and
Silverblade, the Lady of Swords, passes away quietly. Lord
Efram remains composed and appropriately sorrowful, but
Lady Riva’s servants and some of the clerics weep openly.
the trumpets of Creation are sounding for The heroes are shown out of the solar and informed that
me. Lord Efram stands ready to replace me, the lady knight will remain in state for a week until her
but I must entrust the fate of Krynn to you. funeral. Castle Eastwatch enters a period of mourning,
You are all heroes, whether it is a sword or a and Lord Efram retreats to his own chambers to prepare
spellbook you carry into battle. I know you himself for the coming weeks.
have seen many wondrous things and faced Factions: If the heroes are present at the death of Lady
many dangers. However, a mortal soul is most Riva Silverblade, they are accorded great honor among the
wondrous when possessed of the courage Solamnic knights, especially as she blessed them before
to do what is right, not just what is needed. her passing. Their faction rating improves by +2, and they
How tragic is the mortal soul who chooses to gain a temporary +2 bonus to all Solamnic faction checks
suffer defeat rather than to accept the price during their stay at the Castle.
that courage demands of us. The price of Experience Awards: Being present at this event should
courage, my friends, is sacrifice. We must all be be an opportunity for roleplaying awards, but you may
prepared to pay that price if we are to succeed.” also consider awarding Solamnic characters or other
knights a minor personal mission goal for their role in the
scene.
Lady Riva will then answer questions or relate
information as she is able. She is familiar with the events Scene: Funeral at Castle Eastwatch [EL 18]
leading up to Gilthanas’s departure from Castle Eastwatch Timeline: This scene occurs in the same chapter as
(see Gilthanas’s background in the Dragon and the Gilthanas’s participation in the chapter (determined by the
Elflord chapter), including Silvara’s capture by Frost near Bone Key). Important Characters: Lord Efram uth Tromar,
Foghaven Vale and Gilthanas’s pledge to free her. She is Gilthanas, Stewards of Castle Eastwatch
also familiar with the plans of Regent Belthanos to travel This scene occurs a week after the death of Lady
to Cristyne for an elven summit about migration. She Riva Silverblade. If the heroes have already encountered
believes the elves will one day depart Southern Ergoth Gilthanas in Bastion and he has revealed the truth behind
entirely, which she considers a great sadness. Lady Riva his actions, you may need to modify this scene somewhat;
knows of the substance called allomanya, as her knights it depends to some degree on Gilthanas remaining
captured one of Tdarnk’s agents in Welmet three weeks at large. If the scene won’t work because of a change
ago trying to sell it. She believes that none of her knights in circumstances, you can simply adapt it to have the
have taken it (although Lord Efram has). Her clerics heroes attend the funeral in peace rather than deal with
have informed her of its highly addictive properties. She Whitescale Society assassins.
believes Tdarnk makes it in Daltigoth under Frost’s orders. Read or paraphrase the following:
Lastly, Riva can inform the heroes that Frost moved his
lair and his skull totem to Khimel, an icy city out on the
Frozen Wastes. Frost’s senior mate, a dragon known as
Glacier, seems to be in charge of many of his affairs in
C old, bitter winds assail the walls of Castle
Eastwatch. The sun has failed to penetrate
the oppressive clouds for days, and persistent
Southern Ergoth. Riva has encountered Glacier twice, sleet has coated the battlements and towers
wounding the female white on the most recent occasion. in a crust of ice. Despite the bleak weather,
Frost also has a younger mate—one more proficient in the inhabitants of the Solamnic fort have
170 Chapter Five
gathered in the wide snow-covered courtyard their spellcasting to impair, weaken, and incapacitate
under the shadow of the Keep, some of them large groups of combatants. They will set up walls of ice
huddled together against the cold, others to block off the crowds and soldiers from the Solamnic
stalwart and solemn. The newly built tomb of leadership council and the heroes, and they will cast sleet
Lady Riva Silverblade, Knight of the Sword, storm to reduce the ability of groups of men-at-arms or
awaits the internment of its sole resident. knights to respond. For their part, the knights coordinate
Knights bearing her coffin wait silently their attacks on the assassins, try to interpose themselves
beside the tomb’s entrance as Lord Efram between the leadership and Lady Riva’s casket, and break
uth Tromar, Lady Riva’s successor as Senior through any walls of ice or other obstacles while the heroes,
Knight, recites a passage from the Measure. the Stewards, and Sir Efram deal with the attackers.
Gilthanas is unable to directly assist the Knights
of Solamnia, for Frost exerts his mental dominance to
The Setup: Lady Riva’s funeral is being held at dusk, prevent him from moving or turning away. Heroes who
approximately one week from her death. Sir Haley’s use divination magic to examine Gilthanas from afar,
auxiliary is on patrol along the Noble River, so that such as true seeing or arcane sight, can make a DC 20 Spot
the five companies may all be present for the funeral. check or DC 25 Sense Motive check to tell that the elflord
Gilthanas is also present in secret, if he has not already is being held in place by outside forces. If they choose to
been encountered at Bastion; Frost, in an effort to torment direct attacks or spells at Gilthanas while he is being held
his dragon vassal, has allowed Gilthanas to journey to by Frost, the White will use greater teleport to remove him
Eastwatch but is about to drop a surprise upon the elf ’s from the scene and deposit him in Daltigoth (if the heroes
former allies in their time of mourning. have yet to go there) or the next chapter.
The heroes can be wherever they would like to be, and Development: After the heroes have overcome the
as honored guests of the Castle, they are permitted to stand Whitescale Society Assassins, the remaining knights and
with the Stewards. Individual player characters who would men-at-arms lock the courtyard down and hastily inter
prefer to sit out the funeral will most likely be in the Keep. Lady Riva’s casket. Lord Efram, furious, seals the tomb
Creatures: Most of the Castle’s garrison is present at himself and posts six Crown knights at it. He summons all
the funeral of their former leader and Senior Knight. The of his Stewards, as well as the heroes, to his war office in
leadership council—Lord Efram, Sir Paladian, Sir Feodor, the Keep. There, he asks for suggestions on how to handle
Dame Britta, Sir Davic, Sir Clive, and Sir Haley—are all these attacks. While he has no decisions at this stage,
in attendance, as are all remaining Knights of the Crown in a week’s time he will take action himself (see “Lord
from the regiment. Sixty men-at-arms (LG male and Efram’s Ride” in the next scene). In the meantime, he steps
female civilized human fighter 3) from the Eastwatch up all patrols, watches, and training, and he orders the
Companies stand in formation to one side of the Kingfishers to prepare more effective wards and magical
courtyard, while the assorted servants, commoners, pages, defenses to prevent this from happening again.
and their families stand in a crowd on the other side. Factions: Aiding the Solamnic knights of Eastwatch
Gilthanas, if he is present in this scene (and he will against the assassins raises the heroes’ faction rating with
be, unless the events of Chapter 3 have changed things), the Knighthood by +2 and lowers their Whitescale Society
is standing against the side of the western Tower, on a faction rating by –2.
battlement looking down at the courtyard. He can be Treasure: As with other scenes involving the Whitescale
noticed with a DC 30 Spot check. Frost uses his connection Society Assassins, the bodies of the dead assassins hold
with the elflord to summon forth five Whitescale Society vials of allomanya. Each Claw has one vial; each Talon
Claws (CE male nomadic human) and five Whitescale has two vials. The Knights are aware of allomanya and
Society Talons (CE male nomadic human). its effects, and Sir Haley recommends the destruction of
m Whitescale Society Claws (5): hp 35, see page 290 the drug by fire as soon as possible. Lord Efram, however,
m Whitescale Society Talons (5): hp 37, see page 348 overrides the Kingfisher’s advice and impounds the vials;
m Solamnic Men-at-Arms (60): hp 24, see page 345 as an addict himself, Lord Efram has run out and needs
m Knights of the Crown (10): hp 39, see page 343 more of the drug to keep him strong.
Tactics: The Whitescale Society Assassins appear
in the middle of the courtyard. Their assignment is to Scene: Lord Efram’s Ride [EL 17]
kill as many knights as possible, disrupting the funeral Timeline: This scene occurs one chapter after Gilthanas.
and weakening the Castle’s defenses. Frost knows they Important Characters: Lord Efram uth Tromar, Sir Davic
will probably be defeated; he has sent them to torment Important Rules: “Rain, Snow, Sleet, and Hail,” Weather
Gilthanas. If present, Gilthanas will cry out “No!” when and “Avalanches,” Mountain Terrain, in Chapter 3:
the assassins appear, which should ensure that the heroes Adventures in the Dungeon Master’s Guide.
are not surprised. If Gilthanas is not present at the funeral, This scene occurs a week after the funeral of Lady
Frost has sent the assassins as an example of his contempt Riva Silverblade. If the heroes arrive at this time, Castle
for Lady Riva. Eastwatch has recovered somewhat from the various
The Claws use their usual tactics, striking to injure attacks that have occurred over the past month, but the
and flanking if possible. The Talons make heavy use of current leader—Lord Efram uth Tromar—is almost mad
The Doom of Daltigoth 171
with despair and rage. Although he is keeping it well human wizard 2) and five Jolithan clerics (LG male
hidden for the most part, this scene describes the moment civilized human cleric 2 of Kiri-Jolith) as auxiliary, with
he finally cracks. orders to protect Lord Efram from spellcasting enemies.
Read or paraphrase the following: All soldiers are mounted, the knights on heavy warhorses
and the men-at-arms and auxiliary on light warhorses.
T he Great Hall of Castle Eastwatch has
been a solemn and dour place since the
death of Lady Riva Silverblade. Lord Efram
The Ride: Stumpfort Pass is only 23 miles from Castle
Eastwatch. At full gallop, Lord Efram’s forces will reach
it in 4 hours, but the horses are fatigued at the end of the
uth Tromar, the Marshal of Eastwatch and ride. There are no encounters on the way there, but once
Lady Riva’s successor, has done little to the group hits the foothills and slopes of the Last Gaard
boost morale or lift the spirits. Bards and Mountains, the weather becomes truly foul. Sleet, wind,
minstrels from the towns have been turned and driving rain make the trail slick and dangerous, and
away as unnecessary distractions; word from 1d6 men-at-arms are lost to fatigue and hobbled mounts.
Sancrist has been kept from Lord Efram Stumpfort Pass is named after an Ergothian ruin on the
and handled by the Kingfisher Knight, Sir far side of the mountains, and the wind whips through
Haley Copperclasp. Now, at the midday meal the high cliff walls of the pass for a mile. DC 30 Survival
shared by all of the knights and Stewards of checks will warn the heroes of potential danger—risk of an
the Castle, the chill intensity of Lord Efram’s avalanche and something worse wait up ahead. Soon after,
mood seems to match the dark, turbulent a DC 20 Spot check notices the avalanche, while a DC
clouds outside. When a page brings him 20 Listen check hears it roaring towards the riders. This
a scroll stamped with the seal of Regent warning will give the heroes and anyone close to them the
Merathanos of the southern elves, he snatches chance to escape into the avalanche’s slide zone; all others
it up and tears it open with visible frustration. will be in the bury zone.
“Blast them!” he shouts, scanning d Avalanche: CR 7; 8d6 damage and buried (Reflex
the contents of the scroll. “Can’t DC 15 half, bury zone); 3d6 damage and buried (Reflex
leave well enough alone!” DC 15 negates, slide zone). 1d6/minute nonlethal damage
“My lord?” inquires Sir Haley, if buried; if unconscious, DC 15 Constitution check or
smoothing down his white robes take 1d6 lethal damage/minute.
nervously. “Ill news from Ergonesti?” Creatures: Immediately following the avalanche, a force
“Those elven fools have finally gone of five white tylors, each carrying two white dragonspawn
mad,” he blusters. “They tried to draw out raiders, descends along the slope created by the sliding ice
the White’s forces in the Elderwild near and snow.
Stumpfort. They’ll be cut to ribbons. Sir m White dragonspawn raiders (10): hp 65 each, see
Davic! Sir Feodor! Gather your men. We’re page 347
going to go after those white devils.” m White tylor mounts (5): hp 93 each, see page 347
m Knights of the Crown (4): hp 39, see page 343
The Setup: The news from Ergonesti is false, m Solamnic Men-at-Arms (20): hp 24, see page 345
engineered by the Whitescale Society through their m Auxiliary Mage-Adepts (5): hp 7, see page 340
agents in Eastwatch and the southern forests to goad the m Jolithan Clerics (5): hp 16, see page 343
knights out of the Castle. The ploy has worked, for Lord Tactics: The raiders attack any characters who remain
Efram intends to take two companies and ride south to unburied, paying particular attention to the knights.
aid Regent Merathanos and her elven soldiers. Some of Their tactics are simple—bring weapons to bear in melee,
the Stewards, especially Sir Haley Copperclasp, feel that flank mounted targets, and make use of the tylor’s special
the idea is suicidal; they fear this could be a trap. Given abilities such as blur to sow confusion and terror. If Lord
Efram’s state of mind, however, dissuading him is out of Efram is not buried, he becomes an enraged madman,
the question and he outranks all of them. The heroes have gaining a +2 bonus to his attack and damage rolls but
the option of going with Lord Efram or staying behind; if suffering a –2 penalty to his AC, Reflex saves, and initiative
they stay, they will hear about the events later. If they go checks. He should not survive the battle, but he should
with him, the scene plays out in full. take out at least one or two dragonspawn before he dies.
The Riders: Once Lord Efram and his two Stewards, Keep in mind that the weather conditions are very bad;
Sir Feodor Rhymer (LG male civilized human fighter this will negatively affect such things as ranged attacks,
7/Knight of the Crown 3) of the 2nd Eastwatch Company cover, and so forth. See the section on “Rain, Snow, Sleet,
and Sir Davic diPayne (LG male civilized human fighter and Hail” in Chapter 3 of the Dungeon Master’s Guide for
7/Knight of the Crown 3) of the 4th Eastwatch Company, details about running a combat in sleet and strong wind.
have gathered their knights and soldiers, Lord Efram Development: If the heroes defeat the raiders, they
gallops out of the gates and heads due south towards the find papers, writing instruments, and other tools on the
Stumpfort Pass in the Last Gaard Mountains. The 2nd body of one tylor (contained in a saddle bag of sorts) that
Eastwatch and 4th Eastwatch follow behind him. Sir Haley indicate the forgery of the message from Merathanos. If
sends along five of his mage-adepts (LG male civilized Lord Efram is still alive at this stage, he clutches his chest
172 Chapter Five
in pain and sinks to his knees. He gives the heroes one last “Sir Haley cannot stand alone against one
look, and his eyes close. Freed from its tortuous existence, of Frost’s dragons. Will you aid him?”
Lord Efram’s soul passes on, and resurrection or raise dead
will not bring him back. The heroes may have had a hand The Setup: Shiver, one of Frost’s consorts, has
in saving the lives of many other knights and thwarting decided to attack the Castle under the cover of a massive
another group of raiders, however. snowstorm. Sir Haley and his mage-adepts had returned
Factions: Despite the loss of Lord Efram, if the heroes from a mission to clear the snowbound roads north of the
manage to defeat the raiding dragonspawn, they will gain river when the dragon arrived. Sending his apprentices for
a +2 bonus to their Solamnic faction rating. If they chose help, he now holds off Shiver with spells, but he cannot
not to accompany Lord Efram, there is no modifier. If, last long. Shiver has literally frozen the Noble River at the
on the other hand, they challenged Lord Efram’s decision site of the ferry, although the ice will break up and move
despite the risky nature of it, their rating will drop by –1 as along in a few hours. The icy bridge will allow the last
the other knights frown on such insubordination. of Shiver’s forces, a combined army of thanoi and white
dragonspawn, to move across the river and to the Castle
Scene: The Kingfisher and the Dragon [EL 17] with ease.
Timeline: This scene occurs two chapters after Gilthanas’s Creatures: Shiver (CE female adult white dragon
participation in the chapter (determined by the Bone Key). sorcerer 9) is alone, but her army of 100 thanoi and 20
Important Characters: Sir Haley Copperclasp, Sir Paladian white dragonspawn raiders is in the area. Defeating Shiver
Dragonhelm, Shiver and removing the ice bridge is essential for the immediate
This is the final scene and takes place a week or so after protection of the Castle. Sir Haley Copperclasp (LG male
Lord Efram’s ride south to the Last Gaard Mountains. Sir civilized human wizard 8 [Kingfisher 5]/Wizard of High
Paladian Dragonhelm is now the acting Senior Knight. The Sorcery 2) is also present, but he has used all of his 5th-
other Stewards are not sure he is up to the task, although and 4th-level spells, as well as his prepared fireball spells.
the Kingfisher Sir Haley Copperclasp is quite confident. m Shiver: hp 248, see page 336
After a month or so of battling enemy forces in Eastwatch, m Sir Haley Copperclasp: hp 37, see page 338
the garrison is about to face the dragon directing these Tactics: Shiver is an accomplished spellcaster for her
attacks: Shiver, one of Frost’s white dragon consorts. age (CL 10th) and has a wide array of spell effects available
Read or paraphrase the following: to her. She favors area attack spells such as cone of cold
and ice storm, and she begins the battle with some spells
T he bitterly cold weather has not yet
lifted from the lands of Eastwatch. Sir
Paladian Dragonhelm, the young Knight
already cast and suffering from minor injuries (factored
into her stat block). Because she is not as physically
powerful as some dragons, she rarely engages in direct
of the Sword who assumed leadership melee unless she is able to close in and strike an isolated
of Castle Eastwatch after the deaths of character. Shiver will immediately shift her attention to
Lady Riva Silverblade and her second-in- the heroes should they arrive, as she does not consider Sir
command, Lord Efram uth Tromar, has tried Haley worth the effort. If Shiver is reduced to less than a
valiantly to improve morale in the face of quarter of her hit points, she will retreat to her lair in the
these bleak and dismal events. The roads Last Gaard Mountains (see Development).
to the towns have been closed on and off Once again, keep in mind that the weather conditions
for days with heavy snowfall, unseasonable are poor; this will negatively affect such things as ranged
even for a place so close to Frost’s realm, attacks, cover, and so forth. See the section on “Rain, Snow,
and cabin fever has begun to set in. Even Sleet, and Hail” in Chapter 3 of the Dungeon Master’s
the prayers of the Jolithan clerics cannot Guide for information on running a combat in heavy snow.
penetrate the almost supernatural gloom. Development: If Shiver is killed, the ice bridge will also
It is on such an evening that, with both need to be removed. It has hardness 5, 220 hp, and takes
the halls of the Castle and the moods of the double damage from fire, half damage from electricity, and
knights dark and grim, three young mage- no damage from cold attacks. The bridge has a Break DC
adepts of the Kingfisher knight Sir Haley of 38, and in the unlikely event that a hero can succeed at
Copperclasp burst into the Great Hall. Sir this check, it will crack sufficiently enough that the river
Paladian looks up from his half-finished waters push it along and away from the ferry.
meal, frowning. “What is it?” he asks the Shiver’s lair is only 20 miles away in the Last Gaard
breathless apprentices. “What’s happened?” Mountains, close to Foghaven Vale. If the heroes go
“A dragon,” exhales one of the mage- looking for it or pursue her back there, it can be discovered
adepts. “A white dragon has flown down with a DC 25 Search check (+2 synergy bonus for 5
the Noble River. Sir Haley is at the water’s or more ranks in Survival). Her lair is fairly simple in
edge, my lord, and summons your aid!” construction and consists of a 100 ft. vertical shaft, a 30
Sir Paladian’s eyes widen, but he quickly ft. tunnel, and a large ice chamber 80 ft. in diameter. Her
recovers his composure. Looking at you larder includes frozen corpses of elk and boars. Her hoard
and your companions, he says grimly, is described under Treasure.
The Doom of Daltigoth 173
Factions: This scene is worth a +2 faction rating dangerous servants, who also promises a swift and violent
bonus to the heroes if they succeed in aiding Sir Haley death to those that enter.
defeat Shiver. It also lowers their faction rating with the
Whitescale Society by –2, although by this point the heroes Getting to Foghaven Vale
are unlikely to be trying to increase that faction rating. There are several routes to Foghaven Vale. From Castle
Treasure: If the heroes explore Shiver’s lair, they will Eastwatch, the vale is 30 miles, 10 of which are through
find her hoard behind a wall of ice (Search DC 22): 2,905 foothills and difficult terrain (x1/2 speed). The road leads
sp, 1,078 stl, and 336 pp contained in six ice-crusted higher and higher into the mountains, until it negotiates
chests; eight spell scrolls: charm monster, crushing despair, a series of switchbacks and opens out into a wooded
enervation, flesh to stone, passwall, stone to flesh, summon glade situated between the “wings” of the famous Stone
monster VI (2), all CL 14th; a pair of bracers of armor +4; Dragon. From the south, pilgrims would make their way
a minor cloak of displacement; and a scabbard of keen edges. along the Thon-Sorpon river until climbing into the
The scrolls are bound together in a leather scroll case mountains and ascending a long set of stone steps cut into
and frozen to the floor of the lair. The bracers, cloak, and the mountainside. That pathway leads to a ruined fort on
scabbard are similarly frozen in blocks of ice behind the a rocky spur, overlooking the fog-shrouded valley below.
coin chests. However, both routes will lead the heroes straight into the
Deathchill (see sidebar).
Adventure Site: Foghaven Vale There is one other route into the valley—the secret
Foghaven Vale is sacred to the Knights of Solamnia and tunnel from Castle Eastwatch to the Stone Dragon.
good dragons, for it not only marks the location of the Frost collapsed this tunnel in places, and it is infested
Tomb of Huma but it is also the site at which the first with ghouls, carrion crawlers, and worse. The knights of
dragonlances were forged in the Age of Dreams. It gets Eastwatch have tried to clear it but with no success.
its name from the abundant mist and fog created by the Foghaven Vale is continuously blanketed in gloom
presence of two lakes; one is heated by underground from the steel-gray clouds above it; undead such as Shai-
thermals and the other is ice-cold. Since the occupation of Horef (see “People to Meet in Foghaven Vale”) do not fear
Southern Ergoth by Frost, the Knights have rarely come to the sun while they remain in the area.
Foghaven Vale, for it is here that Frost initially located his
lair. People to Meet in Foghaven Vale
Although Frost has since relocated his lair and skull There are no living creatures in Foghaven Vale. While
totem not once, but twice (to Khimel for the last few Huma’s Tomb remains protected by the ramparts erected
years, and most recently to the Rimeberg in the middle by the Gods of Light in ages past, the rest of the valley,
of the Gale), he has still stationed foul creatures and including Dragon Mountain, is caught within the frozen
smaller dragons in the area to bedevil the knights. necromantic aura (see the “Deathchill of Foghaven”
Realizing this was still not stopping the Solamnics from sidebar). Neither the cold nor the energy draining effect
making pilgrimages to Huma’s Tomb, Frost used his skull of the Deathchill presents a problem for the area’s primary
totem together with his recent alliance with Chemosh resident, however.
to surround Foghaven Vale with a chilling necromantic Shai-Horef (CE male frost giant savage vampire ranger
aura known as the Deathchill. Only with Frost’s defeat 8 of Chemosh) was one of Frost’s most trusted agents early
will the knights rid this holy site of its desecration. In the in the White’s occupation of Southern Ergoth, but he was
meantime, the Vale is patrolled by one of Frost’s most killed by Knights of Solamnia several years before the War
The Deathchill of Foghaven
F oghaven Vale is surrounded by a field of
necromantic energy much like that surrounding
parts of Frost’s iceberg fortress, the Rimeberg (see
per previous check) or take 1d4 points of additional
nonlethal damage. Those creatures wearing metal
armor or coming into contact with very cold metal are
Chapter Seven: The Fury of the Gale). The Deathchill affected as if by a chill metal spell.
of Foghaven acts as a permanent unhallow spell with Creatures that die within the zone of the Deathchill
the additional properties of a dimensional lock and soul rise again as undead 24 hours later. Usually, these
bind spell. All spell effects function as if cast by a 20th- undead are modified wights (vulnerable to fire, deals
level cleric. 1d6 additional cold damage with slam attack, CR 4) or
The Deathchill is extremely cold (-30 F) and wraiths. Because of the soul bind effect, spells such as
saturated with negative energy. Every minute a living resurrection and raise dead won’t work within the zone.
creature spends within the zone of the Deathchill, it Those whose souls are trapped within the Deathchill
gains 1 negative level (Fortitude DC 22 after 24 hours may be freed to pass on only once Frost’s skull totem
to remove the level), takes 1d6 points of cold damage is destroyed, which will bring down the Deathchill and
(no save), and must make a Fortitude save (DC 15 +1 end its deadly influence over Foghaven Vale.
174 Chapter Five
of Souls. Shai-Horef ’s soul was snatched up by Chemosh Tomb or Dragon Mountain. If this happens, they will
upon the return of the gods and returned to Frost in the certainly be pursued and harassed by Shai-Horef, his
form of a vampire. Now the giant patrols the borders of winter wolves, and the wights and wraiths (or worse)
Foghaven, killing all who try to enter, often waiting for that have risen from their frigid graves. Many of these are
them to step into the Deathchill first and then striking former Solamnic knights, trapped until Frost’s reign is
at long distance with his deadly longbow. Shai-Horef is ended.
accompanied by a pack of vampiric winter wolves; he often Once past these horrors, the heroes may find
leads them in his own winter wolf form. themselves in the stone mausoleum that contains Huma’s
If Shai-Horef is not encountered at Foghaven, or the marble sarcophagus. In ages past, Huma’s spirit would
heroes meet him and fail to stop him or destroy him, he manifest from time to time, especially to worthy and
will reappear in Chapter Seven: The Fury of the Gale as honorable pilgrims (Knowledge [history] or [religion] DC
Frost marshals together all of his agents and servants to the 20 to recall this). No such manifestation will appear to the
Rimeberg. heroes this time, but those who enter the tomb and are of a
m Shai-Horef, Vampiric Frost Giant: hp 149, see page non-evil alignment will benefit from the immediate effects
335 of a heal spell. If they bring the dragonlance of Huma
m Vampiric winter wolves (8): hp 117, see page 346 with them and lay it upon the sarcophagus, it will gain
an additional quality for the duration of this adventure:
Things to Do in Foghaven Vale the dragonlance will confer immunity to cold upon any
Because of its inherent dangers, the site of the Tomb of character wielding it.
Huma should have limited appeal to the heroes in this Heroes who somehow reach Dragon Mountain and
adventure. It is possible, however, that with the right spend some time exploring its chambers may come across
combination of spells, magic items, and protection, the a number of lesser dragonlances, similar to those held by
heroes may advance into the Deathchill and reach Huma’s the knights at Castle Eastwatch. There are eight lesser
Over the Last Gaard Mountains
I mportant Rules: Overland Movement, Chapter
9: Adventuring in the Player’s Handbook; Climb
& Survival skills, Chapter 4: Skills in the Player’s
snaps can last for hours with little respite. Snow, ice,
and blizzards are also common. You can determine the
degree of weather severity using the following table for
Handbook; Mountain Terrain, Chapter 3: Adventures in each hour the heroes spend in the mountains.
the Dungeon Master’s Guide; Cold Dangers, Chapter 8: Travel through the Last Gaard Mountains presents
Glossary in the Dungeon Master’s Guide. difficulties based on the steep slopes, frequent ice
The Last Gaard Mountains are some of the most chasms, and other hazards. These are covered in the
bitterly cold peaks in Ansalon. Navigating them is Mountain Terrain section of the Dungeon Master’s
unavoidable for many heroes, although if they have Guide and should be used as needed for dramatic
flying mounts or magic, the mountains will not pose as effect. Difficult terrain also provides an opportunity
great a problem. Two factors make travel over the Last for a memorable encounter with a white dragon,
Gaards difficult: the extremely low temperatures and dragonspawn, tylor, or an ogre raiding party (see
the dangerously precipitous nature of the terrain. A “Random Encounters” page 165 for more details about
third factor adds tension to these risks, and that is the these challenges). Outrunning a charging tylor on the
prevalence of Frost’s minions patrolling his border. slippery ledge of a chasm is far more interesting than
The temperature in the Last Gaard Mountains, encountering one on a flat surface with plenty of space.
above the tree line of Eastwatch, is almost always less There are a number of passes through the Last
than zero degrees F. The lower slopes are warmer Gaard Mountains, but all of them are guarded. Those
(between 10 degrees and 30 degrees F), but most leading from the south to the area around Daltigoth are
characters in the mountains will need to prepare for patrolled by Tdarnk’s winter wolf packs or ogre slavers.
severe cold and exposure. Frequent cold snaps plunge Those leading from Eastwatch proper to the Frozen
the temperature in the higher elevations to less than 20 Wastes are usually patrolled by white dragonspawn
degrees F, which is considered extreme cold. These cold raiders or white dragon scouts.
1d10 Severity of Weather Notes
1-4 Severe cold No additional effect
5-7 Severe cold, snow Add +1 to die roll on next hour
8-9 Severe cold, snowstorm Add +2 to die roll on next hour
10 Cold snap (extreme cold), blizzard Add +3 to die roll on next hour
The Doom of Daltigoth 175
dragonlances in total; the lances are guarded by a quartet of the Bay to the walled town of Zhea Harbor. The Imperial
dread wraiths (EL 15, CR 11 each). capital was moved to Gwynned in Northern Ergoth, and
m Dread wraiths (4): hp 104, see Monster Manual although the emperors during the Age of Despair struggled
with the knowledge that many of their former riches were
Leaving Foghaven Vale in the hands of ogres, all attempts to reclaim Daltigoth
If he is alive, Shai-Horef will pursue the heroes all the way failed. Even those hardy humans who remained in Zhea
to the foothills of the Last Gaard Mountains if he believes Harbor and other towns along the eastern coastline could
they present a danger to Frost’s operations in the region. not muster sufficient forces to drive out the ogre tribes.
This is more likely at night. In the day, Shai-Horef and his During the War of the Lance, Dragon Highlord Feal-
winter wolfpack are unable to leave Foghaven Vale because Thas was the first to introduce white dragons to the
of the dangers of the sun. Stormogre clan, the ruling dictators of the city. His White
The heroes can leave Foghaven Vale to the north or Wing of the Dragonarmies had an outpost along the Bay
the south, though it should be easy enough to locate these of Morgash. By arrangement with Stormogre himself, a
ways out. The valley is too far to the west for it to serve hill giant of great strength and influence, the dark elven
as a useful passage across the Last Gaard Mountains into highlord hoped to ready an eventual attack upon Northern
the ogre lands around Daltigoth. It’s possible, however, Ergoth. Feal-Thas’s plans came to an end in Icewall, and
that this will be their route of choice in order to get to Stormogre’s sons fell to arguing with each other over who
Daltigoth from another angle. would inherit the reins of power.
Kthaarx, a cousin of Stormogre, staged a brutal coup
Daltigoth and drove the dictator’s sons Thunderbane, Hammerfall,
The once-great city of Daltigoth, known to history as and Strokelightning out of the city and into the wilds
Ergoth’s Regret, has been firmly under the control of ogres again, denying them their inheritance. Kthaarx’s own son
since the Age of Despair, and for the past 20 years, it has Tdarnk took control soon after the Chaos War, ending
been Frost’s city. For much of this time, it has been merely decades of hostility and infighting between the so-called
a part of Frost’s domain, with the White leaving much of city ogres and wild ogres. Thunderbane, the sole remaining
the city’s activities to the Stormogre clan that has governed scion of Stormogre, recognized Tdarnk as the rightful
it for decades. Tdarnk, latest in the line of Stormogres, was Dictator in return for leadership over all of the remaining
one of the few ogre leaders in Ansalon who underwent wild ogre clans. This suited Tdarnk, who was not born a
the Ritual of Rebirth to become an ogre titan. With Frost’s hill giant like his father or Thunderbane and did not wish
help, and that of a number of mysterious benefactors, to challenge Thunderbane in single combat.
Tdarnk has uncovered the secrets of the ritual and stands Frost’s arrival in Southern Ergoth changed everything.
poised to plunge the west into a chaotic tremor of slavery, Both Tdarnk and Thunderbane immediately saw an
addiction, and tyranny. Frost, meanwhile, exploits the opportunity for greater power. For several years, it seemed
network of contacts Tdarnk has created as he pursues his as if Thunderbane would succeed in courting Gellidus’s
own draconic goals. favors, especially since the arrival of the thanoi was seen
In this adventure, Daltigoth has only been detailed by many ogres as an unwanted invasion. Thunderbane
up to a point. The core of the action in the city revolves brought the wild ogres together in cooperation with the
around the network of factions, leaders, and activities that walrus-folk and even offered his son, the mighty frost giant
keeps the Whitescale Society moving. It is therefore a kind Shai-Horef, to the White as a vassal. It seemed as if Tdarnk
of social dungeon with a great deal of conflict and intrigue would be relegated to a mere city governor.
along the way to Tdarnk. You should feel welcome to Casting out for ways to improve his lot, Tdarnk made
introduce further action within the walls of Daltigoth, or contact with the ogre mage Dauroth, who had recently
its surroundings, as you choose. uncovered a process by which ogres could “reclaim” their
ancestral birthright as ogre titans. Although Tdarnk
History of Daltigoth suspected the truth, that the titans were entirely mythical,
Daltigoth was once the center of the Ergothian Empire, the he struck up a close relationship with Dauroth and
Imperial Seat and trading hub of all of Ergoth. It was also underwent the process himself. Tdarnk then used his
home to one of the Towers of High Sorcery, the Crimson newfound intelligence, cunning, and strength to seize
Keep, which drew even more attention to the city. As the political and military power back from Thunderbane.
capital, Daltigoth enjoyed all of the benefits of civilization Gellidus admired Tdarnk’s new abilities and accepted him
and the patronage of many nobles, royal household as his favored agent over Thunderbane. The hill giant led
members, and the priests and mages of the age. an attack upon Daltigoth shortly before the War of Souls,
When the Tower was destroyed during the Lost Battles, however he had lost not only the assistance of his ogre
the explosion not only obliterated the Tower but much of mages (whose magic was failing them) but his own son
the surrounding city. It never recovered from this disaster, Shai-Horef who had been killed by knights of Eastwatch.
and when the Cataclysm struck Krynn and Ergoth was Tdarnk and Thunderbane dueled on the steps of the Dome
torn apart by the resulting quakes, the ruined city soon of Gold, and Tdarnk was the victor. Thunderbane’s head
fell into the hands of ogres from the nearby Last Gaard now graces the gate at Harkmor Way, serving as a warning
Mountains, driving the city’s surviving residents across to those who would challenge Tdarnk’s leadership.
176 Chapter Five
Daltigoth
Daltigoth (Small City): Conventional; AL CE; Factions: See the “Intrigue and Insurgency in
15,000 stl limit; Assets 5,512,550 stl; Population 7,352; Daltigoth” section for a detailed summary of the city’s
Mixed (77% ogre, 9% thanoi, 5% half-ogre, 3% human, complicated faction network and the way they interact
2% dragonspawn, 2% elf, 1% troll, 1% other). with the city’s allomanya production.
Authority Figures: Dictator Tdarnk (NE male ogre Dictatorial Guard—Tdarnk’s armed constabulary,
titan noble 3/barbarian 5/righteous zealot 7), the outfitted with scale mail, halberds, and hand axes, all
Lord of Daltigoth and Prince of Morgash, is the sole of at least mwk quality. All of the Dictatorial Guard
authority in Daltigoth. Only Frost carries more power are elite ogres, and no members with mixed blood or
and influence. ancestry are permitted (such as hill giants, half-ogres,
Important Characters: Emma Xela (NG female trolls, or other giant types): fighter 5 (15), fighter 3 (25),
civilized human sorcerer 6/Academy sorcerer 4/Legion fighter 1 (60), warrior 4 (12), warrior 2 (24), warrior 1
sorcerer 4) and Briony Thistleknot (NG female kender (108).
mystic 6/fighter 2/Citadel mystic 2/Legion mystic 4), Dragonwardens—Frost has given Tdarnk eight white
covert Legionnaires; Novgozan (NE male dark dwarf dragons, children of his various consorts, to serve him
sorcerer 9/dark dwarf savant 10), overseer of the Crystal as wardens of the city. These dragons have the same
Mills; Rombassa (CE male ogre ranger 7 of Sargonnas/ statistics as those given under “Random Encounters,”
rogue 7), slaver captain; Honnerstig (NE male vampire earlier in this chapter: CE male juvenile white dragon
ogre mage cleric 10 of Chemosh), Bishop of Chemosh; barbarian 5, CR 11. Each of these whites has also been
Goizarg (NE male ogre mage sorcerer 10), Ogre given a ring of fire resistance, giving them fire resistance
Highmage; Jow Balaurus (CE male tiefling rogue 10/ 20.
assassin 6), Master of Claws; Cang Balaurus (CE male Stormogre Regiment—Conscripted wild ogre
tiefling rogue 2/sorcerer 8/assassin 6), Master of Talons; soldiers, making up the bulk of Daltigoth’s standing
Shen Balaurus (CE female tiefling rogue 2/mystic 8 of army. They are equipped with breastplates, waraxes,
Time/assassin 6), Mistress of Fangs; Symacca Argyros and hand axes, all of mwk quality: barbarian 3/fighter 3
(LN male civilized human mariner 10/fighter 6), (2), barbarian 1/fighter 1 (9), barbarian 1 (22), fighter 1
amoral Ergothian captain. (104), warrior 4 (3), warrior 2 (6), warrior 1 (205).
During the past year, Tdarnk realized his dependency The other possibility is arriving in Daltigoth by land
on the eastern ogres, especially Dauroth, was a hindrance. or air. Because the city is constantly under watch from
With the help of the Whitescale Society, a network of above by white dragons (the Dragonwardens of Daltigoth),
powerful and influential allies serving Frost, he discovered approaching invisibly is advisable, or through some other
the secret to reproducing the Ritual of Rebirth (see “Ogre unseen method. The heroes may even be captured outside
Titans” in Appendix One: Monsters and Magic). Tdarnk the city by ogre soldiers or simply walk right up to the
has even produced an addictive variant of the rebirth gates, both of which may result in identical results—being
potion, allomanya, which he has been producing in large thrown into a Dictatorial Guard dungeon. Refer to the
numbers in the city and distributing to nobles, rulers, and sidebar, “Dictatorial Guard Posts,” for details.
high-ranking officials throughout Ansalon. With the help Lake Morgash has its own wharves of a sort on the
of his Council of Nine in Daltigoth—a group of trusted eastern side of the city outside the walls (“Morgash
advisors of his own—Tdarnk’s plan is to bring Ansalon’s Icewharves”). These service only icerigger vessels, as the
governments under his control. This will prepare the world surface of the lake is frozen over for a distance of half a
for Frost’s eventual dominion, and Tdarnk’s unquestioned mile or more from the shoreline. The Ergothian Merchant
rulership over all ogres, hags, trolls, and giants. Marine owns three icerigger caravels, which it brings in
from the coast under the direction of the heartless Captain
Getting to Daltigoth Argyros. If the heroes originate in Zhea Harbor or Varvil
There are two possibilities for getting to Daltigoth, one (detailed further in Chapter Six: Devastation in Khimel),
of which requires the heroes claiming Bastion in Chapter this may be another means of arriving in Daltigoth.
Three: The Liberation of Bastion. Bastion has a portal
that emerges in the heart room of the ruins of the Tower Features of Daltigoth
of High Sorcery in the heart of Daltigoth’s inner city. If Daltigoth is a decrepit, debauched shadow of its former
the heroes emerge from the bowels of the ruined Tower, self. It is large—three miles wide from north to south,
they will find themselves deep within the midst of one and six miles wide from east to west—and surrounded
of the most dangerous cities on Ansalon. A chance to by a fifty-foot high wall of stone that is shattered in
avoid discovery and disaster comes with an encounter several places and rebuilt with masses of rubble. Ancient
with a Legion cell in Daltigoth, lead by Emma Xela and Ergothian structures share the city with newer, more
Briony Thistleknot (see “DG5: Inner City Ruins” for more crude buildings constructed from roughly quarried rock
information). from the Last Gaard Mountains reinforced with scrap
The Doom of Daltigoth 177
metal from the ruins. The streets are broad thoroughfares, Gellidus’s climate changes have caused frigid winds to
riddled with cracks, fissures, and stretches of bare earth. blow in over Lake Morgash, which was a bay until the
The Inner City is far worse—mud, clumps of soot- mouth froze over and created the Crystal Bridge. Crusts of
blackened clay, slag, cracked and broken spires of towers ice form along the walls and upon the sides of buildings.
and temples, all of it showered with gravel and grime from In response, and because Tdarnk has demanded the
centuries of ogre occupation. progression of industry in his city, dozens of forges and
For the past twenty years, Daltigoth has also been subterranean furnaces have been established around
exposed to bitter cold and long periods of snow and ice. the city, sending thick black smoke into the air above
178 Chapter Five
Daltigoth and heating the water that runs in pipes beneath service, but any interaction with an NPC whose attitude
the streets. Thus Daltigoth is not as dangerously cold as the is less than Friendly will likely result in that individual
surrounding countryside and, although temperatures in informing the Dictatorial Guard of the “small outsiders”.
the city are still not more than 40 degrees F at the height The heroes may try to exploit the abysmal conditions
of the day, the conditions are suitable enough for the in the city, hoping to win the downtrodden (such as the
inhabitants to survive. Untouchables) over to their cause. This stands a good
It is easy to get lost in Daltigoth. The air is thick with chance of success, especially if the allomanya operation
smoke and the heavy, wet snow that falls throughout (and the Council of Nine) can be broken in the process,
most of the late evening and night; in the morning, for allomanya is the root of many ogre woes. If the heroes
bilious smog clings to the streets and lower stories of can come up with a suitably rebellious tone to their
buildings, obscuring vision. Every other alleyway is home interactions and choose to go this route, any NPC whose
to ogres who cannot afford to pay the high costs of rent attitude is moved to Friendly and who is not actively in
to landlords; these unfortunates build wooden huts near the service of Tdarnk, Frost, or the Guard will assist the
furnace vents or huddle around the doorways of half- heroes as much as possible. See “Intrigue and Insurgency
ruined buildings, making roadways difficult to navigate. in Daltigoth” for more on this course of events.
Because Tdarnk has outlawed fighting and conflict in the
streets, arranged duels are conducted in large open areas Gathering Information in Daltigoth
every day of the week, attracting huge crowds which in Acquiring information about recent events is difficult in
turn create congestion in other areas or displace hundreds Daltigoth, especially if the heroes aren’t ogres. With the
of homeless ogres, trolls, and thanoi.
DC Results
The only section of the city in which attention has
been paid to its appearance is the King’s Quarter, most Tdarnk, son of Kthaarx, is Dictator of
of which remains in fairly good condition thanks to the Daltigoth. He became an ogre titan
a year ago and is one of Gellidus the
Stormogre clan’s efforts. Tdarnk’s father Kthaarx declared White’s most powerful and influential
that the Dome of Gold, the great arena, serve as the site of 10 cohorts. The city’s atmosphere of misery
the palace and all surrounding buildings be refurbished and squalor is maintained by Tdarnk
and his Whitescale Society, which
or rebuilt. This was never completed, but construction controls the supply and distribution
is ongoing. Scaffolds line the walls, huge sheets of cloth of a substance known as allomanya.
and bales of wood and iron are stacked in excavated Tdarnk has numerous lieutenants, including
foundations, and crowds of laborers work throughout the Rombassa, the slave master, and Goizarg,
year to maintain and rebuild the King’s Quarter. the highmage. These individuals form
Tdarnk’s Council of Nine, a group who
15 keeps the flow of allomanya distribution
Attitudes in Daltigoth going. Rumor has it that the nine members
In a city of over seven and a half thousand individuals, of the Council enjoy substantial benefits
denied many of Daltigoth’s citizens.
over five thousand of them being ogres, few enjoy any
degree of wealth, autonomy, or status. Only a third of Nobody seems to know how allomanya is
Daltigoth’s ogre population owns a home or residence, made, but everyone wants it. It seems as
if half of the city and many of the rulers
with the remainder paying landowners for the privilege of other cities and realms are addicted
of living on their property or being without a home of to the substance’s enhancing properties.
any kind. This creates a social climate of dependency, 20 Ogre addicts say it brings them closer to
their birthright, and the lucky ones may
frustration, and obligation, as well as growing unrest; more eventually be deemed worthy of the Ritual
so than any other ogre city or community on Ansalon. of Rebirth. Other races have different
Added to this is the marked gulf between the wealthiest experiences. A group of assassins based in
Daltigoth makes heavy use of allomanya.
ogres, some of whom have become ogre titans since
Tdarnk’s own transformation and discovery of the Ritual The Ergothian Merchant Marine helps
to distribute allomanya, or at least some
of Rebirth, and the so-called Untouchables, those ogres of its captains do. It is possible this is a
who display the worst traits of the “Curse of Paladine.” 25 smuggling operation hidden beneath the
Self-loathing and envy have become prominent trends in Ergothians’ awareness. Icerigger caravels
depart the Morgash Icewharves regularly
Daltigoth under Tdarnk’s dictatorship. with shipments to the mainland.
Stepping into this social environment can have
The secret of allomanya is that it requires
dramatic effects. The heroes will face extreme prejudice, the blood of elves to create it. Elven slaves
antipathy, or fear from every city resident: the ogres to the are therefore a necessary fact of life in
thanoi, trolls, and even dragonspawn. Every interaction Daltigoth. Tdarnk is afraid that, if the
truth were brought to light, he would
begins as Unfriendly. Unless the heroes are ogres or have attract further reprisals from distant Blöde,
ogre blood, Charisma-based skill checks made to change 30+
where the original ogre titan Dauroth
attitudes for the better will suffer a –5 penalty. Elves, jealously guards the secret to the rituals. In
addition to the slaves, the process requires
dwarves, kender, and gnomes receive a further penalty of a large amount of polished and nurtured
–5 (–10 total) on these checks. Negative attitudes will not crystal, which is refined at the Crystal
necessarily result in shopkeepers or merchants refusing Mill by a dark dwarf named Novgozan.
The Doom of Daltigoth 179
information under “Attitudes in Daltigoth” as a guide, you the Dermount emperors, but the doors have been welded
may decide that they should play out a short scene or two shut and a new door made of ironwood is set into them.
in a Daltigoth watering hole or tavern, rather than just This new door is only ten feet tall, but it is heavily guarded
have them make Gather Information checks. Successful (eight Dictatorial Guards watch over it) because the
use of Bluff, Diplomacy, or Intimidate on locals could Dermount Portal looks out over Lake Morgash. The door
grant them a +2 circumstance bonus to their check or a is rarely opened, usually at the command of the ogre magi
–2 penalty if their conduct was clumsy and inarticulate. in the Conservatory.
Regardless of the methods, apply the standard –5 or The Dragon’s Gate is a ruin, originally one of the
–10 penalties on the check, as it is a Charisma-based greatest gates in the city’s history and said to be the site
skill check, unless the heroes are able to circumvent the of the defeat of the black wyrm Vilesoot by the Ergothian
prejudices through Disguise, polymorph, alter self, etc. hero Volmunaard. Once a hundred feet tall, twice the
The previous table in this section serves as a guide height of Daltigoth’s wall, it was reduced to rubble and
for useful information relevant to the heroes’ goals in its famous friezes ruined when the Tower exploded. Now,
Daltigoth. what remain are the gatehouse proper, which is missing a
roof, and the rear gate that opens from the gatehouse to
Key to Daltigoth the Inner City Ruins. The gatehouse is manned by four of
The following entries detail in brief the major locations the Guard, while another six protect the rear gate and walk
in the city of Daltigoth. Most of these keyed entries the battlements of the gatehouse during the day and night.
encompass sections of the city, rather than actual places, This gate is the closest to the enormous rift in the earth
to assist you in portraying Daltigoth as a varied and rich left behind by the Tower explosion, and it is used most
environment as the heroes carry out their Objectives. If often by the ogre magi and merchants arriving from the
the heroes choose not to pursue any of the Objectives Morgash Icewharves with shipments for the Conservatory.
listed under “Intrigue and Insurgency in Daltigoth,” you Harkmor Way is Daltigoth’s only south-facing gate;
can add encounters or incorporate other minor plots in it leads directly into the King’s Quarter. It is actually
the city using these entries. Keep in mind as the heroes two gates: one enormous set of twenty-foot high doors
interact with the residents of the city and move about that, crafted from stone that open by means of a water-screw
while they could appear out of place in a city full of ogres, mechanism and a second set behind those that can be
Daltigoth is eventually forgiving of outsiders thanks to lifted by winches in the manner of a portcullis. Eight
the extensive Whitescale Society network. It differs in this Guards maintain the gate, stationed at an elevated
sense from cities like Throtl, in which the heroes are never gatehouse above the road, while a contingent of twelve
accepted. Stormogre Regiment warriors keeps its barracks just
inside the gate itself. One of the dragonwardens is also on
DG1. Great Gates of Daltigoth hand, roosting atop the ice-slick gatehouse. Harkmor Way
Daltigoth was once a crossroads of the Empire, and the is opened for much of the day, as it is an entry point for
city still maintains many gates. However, the destruction travelers and visitors to the city, but the significant troop
of the Tower of High Sorcery and three centuries of ogre and dragon presence keeps it secure. The head of the hill
rule caused some of them to fall into disrepair. Presently, giant Thunderbane is still visible mounted on a spike
there are six of them: Ackal’s Passage, the Dermont Portal, above the gatehouse.
the Dragon’s Gate, the Harkmor Way, Karina’s Door, and Karina’s Door is a smaller version of Ackal’s Passage,
Tanner’s Gate. only twenty feet tall but just as decorated. It boasts a single
Ackal’s Passage leads into the Trade Quarter from the balcony staffed by six of the Dictatorial Guard, but there
west. It is a large thirty-foot tall stone arch with many is also a prominent stone platform immediately above the
fitted blocks carved by stonemasons into the likeness balcony that serves as a roost for one of the white dragon
of Ackal Ergot and his companions. Beneath the arch, members of the Dragonwardens. Traders use Karina’s
enormous wooden doors braced by iron girders swing into Door out of preference for this added security and because
the city; the doors are so heavy they must be cranked open it is closer to the Icewharves.
by a pair of winches on either side of the arch interior. The Tanner’s Gate is a box-like construction, like an
gate features a pair of balconies on either side that extend extended gatehouse with numerous side chambers used
out above the road by ten feet, allowing the Dictatorial as stables, tanneries, grainstores, and so on. The gate itself
Guard full sight of any arrivals. Ackal’s Passage is kept is fifteen feet tall, made of ironwood, and bound by steel
closed at all times of day and night unless the Guard plates. It swings inward, light enough that one of the seven
expects an arrival of wagons from the mines in the Last Dictatorial Guard can open it alone but thick enough to
Gaard Mountains. Eight Dictatorial Guards are posted at repel most external attacks. Those shipments that do not
Ackal’s Passage at all hours. use the Dragon’s Gate make use of this one or Karina’s
The Dermount Portal is located at the corner of both Door, so it is open for most of the day and watched closely
the Inner City Ruins and the Broken Stretch. It was once overnight for late deliveries or arrivals.
a prominent gate, which is obvious from its construction Creatures: All gates are protected by the Dictatorial
and later renovation; two thirty-foot tall stone pillars flank Guard, with Harkmor Way also serving as a garrison for
a pair of iron doors etched with scenes from the life of the Stormogre Regiment. While the number varies, each
180 Chapter Five
post includes at least one higher-level officer (CE male stl to any ogre, troll, giant, or other denizen of the Stretch
ogre fighter 5, plus allomanya on hand). The rest are elite who captures or turns in an unwanted guest. This could
guards (CE male ogre fighter 1, plus allomanya on hand). make life interesting for those heroes who seek to forgo the
The Stormogres are typically average soldiers (CE male gates and attempt to enter the city through the ruin.
ogre warrior 1). mWhite dragon scouts: hp 157, see page 346
m Dictatorial Guard Officer: hp 82, see page 341
m Dictatorial Guard: hp 44, see page 341 DG3. Slave Quarter
m Stormogre Regimental Soldier: hp 43, see page 345 Daltigoth has a large slave population—at least half are
m White dragon scouts: hp 157, see page 346 ogres, the rest being humans, elves, and half-ogres. All of
Development: If the heroes arrive by way of the these slaves live in the Slave Quarter, and the bulk of their
gates, their choice of gates will determine the level of work is concentrated in the King’s Quarter and Trade
trouble they can get into. Most, if not all, of the gates Quarter as they work to pay off their slave debt. Even some
will allow them to enter with only a little examination freed slaves still live here, having no other place to live and
or questioning. Those that open into the King’s Quarter families who are still indebted and indentured. Because
or Inner City Ruins are more likely to be crewed by of the allomanya process, elven slaves are never offered
vigilant guards. Guards posted at gates that lead to the the chance to buy off their slave debt; elves are corralled
Trade Quarter will be somewhat more lax, so the heroes in a separate section of the Quarter and go “missing” on a
may choose to pose as merchants, mercenaries, or even regular basis.
Whitescale Society agents. If the heroes spend time in this area of the city, they
stand a chance of running into elves who suspect that
DG2. Broken Stretch Quarter Tdarnk is culling their population for his nefarious
The Broken Stretch is the eastern end of the city and purposes. The heroes might share the truth with these
originally served as a riverside community when Daltigoth slaves, which will soon spread throughout the Quarter
was at its height. The explosion of the Tower showered the and raise tensions significantly. However, the Assassin’s
area in fragments of energized rock, much of which had Compound is located in this Quarter, and they will
properties even the wizards at the time would not have learn fairly quickly that the heroes are spreading such
counted on. Children and animals born in this part of the information. An encounter with a handful of Claws or
city for the next hundred years were afflicted with odd Fangs is likely.
birth defects and mutations, which for the ogres meant a The frozen river that divides the Slave Quarter from
greater than normal percentage of ogre mage, giant, and the King’s Quarter and Trade Quarter may be crossed at
hag children. In the current era, Broken Stretch has been two points by stone bridges. These bridges are usually
resettled and is an overcrowded slum, thick with troll guarded on the other side by Dictatorial Guard who watch
laborers and immigrant ogres from the wilds. Realizing he the passage back and forth with some degree of vigilance,
has a significant following among these poorer residents, but as only two of them are stationed at a time, they won’t
Tdarnk has declared them to be exempt from the standard offer much resistance if attacked.
city residential taxes; this has only served to increase a Creatures: The assassins are the greater threat to the
population that was already beginning to burst at the heroes in the Slave Quarter, but the Guard remains just
seams. as dangerous if encountered in large enough numbers
If the characters venture into the Broken Stretch (drawn into the Quarter by a riot, for instance).
Quarter, they will find a larger than normal number of m Dictatorial Guard: hp 44, see page 341
exotic taverns, food stores, and breweries in this part of the m Whitescale Society Claws: hp 35, see page 290
city. Many Broken Stretch residents spend their time eating m Whitescale Society Fangs: hp 45, see page 347
and getting drunk when not off working in the mines
or assisting in Tdarnk’s city projects. Gossip and rumor DG4. Trade Quarter
are rife here—a general +5 bonus to Gather Information The Trade Quarter of Daltigoth is busy at all hours of the
checks is applied when asking for news in the several doss day and night. With a population as likely to be nocturnal
houses (smoking establishments) and bars along the length as not, stores and tradesfolk cannot afford to close up shop
of the frozen river. Food items may be purchased for 75% when the sun goes down over the Last Gaard Mountains.
of the normal listed price in the Player’s Handbook, and Thus, it should be relatively easy for the heroes to acquire
many alchemical ingredients and magical supplies can goods and services even in the middle of the night from
be purchased at this discount as they are sold as “exotic one or more vendors or shopkeepers. The Trade Quarter
foodstuffs.” is patrolled continuously by Dictatorial Guards, but
Creatures: The Broken Stretch also has a section of wall evading them is easy enough given the number of alleys,
that has fallen, and therefore, entry into the city is possible crowded plazas, and twisting streets in the Quarter. Two
over the remaining rubble and debris. Because of this, major thoroughfares lead from the city gates to the King’s
Tdarnk always has at least one of his dragonwarden white Quarter, and any character traveling along them will be
dragons patrolling the area (CE male juvenile white dragon stopped repeatedly by ogres, half-ogres, and even thanoi
barbarian 5, with fire resistance 20). In addition, the hawking their wares or trying to lead patrons into back-
Dictator has posted a permanent civil reward bonus of 100 alley stores selling illicit or dangerous goods.
The Doom of Daltigoth 181
Tdarnk taxes the Trade Quarter heavily, which Chapter Two: Fires in Throtl, this murza could be either
translates to significantly inflated costs. All prices listed an ally or an enemy.
in the Player’s Handbook begin at 150% of the listed cost; m Thanoi warrior: hp 93, see page 345
this can be brought down with some haggling, but most m aul-Malfesa murza: hp 93, see page 296
of the merchants are Unfriendly and have little desire to m Malfesan hobgoblin scout (6): hp 52, see page 300
lower their prices to accommodate charismatic characters. m Malfesan hobgoblin berserk (4): hp 96, see page
Weapons, armor, and other items of a martial nature will 300
begin at twice the listed PHB cost, for these industries
experience the greatest taxation. DG5. Inner City Ruins
Creatures: The thanoi warriors of the city (CE male The destruction of the Tower of High Sorcery created an
or female thanoi barbarian 7) spend a great deal of time explosive blast of magical energy that leveled most of the
in the Trade Quarter and, other than the Icewharves, this buildings in the center of Daltigoth, split the ground open,
is the most likely place in Daltigoth to run afoul of the and caused great loss of life and property in the outlying
walrus-folk. The Trade Quarter is also the location of a area. The rift the explosion created, known locally as the
representative of the Malfesan Horde (Cinder’s followers Dregs, is the location of the subterranean ruins of the
from Chapter Two: Fires in Throtl), Cullog (CE male Tower (see Chapter Three: The Liberation of Bastion)
gurik cha’ahl hobgoblin barbarian 11), murza of the and its recently recreated center, the Heartroom. Only a
Pagni aul-Malfesa—one of the “clans” of the Malfesan small number of individuals are aware of the Heartroom
Horde—and his mutated hobgoblin followers. Cullog can and its current state; these include Lord Theo Drawde of
be found trying to broker better deals with the ogres for the Order of the Thorn and Tdarnk’s cabal of sorcerers in
shipments to and from Haligoth, as part of the proposed the Conservatory of the Magi (see “Objective 4”). With
alliance between Cinder and Frost. At this stage, it’s all talk, Drawde absent (see Chapter Three: The Liberation of
but if the heroes have already met the Malfesan Horde in Bastion), Ogre High Mage Goizarg maintains a constant
What Do Emma and Briony Know?
E mma and Briony have enjoyed a partnership that has
lasted almost a decade. Emma was once the shining
star of Palin’s Academy of Sorcery, and Briony was a
distribution?
“We’ve isolated at least five places run by Tdarnk’s
Council of Nine that are potential targets. The Crystal
Citadel Guardian on Schallsea. The two decided to Mill in the Trade Quarter, the Icewharves along the
travel Ansalon looking for ways to uncover lost secrets shores of Lake Morgash, the training compound in
of magic and oppose the Dragon Overlords. They have the Slave Quarter, the ogre mages’ Conservatory here
been active in the Legion of Steel since the War of Souls, in the Inner City Ruins, and the Sanguinarium in the
specifically to counter the remaining threat of Gellidus King’s Quarter. We would only need to eliminate some
in Southern Ergoth. If you have played through Key of them to permanently upset the Whitescale Society’s
of Destiny, the heroes will have already met Briony’s whole network.”
family, the Thistleknots, in Port Balifor. Emma and How does this all connect to Frost?
Briony are initially a source of information, so you may “He’s behind everything the Whitescale Society
use the following as a guideline for what they can relate does. Tdarnk reports directly to him. Frost needs the
about Daltigoth. rulers of Ansalon addicted to allomanya so that when
Who are you? he unleashes his grand scheme, whatever it is, the
“I am Briony, and this is Emma. We’re Legionnaires.” free nations will be distracted and leaderless. This has
What are you doing in Daltigoth? already stretched all the way to the east, but nobody is
“We’re the Legion cell assigned to the city. Our willing to admit they’re addicted.”
mission’s to investigate the Whitescale Society and Have you seen Gilthanas?
allomanya.” If Gilthanas has already been in this chapter: “Of
Who is behind the allomanya? course. He’s been here to meet with Tdarnk. Something
“Tdarnk, the Dictator of Daltigoth, of course. He’s about a special item or object the Dictator had stolen
an ogre titan, and somehow he’s used whatever magical from Castle Crimson in Northern Ergoth.”
process transformed him into a fifteen-foot tall giant to If Gilthanas has not yet been to this chapter or is in
produce an addictive potion that enhances the addict’s this chapter with the heroes: “We’ve heard rumors. We
abilities. We know he had the help of his ogre mages think he’s been turned. Frost is much more cunning
and somebody named Sylvyana the Ghoul Queen. He and dangerous than we ever thought. Being the last of
has a group of trusted agents called the Council of Nine his kind may have done it. Or maybe he was this smart
who help to run things in the city.” all along.”
How do we stop allomanya production and
182 Chapter Five
watch over the fissure with his assistants plunging into the m Conservatory artifact-hunters: hp 58, see page 340
Dregs searching for magical debris and lost artifacts. m Retriever: hp 135, see Monster Manual
The Inner City Ruins are inhabited by more than just Factions: Agreeing to work with Emma and Briony
the ogre mages. When even the Broken Stretch proves too increases the heroes’ faction rating with the Legion of Steel
costly, many of Daltigoth’s indigent ogre, troll, and thanoi by +2. Declining to work with them will decrease their
population eke out an existence here among the blasted rating by -1; opposing, insulting, or threatening them will
buildings and twisted streets. Tdarnk had no furnaces decrease their rating by -3.
built in the Ruins, so this part of the city is much colder
and bleaker than the rest. Snow-swept and ice-encrusted DG6. Dome of Gold
lean-tos, shacks, and huts cling to the sides of blackened During the height of the Empire’s reign over Daltigoth in
walls, with Untouchables huddled together around the Age of Dreams, the Dome of Gold was both the center
weakly burning fires. It is this community of misery and of entertainment for the people and a shining counterpart
resentment that harbors the pair of Legion of Steel agents to the Imperial Palace. The Palace was destroyed when
of which Legionnaires such as Katja Dorova in Chapter the Tower of High Sorcery exploded, and the Imperial
Two: Fires in Throtl may have spoken—the experienced Throne was moved to Gwynned. When the ogres claimed
adventurers Emma Xela (NG female civilized human Daltigoth, they found the Dome of Gold to be one of the
sorcerer 6/Academy sorcerer 4/Legion sorcerer 4) and more gaudy and ostentatious locations in the ruined city;
Briony Thistleknot (NG female kender mystic 6/fighter they set to work rebuilding it to serve as the residence of
2/Citadel mystic 2/Legion mystic 4). their chieftains.
Emma and Briony have spent the past few months Under Tdarnk, battling in the Dome of Gold has
investigating the allomanya production and Tdarnk’s become his preferred method of settling disagreement
involvement with Frost. In the course of their and conflict. Duels are held in the Dome regularly, as well
investigations, Emma became addicted to the elixir, as bloody and ruthless melees conducted between slaves,
and despite Briony’s best efforts, she has yet to shake mercenaries, and prisoners. Tdarnk’s love for blood sport
off the effects. Emma has not taken allomanya in four is emphasized by the fact that his palatial residence, erected
days, hoping to simply tough it out; this makes her on one side of the Dome, looks out over the Dome itself
uncharacteristically cranky. like a colossal box seat. If he so chooses, the Dictator can
If the heroes ask around in the Inner City Ruins or gain address the entire seated audience by walking out onto a
at least a result of 20 on a Gather Information check, the balcony; he has also been known to join a battle by leaping
Legionnaires will come to them. If the heroes emerge from from the balcony and landing among the combatants.
the Dregs having just used the Portal from Bastion, they With his heightened strength and power, Tdarnk has never
should definitely encounter the Legionnaires within the lost a fight.
half hour. See the accompanying sidebar “What do Emma During their time in the city, the heroes might be
and Briony Know?” for more information. caught or captured by the Dictatorial Guard and thrown
Once the heroes have established contact with the into the arena. Alternately, one or more allies, cohorts, or
Legionnaires, they may elect to work with them in companions could be seized and brought to the Dome for
achieving the objectives outlined later in this chapter. the entertainment of the ogres. This will give the heroes
The choice is theirs. As 14th-level characters, Emma and an opportunity to see Tdarnk, but unless the heroes have
Briony are purposefully detailed as being just beneath the completed their objectives and sabotaged his allomanya
expected level of experience of the heroes, so they should production, he will not engage them. Instead, elite ogres,
be useful allies but not scene-stealers. If the heroes have at hill giants, and trolls will intervene and gladly take part in
least a +10 faction bonus with the Legion of Steel, Emma the heroes’ destruction.
and Briony will have heard of them and will be keen to Creatures: At any time, not only is the Dictatorial
work alongside such notable figures. Otherwise, they will Guard present here in force (at least twenty with four
be cautiously friendly, alert to any potential issues they Guard captains of 5th level), but the Dome of Gold’s
might have with the heroes’ behavior. champion gladiator squadron is also on hand—6 ogre
Creatures: A typical dangerous encounter in the Inner gladiators (CN male ogre fighter 4/barbarian 5), 6 troll
City Ruins, suitable for a battle with the heroes (or as a gladiators (CE male troll barbarian 7), and thirteen
means of introducing the Legionnaires), is an artifact- human gladiators (CN male human barbarian 10). These
hunting party from the Conservatory. This consists of individuals live only for bloody combat. If freed of their
four Conservatory ogre mages (NE male ogre mage rogue iron collars and given sufficient motivation, they could be
8) escorting a retriever. The retriever is bound to the four inspired to turn on their tyrannical masters.
ogre mages and, if at least three of the mages are killed m Dictatorial Guard: hp 44, see page 341
or incapacitated, the oaths binding it to them are broken; m Ogre Gladiator: hp 128, see page 343
it returns to the Abyss with a sound like metal cutting m Troll Gladiator: hp 180, see page 346
glass. The ogre mages are very interested in anything of a m Human Gladiator: hp 89, see page 342
magical nature the heroes may have on their person; the Factions: Fighting (and winning) any duel or combat
retriever will make every effort to fetch such items for its in the Dome of Gold will elevate the heroes’ faction
masters. rating with the Ergothian Merchant Marine, Brass Tigers,
The Doom of Daltigoth 183
Whitescale Society, and Malfesan Horde by +1, but lower Tdarnk
their rating with the Knights of Solamnia and Dark Dictator Tdarnk (NE male ogre titan noble 3/barbarian
Knights by –1. All other factions are unaffected. 5/righteous zealot 7) is the Lord of Daltigoth and Prince
of Morgash. His father, Kthaarx, was a hill giant of the
DG7. King’s Quarter Stormogre clan, but Tdarnk never inherited the physical
Surrounding the Dome of Gold is street after street of two- size and power of his sire. Instead, Tdarnk learned
and three-level houses and manors, many of them vile, cunning, cruelty, and the pursuit of control. Allied with
rancid-smelling dens of allomanya addiction, gambling, Gellidus for the past decade or more, and victorious over
and vice. Daltigoth’s upper-class population, such as it all of his rivals, Tdarnk has become an ogre titan and
is, are perhaps even more decadent than those of eastern even uncovered the secret behind how it works. He is
cities such as Ogrebond or Kernen. They embrace lives now willing to “share” his knowledge with the leaders of
of gluttonous excess, and most are grossly overweight Ansalon in the form of allomanya. Tdarnk has no qualms
and sedentary. Tdarnk permits these ogres to flaunt their about harming or bringing suffering to others. He believes,
wealth and treasure openly, for it means he draws attention quite firmly, that his path to greatness is unhindered, and
away from his own tyrannical rule and toward the obese when you are a fifteen-feet tall, midnight blue living god
ogres who collect property rents and taxes for him. empowered by necromantic forces, the hindrances that do
Upsetting the status quo is strictly forbidden, and Tdarnk’s exist are easily worked around.
Dictatorial Guard patrols this section of the city more
heavily than any other to prevent disgruntled ogre renters Novgozan
from attacking the nobles en masse. Novgozan (NE male dark dwarf sorcerer 9/dark dwarf
The King’s Quarter is also the location of the savant 10) is the mad overseer of the Crystal Mill located
Sanguinarium (see “Objective 5,” later in this chapter), in the Trade Quarter. Novgozan is one of the Zhakar, the
which houses the cult of Chemosh in Daltigoth and is dwarf clan that Severus Stonehand cured of the mold
where the elves are bled for the Ritual of Rebirth and plague prior to the War of Souls. The crazed savant
the production of allomanya. The cult’s leader, Bishop accompanied Lord Knight Theo Drawde to Daltigoth
Honnerstig, is happy to distribute distilled allomanya on one of the Lord of the Thorn’s travels, and Tdarnk
to those who can pay him enough. This is completely found a use for him. Novgozan now refines and purifies
illegal under Tdarnk’s laws, but Honnerstig is privy to the the crystals that form in abundance deep in the bowels
truth—Chemosh is his master, not Tdarnk or Frost. of the Last Gaard Mountains. His aid contributed to
Creatures: If the heroes spend any length of time in Tdarnk’s reproduction of the Ritual of Rebirth; as a result,
this section of the city, they could chance upon a meeting he is granted considerable esteem and status in the city.
between one of the wealthy ogre slumlords (CE male Novgozan surrounds himself with elementals of various
ogre aristocrat 7) and an agent of the Sanguinarium (CE types, most notably his razhak bodyguard Stikhyamu, and
male or female ogre fighter 6/cleric 6 of Chemosh). If any he prefers to limit his interaction with strangers. Novgozan
Sanguinarium agent is seen by the heroes handing a bottle is twitchy, often seeming to be feverish or on the verge of
of the potion to the slumlord, the slumlord orders his six exploding into a rant; when focused on his work, he is
bodyguards (former gladiators) to attack, and the agent frighteningly calm.
will attempt to hamper and incapacitate as many heroes as
possible. Honnerstig’s agents are not above murdering the Symacca Argyros
slumlord in order to keep things quiet. Symacca Argyros (LN male civilized human mariner 10/
m Sanguinarium agent: hp 130, see page 344 fighter 6) got his start as the captain of the Waterspout, a
m Ogre gladiators: hp 128, see page 343 caravel commissioned in the Ergothian Merchant Marine.
While he no longer operates the vessel, he remains a loyal
The Council of Nine subject of Ergoth. His primary motivation is profit and,
The following short biographies detail the ogre titan as the mastermind behind the distribution of allomanya
Tdarnk and his Council of Nine, his trusted group of in Ergothian merchant vessels to distant ports, Symacca
Whitescale Society leaders within Daltigoth. These are has earned Tdarnk’s trust. Symacca considers no moral
some of the highest-ranking servants of the overlord Frost or ethical issues to be relevant to his conduct other than
by virtue of their loyalty to the Dictator of Daltigoth. strict adherence to his shipping contracts, and thus
Killing any of them immediately reduces the Whitescale he has looked the other way when unspeakable acts
Society faction rating of the heroes by –3 and increases are performed in plain sight. In Daltigoth, Symacca’s
their faction rating with the Knights of Solamnia, Legion word is bond with all merchants. He enjoys discounted
of Steel, and Brass Tigers by +1. Each member of the supplies, the finest in luxury items, and open access to
Council of Nine (and Tdarnk himself) has been given a the Icewharves. Because of his influence, the Ergothian
bracelet of friends with one charm for each of the other Merchant Marine has not interfered in his business deals
members; as each charm may only be used once, they with Tdarnk, but with enough counter-influence, support
seldom make use of them. The charms will undoubtedly from the heroes, and a revelation of the true nature of
be useful if they are attacked, however (see “Intrigue and allomanya, the Ergothians may cut off their support to
Insurgency in Daltigoth”). Captain Symacca. Symacca has one ace up his sleeve—a
184 Chapter Five
fallen inevitable, one of Shinare’s kolyaruts whose oath to is well known (DC 20 Knowledge [local]); the pride of
the Silver Mistress has been tarnished and who serves the his collection is the fearsome blade Elfruin, responsible
captain out of fear of reprisal. for more elven deaths than any other in Southern Ergoth.
Despite his fearsome nature, he is growing increasingly
The Masters of Claw, Fang, and Talon tired of Tdarnk’s attitude towards slaves; thus, his feelings
Jow Balaurus (CE male tiefling rogue 10/assassin 6) about the allomanya process are decidedly mixed.
Master of Claws, Cang Balaurus (CE male tiefling rogue 2/
sorcerer 8/assassin 6) Master of Talons, and Shen Balaurus Honnerstig
(CE female tiefling rogue 2/mystic 8 of Time/assassin Honnerstig (NE male vampire ogre mage cleric 10 of
6) Mistress of Fangs arrived two years ago in Daltigoth Chemosh) is Chemosh’s unholy Bishop in Daltigoth and
and presented themselves to Tdarnk as the solution to one of the most influential priests in the Lord of Bones’
his troubles with rivals. The three assassins appear to be cult. Of all of the Council of Nine, he is the most likely
half-elves, though their eyes, teeth, nails, and hair are all to turn on Tdarnk, but only because he feels he answers
jet black. All three smell faintly of cinnamon. Tdarnk to a higher Lord than the ogre titan Dictator. Raised as
later learned the truth with the return of the gods, for a vampire three centuries ago and released back to the
Honnerstig informed him that the three Masters are world when Hurim was uncovered (see Key of Destiny),
shards of Chaos given form within the River of Time. Honnerstig presides over the Sanguinarium, which houses
When killed, they will discorporate and return to the Gray a small temple of Chemosh. He conducts the unholy rites
from whence they came. Until then, they loyally serve and maintains the unhallowed sacraments that guide
the Dictator of Daltigoth, hoping to further the disorder the allomanya process, drawing in the spirits of the dead
and destruction of Krynn. Jow, Cang, and Shen are cold- to enhance the potion’s effects. Although Tdarnk could
hearted, efficient, and deadly, and they are excellent probably do without one of his sorcerers, he knows he
instructors. Their success at training a large number of cannot do without this canny vampire. Honnerstig is quite
killers speaks for itself. aware that Sylvyana is presently Chemosh’s chosen after
the failure of the Betrayer Caeldor (in Spectre of Sorrows),
Goizarg but he is patient and expects to replace the Ghoul Queen if
Goizarg (NE male ogre mage sorcerer 10) is the grandson she is ever defeated.
of Ogmag, Stormogre’s vizier who was exiled during the
War of the Lance for speaking out against the hill giant’s Theo Drawde
alliance with the White Wing of the Dragonarmies. Lord Knight Theo Drawde (LE male civilized human
Ogmag was killed years before Goizarg was born, but fighter 5/Knight of the Lily 1/sorcerer 4/Knight of the
the ambitious young ogre mage successfully used his Thorn 10) is described in Chapter Three: The Liberation
grandfather’s written journals to master some of the of Bastion; he has been absent from the Council for some
abilities of his race. When dark sorcery spread across time, hunting magical artifacts and gathering power for
Krynn during the Age of Mortals, Goizarg swiftly the Whitescale Society. In his absence, Sir Pavuk Illuminus
adapted to it. He works closely with Lord Knight Theo of Zhea Harbor has been managing Dark Knight affairs in
Drawde, commands the small group of ogre mages in Southern Ergoth, albeit under tight restrictions. Drawde
the Conservatory who study and explore the ruins of the was perhaps closest to Goizarg while he was in Daltigoth.
Tower of High Sorcery, and assists Dictator Tdarnk in It was Goizarg who revealed to Drawde the existence of the
marshalling the necromantic power that he needs when Bastion portal in the Ruins of the Tower of High Sorcery.
creating allomanya and duplicating the Ritual of Rebirth. Although Drawde is not present in this chapter, his
Goizarg has been promised ogre titan status as soon as presence on the Council of Nine in the past does provide
Tdarnk’s plans are fruitful; he secretly harbors a great some context for his activities in Chapter Three, assuming
hatred for the ogre titan Dauroth, who first created the the heroes ever ask about him in Tdarnk’s city.
Ritual, so he is very eager to have Dauroth’s role in the
creation of the titans taken out of the equation. Intrigue and Insurgency in Daltigoth
The corrupt and twisted nature of Daltigoth is an outward
Rombassa reflection of the undercurrent of intrigue and politics that
Rombassa (CE male ogre ranger 7 of Sargonnas/rogue plays out in the city. Unlike other cities and towns with
7) has worked with Tdarnk for years and was one complex social landscapes, such as Merwick or Palanthas,
of his closest allies in the defense of the city against Daltigoth’s community is almost entirely negative and
Thunderbane’s attempted coup. Swift and silent, Rombassa feeds off itself with an undeniable hunger. Those in
is remarkable among his kindred for his lean stature and charge, or that hold the most power, are growing fat on
sharp eye. His current role in Tdarnk’s Whitescale Society the information, resources, and power that this network
is supervising the capture and imprisonment of elven provides; those who keep the network moving, cogwheels
slaves. Rombassa is often away from the city, joining in in the clockworks, are less satisfied. Gluttony and addiction
elf hunting expeditions, though he is in residence for the fuel so much of what transpires in Daltigoth that the only
duration of the heroes’ stay thanks to the increased need way to bring down the Whitescale Society’s network is to
for allomanya. Rombassa’s skill with his throwing daggers attack it at its roots—the allomanya trade.
The Doom of Daltigoth 185
Dictatorial Guard Posts
P ositioned around the city are seven fortified
buildings that resemble squat onion-domed
towers with windows on the second floor and a small
m Dictatorial Guard: hp 44, see page 341
m White dragon scouts: hp 157, see page 346
If the heroes manage to take out one of the
gatehouse with a portcullis on the ground floor. Eight Dictatorial Guard posts, within a half hour the
Dictatorial Guards are assigned to each post, including Untouchables and other oppressed or bitter residents
one higher-level officer (CE male ogre fighter 5, plus in the area will swarm the building and occupy it.
allomanya on hand) and seven elite guards (CE male That section of the city will fall into lawlessness and
ogre fighter 1, plus allomanya on hand). The post serves rioting. The heroes may be targeted by these homeless
as their barracks and armory in addition to being a ogres and half-ogres, but the rioters will concentrate
watchtower and prison for criminals. In the dome of their efforts on any Guard members in the vicinity.
each post is a heavy bronze bell that can be sounded to Once four or more posts are overcome, the city will
alert other posts and mobilize the city’s Guard in times be destabilized for at least 24 hours while Tdarnk
of threat. The bell will also alert the Dragonwardens rallies his soldiers and restores order. This will count
of the city, which is likely a greater threat to the heroes as 3 additional success points towards the heroes’ total
than the Guard. from their Objectives (see “Intrigue and Insurgency in
m Dictatorial Guard Officer: hp 82, see page 341 Daltigoth” for more information.)
This section maps out this landscape of Identifying Objectives
interconnections, allowing the heroes to target certain Each of the five Objectives may be identified through
elements in the network to bring it down one step at a successful use of Gather Information, questioning
time. As they complete their Objectives, they will earn NPCs, or the use of divination magic. Listed under each
success points (see below). As soon as they acquire enough, Objective’s write-up are three Gather Information results
allomanya production grinds to a halt. Of course, the pertaining specifically to the Objective. These can also be
Dictator of Daltigoth will then come looking for them. used to inform divination spells. Once the heroes have
learned more about what they need to do and
what their options are, they can carry out their
tasks and start accumulating success points.
Acquiring Success Points
Success points are a measurable representation
of the degree that the heroes have struck a
blow for liberation, freedom, and justice.
Alternately, they measure just how much of
Tdarnk’s operation the party has demolished.
Each Objective lists a number of success points
earned by completing the Objective. Objectives
are not all valued the same; some are easier
than others. Once the heroes have accumulated
20 or more success points, the allomanya supply
and distribution network—the Whitescale
Society’s source of resources—collapses.
The heroes may also earn bonus success
points towards their total by destroying four or
more of the Dictatorial Guard posts in the city
(see “Dictatorial Guard Posts” sidebar on this
page).
Objective 1: Crystal Mill
Important Characters: Novgozan, Stikhyamu
Success Points Earned: 5
Objective Goals: Destroy the Crystal Mill’s
refining process (the grinder mechanism);
eliminate or defeat Novgozan.
Gather Information DC 20: The Crystal
Mill, located in the Trade Quarter, is a refinery
186 Chapter Five
for crystals mined in the Last Gaard Mountains. Covered remains in the storeroom. After unloading is finished
wagons from the west enter the city at Ackal’s Gate and and the wagon driver leaves, the doors are locked again,
are let into the mill’s doors at dusk. They leave a half hour and Novgozan begins the grinding process, which lasts
later. Sounds of screeching and grinding stone can be for eight hours. Novgozan personally inspects all of the
heard late into the evening. crystals that are produced, discarding any that are flawed,
Gather Information DC 25: The mill is run by a mad cracked, or dull, and sorts them by size and color. At
dwarf, rumored to be one of the strange Zhakar savants daybreak, he seals the crystals up in small wooden boxes,
from far Thoradin. The dwarf has no mortal assistants. and Stikhyamu takes them to the Sanguinarium, returning
The wagon drivers reveal that when they take their an hour later. The razhak always travels through the earth
unrefined ore and rock to the mill, creatures of stone and stone beneath Daltigoth rather than out in the open.
unload the wagons and take the materials deeper into the Using the above information, you should be able
mill for processing. to know when Novgozan is awake, when Stikhyamu is
present, and at what times the wagon drivers
deliver the ore. This will enable you to prepare
for the specific conditions of the Mill when
the heroes choose to target it. Other useful
information follows:
• Novgozan has the Mill arcane locked (CL
15th).
• Novgozan has many elemental servants
scattered about the building, some of which are
sentinels, others merely laborers.
• Novgozan is a light sleeper and can rouse
himself in moments, but it takes him
several rounds to cast all of his defensive or
enhancement spells and equip himself with his
wands and helm.
• Because the grinder is so loud, there is a –4
penalty on all Bluff, Concentration, Diplomacy,
Listen, Perform, Spellcraft, and Use Magic
Device checks.
• Walls are all magically treated reinforced
masonry (hardness 16, 360 hp/10 ft. by 10 ft.
section, 1 ft. thick, Break DC 65, Climb DC
15). Ceilings are 20 ft. high. Floors are smooth
stone. All doors are iron (hardness 10, 60 hp,
Break DC 28, Open Locks DC 35).
Creatures: The mill’s primary inhabitant
is Novgozan himself, along with his razhak
bodyguard Stikhyamu. Novgozan has three
groups of elementals, one each of air, earth, and
fire, composed of eight Medium elementals and
an elemental minion chief (warrior 10). Two
elder xorns are present to devour and consume
Gather Information DC 30: The dwarf ’s name is excess rock, ore, and flawed crystals, and a pair of invisible
Novgozan, and he is one of the Council of Nine, Tdarnk’s stalkers keep watch over the interior of the mill.
ruling party in Daltigoth. A dark dwarf, he cannot bear m Novgozan, Zhakar savant: hp 106, see page 334
the light of day. He is served only by elementals, which are m Stikhyamu the razhak: hp 250, see page 339
led by a huge stone being named Stikhyamu. Stikhyamu m Air elemental minion: hp 92, see page 340
delivers the refined crystals to the Sanguinarium at m Medium air elementals (8): hp 26, see Monster
daybreak. The crystals are processed in a huge grinding Manual
mechanism powered by elemental spirits. m Fire elemental minion: hp 108, see page 342
The Setup: During the daylight hours, Novgozan sleeps m Medium fire elementals (8): hp 26, see Monster
on his small cot within the Crystal Mill. He rises two hours Manual
before nightfall, unlocks the delivery doors, and begins to m Earth elemental minion: hp 108, see page 342
prepare the mill for the evening’s work. When the wagons m Medium earth elementals (8): hp 26, see Monster
drop off the ore, his elementals bring it into the grinder Manual
room and load the grinder. This unloading process takes m Elder xorns (2): hp 130, see Monster Manual
roughly half an hour, during which time the wagon driver m Invisible stalkers (2): hp 52, see Monster Manual
The Doom of Daltigoth 187
Tactics: As the inhabitants of the Crystal Mill are Daltigoth. Like all of the Council of Nine, if Novgozan is
generally not all in the same part of the building, the exact not killed in this chapter, he will be among the servants
plan of attack on the part of the heroes will determine Frost summons to the Rimeberg in Chapter Seven: The
how the elementals and Novgozan react. In most cases, Fury of the Gale.
the elementals band together into their groups, led by the Experience Awards: In addition to the success points
elemental minion chief. Novgozan’s earth elemental group for this Objective, award the heroes additional XP for
is based in the grinder room, the fire elemental group is overcoming the combined threat of each elemental group
in the furnace room, and the air elemental group is in (considered to be a total CR of 16, including the elemental
the cooling room. The invisible stalkers stay within one minion chief, or CR 14 if the chief is not eliminated), the
room of Novgozan at all times until summoned by him, invisible stalkers, the xorns, and Novgozan’s razhak ally.
and Stikhyamu is never away from Novgozan unless he is Destroying the grinder represents a minor group mission
delivering crystals. Novgozan’s xorn allies remain beneath goal for the heroes.
the floor of the grinder room until they have ore to eat, or
until the dark dwarf summons them. Objective 2: Morgash Icewharves
The elemental groups take advantage of their numbers Important Characters: Symacca Argyros, Qalboa
to flank and surround single targets, usually unarmored or Success Points Earned: 5
lightly armored opponents. The earth minion chief uses Objective Goals: End the Ergothian Merchant Marine’s
its hammer to inflict damage on the strongest characters, participation in the distribution of allomanya; acquire
while the fire and air minions usually go for obvious proof of Symacca’s culpability in allomanya operations.
spellcasters such as clerics or wizards. The xorns rise from Gather Information DC 20: The Icewharves are
the floor of the grinder room to defend the grinder itself, Daltigoth’s port of entry for mercantile shipping. Icerigger
as it is the source of their food. Invisible stalkers will strike ships carry cargo from Lake Morgash’s frozen shores to
from out of the walls and make the greatest use of their the Crystal Bridge, and the crews load it onto tall-masted
invisibility to inflict sneak attack damage on opponents. vessels anchored along the ice shelf. Iceriggers also travel
Novgozan hates combat, but he will defend himself if around the Lake’s western edge in order to reach Zhea
attacked. He favors ranged attacks and conjuration spells, Harbor and other frozen ports.
such as summon monster, getting as much distance as he Gather Information DC 25: Ten of the twelve icerigger
can from his enemies. Stikhyamu, if present, will attempt ships in use at the Icewharves are owned by the Ergothian
to shield the dwarf from harm and, if he needs to, he will Merchant Marine representative, Captain Symacca; the
grow two additional arms (reducing his speed to 10 ft.) in other two are locally owned. They were built in Daltigoth,
order to take care of more than one opponent at a time. but they were purchased a year ago by Captain Symacca
If Novgozan is reduced to less than half his maximum Argyros for use in bringing cargo to and from the ships at
hit points, he will use one of the charms on his bracelet the Crystal Bridge. Captain Symacca is the only Ergothian
of friends to summon an ally. Novgozan’s first choice is Merchant Marine agent in Daltigoth, and he has become
Rombassa, but if the slaver captain is dead and the charm independently wealthy as a result.
fails, Novgozan will try to summon Tdarnk on the next Gather Information DC 30: Without the iceriggers,
round. At this point, the heroes may need to make a hasty trade and shipping will slow to a crawl in Daltigoth, which
exit. is why Captain Symacca has them protected by thanoi.
Development: The Gargantuan-sized grinder The thanoi benefit from a cut in the independent fisheries
mechanism is the primary target in this objective (AC 15; market that brings wealth to the Icewharves, and in return,
hardness 10; 320 hp). The grinder is made of steel and they watch the vessels and ward off external threats.
granite, so spells or effects that target metal and stone Symacca’s practices, including the hiring of thanoi and
will prove effective. The grinder is powered by a caged distributing Tdarnk’s allomanya elixir to foreign ports,
elemental spirit known as Phaemir with statistics identical form a breach of the Merchant Marine’s strict guidelines,
to a lantern archon (see Monster Manual); once the grinder but no proof can be made on hearsay.
is reduced to 80 hp, the spirit is released and briefly The Setup: The Icewharves are wooden structures
manifests as a radiant spark before the heroes to thank extending over the ice of Lake Morgash with boardwalks
them before returning to its home in the Gray. Phaemir’s and gangplanks connecting them to warehouses. A central
presence can be detected within the grinder with arcane office of the Ergothian Merchant Marine is guarded at
sight or similar divinations, and a caster level check against all times of the day and night by eight thanoi marines in
Novgozan’s bindings (DC 30, includes +3 circumstance Symacca’s service. Symacca is in his office each morning
bonus) will inflict 10d6 damage to the grinder as Phaemir and spends the afternoons in the city conducting his
struggles to free itself. This damage is also inflicted on the business deals. After dusk, he returns to his office for a
grinder when Phaemir is finally freed, so it could destroy while before retiring to his home in the King’s Quarter.
the mechanism on its way out. Symacca keeps a ledger in his office with damning
Once the grinder is destroyed, Tdarnk’s Crystal Mill evidence about his various shipments of allomanya,
is ruined. Novgozan, if he remains alive, may eventually but it remains under lock and key and protected by a
be able to rebuild the mechanism, but if the rest of the very dangerous fiendish servant, Qalboa (LE half-fiend
operation is also sabotaged by the heroes, he will likely flee kolyarut). Symacca’s ten icerigger vessels are usually back
188 Chapter Five
at the icewharves before nightfall, spending most of the pitch a good enough argument (such as “why are you
day ferrying cargo to the Crystal Bridge several miles away; helping this man instead of helping us”)—he will not
they are crewed by thanoi marines who also double as their allow them to take the ledger unless they promise to free
night-time protection. him with it. This requires having the book blessed by a
Creatures: Six thanoi marines crew each icerigger, four cleric of Shinare and then having a cleric of Shinare cast
of which remain on board at night while the other two are atonement and dismissal on Qalboa. If they refuse to do
on shore leave. Symacca’s office is guarded by eight more this for him, he will attempt to use his geas/quest upon
thanoi. Qalboa, the fiendish guardian of Symacca’s ledger, them to make it happen.
is a corrupted agent of Shinare. The half-fiend kolyarut Intrigue! The heroes may not even have to break
defends Symacca’s ledger at all costs, for a secret that binds into the offices or so much as lift a finger to confront
Qalboa to Symacca is kept inside the book. Symacca. Because of his connections in the city and in
m Captain Symacca Argyros: hp 114, see page 339 Ergoth, sending out word to the Captain by the various
m Qalboa the Fallen: hp 97, see page 334 networks and whisperers that get back to him will usually
m Thanoi marines: hp 83, see page 345 be successful. The heroes might blackmail the Captain,
Attack! The heroes may decide to conduct a raid on threaten to reveal his secrets to the Ergothian Merchant
the offices of Symacca. This may go badly, especially if Marine, or something similar. Symacca is confident, so
Symacca decides to use his bracelet of friends to summon they will need to have some hold over him or conduct a
help (beginning with Goizarg, then either Rombassa, if very successful Bluff check vs. Symacca’s Sense Motive
he is alive, or Tdarnk). The Ergothian is unwilling to let (with a -4 penalty to Symacca’s check if they use “word
himself be seen as weak, so he will call his thanoi marines on the street” to communicate). You might stage this in
together to mount a defense, then order Qalboa to go three parts: a meeting with one of Symacca’s underlings or
outside and confront the heroes. Another tactic the heroes street thugs (an ogre in the Trade Quarter), involving Bluff,
could try is attacking the iceriggers, for if they are damaged Diplomacy, or Intimidate; a Gather Information check to
or destroyed, Symacca’s operations grind to a halt. trace Symacca’s movements (opposed by his Bluff check);
Break In! Another option for sneakier heroes is to and then a confrontation with the Captain, who will leave
break into the offices of Captain Symacca, using stealth, his ledger behind with Qalboa. With sufficient roleplaying
magic, or other duplicitous means. If they try this, the only effort and use of their knowledge against the Captain
obstacle to them other than the expensive locks (Open (Ergothian Merchant Marine faction check against DC 20),
Locks DC 35) and thick magically reinforced wooden they might force him to leave Daltigoth and abandon the
walls (hardness 10, hp 220, Break DC 26, Climb DC 15) is allomanya trade for something less risky.
Qalboa. The fallen inevitable may be bargained with—he Development: Once the heroes have dealt with Captain
begins as Hostile, but he might be swayed if the heroes Symacca, allomanya shipping will cease to take place, and
The Doom of Daltigoth 189
within a week, all foreign ports will have stopped receiving one third active in the city or carrying out duties within
their shipments. Those authority figures and nobles who the compound. Thus, at any one time fifteen adepts will
are addicted to the substance will immediately enter be asleep in their dormitories with the other thirty active.
withdrawal, but they will no longer be in the thrall of Each adept has been assigned a corresponding member
Gellidus. If the heroes take the book but do not take care in each of the other two orders, allowing them to quickly
of Qalboa, he will begin to hunt them down wherever they form into triads; a triad’s members are all assigned to the
go in order to exact vengeance. If Symacca goes free, he same schedule.
will return in Chapter Seven: The Fury of the Gale as one The compound is divided into three separate wings,
of Frost’s servants. one for each order, each of which includes simple
Factions: Defeating Symacca and turning him over to dormitories, washrooms, a practice hall, and storage.
the Ergothian Merchant Marine, the Church of Shinare, The center of the compound features a large open area
or some other lawful-aligned agency earns the heroes a or atrium for larger practice and formation exercises.
+4 bonus to their Ergothian Merchant Marine faction Assassin triads meet, consult, and train together in the
rating. If Symacca is defeated but not delivered to one main atrium and its ancillary rooms, separating at the end
of these groups, the bonus is only +2. If Symacca is not of their training to work more closely with their brothers
defeated, but the operations in Daltigoth are stopped, the and sisters in their order. This keeps them closely aligned
bonus is +1. Apply the inverse of this bonus to the heroes’ to their order yet affords them considerable latitude in
Whitescale Society faction rating. working with their fellow triad members.
Experience Awards: Because this could be a huge battle The Masters of the Whitescale assassins reside in a
or a sly social conflict, reward experience as appropriate. triangular suite of rooms above the central atrium of the
Stopping Symacca’s trade schedule is also a minor party compound. This area is off limits to the lower-ranked
mission goal with associated XP rewards. Doing so without adepts unless they are specifically invited or ordered to
lifting a finger to touch the Ergothian Merchant Marine meet with their instructors. Jow, Cang, and Shen Balaurus
is an added bonus; this counts as defeating him for the will be found in this area unless they are downstairs
purposes of experience points. training with the adepts. Training and instruction occupies
8 hours of a Master’s time with the remainder consisting
Objective 3: Assassin Training Compound of carrying out secretive missions and meditating. The
Important Characters: Master of Claws, Master of Talons, tieflings do not need to sleep, but they require at least 4
Mistress of Fangs hours of meditation per day for rest. Only one of the three
Success Points Earned: 7 will rest at any one time.
Objective Goals: End the threat of the Whitescale Society The following is also true about the compound:
assassins; banish the three Masters. • The Masters have bolstered all of the walls (but not
Gather Information DC 20: The Whitescale Society ceilings) of the compound with permanent walls of
has been training and employing killers for months. These force (CL 13th).
mysterious individuals wear rune-inscribed scales about • The Masters have a permanent mage’s private sanctum
their necks, and some of them cast spells. All of them are (CL 13th) spell active on their upper-level chambers.
trained in the deadly art of assassination. Their training • Access to the upper level is via a permanent (vertical)
compound is inside the Slave Quarter. phase door spell keyed to the wearing of a runic scale
Gather Information DC 25: The Whitescale assassins token around the neck. Without one of these items,
are organized into three groups, or orders, much like the which all Whitescale assassins wear, an escort on the
Knights of Solamnia or Wizards of High Sorcery. The part of one of the three Masters is required.
Claws focus on stealth and subterfuge, the Fangs employ • Walls are all reinforced masonry (hardness 8, 180
arcane spells, and the Talons draw on dark mysticism. Each hp/10-ft. by 10-ft. section, 1 ft. thick, Break DC 45,
group is headed by a Master, the highest-ranking assassin. Climb DC 15) when not bolstered by walls of force.
These Masters are supposedly never seen, but there are Ceilings are 10 ft. high, except the atrium which is 25
rumors about fiendish pacts and shadowy origins. ft. high. Floors are smooth stone. All doors are iron
Gather Information DC 30: The assassins are being (hardness 10, 60 hp, Break DC 28, Open Locks DC 35).
sent around Ansalon to support the Whitescale Society Creatures: There are forty-five adepts in total and
and aid Society agents in accomplishing their goals. They three unique Masters. The assassins do not allow any
infiltrate towns and cities and target suspicious individuals other beings in their compound, whether mortal or
who stand in the way of Tdarnk’s distribution. The not; they do not summon or conjure allies or servants.
Masters of the assassins seek to spread dissent, chaos, and The only exception is for those rare occasions when the
discord among Ansalon’s population, and they have been Masters will use their bracelets of friends to call somebody
instrumental in the growth of the Whitescale Society. other than one of their siblings—the most likely NPC to
The Setup: The compound is inhabited by fifteen be summoned from the Council of Nine is Honnerstig,
adepts of each order: Claws, Fangs, and Talons. These followed by Goizarg and Tdarnk.
adepts are at the end of their training and quite proficient. m Jow Balaurus, Master of Claws: hp 74, see page 332
Each day is divided into time periods of eight hours, with m Cang Balaurus, Master of Talons: hp 68, see page
one third of the adepts training, one third sleeping, and 328
190 Chapter Five
m Shen Balaurus, Mistress of Fangs: hp 82, see page cautiously, the Masters will get a chance to regroup and
335 call for assistance from the outside.
m Whitescale Society Claws (15): hp 35, see page 290 Development: Removing the three Masters from the
m Whitescale Society Talons (15): hp 37, see page 348 political landscape will have a marked effect on the rest of
m Whitescale Society Fangs (15): hp 45, see page 347 the adventure. From this point on, all of the Whitescale
Tactics: Within the compound, the assassins always Society assassins that Gilthanas summons will subtract
work in triads if they have the chance. This entails one from a limited pool. The order in which the heroes
assassin of each order—the Claws, Talons, and Fangs. accomplish this chapter determines how many more
A triad coordinates its attacks, special actions, and use assassins Gilthanas and Frost will have at their disposal.
of miscellaneous magic items for the overall benefit of If this chapter is carried out first out of the five, the pool
the triad, not its individual members. Support and use consists of only 10 members of each order (Claws, Talons,
of aiding one another or flanking is stressed in training. and Fangs). Each chapter after the first, add 5 members
If the assassins aren’t in a triad, they carry on much as to the pool; if this is the last chapter completed before
they would if they were, adjusting slightly to the loss of a Chapter Seven: The Fury of the Gale, Gilthanas and/or
mystic, sorcerer, or accomplished rogue. Frost will have access to 30 members of each order as the
The heroes may decide to just confront the compound, Gale progresses away from Southern Ergoth toward its
swords drawn, by taking out the compound’s defenses fated destination.
one by one or trusting on attrition to wear down the Factions: Success in this Objective will lower the
compound’s armed resistance. Targeting one order’s wing, heroes’ faction rating with the Whitescale Society by -3
for example, often means avoiding any contact with a and increase their rating with the Brass Tigers, Knights of
triad unless the assassins get word to their companions. Solamnia, and Legion of Steel by +2.
Alternately, they may decide to sneak in using magic, Experience Awards: In addition to the success points
such as alter self or polymorph, to infiltrate the compound for meeting this Objective, the heroes may earn experience
and strike from within. Speed will be essential, and you points for defeating the resident assassins. This will
should keep careful track of the time it is taking the constitute a minor party mission goal for the purposes of
heroes to pull their plan together and put it into action. story awards.
Strategic strikes may work, at least for one or two forays
into the compound, but after this point, it will be time to Objective 4: Conservatory of the Magi
consolidate efforts on eliminating the Masters. If these Important Characters: Goizarg
individuals can be fought separately, the heroes have Success Points Earned: 6
a much greater chance of defeating them than if they Objective Goals: Subvert or destroy the cabal of ogre
fight them together. If the heroes take too long or act too mages assisting Tdarnk.
The Doom of Daltigoth 191
Gather Information DC 20: The Conservatory of the freedom to walk back and forth without being exposed to
Magi is a forbidding structure that looks over the edge of the outdoors. The air around the Conservatory is heavy
the crevasse in the middle of the city. Ogre mages, believed with smoke and pitch; much of the earth around the huts,
by many of the city’s less-gifted residents to be the heirs to both within and without the bone fence, is smoldering ash
the magic of the high ogres, work tirelessly to perfect their and coals.
arcane rituals and necromantic experiments. They work in Inside the huts, thirteen ogre mages, including
secret, keeping apart from the homeless ogres and trolls of Goizarg, sleep, work, and debate. A central hut contains
the Inner City Ruins and sending hideous demons out to the laboratory, with large summoning circles, braziers,
do their bidding. bowls of fetid water, and racks of magical reagents and
Gather Information DC 25: The ogre mages are led spell components. The smaller huts serve as sleeping
by Goizarg, one of Tdarnk’s Council of Nine and a cruelly hovels, storage, and latrines. One hut sits on the very edge
intelligent figure in his own right. He envies the power of the rocky precipice, serving as something of a viewing
of the ogre titans and seeks to become one himself, but platform. A winch and chain lowers a wooden gantry
the rumors circulating among the aristocratic ogres in down into the rift, from which mysterious vapor and
Daltigoth say that he has yet to prove his worth to the smoke emanate constantly.
Dictator. Goizarg therefore seeks items of power in the During the evening, at least one ogre mage is down in
blasted rift caused by the destruction of the Tower of the rift, with another operating the winch with a sturdy
High Sorcery, bolstering his might in preparation for his wooden crank. A party of four ogre mages is out with
ascendancy to titanhood. a retriever, hunting for artifacts in the area. The other
Gather Information DC 30: Several months ago, seven ogres are within, casting spells or brewing potions
Goizarg formed an alliance with Theo Drawde and the throughout the evening. Before dawn, at least four ogres,
group of Thorn Knights following him. The two sorcerers one of whom is always Goizarg, conduct a foul spirit-
conspired to uncover the secrets of the destroyed Tower. gathering ritual. This funnels the necromantic energies
Theo also offered to back Goizarg’s petition to Tdarnk Tdarnk needs for the creation of allomanya into a wicker
for access to the Ritual of Rebirth, but the Lord of the basket filled with asps and vipers. The basket is taken to
Thorns has been gone for some time. Goizarg is beginning the Sanguinarium just before sunrise by one or more of
to question if he will ever be allowed to undergo the the ogre mages’ quasit familiars (quasitos).
transformation, and his bitterness and hatred are growing Daylight finds the ogre mages sleeping in their huts,
for those ogres who have undergone the ritual to become watched over by demonic guardians and their quasitos.
titans. Typically, Goizarg summons a glabrezu with planar
The Setup: Located on a balcony of rock, the binding and compels it to guard with instructions to wake
Conservatory of the Magi is a collection of stone huts the ogre mages if any creature approaches. The glabrezu,
surrounded by a fence made from the curved rib bones one of at least nine that have served the Conservatory
of dragons. Each of the huts is connected to one or two for a decade, is rewarded with allomanya when its service
other huts by enclosed walkways, allowing the mages the has ended. The potion is an intoxicant to demons, thus
192 Chapter Five
Goizarg and his fellow mages are able to routinely call maintain daily production of allomanya. It can still be
fiends to their aid. The retriever used by the hunting party done, though the power must be gathered through other
lurks just underneath the rocky outcropping, clinging to means, and it slows production down to one batch for
the underside until called. every three days, instead of one per day. Goizarg, unlike
The following is true of the Conservatory: the other Council of Nine members, will not join Gellidus
• The Conservatory is surrounded by smoldering coals if he survives this chapter; the Ogre High Mage will go into
and ash (1d6 fire damage/round, Reflex DC 15 or catch hiding, taking what he has learned of the Ritual of Rebirth
fire, may be doused with 1 gallon of water to cool off with him.
one 5 ft. by 5 ft. section). A path weaves through it, If the heroes undertake the events in this chapter
which can be located with a DC 28 Search check. before liberating Bastion in Chapter Three: The Liberation
• The entire Conservatory is constantly under the effects of Bastion, they may learn of the Tower of High Sorcery’s
of an unhallow spell, cast with the aid of Honnerstig Heartroom from notes in Goizarg’s room within the
(CL 10th) and linked to an invisibility purge, triggered Conservatory. This will enable them to find the Heartroom
by the arrival of any good-aligned presence in the and make use of its Portal once they defeat the guardian.
Conservatory. The ogre arcanists often cast alarm If, on the other hand, the heroes come to Daltigoth after
before retiring for the evening. they have liberated Bastion, they will already know of Lord
• Walls are all magically hardened fitted stone (hardness Theo Drawde, and Goizarg’s notes will tell them of Theo’s
16, 180 hp/10-ft. by 10-ft. section, 1 ft. thick, Break cabal of Dark Knight sorcerers operating in the western
DC 55, Climb DC 22). Ceilings are 10 ft. high, except isles. This is information the Knights of Solamnia, Legion
the central hut, which is 20 ft. high. Floors are rough of Steel, and Brass Tigers will appreciate hearing (+1 to
flagstone. All doors are iron (hardness 10, 60 hp, Break each faction’s rating).
DC 28, Open Locks DC 35). Experience Awards: In addition to the success points
Creatures: Eight of the Conservatory ogre mages are for meeting this Objective, defeating Goizarg’s ogre mages
artifact-hunters (NE male ogre mage rogue 8), four are will earn the heroes a considerable number of experience
arcanists (NE male ogre mage sorcerer 8), and the last is points. Subverting or destroying the Conservatory
Goizarg. Each of the arcanists has a quasit familiar, and the constitutes a minor party mission goal for the purposes of
hunters have a retriever. A glabrezu is present during the day. story awards.
m Goizarg, Ogre High Mage: hp 96, see page 331
m Conservatory artifact-hunters (8): hp 58, see page Objective 5: Sanguinarium
340 Important Characters: Rombassa, Honnerstig
m Conservatory arcanists (4): hp 72, see page 340 Success Points Earned: 8
m Quasit familiars (4): hp 13, see Monster Manual Objective Goals: End the elven slave operation and stop
m Retriever: hp 135, see Monster Manual the killing of elves.
m Glabrezu: hp 174, see Monster Manual Gather Information DC 20: The Sanguinarium is in
Tactics: If the heroes decide to stage an assault, they the King’s Quarter and is the location of ritual sacrifice
will find the Conservatory well defended by its ogre mage conducted in accordance with ancient High Ogre rites.
residents. With the ability to assume gaseous form, cast cone Tdarnk has informed the people of Daltigoth that regular
of cold, and become invisible, a frontal attack upon them is sacrifices must be carried out in order to maintain the
a risky enterprise. Goizarg hates to fight, so he will always city’s prosperity. The Untouchables believe the sacrifices
send his demonic servants and his fellow arcanists to deal are being carried out in order to keep the wealthy ogres in
with intruders. In addition, as the ogre mages can all fly, charge and the homeless ogres in squalor; many of them
they will take to the air and conduct an airborne response have joined the Cult of Gonnas and are eager to exercise
if the situation warrants it. vengeance.
Heroes with skill at social interaction may decide to Gather Information DC 25: The Sanguinarium is
speak with Goizarg. The Ogre High Mage, ready to turn the place where the elven slaves have their blood drained
his back on Tdarnk in exchange for great power, might be from their bodies while they are still living. Elven blood is
successfully bribed. His initial attitude is Hostile, though used in the production of allomanya, which is a derivative
he will warm to the heroes if they offer up a powerful of the eldritch potion Tdarnk used to become an ogre
magic item (at least 30,000 stl market price or more). After titan. Rombassa, the slaver captain, is one half of the
three successful Bluff, Diplomacy, or Intimidate checks, Sanguinarium’s governing body. The other half is a Bishop
the heroes may be able to convince Goizarg that he needs of Chemosh named Honnerstig, who is seldom seen
to leave Daltigoth or turn on his Dictator. If this happens, outside of the building.
the heroes will have at least two hours before he changes Gather Information DC 30: Honnerstig is a vampire,
his mind—Goizarg’s gluttony draws him back to Tdarnk’s an undead spirit clothed in the body of an ogre mage. He is
allomanya operation—during which time the heroes can Chemosh’s greatest priest among the ogres, responsible for
try to get rid of the other ogre mages or create sufficient countless elven deaths. His role in the allomanya process
destruction to ensure the Conservatory suffers a setback. is to administer the Lord of Bones’s unholy blessings and
Development: Without the Conservatory’s gathering ensure the souls of the dead elves are trapped, the better to
of necromantic power, the Sanguinarium is not able to be used in the grisly process of rendering blood and bone
The Doom of Daltigoth 193
to make allomanya. Honnerstig’s agents, minor priests of Shortly before sunrise, quasito demons from the
Chemosh, make sure that unlawful use of the elixir is kept Conservatory of the Magi and Stikhyamu the razhak
to a minimum in the city. from the Crystal Mill arrive at the Sanguinarium with
The Setup: The Sanguinarium is a monstrous stone supplies to begin the day’s work. The demons bring
edifice that includes a chapel to Chemosh, an alchemical wicker cages filled with necromantically-charged snakes,
chamber containing vats and enormous cauldrons, a place while the razhak brings refined crystals that have been
to keep the living elves (the Cageroom), and a mass grave prepared at the Mill. Undead servants (usually wights)
of elven bodies (the Boneyard). Undead laborers work in collect all of the items and take them to the alchemical
the Sanguinarium in lieu of living servants who might chamber. Honnerstig’s agents then escort ten elves from
try to steal the allomanya as it cools in the alchemical the Cageroom to the alchemical chamber, and over the
chamber. Honnerstig’s agents walk back and forth above next two hours, the elves are subjected to the horrors of
the chamber on catwalks, watching the undead work. allomanya production, including being poisoned by asps
Rombassa, the slave captain, keeps an office beside the and having their blood drained from their bodies. The
resulting liquids are collected in a vat and six
hours later, as many as 5 vials of allomanya are
produced. The bodies of the elves are taken
to the Boneyard for use later by the clerics of
Chemosh.
Within the chapel to Chemosh, a
congregation is usually held with various
aristocratic ogres and even a number of half-
ogres and trolls in attendance. The chapel
features an item of great power that further
intensifies the room’s evil ambience—a
darkskull, mounted on the altar in a silver
bracket. Honnerstig conducts unholy rites
here at dusk and midnight, with one of his
agents leading the rites at noon. The vampire
seeks to spread the word of the Lord of Bones
throughout Daltigoth, but he has avoided the
Untouchables, perhaps to his disadvantage.
The cult of Gonnas has already gained ground
among the homeless and vengeful residents,
and Honnerstig’s willful ignorance of this may
be useful to the heroes.
While Rombassa sleeps in the barracks
on the ground floor near the Cageroom,
Honnerstig has a coffin suspended above the
Boneyard by four lengths of star metal chain
(hardness 20, 40 hp/1 ft., Break DC 50). This
wooden relic from Honnerstig’s distant past
was reclaimed by the vampire when departing
Hurim; Honnerstig must return to this coffin
once a day in order to properly rest. The heroes
can cause no end of grief for Honnerstig if they
Cageroom, but he is usually absent during the morning as sanctify his coffin with hallow, for instance.
he makes his rounds in the Slave Quarter. The following is also true of the Sanguinarium:
The alchemical chamber is where allomanya is made. • The entire building is under the effects of an unhallow
The entire building radiates necromantic power, a sinkhole spell, linked to a bane spell effect (CL 16th). The trigger
of negative energy. As well as the elven zombies that shift is “followers of a god other than Chemosh.”
mindlessly about under the direction of Honnerstig’s • Walls are all magically treated reinforced masonry
agents, ethereal and incorporeal spirits drift unseen about (hardness 16, 360 hp/10-ft. by 10-ft. section, 1 ft. thick,
the building. Depending on when the heroes arrive at Break DC 65, Climb DC 15). Ceilings are 15 ft. high.
the Sanguinarium, from thirty to as many as sixty elven Floors are flagstone. All doors are iron (hardness 10, 60
prisoners are chained in the Cageroom, awaiting their hp, Break DC 28, Open Locks DC 35).
deaths. Rombassa leaves this to Honnerstig; in truth, the The boneyard is also the location of this chapter’s
slaver captain cannot bear to see the elves exsanguinated or dragon skull. The skull is located above Honnerstig’s
tortured. As a slaver and professional killer, he prefers his coffin, held there by six additional star metal chains.
prisoners to suffer only a quick death. Tdarnk had the skull moved here from Castle Crimson,
194 Chapter Five
awaiting Gilthanas’s arrival. If Gilthanas has already been convinced to walk away from it all if he feels the situation
to Daltigoth (i.e. he passed through this chapter before the has become unmanageable. Alternately, his bitterness kicks
heroes), the skull is gone. If he has yet to arrive, the skull in and he chooses to target the heroes out of desperation.
will be present. If Gilthanas and the characters are sharing With his training, Rombassa is a terrifying opponent,
this chapter, the elflord will arrive at some point to acquire so if the heroes are able to direct this deadly skill at
the skull; if the heroes carry out this Objective, their paths somebody other than them, they will avoid a potentially
will cross. Honnerstig, Rombassa, and the others will step fatal encounter. It is also worth noting that the Dictatorial
in to aid Gilthanas if he is attacked; Honnerstig will remain Guard align themselves more with Rombassa than
with Gilthanas while he is in the building, concerned about Honnerstig, and with the vampire’s illegal distribution of
the safety of his coffin. allomanya to various favored nobles in recent weeks, the
Creatures: Honnerstig and Rombassa have the slaver captain will have little trouble convincing the Guard
Sanguinarium well guarded. Honnerstig has eighteen to assist him against Honnerstig.
wights, forty-three zombie elf commoners, six spectres, Honnerstig never uses his bracelet of friends, but
and a devourer in residence, as well as six agents (CE Rombassa might. If he needs help, the slaver captain
male or female ogre fighter 6/cleric 6 of Chemosh). Four is most likely to call for the aid of Captain Symacca or
Dictatorial Guard members (CE male ogre fighter 1, Novgozan.
plus allomanya on hand) are always posted by Rombassa Development: Killing Honnerstig or Rombassa has
outside the front and rear doors of the Sanguinarium. The significant consequences. Tdarnk’s allomanya production
guards permit the faithful to enter in the front, since the relies on elven slaves and the power of Chemosh to prepare
chapel of Chemosh is located there and access to the rest the vials each day. Although he can replace these characters
of the building can be cut off when necessary. given time and effort, this Objective carries more weight
m Honnerstig, Bishop of Chemosh: hp 93, see page in terms of success points because of the importance of
332 the Sanguinarium in the production process. In addition,
m Rombassa, Slaver Captain: hp 114, see page 335 because the Sanguinarium is the depository for much of
m Sanguinarium agents (6): hp 130, see page 344 the current allomanya stock in Daltigoth (290 vials), those
m Dictatorial Guard (8): hp 44, see page 341 in the city who hear of the Sanguinarium’s fall will rush
m Devourer: hp 78, see Monster Manual the building in order to claim the elixir for themselves and
m Spectres (6): hp 45, see Monster Manual feed their addiction.
m Wights (18): hp 26, see Monster Manual Freeing the elven slaves held in the Sanguinarium also
m Zombies (43): hp 16, see Monster Manual fuels the rebel sentiment in the city. Elven slaves in the
Tactics: Rombassa and Honnerstig rarely fight Slave Quarter will eventually ally with the Untouchables
alongside each other or even appear in the same place at in overthrowing the Dictator’s control in that part of
the same time. Each has his own set of supporters and Daltigoth, which could lead to further uprisings (see the
allies, described above: Rombassa’s Dictatorial Guard fight “Dictatorial Guard Posts” sidebar, page 186).
with efficiency and skill, following their captain’s orders to Experience Awards: In addition to the success points
the letter; Honnerstig’s undead and clerical adepts make for meeting this Objective, defeating Honnerstig and/or
the best use of the Sanguinarium’s negative energy auras Rombassa will carry with it a considerable experience
to bolster their strength. If by some chance the heroes point reward. Destroying the Sanguinarium’s allomanya
manage to get both sides mobilized against them, they may production and freeing the slaves constitutes a minor
attempt to turn the tables by focusing on the differences party mission goal for the purposes of story awards. If
each side has and sending Rombassa’s soldiers against an addicted hero faces his or her addiction here in the
Honnerstig’s undead. Whether this succeeds is largely a presence of so much allomanya, consider rewarding them
matter of how convincing their story is. with a minor personal goal of their own.
Honnerstig’s primary motivation is to stop the heroes
from interfering in the allomanya production process. The Titan Cometh
He is prepared to do anything to promote his Lord’s Once the heroes have acquired 20 or more success points,
agenda—a nihilist, he will even sacrifice his agents and Dictator Tdarnk comes looking for them. The ogre titan,
undead to gain the upper ground. The vampire shifts his having heard about the sabotage and insurgency, arrives on
tactics constantly. One round he casts spells, the next he the scene shortly after they complete their final Objective.
exchanges blows with the heroes. If he is reduced to less If the heroes have been extremely efficient, sneaky, or
than a quarter of his hit points, he’ll attempt to escape. careful, they might avoid an encounter with the ogre
Honnerstig will return in Chapter Seven: The Fury of titan for a short while, but a confrontation with Tdarnk
the Gale if this happens. Honnerstig is also capable of is inevitable. Ideally, this takes place in the Dome of Gold,
animating more zombies and creating further undead so the Dictator can demonstrate his superiority to his
thanks to the Boneyard, so if the heroes do not finish him many hundreds of lackeys and aristocrats; however, even a
he will eventually be able to replace the undead the heroes brawl on the streets of Daltigoth will suit him if it means
dispatch. eliminating this new annoyance.
Rombassa’s primary motivation is weariness. He has The Setup: Tdarnk appreciates his environment and his
been doing this sort of thing for so long, that he could be size, so he will not enter into a battle in a location where
The Doom of Daltigoth 195
this is a disadvantage. If necessary, he will take a battle to lash out at the glory that is Daltigoth,
out into the open through force (such as an Awesome the glory that is Tdarnk. For that, you are
Blow). The Dictator will not show up alone; he knows forgiven, and instead of a meaningless
better than to seek out a party of experienced death at the hands of my servants, I shall
adventurers without support. Choose one or send you into the next world personally.”
two of the Council of Nine who the heroes
have not yet faced (Novgozan, Goizarg, and Creatures: Apart from Tdarnk, the heroes may
Honnerstig are good choices, as they are need to deal with Dragonwardens and one or
spellcasters), along with any surviving more of the other NPCs from the Council of
Dragonwardens. This group forms the Nine. The dragons and the members of the
core of Tdarnk’s gang of vengeance. Nine are covered in other sections (such
Read or paraphrase the as the Objectives); Tdarnk’s tactics are
following when Tdarnk arrives detailed below.
on the scene to confront the m Dictator Tdarnk of Daltigoth:
heroes: hp 225, see page 329
Tactics: An ogre titan is a
T hrough the
acrid smoke
and wet, black
dangerous opponent, especially
one with so many abilities
on top of his titan prowess.
snow that Dictator Tdarnk (NE
falls upon male ogre titan noble
Daltigoth’s 3/barbarian 5/righteous
streets zealot 7) glories
strides a in his physical
figure of and intellectual
terrible might. He is not
beauty a spellcaster, but
and cold this doesn’t give
malice. Clad him any feelings of
in ornate inadequacy. Tdarnk
armor of is in fact confident,
iron and does not hesitate,
polished and enjoys fighting
ebony and so much that he
bearing a will occasionally
huge spiked simply start a duel
mace-and- for the sport of it.
chain, this Tdarnk honestly
can only be believes that he is
the Prince doing the heroes
of Morgash a favor by killing
himself, them himself, and
Tdarnk. so during the fight,
Although he will urge them to
others follow try harder, go into
in his wake, the Beyond with
minions, the taste of blood
servants, in their mouths,
and allies and other remarks.
both known and unknown, his Tdarnk employs the following round-by-round tactics:
presence is so palpable and thick with Before the Fight: Tdarnk arrives having drunk his
menace that everything else around potions of greater magic fang +4, shield of faith +5, and fly
him seems simply mundane. (all CL 18th).
“Behold!” intones the blue titan, spreading Round One: Taking a mental note of which opponents
his muscular arms wide. “You stand in the appear to be spellcasters or wizards, Tdarnk unleashes a
presence of ancient magic! It is no surprise 19d4 soul blast at one of those characters, lowering his hit
to one such as I that you, caught in the points by 38. He uses his move action to position himself
current of the River that is my destiny, came adjacent to one of his allies, the better to avoid being
to my city. You had no choice! You had flanked.
196 Chapter Five
Round Two: Tdarnk enters his rage. He closes with Frost, in hopes of claiming the city. Thanoi, in service to
the nearest armored warrior hero and delivers an attack Frost, head across Lake Morgash to Zhea Harbor to reunite
with his flail. If closing only requires a 5-foot step, Tdarnk with Barramus (see Chapter Six: Devastation in Khimel).
completes his full attack with additional strikes with his The rest of the city’s inhabitants join the whirlwind of
flail, as well as his natural weapons (bite, one claw, and two liberation, including the elven slaves taken from Silvamori
bone spurs). One of the flail attacks will be used to trip the and Qualimori.
opponent, followed by a strike if the opponent is tripped. Allomanya production has ended. For the rest of the
Tdarnk uses his flail to trip opponents when they draw adventure, assume any vials of allomanya that the heroes
attacks of opportunity. find on the persons of NPCs are impossible to replace once
Round Three: If Tdarnk has been surrounded or imbibed. Market price on the vials will double.
flanked, he attempts to deliver an Awesome Blow with
his flail against one opponent, sending him into another Leaving Daltigoth
character if possible. Otherwise, he repeats his flail and If the heroes have not yet been to Castle Eastwatch, they
natural weapon combination against the nearest hero in 5- may do so after they leave Daltigoth. Castle Eastwatch
foot range, or he attempts a charge against another warrior serves as an excellent place for long-term care, but they
or armored cleric. The ogre titan takes note of heroes who have had troubles of their own. Once they have rested and
are grouped together, the better to make use of his Cleave recovered from their adventures, the heroes’ five major
feat next round. paths onward are described below.
Round Four, etc: Tdarnk continues using his flail to • Travel to Throtl (Chapter Two): Working on the
make trip attacks, disarm actions (if he sees opponents information provided by Gibrana Rentir, Fume, or
using particularly powerful items or weapons, such as the Etharion Cordaric, the heroes may choose to cross the
dragonlance), and standard strikes. He makes every effort Straits of Algoni and head eastward into Throtl, realm
to position himself for a full attack so that he can use his of the dragonlord Fenalysten (known to mortals as
natural weapons. Cinder). Armed with a dragonlance and other items
Development: If the ogre titan realizes he faces defeat, of power, the heroes may discover the movement to
he will be forced to withdraw to a safer environment long overthrow the dragon tyrant, free the prisoners in
enough to use his potions of cause serious wounds and Cinder’s labor camps, and potentially seize control of
recover enough hit points to return to the battle. Tdarnk is the Malfesan Horde.
incapable of surrender or retreat; he will not yield, which • Travel to Bastion (Chapter Three): With the use of
means at some point either all of the heroes or Tdarnk will Shala Mer-Kane’s portal map or the confessions of the
be dead. Conservatory mages, the heroes might seek out the
Factions: Killing Tdarnk means the heroes’ faction nearest location of a portal to Bastion—within the
rating in the Whitescale Society drops by –3 and the crevasse left behind when the Tower was destroyed.
Knights of Neraka, Wichtlani Ghoul Cult, and Malfesan If they take this route, go to Chapter Three: The
Horde drop by –2. If by some chance Tdarnk wasn’t Liberation of Bastion for information about entering
killed, but rather was captured, forced out of the city, or the portal.
something less final, the faction ratings drop by one less • Travel to Cristyne (Chapter Four): Taking a ship from
(-2 and –1). Regardless of the outcome, the heroes’ faction Welmet, using Bastion’s portals, or employing magic
rating with the Knights of Solamnia, Legion of Steel, Brass will all allow the heroes to reach Merwick, the capital of
Tigers, and Ergothian Merchant Marine all increase by +2. Cristyne. They might be pursuing the information they
Experience Awards: Defeating Tdarnk is considered learned about the elven refugees or Sylvyana, which
a major party mission goal. You should award XP lead them to further horrors involving allomanya.
for defeating him and his operation, for meeting this • Travel to Khimel (Chapter Six): Once they are done
milestone, and for coming away alive. with Daltigoth, heroes might attempt to go straight to
the icewarrens of Khimel, the breeding ground of the
Aftermath white dragonspawn. They would need to cross Lake
The effects of Tdarnk’s demise are almost immediate—all Morgash to Zhea Harbor, and from there head north
of his allies present in the battle will flee, even the into the Frozen Wastes.
Dragonwardens. The loss of the Dictator will be felt over • Meeting with Rasca (Chapter Seven): If this was the
the next few hours as the Dictatorial Guard is attacked heroes’ sixth chapter and each of the dragon skulls
by rebellious ogres, the Trade Quarter and Slave Quarter has been collected by the heroes or Gilthanas, they are
are rocked with riots and mobs, and Daltigoth plunges ready to meet Rasca again and receive the reading from
into chaos and disorder. If the heroes have made contacts the Ice Key. The confrontation with Frost will be that
with various characters in the city, such as leaders among much closer.
the Untouchables or Trade Quarter vendors, they receive
warning that Daltigoth is falling.
Already, wild ogre clans outside the walls and to
the north are massing in the foothills of the Last Gaard
Mountains to appeal to Gonnas and the Dragon Overlord,
The Doom of Daltigoth 197
Chapter Six: Devastation in Khimel
“...held in a warren of ice the Whitescale Society draws the unfortunates who
where bloodlust and spite hold sway become dragonspawn.
a she-dragon wakes the countless spawn
and plots from day to day.” History of the Frozen Plains
Before Frost or the Cataclysm, the Frozen Plains were part
Chapter Synopsis of the Plains Hundred, one of the largest provinces in
In this chapter, the heroes stage their assault on the the Ergothian Empire. The Ackal Path—Ergoth’s greatest
icewarrens of Khimel, out in the Frozen Plains of road—ran through it, and Khimel was the size of a small
Southern Ergoth. This is the last known site of Frost’s city. With both Daltigoth and Caergoth a little over a
lair, his skull totem, and the center of his operations; it day’s ride from Khimel, the Khimelites enjoyed the best
is also located directly above a lake of magma held back of Imperial resources. Under the direction of the Marshal
only by Frost’s power. Frost has since relocated to the of the Plains Hundred, the region flourished until the
Rimeberg, but his scorned consort Glacier is still present, Cataclysm drove a wedge of ocean through the middle of
along with hundreds of white dragonspawn, dragons, and it.
other horrors. Khimel may not survive this part of the The climate changes in the years after the Fiery
adventure. This chapter also details Zhea Harbor, the town Mountain struck Istar were severe in Southern Ergoth,
of Eastport, and other conquered settlements used as the especially in the east and north of the island. Tribes of
breeding grounds for more spawn. goblins migrated into the plains, pushing the humans
towards the ruins of Daltigoth. With Morgash, the Bay of
The Frozen Plains Darkness, forming a natural barrier from their old capital,
From the northern shores of Lake Morgash to the these Ergothians were forced to crowd into towns like
northern coastline of Southern Ergoth, the Frozen Zhea (renamed Zhea Harbor) and Fairkep. The largest of
Plains extend like a glistening sheet of bone-chilling ice the ogre tribes took Daltigoth, and the rest moved around
across Gellidus’s domain. The Plains include the stretch Morgash Bay and struck at the Ergothian towns for years.
known as the Raging Ice and the Shattered Lands, regions As the War of the Lance approached, the plains became
characterized by specific hazards described below under a wasteland of dry brush and baked earth. The War did
“Features of the Frozen Plains.” In the very center of this little to change things, although the White Wing of the
glacial waste is Frost’s capital, Khimel; the outer edge of the Dragonarmy struck up a relationship with the ogres in
Plains is ringed by small towns from whose populations Daltigoth, bringing occasional white dragons to the region
Signposts: Getting Here from There
K himel is located in the center of the Frozen Wastes,
an inhospitable ice-covered expanse. Surrounding
the Wastes is an array of small towns, including Varvil,
journey to Haligoth and travel via the New Sea on a
merchant ship past Schallsea, skirting the edge of the
Gale. The Ergothian Merchant Marine is a very good
Fairkep, Dalevil, and Serval, as well as Eastport and choice for getting to Eastport in this fashion.
Zhea Harbor. The latter two are covered in some detail From Bastion: One of the portals to Bastion is
in this chapter and make suitable starting points for the located at the Road of Time, north of Khimel. Using
journey into the Wastes. However, it is also possible that Bastion’s portals allows the heroes to depart from any
the heroes are planning to come over the Last Gaard other location and emerge in the Frozen Wastes, but
Mountains or by Portal from Bastion. These passages they will still need survival gear in order to face the
are briefly described below. freezing cold of the ice sheet.
From Kalaman: From the northern coast of From Cristyne: Traveling from Cristyne to Khimel
Solamnia and Estwilde, getting to Khimel will require requires a day’s journey across the Gentle Bay to
passage overland through Solamnia to Caergoth and Welmet or Linsel. The heroes can then travel across
then across to Eastport. Sea travel is possible along the Last Gaard Mountains to the Wasted Lands and
the western coast of Solamnia and through the Ergoth eastwards to Khimel.
Divide, but an Ergothian Merchant Marine vessel is the From Daltigoth: Getting to Khimel from Daltigoth
only ship likely to make the four-week journey. requires passage across Lake Morgash to Zhea Harbor
From Throt: The fastest route to Khimel from via icerigger, and then a day’s journey northeast across
Estwilde and Throt is by air. This is a three day flight the Frozen Plains of Southern Ergoth to Khimel.
if taken safely around the Gale. The heroes might also
198 Chapter Six
On the Trail of Gilthanas
I n this chapter, Gilthanas’ course will take him straight
to Khimel and Glacier. The White Wyrm refuses to
part with the dragon skull, which she acquired from
been acquired by Gilthanas they stand a greater chance
of gaining Glacier’s aid. If the heroes arrive at the
same time as Gilthanas, he stages a hasty retreat just
the scion Dolmen Scalecarver in Eastport after Frost as Khimel begins to submerge into the fire lake. His
departed Khimel. She is using it as a bargaining chip. connection to Frost and his ability to teleport function
Frost speaks through the elflord and commands her even though the antimagic field and dimension anchor
to hand it over. This act shifts her more towards the are present, because he has a runic talisman.
heroes, so if they show up after the dragon skull has
and terrifying the people who remained in the towns. Even and forced the terrain around the ruined city to burst forth
freedom and liberation by the Whitestone army at the end into an icy wall of superhardened ice, forming a domelike
of the War failed to improve matters. Zhea Harbor was shield around the entire site. There, he spent the remainder
essentially a fortress ruled by desperate merchants; Fairkep of the Age of Mortals in seclusion, plotting his next move.
was an overcrowded and lawless settlement governed by For more than twenty years, the plains of Ergoth have
madmen; and Khimel was a ruin overrun by goblins. been the Frozen Plains, home to only the hardiest of life,
Frost’s conquest of the region, therefore, came as one of the coldest places on Ansalon. Now, however, the
merely the latest in a history of invasion and disaster. The gods have returned, and Krynn’s natural forces have begun
towns of Eastwatch kept the faith and stood firm against to rebel against their alien despoilers. Beneath the ice and
the giant white dragon, but Zhea Harbor, Fairkep, Varvil, frozen earth, a sea of fire has collected, volcanic forces that
Serval, and Dalevil simply gave up. Frost immediately have been held back for years by Frost’s skull totem. But
swept them under his icy wing and established the first Frost has moved his skull totem once again, leaving his
of his dragonspawn breeding camps in Serval. Although scorned mate Glacier behind in his stead.
he did not originally have his lair in Khimel, preferring
to lair near the Dragon Monument in Foghaven Valley, Travel on the Frozen Plains
Gellidus had always intended to construct a fortress in a Important Rules: Overland Movement, Chapter 9:
more central location. He moved his skull totem to Khimel Adventuring in the Player’s Handbook; Survival skill,
Chapter 4: Skills in the Player’s Handbook; Cold
Plains Terrain, Chapter 3: Adventures in the
Dungeon Master’s Guide.
The Frozen Plains are unfriendly to
travelers without protection from the cold.
White dragons and dragonspawn, thanoi, and
other creatures used to cold environments are
the least of their worries. Hazards such as ice
fissures and howling frostwinds are common.
In addition, the center of the Frozen Plains lies
atop a slowly building geothermal event—a
molten lake of fire that has until now been kept
in check by the presence of Frost’s skull totem.
Steam vents and geysers have begun to appear
in the region, clues to the growing threat.
Travel by Land
Most travelers crossing the Frozen Plains
overland will use iceriggers (see sidebar).
Attempting to cross on foot or on horseback
is slow going and fraught with dangers. The
plains are considered trackless cold desert
terrain, with hundreds of miles of ice sheet
broken occasionally by hilly areas that equate to
frozen tundra. Winds picking up the abundant
snowfall hamper movement. Except when using
iceriggers, all land speed is cut by half on the ice
sheet of the Frozen Plains.
Devastation in Khimel 199
Knowledge of the Frozen Plains
T he cold and empty wastes of the Frozen Plains still
manage to harbor many secrets. The following table
shows the results of an applicable Knowledge (local) or
Although Frost has relocated his lair to the
Rimeberg, this sort of information cannot be learned
through a lucky Knowledge skill check. The heroes
Knowledge (history) check as it relates to the Frozen should not learn the whole truth behind this until they
Plains. There are no circumstance modifiers to this reach the inner depths of Khimel.
Knowledge check.
DC Results
The Frozen Plains were known as the Mad Sands before Frost
10 came to Southern Ergoth. They were home to barbaric humans
and wild ogres and the site of mysterious Ergothian ruins.
In the center of the Frozen Plains is Khimel, an Ergothian town that has
15 become Frost’s lair. It is a dome of ice covering a warren of dozens of dragon
caves. Many white dragons and white dragonspawn fly to and from the site.
Reports of eruptions and steam geysers have been coming from some of
20 the towns surrounding the Frozen Plains. The ice shatters in places and
scalding water bursts forth, sometimes up to a hundred feet in height.
Frost has a consort, a white dragon known as Glacier. She is
one of several favorite female wyrms to enjoy Frost’s attention,
25 but recently rumors are spreading that he has spurned her
and left her to run his dragonspawn breeding program.
All dragonspawn breeding is carried out in Khimel. Humans from the
surrounding towns at the edge of the Frozen Plains are being harvested
30+ for this process. It is rumored that a mysterious dwarf in Eastport known
as Dolmen Scalecarver has been a long-time confidante of Frost.
Travel by Air Features of the Frozen Plains
Flying offers a means of rapid travel across the Frozen Important Rules: Weather, Chapter 3: Adventures in
Plains. However, the white dragons and dragonspawn of the Dungeon Master’s Guide; Cold Dangers, Chapter 8:
the region will present quite a hazard to flying characters Glossary in the Dungeon Master’s Guide.
(see “Random Encounters”). Typical travel time is 8 As one of the more inhospitable regions the heroes will
hours per day with magical flight, as it is just as tiring as travel in during the course of their adventures, the Frozen
other forms of movement and subject to penalties from Plains offer a great deal of challenge to the party, especially
forced marches. Wind can reduce travel time, although if they come ill prepared. From the Last Gaard Mountains
maintaining some altitude will enable the heroes to avoid to the Straits of Algoni, the Frozen Plains are essentially
the worst of it. one wide-open expanse of trackless ice and snow, the ideal
location for the White Dragon Overlord and his minions.
Iceriggers
T he inhabitants of the Frozen Plains, as well as those
who live in and around Daltigoth, make extensive
use of the icerigger as a means of transport. Developed
with a crew of 15 and able to carry 75 soldiers and 50
tons of cargo.
Smaller iceriggers travel at a rate of 2 miles per hour
from the iceboats of the Ice Folk nomads of Icereach, when laden. Larger iceriggers travel at 6 miles per hour.
the iceriggers of Southern Ergoth appear to be keelboats Each is driven by sail, as oars are almost useless on an
with a pair of wooden runners edged in iron or steel ice sheet or snowfield; in a calm period, neither form
brackets and a steering rudder that resembles a giant of icerigger is capable of going anywhere. Price and
blade on the end of a wooden pole. These vessels have other details about the two types of icerigger may be
a crew of 8 and can carry as many as 50 soldiers and 30 derived from the keelboat and longship in the Player’s
tons of cargo. A larger version of the icerigger is used Handbook.
as a merchant vessel and is the equivalent of a longship
200 Chapter Six
Weather proof this region is something like a giant kettle with
The temperature in the Frozen Plains varies very little the lid sealed shut. It cannot hold for much longer. The
from season to season. During the daylight hours, the current director of Fairkep is Vinyow (NE male ogre
Frozen Plains experience strong winds from the north mage), one of Tdarnk’s operatives outside of Daltigoth.
that lower the recorded temperature to below 0 degrees Main Trade Goods: Sleds, tin goods.
F (severe cold). At night the situation worsens, and after Serval (Small Town, 992): This settlement is located
dark temperatures plunge to –20 degrees F (extreme at the end of the coastal highway north of Eastport. Once
cold). Close to the edge of the plains, the cold air is also it provided the southern towns with poultry and linens.
accompanied by light snow in winter and tortuously chill Now it is just another of Frost’s slave towns. Slavemaster
winds in the spring and fall. Some storms seem almost Feldrim (NE male white dragonspawn fighter 10) makes
supernatural in origin and are known by townsfolk as frequent trips to Khimel and Eastport, for very little of
frostwinds. Frostwinds carry little to no snow but are just note happens in his ward. Serval only recently sent its slave
as bitterly cold, reducing ambient temperatures by 10 tribute, so it is in a state of recovery (and overburdened
degrees or more. with unskilled laborers). Main Trade Goods: Slaves.
Shinwal (Village, 418): Isolated from the other towns,
Flora and Fauna Shinwal is a bleak, iced-over village clinging to life. Its
Only the most hardy and resistant forms of life remain in residents are mostly dragonspawn, who use the site for
the Frozen Plains after the transformation by Gellidus’s a staging ground and outpost. The other residents have
skull totem. In some areas covered in sheets of ice, no survived this long because many of them are mystics,
life remains at all; in others, it lies under the permafrost, educated at the Citadel of Light and now keeping the faith,
in stasis until the day the White’s changes are reversed. so to speak, of the people. Master Regilo uth Roseworth
Much that still thrives is monstrous in nature, such as the (NG male civilized human mystic 9 of Community) leads
remorhaz or frost worm. Mundane animals are exceedingly this group, offering healing services to the dragonspawn to
rare. avoid joining them. Main Trade Goods: None.
Little to no plant life exists on the open ice plain. There Varvil (Small Town, 860): Located alongside Lake
are only a few lichens and hardy scrub plants, such as the Morgash, the small fishing town of Varvil has long
harrowweed, from which a restorative tea can be brewed supplied inland towns with the bounty of the sea. Now it
with a successful Heal check (restores 1d8 hp worth of is a town enslaved by the dragonspawn. Fully half of the
nonlethal damage from cold). town’s inhabitants are children, too young to undergo
the transformation process. Slavemaster Thrak (NE male
The Towns of the Frozen Plains white dragonspawn fighter 10) oversees the traffic of slaves
Oppressed and conquered, the towns that surround the to Khimel and ensures that the fishing industry continues.
Frozen Plains of Southern Ergoth are the opposite of those Main Trade Goods: Fish, scrimshaw, slaves.
across the Last Gaard Mountains in Eastwatch. Although Vocalion (Village, 588): Acting as a kind of
all of them were once Ergothian towns before the supplementary settlement to Eastport, the village of
Cataclysm, their fate in the Age of Despair echoes that of Vocalion remains active due to its thriving fishing trade.
Daltigoth; each is now subject to the horrors of Gellidus’s Slavemaster Bremer (NE male white dragonspawn
rule and the dragonspawn-breeding project. Zhea Harbor fighter 10) keeps in constant contact with Oncho and the
and Eastport each have their own entries under Adventure Slavemaster General in Eastport, but the heroes may find
Sites, but the rest are briefly described below. it easier to hide in Vocalion than the other towns along
Dalevil (Small Town, 606): The town of Dalevil was the coast because it is often overlooked by the Whitescale
once a farming community that supplied grains and Society. Main Trade Goods: Fish, salt, slaves.
livestock to Zhea Harbor and Fairkep, but with the arrival
of Gellidus and his climactic changes, this role has all but Random Encounters
vanished. Subsequent invasion by thanoi and dragonspawn Important Rules: “Storms,” Weather, Chapter 3:
has turned Dalevil into one of the slave towns that provide Adventures in the Dungeon Master’s Guide.
candidates for dragonspawn transformation in Khimel. The chance of a random encounter in the Frozen Plains
Slavemaster Kromik (NE male white dragonspawn fighter is 10%, checked in the morning, afternoon, evening, and
10) works with the other slavemasters in the towns of the at night. If the heroes are flying across the Plains, there is
Frozen Plains to coordinate the continued supply of new a one in four chance that any encounter they have is with
stock. Main Trade Goods: Slaves. Coldspike (CE male young adult white dragon barbarian
Fairkep (Large Town, 2200): One of the largest towns 10; see “Inhabitants of Khimel,” page 212). Encounter
in the area, eclipsed only by Zhea Harbor and Eastport, distance on land is 6d6x10 ft. or 6d6x50 ft. in the air.
Fairkep is presently the primary industrial center for the During an inclement weather scenario, visibility is reduced
dragonspawn. Tin and other metals from the Last Gaard to half in light snow or sleet and as little as 5 feet in heavy
Mountains are worked and processed in Fairkep, which snow and blizzards.
has a series of enormous furnaces fed by underground Specific encounters are described below:
geothermal activity. A DC 25 Knowledge (geography) Dragonspawn Arcanists: This is a group of
check informs the heroes that furnaces such as these are dragonspawn sorcerers (CE male white dragonspawn
Devastation in Khimel 201
Huma’s Lance and the Dragons of Khimel
A great deal of the challenge to this chapter is the
number of white dragons that lair in and around
the icewarrens of Khimel. Fortunately for the heroes,
Any sign that the lance is present will cause dragons
such as Coldspike or Glacier to back off and use their
longer-range options. Eliminating the hero who carries
they have the use of the dragonlance of Huma, which the dragonlance will be the highest priority of these
should make encounters with both dragons and cunning opponents.
dragonspawn significantly less dangerous. Many of Because the dragonlance is such a powerful item,
the younger dragons are still ignorant, but the older the heroes may be capable of taking on much more
and more experienced dragons and dragonspawn challenging dragon opponents than usual. XP should
NPCs in this chapter will be able to identify the be awarded accordingly; full XP should be given for the
legendary dragonlance if the heroes bear it openly. You first dragon in any fight that the dragonlance is used
should ensure that the players get a chance to use the against, but each additional dragon in a battle that
weapon against the bulk of the region’s dragonkind includes the lance should only be worth 50% of the
if they choose to—but play the major dragon and standard XP award.
dragonspawn characters intelligently and resourcefully.
d% Encounter Average EL m Frost worms (2-8): hp 147, see Monster Manual
Frostwind! The heroes are caught in a frostwind, which
01-15 Frost worm colony (2d4) 16
is equivalent to a blizzard (see “Weather” in Chapter 3
16-35 Frostwind! +1 of the Dungeon Master’s Guide) without the snowfall.
The frostwind lasts for 3d6 minutes, during which time
36-55 Dragonspawn raiders 15 there is a 30% chance of another encounter. The weather
conditions increase the EL of any encounter by +1.
56-70 Remorhaz clutch (1d6+3) 15 Remorhaz Clutch: Like the frost worm, the remorhaz
71-85 Dragonspawn arcanists 16
is a native to Icereach. Bred by ogres in Zhea Harbor and
other towns for their heat production, many have escaped
86-00 White dragon flight (1d6+3) 17 into the wild expanse and grown to impressive size. This
clutch consists of Gargantuan 16 HD remorhaz, one of
sorcerer 11) whose task is to travel to the various towns which remains above the surface of the ice. The rest are
and assist in the process of securing future breeding stock, buried and spring up to attack when prey draw in close.
potential abominations, and investigate magical issues m Advanced remorhaz (4-9): hp 200, see page 355
for Glacier and Frost. When encountered, they will be White Dragon Flight: This is a band of Glacier’s
Unfriendly; they quickly become Hostile if the heroes smaller white dragons (CE male juvenile white dragon
present an immediate threat. barbarian 5) who routinely conducts scouting missions
m White dragonspawn arcanists (4): hp 51, see page across Southern Ergoth. They are likely heading to or
357 coming back from the Eastwatch region. Not always
Dragonspawn Raiders: This is a hunting party particularly bright, these dragons can become distracted
consisting of six white dragonspawn (CE male white by potential prey and swoop in to fight over it. The flight,
dragonspawn fighter 8), three of which have white tylor if encountered, is 1d4x100 yards away and Unfriendly. Half
mounts. The raiders are in the middle of a weeklong hunt of the white dragons hang back, sizing up the heroes, while
across the Frozen Plains for escaped humans, elves, and the others close in to use their icy breath. If one or more
other prisoners who have slipped out of captivity and are killed, the rest will flee back to Khimel, unwilling to
fled into the wastes. Their initial attitude is Hostile. The further risk their lives so far from home.
dragonspawn are not based out of Khimel, but rather one m White dragon scouts (4-9): hp 157, see page 346
of the smaller towns around the Plains, such as Vervil.
They do know how to get to Khimel, however. Adventure Site: The Blade
m White dragonspawn raiders (6): hp 65, see page 347 The Blade is a tall, thin tower of rusted and corroded
m White tylor mounts (3): hp 93, see page 347 iron surrounded by a cluster of wooden homes and a
Frost Worm Colony: Southern Ergoth’s frost worms are dilapidated inn, the Hilt and Pommel. Located at a fork
native to Icereach, although when Gellidus transplanted in the road from Zhea Harbor to Fairkep and Dalevil,
thanoi and other creatures to Southern Ergoth, he also the Blade acts as a watchtower for the Crystal Bridge that
inadvertently brought frost worm eggs along with them. separates Lake Morgash from Hoarfrost Bay. Considered
Unlike the more useful remorhaz, the frost worm offers an Ergothian relic, the six-hundred-foot iron construct
nothing to the ogres and dragonspawn; therefore it is is visible from leagues away, its surface pitted and thick
hunted by them. When this encounter is generated, the with ice. The original purpose of the tower has been lost
heroes have stumbled across a breeding colony of the to time, although a DC 30 Knowledge (history) check will
worms, easily provoked into hostility. inform the heroes that it was built in the time of Emperor
202 Chapter Six
Gwynned III and was at least partly intended as an outpost ogres, they can get closer to the Blade. It is very likely that
for the Ergothian Cavaliers. Bluster will then have his white dragonspawn meet with
the party; he only interacts with them personally if he has
Getting to the Blade to.
Any traveling party along the coastal road between Zhea In addition to the military personnel, the Blade has a
Harbor and Fairkep will find the Blade. It isn’t so much a number of quirky residents, ranging from the half-ogre
question of getting to it as of avoiding the garrison and the innkeeper One-Armed Wogan (N male half-ogre expert
dragon who lives there. Once the heroes are within a mile 4/warrior 4) to the local bard, Tremendous Ulf (N male
of the Blade, unless they have some means of hiding their minotaur bard 6/mariner 2). You should feel free to add
presence or disguising themselves, they will be spotted in any number of other odd characters to this location, which
due course. in essence serves as a rest stop with a paranoid atmosphere.
m White dragonspawn raiders (20): hp 65, see page
347
m Bluster, old white dragon: hp 276, see page 349
m Ogre slavers (30): hp 90, see page 343
Things to Do at the Blade
The heroes may stay at the inn in the small
village and interact with the strange residents
and their omnipresent draconic overseer,
although once the novelty has worn off, you
might want to add a little extra interest to
the situation by having one of the locals drop
the hint that they would really prefer to have
Bluster “taken out.” Given that the heroes have a
dragonlance, substantial skill, and resources, this
may appeal to them. Alternately, they may feel
they are being set up. The latter could be true,
though at this stage nobody in the little outpost
is happy with having an ever-vigilant white
dragon bully watching over them constantly.
One interesting possibility is that the tower
itself—tall and metal and very sharp—may be
seen as a potential element in a grand plan to
slay the dragon (or even Frost himself). There
isn’t much chance of this actually working, but
the locals may encourage the heroes to try it.
Leaving the Blade
If the true intentions of the heroes are
discovered, they will need to exercise some
muscle to get out of town alive. Bluster, if he
learns of their presence, will do all he can to stop
them through minions and intermediaries. He
doesn’t want to actually deal with the heroes
himself, so if engaged in a confrontation, he
will humor the heroes for one or two rounds
People to Meet at the Blade before flying off to get reinforcements from Zhea Harbor
The white dragon Bluster (CE male old white dragon), (one or more dragonwardens). Bluster may also serve as
with a contingent of white dragonspawn raiders (CE an excellent recurring nuisance as the heroes make their
male white dragonspawn fighter 8) and a garrison of way through this chapter, though he is by no means as
ogre slavers (CE male ogre barbarian 6), ensures an early dangerous as Coldspike or Glacier.
response to unwanted guests coming in from the Bay or
along the road to Zhea Harbor. Bluster likes to send a Adventure Site: Zhea Harbor
patrol out to meet travelers first; this is normally a group The once-proud Ergothian trade city of Zhea was
of 8 ogre mercenaries. Their job is to ask the travelers transformed into a harborside refuge with the advent of
where they are going and take note of anything suspicious the Cataclysm. Separated from the mainland and cut off
(Solamnic Knights, White Robe wizards, clerics of good, from the north, Zhea and its surrounding settlements
elves, and so on). If the heroes bluff or negotiate with the were beset by ogres, plague, and famine. Although the
Devastation in Khimel 203
Zhea Harbor
Zhea Harbor (Large Town): Monstrous; AL NE; members are equipped with +1 shortspears and +2
3,000 stl limit; Assets 702,000 stl; Population 4,676; rings of protection: barbarian 7 (elite, 30), barbarian 4
Integrated (37% human, 20% thanoi, 18% ogre, 10% (60), barbarian 2 (90), warrior 1 (135). Members of
dragonspawn, 7% half-ogre, 5% minotaur, 3% troll). the regiment have access to one of sixty polar bears for
Authority Figures: Barramus (NE male thanoi use in pulling sleds (four thanoi to a sled) or as mounts
barbarian 9/fighter 4) is chieftain of the thanoi, (two thanoi to a single bear).
unrivalled in his people’s history for his cunning. He Dark Knight Garrison—Sir Pavuk Illuminus is
considers himself the equal of Tdarnk or Oncho. the commanding officer of a wing of five talons of
Important Characters: Rogho (CE male ogre expert Thorn and Lily Knights, all of whom are part of Lord
9), remorhaz breeder; Oliver Buckland (NE male Knight Theo Drawde’s Whitescale Society faction of
civilized human rogue 7), scurrilous merchant. the Knights of Neraka, and all of whom are human.
Factions: Brass Tigers—Exploring mercenary Each Thorn Knight is unarmored but equipped with
contracts with locals; Ergothian Merchant Marine— a mwk scimitar, while the Lily Knights are equipped
Handles incoming trade shipments; Whitescale with mwk breastplate, mwk heavy steel shield, and mwk
Society—Controls the city government; Knights of longsword: fighter 1/sorcerer 4/Knight of the Thorn 1
Neraka—Maintains small garrison. (5), fighter 2/sorcerer 2 (5), fighter 1/sorcerer 1 (10);
Faction Leaders—Captain Semeno Garin (CG male fighter 5/Knight of the Lily 1 (5), fighter 4 (5), fighter 2
civilized human ranger 3/fighter 3/rogue 6), Brass (5), fighter 1 (10).
Tiger unit commander; Captain Melas Timarchos (LN Dragonspawn Raiders—This is an elite cadre of
male civilized human mariner 8/fighter 2), Ergothian white dragonspawn who serve Oncho and work in
Merchant Marine agent; Oncho (CE male white concert with the thanoi in policing the city. Each is
dragonspawn half-ogre fighter 18), Captain of Frost’s equipped with +1 falchions, +1 breastplates, and minor
white dragonspawn; Sir Pavuk Illuminus (LE male rings of fire resistance: fighter 8 (45).
civilized human fighter 3/sorcerer 6/Knight of the Dragonwardens—Much like the draconic protectors
Thorn 2), Thorn Knight commander. of Daltigoth, these four white dragons act as wardens
Thanoi Regiment—These are the primary armed of Zhea Harbor under the orders of Gellidus: CE male
defenders of the city under the command of Barramus. juvenile white dragon barbarian 5, CR 11, with ring of
All are armed with mwk shortspears, although elite fire resistance (4)
endurance of its people has been tested and proven over
the past three hundred years and through two major wars, People to Meet in Zhea Harbor
nobody could have anticipated the arrival of Gellidus. Although the town is governed by the Whitescale Society,
Now, the walled town is a major holding of the White there are in truth two leaders present in Zhea Harbor.
Dragon Overlord, overrun by thanoi, with its inhabitants Oncho, captain of Frost’s white dragonspawn army, does
either transformed into dragonspawn or willing partners not spend all of his time in Zhea Harbor, and thus day-
in the horrors of Khimel. to-day governing is usually taken care of by Chieftain
Barramus. The thanoi chieftain is unusually clever and
Getting to Zhea Harbor knows how to keep a tribe in line, so he handles affairs
Zhea Harbor, situated on the frozen shores of Lake in a tribal fashion; criminals, thieves, wizards, Knights of
Morgash, can be reached either by crossing the lake or Solamnia, and other nuisances are put to the axe in a very
approaching by land. Trade shipments arrive via icerigger public and gruesome display of tribal justice in the center
into Zhea Harbor’s icewharves, which are similar to those of town.
of Daltigoth. Gates leading out onto the Frozen Plains are The rest of the town is largely human, and most of
usually kept closed, guarded by members of the Thanoi these are foul-minded mercenaries, ill-tempered laborers,
Regiment and at least two of the dragonwardens. Because or profit-seeking merchants, with a starting attitude of
so many of the thanoi of the town are forced to live outside Indifferent at best. Despite the ruthless treatment of
the walls, a large number of shelters have been erected dissidents and troublemakers in Zhea Harbor, there is a
to a distance of almost a half mile around Zhea Harbor. thriving underground and black market. Indeed, there is
Therefore, approaching the town overland involves passing little sign of any legitimate market, with most transactions
by these wood and leather huts and scores of polar bear taking place outside of standard Ergothian Merchant
pens. Flying into the town from any direction will alert the Marine policies. The Ergothians in the city are led by
dragonwardens of Zhea Harbor, whose response will also Captain Melas Timarchos, who is desperately trying to
trigger the mobilization of Oncho’s dragonspawn raiders. maintain standards. He is quite a fish out of water, so
to speak, and has survived four attempts on his life by
rogue trappers or hunters keen to eliminate the threat of a
controlled market.
204 Chapter Six
dragons of Khimel and earning them a place
on Oncho’s list of people to hunt down and
deal with permanently.
The heroes might come to Zhea Harbor
seeking more information about Khimel or
Frost’s lair. Almost any resident of the town can
let them know the general direction to go to
get to the icewarrens, but they will emphasize
that doing so is madness and certainly not
something to attempt without a great deal
of protection. At this point, nobody in Zhea
Harbor, apart from Oncho, knows that Frost
has relocated his lair to the Rimeberg in the
Gale; as far as they are all aware, the White is
still using Khimel as his base of operations.
Leaving Zhea Harbor
Unless they have attracted the attention of the
Whitescale Society or Sir Pavuk’s Dark Knights,
the heroes will be relatively unmolested if they
try to leave town. From Zhea Harbor, it is fifty
miles northeast to Khimel, the first 10 of which
are on a paved (if icy) highway. Daltigoth is
fifty miles across Lake Morgash as the crow
flies, or seventy if the iceriggers are used to
avoid the unfrozen center of the lake. Shinwal
and Varvil are the next closest towns, each of
which is twenty-five miles away. Shinwal is a
remote outpost with no highway leading to
it, while Varvil is located along the Morgash
Road to the southeast and a much easier trip.
For more information on these towns, see the
While the heroes are in town, they may run into “Towns of the Frozen Plains” section on page 201.
Oncho or his dragonspawn elite, who are in the midst of
a dispute with the Brass Tiger Company representative, Scene: Crouching Dragon, Hidden
Captain Garin. This confrontation, if you choose to
initiate it, is covered under the scene “Crouching Dragon,
Tiger [EL 18]
Hidden Tiger.” The only other major threat to the heroes Captain Semeno Garin (CG male civilized human ranger
in Zhea Harbor is the local Dark Knight commander, Sir 3/fighter 3/rogue 6) is a man who likes to live dangerously.
Pavuk Illuminus. He reports directly to Lord Knight Theo Promoted to Captain by Gwynneth Cordaric three months
Drawde, but Drawde hasn’t contacted him in several weeks ago, he offered to investigate Southern Ergoth directly
(see Chapter Three: The Liberation of Bastion for more for its potential as a new market. Gwynneth sent him
information on Drawde’s activities). In the Lord Knight’s along with twelve Brass Tigers and a mission—assess the
absence, Sir Pavuk has continued to observe and monitor military strength of the dragonspawn in Southern Ergoth
Zhea Harbor, paying special attention to any sign of and report back. Captain Garin has been in Zhea Harbor
wizards, sorcerers, magic items, or the like. for six weeks now, and his investigation has drawn the
attention of the Whitescale Society. When the heroes arrive
Things to Do in Zhea Harbor in Zhea Harbor, Oncho (CE male white dragonspawn half-
The heroes will have an opportunity to stock up on ogre fighter 18), the captain of the Whitescale Society’s
cold-resistant travel gear, supplies, and perhaps even white dragonspawn forces, has tracked down the Brass
henchmen in Zhea Harbor. Their greatest challenge will Tigers and begins a pogrom on mercenaries in the town.
be not attracting attention. If they stage a coup in the Read or paraphrase the following:
town, for instance, the response from Khimel will be an
overwhelming one. Zhea Harbor is not a slave town, like
many of the smaller towns, so its role in the bigger picture
is resource management and as a port of entry. The heroes
T he chilly air that blows in from the
icewharves of Zhea Harbor brings a razor
edge to the mood in town. For at least the past
should grow to understand that upsetting this particular half hour, white dragonspawn soldiers have
community with a full-scale attack or with intrigues descended upon businesses and residences,
against the thanoi will succeed only in angering the knocking on doors, making inquiries.
Devastation in Khimel 205
Although you are in relative safety for the Development: This is more or less a knock-down drag-
time being, it appears a systematic search is out fight, but if the heroes drive off the dragonspawn,
underway. For a moment you wonder if the Oncho will remember them. He will next be seen in
spawn are searching for you, but then you Khimel, aiding Glacier. If the heroes kill Oncho here,
see a band of sellswords and rogues dashing this sends ripples through the dragonspawn chain of
across a street and under the arch of a stone command. Oncho’s second-in-command, Parminder (CE
bridge. Winging down from the sky are a female white dragonspawn half-elf barbarian 10/bard 6)
number of ivory-scaled gargoyle-like figures assumes control and will stand in for Oncho at Khimel.
dressed in glossy black armor and bearing Factions: If the heroes aid Garin in driving off Oncho
cruel swords—dragonspawn. Their leader and his dragonspawn, their rating in the Brass Tiger
is an impressive specimen, possibly even faction increases by +2 and their Whitescale Society
originally an ogre or half-ogre, with a single rating drops by -2. If they do not intervene, there is no
curved horn and white segmented armor. adjustment; Captain Garin presumably had no idea the
“Captain Semeno Garin of the Brass heroes were in a position to help. Aiding the Whitescale
Tiger Company!” their leader calls out. Society (rather than the Brass Tigers) results in a +2 WS
“You are under arrest for sedition, and -2 BT rating.
agitation, and mercenary activity!” Experience Awards: This scene should earn the heroes
“We’re not the only mercenaries in town, the standard award for defeating powerful opponents, but
Oncho!” shouts the Brass Tiger captain, there is also an opportunity for story awards if the heroes
a brash yeoman with a longbow. make the most of the battle.
“Right now you’re the only ones that
matter,” Oncho replies, and his squad Adventure Site: Town of Eastport
surges forward on white wings. Eastport is a town that thrives on over three centuries of
bitter history. Of all the towns in Frost’s domain, Eastport
The Setup: Oncho’s squad has tracked the Brass Tigers remains the single relatively free settlement, owing to its
to a somewhat generic section of town, one near the status as the primary outpost and harbor for the human
heroes. The battle area consists of a slick paved street, an agents of the Whitescale Society. Characterized by wet,
arched walkway underneath a bridge or battlements, and a dirty streets and a small harbor fit only for a mob of
stack of barrels filled with fish oil against one wall. The icy fishing boats, Eastport is bereft of comfort or any sense
streets can be made even slicker if the barrels are smashed of welcoming. Here, the worst examples of humanity live
or broken; the heroes may think of other uses for the alongside a curious silver-haired dwarf who is one of the
environment. last of his kind and a key player in the events of the past
Creatures: Oncho has four dragonspawn raiders (CE year.
male white dragonspawn fighter 8) and two dragonspawn
arcanists (CE male white dragonspawn sorcerer 11) with Getting to Eastport
him. Captain Garin has twelve of his Brass Tiger soldiers The heroes may arrive in Eastport by sea, crossing over
(CG male and female warrior 6). The Brass Tigers are from Solamnia, or they might have headed east from
clearly outclassed and will be in trouble if the heroes don’t the Frozen Plains. The road to Eastport from Vocalion,
intervene. Fairkep, and ultimately Zhea Harbor is fairly heavily
m White dragonspawn raiders (4): hp 65, see page 347 traveled by mercenaries and slavers, so joining these
m White dragonspawn arcanists (2): hp 51, see page unsavory types shouldn’t be difficult, if only to enter the
357 gates without being harassed.
m Oncho, Dragonspawn Captain: hp 157, see page
352 People to Meet in Eastport
m Brass Tiger soldiers (12): hp 27, see page 356 Several years ago, the majority of the town’s male
m Captain Semeno Garin: hp 67, see page 349 population was bound and dragged off into the wastes to
Tactics: This should be a messy battle, with vicious Khimel, where they were forced to become dragonspawn.
strikes from the dragonspawn countered by desperate The women and children were left to deal with an influx
attacks from the Brass Tigers. Although Garin is quite of pirates, raiders, mercenaries, and sellswords who had
skilled, his men are not equal to this fight. Oncho decided to throw their lot in with the White. They are
directs the arcanists to lay down area attacks against more or less under the greedy control of the Governor of
the mercenaries and any heroes who join the battle. His Eastport, Frost’s pawn Stolos Evgevod (CE male civilized
raiders leap in and eliminate any stragglers or survivors. human bard 4/fighter 6). Governor Stolos is a former
Oncho moves to attack Garin and has no qualms about member of the Bardic College in Gwynned, but his taste
killing the Brass Tiger captain. If the heroes prove too for murder ballads (based on his own murderous life)
much for Oncho and his squad, Oncho withdraws. The lead to his dismissal. The Governor does whatever Frost,
dragonspawn captain will retreat if reduced to half or Glacier, Coldspike, or Oncho wants, and in return, he
more of his original hit points; he won’t risk his life just to is allowed to turn a substantial profit on the harborside
bring in a mercenary. activities.
206 Chapter Six
Eastport
Eastport (Large Town); Monstrous; AL CE; 3,000 Factions: Ergothian Merchant Marine—Uses harbor
stl limit; Assets 460,500 stl; Population 3,077; Mixed and docks for supply trips and monitors smuggling;
(79% human, 9% dragonspawn, 5% ogre, 3% thanoi, Whitescale Society—Responsible for keeping Stolos in
2% half-ogre, 1% minotaur, 1% goblin). power despite his lack of popularity.
Authority Figures: Stolos Evgevod (CE male civilized Eastport Militia—this is Eastport’s equivalent of
human bard 4/fighter 6), Governor of Eastport. the city watch, composed of volunteers and some
Important Characters: Dolmen Scalecarver (N male enlisted soldiers and thugs whose sole job is to protect
scion sorceror 6/ambient tempest 4/loremaster 10/ the personal property of merchants and officials.
archmage 5), immortal runesmith; Axel uth Southward They are led by Layne Salvo, who recruits the dregs of
(N male civilized human expert 6), owner of the Last society for her militia. Almost all of them are human,
Chance Inn, a favorite watering hole in the oppressed equipped with mwk short swords, mwk chain shirts,
city of Eastport; Layne Salvo (N female civilized human mwk bucklers, and mwk light crossbows: warrior 10
fighter 6/rogue 6), Stolos’ right-hand woman and (2), warrior 5 (4), warrior 3 (8), warrior 2 (22), warrior
captain of the Eastport Militia. 1 (104).
Guests of the Last Chance Inn, once a favorite of the Eastport’s most significant resident is Dolmen
Dragonarmies, have always been able to enter and leave Scalecarver (N male scion sorceror 6/ambient tempest
without too much notice. Axel uth Southward (N male 4/loremaster 10/archmage 5), one of the last of the Chosen
civilized human expert 6), youngest son of the Southwards of Reorx. Dolmen was among the thirteen scions who
of Hargoth, runs the Inn. He is an alcoholic, and the arrived on the shores of Ansalon thousands of years
heroes may find him out on the muddy street beside the ago and assisted in educating mortals in the use of wild
Inn, having become so drunk that he practically threw magic. Like his brother scions, Dolmen has an incredible
himself out; they could earn themselves a free meal or talent for magic. Unlike them, he felt no desire to share
room if they appear sympathetic. it with mortals, and he has passed the centuries working
behind the scenes of Ansalon’s many wars and
conflicts, subtly adding and removing items and
trinkets of magical power as it suits his interests.
Gellidus discovered Dolmen many years ago
in the Last Gaard Mountains, and the scion
has since assisted the White considerably. It is
Dolmen, for instance, who gifted Frost with the
runic etchings in his scales and reactivated the
Orphic Spikes in Khimel. For more on Dolmen
Scalecarver, see the scene “Rogue Scion.”
Things to Do in Eastport
Aside from the events that transpire in the
“Rogue Scion” scene, Eastport offers much for
rogues and scoundrels in the party. Heroes who
enjoy seedy and dangerous locations should find
many things to do here. Though the town has
no Thieves’ Guild, one could easily be created
either by you or by the players. Alternately, the
heroes could unseat the avaricious former bard,
Stolos, and use Eastport as a staging area for
their eventual gathering of factions.
Eastport also serves as a place to pick up
supplies for a journey inland to Khimel. It is
not as dangerous as Daltigoth, nor does it have
as many resources. Eastport’s primary trade
goods are maritime supplies and contracts with
mercenaries and henchmen. Although a night at
the Last Chance Inn has its drawbacks (such as
the rats, cockroaches, and the terrible fish dishes
served up in Eastport), it may also be the last
warm bed the heroes enjoy for weeks.
Devastation in Khimel 207
Leaving Eastport
Traveling away from the East Bay and into the Frozen
Plains is easily accomplished. The heroes will attract some
E astport is cold, wet, and heavy with the
smell of hundreds of unwashed soldiers
and mercenaries. The skies are overcast, a dirty
notice if they make many supply purchases and then gray weight upon the port and its slick and icy
strike out during the day; slipping out of town will likely waterfront. Far to the southeast, the Gale spins
draw less attention from the dragonspawn and Whitescale in the Straits of Algoni, and East Bay suffers
Society agents in the area. If this seems too easy, consider for it; the mood here is grim and anxious.
having a small group of dragonspawn raiders on tylors, a It seems odd, therefore, for a mage’s
group of Whitescale Society assassins, or some of Glacier’s shop to survive in such a perilous and
Iceblood minotaurs tail the heroes from Eastport and bleak environment, but underneath the
ambush them later. swinging sign that reads “Scalecarver’s
Spells and Services,” the door is wide
Scene: Rogue Scion [EL 17] open. Indeed, the sound of raised voices
This encounter brings the heroes’ attention to the scion that can be heard within is clear evidence
Dolmen Scalecarver and provides some opportunity of business…or perhaps trouble.
for them to learn more about Frost’s abilities. The scene
occurs whenever you decide to initiate it, after the heroes The Setup: Dolmen Scalecarver makes a living selling
have been in Eastport for a few hours, preferably once his magical services here in Eastport. He has been working
they’ve had a chance to assess their surroundings. closely with the Whitescale Society for months, even years,
Read or paraphrase the following: but lately the relationship has cooled. In an effort to bring
him onto her side, Glacier has sent some of her agents to
talk to the scion. Unfortunately, they have been less than
What Does Scalecarver Know?
T he immortal scion and runesmith Dolmen
Scalecarver is a neutral agent, but one who has
been responsible for much of what has allowed Frost
my craft. My name of Scalecarver was earned in the
Third Dragon War, when Thunderstrike the Great Blue
came to my sanctuary, demanding power. I gave him
to ascend to his present position. He speaks cryptically, power, runes on his scales and belly. His hide turned
and he will not ally himself with the heroes or anybody blades and lances, gave him strength, scattered magic,
else. His actions in the past have been questionable, but but Thunderstrike’s weakness was hubris. Even I cannot
he is perhaps the most rigid instrument of the Balance. protect a dragon from his pride.”
Use the following as a guideline for handling this Have you done this to Frost?
discussion. “Gellidus has my runes on his scales, yes. The last of
Who are you? the Five he is. Why work for the White? Why not? True
“I am hight Dolmen Scalecarver, who once was craft knows neither good nor evil. Woke up his city,
Chosen of Reorx the Forge, and who sailed with his too.”
brothers from the other side of the world, across the What do your runes do? How can we stop him?
seas, to Ansalon Unsundered, when magic was new, the “All craft is but a channel for work. A great chisel
runes were young, and the Road of Time was shorter.” is but a channel for a carving, and the carving is but a
Are you a dwarf? channel for the art. The runes on Gellidus’ scales are
“Might forth you call me dwarf, an it please you, as but a channel for his work; alike to the totem of bones
kin to the smithfolk am I, oldest of uncles to the Thanes he keeps. To stop him, you must understand what it is
under the mountain.” he channels, and what this will mean for you all. You
What is the Road of Time? have more work to do.”
“Head northwest. ‘Tis a path to the Beyond, sure as What do you mean by waking up his city?
the huldrefolk say it. A wizard’s trail.” “Old magic, there, the Orphic Spikes of Khimel.
What did the minotaurs/dragonspawn want with Wake them, did I, deep in the ice. Convinced them to
you? do their work and shield their city, such as it is.”
“They are her children, the White Wyrm to the West, How can you help us?
spurned queen of Frost, a serpent of great age. She sent “I can give you magic, though your own is great
them to purloin my services. Dolmen Scalecarver is enough. I can give you knowledge of which this has all
beholden to no dragon! They speak through their horns been. And I can give you what blessing Reorx had given
and fists.” me, which is to say, give of yourself and value what you
What services do you provide? give, for there is no craft in giving another that which
“A runesmith’s art practice I, and well-spoken of it. you would not keep.”
Kings, Speakers, Chieftains, and Wizards have sought
208 Chapter Six
diplomatic. The heroes arrive just in time for a fight, but Treasure: The Iceblood minotaurs carry only what they
Dolmen has been expecting them. use in roughing up their “clients.” Dolmen, on the other
Creatures: Threatening Dolmen is a group of four of hand, is running a small magic shop, so he will randomly
Glacier’s elite Iceblood minotaurs who have undergone the assign potions to the surviving heroes from the following
dragonspawn transformation and become abominations short list: resist energy (cold) 30, barkskin +5, greater magic
(CE male white dragonspawn abomination minotaur fang +3, remove disease, remove curse, magic circle against
fighter 12). The Iceblood are brutes and, while they evil. He makes apologies for his poor inventory, but says
are aware of Dolmen’s talent with magic, they have no he provides magic for the Whitescale Society and thus is
conception of just how much power the scion possesses. always tapped out. If the heroes are also heading to Khimel
Dolmen, for his part, is more interested in seeing how the and inform Dolmen of this, he gives each of them a runic
heroes handle this situation. talisman (see Appendix One: Monsters and Magic) that
m Iceblood minotaurs (4): hp 113, see page 357 will allow them to enter the city without being affected by
m Dolmen Scalecarver: hp 189, see page 350 the antimagic field or dimensional anchor effect generated
Tactics: If the heroes don’t immediately join in the by the Orphic Spikes. Dolmen informs them that they
fight, the four Iceblood minotaurs attack Dolmen with should “keep this on them,” without telling them the
their morningstars, intent on delivering at least one or details.
two telling blows on the “dwarf.” Dolmen goes on full Experience Awards: Award normal XP to the heroes
defense, doing nothing to actually retaliate. He ducks for this encounter. If Dolmen helps, only award 3/4 the
and weaves around the inside of his store, and misplaced standard amount.
attacks instead strike bottles, urns, flasks, or philters on the
many shelves around the shop, spilling foul-smelling and Khimel
brightly-colored contents all over the place. The Dragon Overlords chose their lairs with great thought,
If the heroes do jump in, the minotaurs change but Gellidus did not decide on his until late in the game.
their tactics. Two will immediately charge into the fray Originally, he laired in Foghaven Vale near the Tomb of
against the closest armored and armed character. The Huma. After a confrontation with the Heroes of the Heart,
other two seek out any character who fits the stereotype he moved to the ruined Ergothian city of Khimel in the
of a spellcaster and direct their icy breath at him. The center of the Frozen Plains. Even this was not to be his last
minotaurs follow up with Spring Attack, flanking targets and greatest fortress. That honor goes to the Rimeberg, to
if possible and making good use of Power Attack to deal which Frost relocated following the return of the gods and
additional damage. As soon as at least two of the four his bargain with Chemosh. Khimel remains important,
Iceblood minotaurs have been killed or incapacitated, the however, because it is the center of dragonspawn creation
others will withdraw, hoping to return to Khimel with on Ansalon. Eliminating or halting this process will serve
word of the heroes’ ability. as an advantage to the heroes when they act against Frost’s
Development: If the heroes win, there’s a 50% chance plans in Chapter Seven. The heroes may also not yet realize
each day following the attack that Glacier will learn of that Frost has abandoned Khimel, so this section serves to
it. The White Wyrm has been monitoring Eastport, as it provide them with more knowledge to use against him.
represents one of the major eastern entries to the Frozen
Plains, and her Iceblood minotaurs are a small part of that. Getting to Khimel
If any of the Iceblood escape, not only will Glacier hear Khimel is a ruin covered in a dome of ice. It has eight
of the heroes, she will be aware of any of the abilities the entrances from the Frozen Plains, each of which opens
heroes demonstrated in the battle. to an ice tunnel that leads into the Icewarrens. From the
If it looks like the heroes are going to lose, Dolmen air, flying characters may enter at Khimel Keep, the castle
steps in. He casts one or more high-level spells and finishes standing on the island at the center of the city. The tunnel
the Iceblood. Dolmen will shake his head and berate the entrances are guarded by dragonspawn raider parties,
heroes for their lack of preparation and readiness. “You while the aerial entrance is protected by the dragons of
will never win if you keep this up,” he will say, chidingly. Khimel Keep. In order to even get this far, however, the
Whether they win or lose, the heroes will get a chance heroes will need to bypass the city’s defenses.
to talk to the “dwarf ” and ask him what he knows. See the Ten miles out from Khimel, Glacier’s network of
sidebar “What does Dolmen Scalecarver know?” for more defenses begins in earnest. The White Wyrm posts a flight
information. Dolmen will not accompany the heroes. Not of six white dragon scouts equipped with rings of fire
only is he too strong a character to play second fiddle to resistance to circle the region. Glacier raises a frostwind
the heroes as an NPC, he will be needed later on in the in the region each day (see “Random Encounters,” page
adventure (Chapter Seven: The Fury of the Gale). 201) that incorporates as many as three tornadoes at a
Factions: The Whitescale Society is the only faction time, using her control weather ability. This weather lasts
present. If the heroes defeat the Iceblood minotaurs, word for 2d6+12 hours each day; if the heroes can wait out the
will travel fast; their faction rating will drop by –2. On the storm, they can proceed towards Khimel without having to
other hand, their faction rating with the Solamnic Knights, deal with it.
Knights of Neraka, Legion of Steel, Brass Tigers, and even Within a mile of Khimel, Glacier’s dragonspawn
the Ergothian Merchant Marine will rise by +1. are on constant alert for arrivals. Eight groups of white
Devastation in Khimel 209
dragonspawn raiders mounted on tylors are able to depart Frost left Khimel and the dragonspawn breeding
the frozen city from their posts and meet approaching program to one of his consorts, Glacier, once he had
parties at the tunnel entrances to the Icewarrens. Beneath finalized his eventual plans. He created the Rimeberg and
the surface, dozens of frost worms burrow through the used the Orphic Spikes to transport his skull totem directly
permafrost, preventing any subterranean access to Khimel. into its heart. Since his departure, however, Khimel has lost
Finally, the Bonewyrm Brethren have bound eight ghost some of its own protection. The Lake of Fire, held back by
dragons to Khimel. These dragons roam the Gray near the the skull totem, is about to erupt beneath the city. Even the
city, ready to repulse any incorporeal or ethereal visitors Orphic Spikes will not prevent this disaster. Khimel has
and join in the support of the defenders if necessary (see served its purpose for Frost, who has discarded it just as he
KH2: The Chapel). has discarded his consort.
Khimel is surrounded by an antimagic field and a
dimensional anchor effect, both at CL 20, projected by Features of Khimel
the Orphic Spikes. This field does not cover the tunnel Important Rules: Balance skill, Chapter 4: Skills, in
entrances to the city, but begins to take effect where the the Player’s Handbook; Dungeon Terrain, Chapter 3:
tunnels enter the Icewarrens proper. See “Features of Adventures in the Dungeon Master’s Guide
Khimel” and “The Icewarrens” for more information. Khimel is a set of ancient ruins two miles wide encased
m White dragonspawn raiders (48): hp 65, see page in a domed block of ice. The original city was built around
347 a lake with an island in the center upon which stood
m White tylor mounts (24): hp 93, see page 347 Khimel Keep. The Keep is completely free of ice, forming a
m Frost worms (24): hp 147, see Monster Manual central open entrance to the city from which the lairs and
m White dragon scouts (6): hp 157, see page 346 tunnels radiate outward.
m Ghost white dragons (8): hp 153, see page 356 Apart from the keep, there are eight tunnels leading
down into the city. The city proper is a ring of granite
History of Khimel buildings, flagstone-lined streets, and scattered plazas and
Prior to the Cataclysm, Khimel was an Ergothian city boulevards enclosing the lake area. Frost’s transformation
with a troubled history, located in the northern half of Southern Ergoth sealed all of this up in ice, which was
of the Plains Hundred. Khimel’s populace enjoyed the then tunneled out to create lairs for the White and the
protection of the Riders of the Plains Hundred and later lesser dragons. In some places, the excavation has cleared
the Ergothian Cavaliers. Their position in the Empire whole streets of the ruined city; in others, the buildings are
was upheld by virtue of their military might. When this barely visible behind the frozen walls.
began to wane, especially in the later centuries of the Age Khimel has a few common features of note. Details of
of Might, the city leadership sought alternative avenues to these features are described below.
status and wealth. The Prefect of the city, a wizard of the
Order of Red Robes, invited his brother mages to assist Cold
him in constructing a series of eldritch pylons, the Orphic Important Rules: Cold Dangers, Chapter 8: Glossary in
Spikes. These pylons focused arcane power and channeled the Dungeon Master’s Guide.
it into Khimel, strengthening various enchantments. Khimel is very cold; most internal areas have an
Unfortunately, their enhancing properties were never ambient temperature of between 5 and –5 degrees F. This
properly maintained and, as the Lost Battles brought about is considered severe and requires DC 15 Fortitude saves
the end of the Tower in Daltigoth, the wizards of Khimel every 10 minutes to avoid taking 1d6 nonlethal damage.
directed all of their magical talent into the Orphic Spikes If the heroes are dressed suitably for very cold weather,
to erect a defensive shield. They failed, transporting every they can delay saving throws to once every hour; spells
one of the city inhabitants into the Gray. By the time the such as endure elements or resist energy can also offset
fiery mountain had struck Istar, Khimel was literally a this problem. The duration of any normal open flame is
shadow of its former self. halved, but magical or alchemical fire functions normally.
Frost first recognized the advantages of Khimel when After the eruption of the Lake of Fire, sufficient
he began looking for a more central base of operations ambient heat is dispersed throughout the warrens and
other than the Last Gaard Mountains. He sensed the lairs that the cold is lessened. Unprotected characters will
presence of the Orphic Spikes and knew, if he could unlock need to make Fortitude saves every hour, while properly
their power, he would have a secure lair safe from the dressed or protected heroes do not need to worry about
potential threat of the other Overlords. After Malystryx’s it. Obviously, in areas where steam or lava have filled the
attempt at ascending to godhood, Frost realized unless he tunnels, there is no risk of cold damage at all. In these
took measures to protect himself from mortal and dragon cases, the heroes will need to deal with heat hazards.
alike, his own future would be plagued by failures. With
the help of the scion Dolmen Scalecarver, Frost succeeded Ice Tunnels
where the Ergothian mages had not; the Orphic Spikes The warren of tunnels that run throughout Khimel varies
generated an ethereal shield around Khimel, keeping out in size from 10 ft. wide passages to massive halls over a
unwanted extraplanar visitors, dampening the magic of hundred feet across. Most tunnel cross-sections are fully
intruders, and bolstering his skull totem’s power. circular, effectively creating a network of pipes. Khimel’s
210 Chapter Six
Breaking the Ice
A great deal of Khimel consists of solid ice from
which the various tunnels and lairs are carved.
The ice seals away the ruins of the city and presents an
automatically fails any saving throw against a magical
effect. Using spells such as fireball will quickly melt
away the ice, ignoring hardness and doing 150% of
obstacle to the heroes. Ice has a hardness of 10 and 180 standard damage to the walls and creating clouds of
hp per 5-foot section, which means chopping away at steamy fog for as long as 10 minutes (see “Steam Vents,”
the ice will eventually get the heroes to where they want on page 212). Even so, the ice is so thick that this may
to go. Assume that each hero making an attack on a do little more than create a hindrance to vision. Cold
section of ice can get a full attack on the ice each round. energy has no effect on the ice. Acid deals one-quarter
As long as a hero deals a total of 180 hp to the wall, he damage to the ice, while electricity and sonic energy
can clear a 5-foot by 5-foot section of ice in one round. deal full damage to the ice (with sonic energy ignoring
As a nonmagical unattended object, the ice hardness much like fire).
residents are quite capable of navigating these tunnels taking careful note of which areas are affected by the event.
normally, but the unnaturally smooth and slippery ice is The scene “The Eruption,” detailed on page 228, kicks off
a hazard to anybody else. Moving at a run down an ice the series of events that end in Khimel’s destruction.
tunnel requires a DC 15 Balance check to avoid losing
one’s footing. Turning or changing direction after moving Orphic Spikes
at more than base speed similarly requires a DC 20 Balance There are five of these obelisks within Khimel, spaced
check. somewhat evenly in the Ergothian ruins surrounding
Spells that affect an area must be shaped or modified the former lake. The Spikes are items of tremendous
by the caster to adjust for the circular nature of the magical power, harnessing the ambient magic of the
tunnels. Some spells, such as web, are ineffective in the ice world and focusing it. Each Spike weighs 3 tons and has
tunnels because of the nature of the environment (too a hardness of 10, 100 hp, and Break DC of 45. The main
slippery/cold to establish an anchor), while spells with effect of the Spikes is a constant antimagic field (CL 20)
the fire descriptor have a chance of melting the walls and and dimensional anchor (CL 20) surrounding the outside
making the tunnels even more slippery or filling them with of Khimel. Individuals equipped with one of Dolmen
steam (see “Steam Vents,” page 212). Scalecarver’s runic talismans (see Appendix One: Monsters
and Magic and “Rogue Scion” on page 208) may bypass
The Lake of Fire the antimagic field and dimensional anchor. This same
Important Rules: Heat Dangers (Lava Effects), Chapter 8: field is also projected into the draconian prison in the
Glossary in the Dungeon Master’s Guide. Icewarrens (see KH14). In order for the antimagic field and
Southern Ergoth is naturally a geothermal region, dimensional anchor to be brought down, three of the five
although under normal circumstances, this activity is Spikes will need to be destroyed.
limited to hot springs in the Last Gaard Mountains (such Any arcane spellcaster (including sorcerers, bards,
as those in Foghaven Vale) and a fairly arid climate in wizards, assassins, but not mystics, clerics, druids, or other
the eastern plains. With Frost’s transformation of the divine spellcasters) within 60 feet of an obelisk adds a +1
landscape into an icy wilderness, geothermal activity was bonus to their effective caster level for the purposes of
halted, capped by the power of his skull totem. Recently, variable effects, overcoming spell resistance, and making
following Frost’s relocation of the totem to his iceberg caster level checks. Any arcane spellcaster in physical
fortress, nature has begun to reassert itself, and Southern contact with an Orphic Spike may use it as an empower,
Ergoth’s subterranean heat has begun to escape to the extend, or enlarge metamagic rod for spells that he casts.
surface. There is no limit to the number of times a Spike may be
Steam vents and patches of melting ice or snow around used in this fashion, but only one metamagic effect may
the Frozen Plains have been going on for weeks, but the be used per spell; sorcerers (including bards and assassins)
largest concentration of activity is beneath Khimel, former must still use a full-round action to cast such a spell.
site of the skull totem. Here, a vast lake of molten rock Until the eruption of the Lake of Fire, all the Orphic
threatens to expand upward—a geothermal event that will Spikes are sealed off by ice. After the eruption, the heroes
create widespread damage within Khimel. Heroes with should be able to reach them (see “Scenes with the Orphic
the ability to sense, divine, or otherwise learn about the Spikes” on page 225). Any of the dragonspawn arcanists in
geology and elemental forces in the earth will realize that Khimel can tell the heroes about the Spikes, especially if
Khimel is in a fairly dangerous predicament against which they ask about the anti-magic field. You can also share the
it likely has no defense. information above with them if they talk about Khimel’s
Throughout this part of the chapter, keyed areas and protection or magical traits with Glacier, Kuandan, or
other locations will have “After the Lake Erupts” sections Raskellion.
so you will be able to manage the disastrous events in
Khimel. Use the post-eruption map for these sections,
Devastation in Khimel 211
Steam Vents deduced that a Lake of Fire grows beneath the city and that
Even before the eruption of the Lake of Fire, steam vents Frost’s removal of the skull totem is responsible.
have opened within Khimel and have been releasing Glacier is the oldest living female white dragon,
scalding heat into the tunnels in various locations. Spells older even than the Cold Sisters in Icereach, whom she
that deal at least 20 points of damage to the ice of the has conspired against. Slender and swift, Glacier favors
city’s walls, floors, and ceilings create a temporary steam mobility in combat. Many of her spells are movement-
event. The immediate area of steam deals 1d6 points of focused, and she hates to remain still for too long. Her
fire damage to any character exposed to it. Adjacent areas, personality is acerbic and sarcastic, although she can
up to 10 feet away, deal 1d6 points of nonlethal damage. be very gracious and persuasive when she needs to be;
Protection from fire damage will offset both, while endure she even has a sense of humor. For the purposes of this
elements will enable characters adjacent to the steam event adventure, Glacier’s primary motivation is revenge against
to ignore the nonlethal damage. Frost. She may be one of the heroes’ greatest allies in
ending the reign of the White.
Inhabitants of Khimel
The following entries briefly describe the five major NPCs Kuandan
in Khimel, including their motives and roles in and around Location: KH15.
the ice city. Each has one or more locations within Khimel An ice mephit prince, Kuandan’s (NE male ice mephit
where they might be found as the adventure plays out, and noble 9/sorcerer 4) presence in the Mortal Realm is Frost’s
each will be motivated towards escaping Khimel once the doing. The White called for Kuandan several years ago,
Lake of Fire beneath the city breaks through to the surface. intending to use the impish noble’s talents as a means of
spying on and investigating his other servants. Kuandan’s
Coldspike loyalty is debatable, but he appreciates Frost’s power and
Location: KH12. ambition. He lives in Khimel, keeping watch over Glacier
Glacier’s son by a previous mate, Coldspike (CE male and Coldspike for Frost. Oncho considers Kuandan to be
young adult white dragon barbarian 10) is a violent a nuisance, for the little mephit takes every opportunity to
and brutal thug of a dragon. He commands a wing of harangue and annoy the dragonspawn of the city, but each
white dragon scouts, leading them into battle at Glacier’s respects the level of trust Frost has in the other.
command. He does not play political games, preferring to Kuandan’s primary role in this chapter is to spy on and
avoid choosing between his mother and Gellidus. Instead, follow around the heroes. It is quite likely that they will
he takes out his frustration and anger at the situation on realize this is happening and, if so, the mephit will admit
lesser beings. In times past, Coldspike has been confused to being interested in them. If threatened, he knows how to
for Frost, despite the dramatic difference in their size; defend himself, but he will do his best to escape danger. He
consumed with animalistic fury, Coldspike’s rages have has a wand of wall of ice, which he uses to create barriers
resulted in exaggerated reports. Frost uses this to his and annoy his opponents. If he survives this chapter, he
advantage, frequently sending the younger dragon off will be one of the NPCs brought by Frost to his iceberg
to wreak havoc while he himself continues to plot and fortress in Chapter Seven: The Fury of the Gale.
scheme in his lair.
Coldspike almost always flies into a rage when he Oncho
joins combat. He rarely uses his magic, except outside of Location: KH1.
combat. He prefers to flood an area with obscuring mists The captain of the dragonspawn, Oncho (CE male white
before charging into the fray, ripping and tearing with his dragonspawn half-ogre fighter 18) is the offspring of an
powerful claws and bite. ogre slaver and a human slave. He was raised in Tdarnk’s
court and selected by the Dictator to serve Frost directly.
Glacier Frost, pleased with Oncho’s talents, nevertheless doubted
Location: KH9, KH22. his loyalty. Oncho endured the dragonspawn process,
The cunning yet bitter white dragon Glacisse (CE female losing most, if not all, of his former desires and ambitions
great wyrm white dragon), or Glacier, was one of Frost’s to the wyrm Frost placed in his soul. Now he is one of
longer serving companions. She had a strong influence Frost’s most unswervingly reliable agents, tasked to not
over Frost’s affairs and whispered her ambition into his ear only lead the dragonspawn but also keep watch over
when she could. After Frost captured Silvara and made Glacier in his master’s absence.
Gilthanas his vassal, Glacier found her influence over the Oncho’s second-in-command, Parminder (CE female
White Overlord waning. Within the past few months, white dragonspawn half-elf barbarian 10/bard 6), is
with Frost relocating his skull totem and power base to Glacier’s creature. Her elven ancestry is evident in her
his iceberg fortress in the Gale, Glacier has found herself features, affording her the look of a winged ivory statue,
relegated to managing his dragonspawn breeding program but the razor-sharp teeth, curving horn, and shimmering
and cut out of his plans. This has made her intensely white scales betray her true nature. Parminder has a
angry. She plots the White’s eventual downfall out of beautiful singing voice and frequently casts her bardic
spite, although she fears him and his servants. She also spells with long refrains in Draconic that chill the heart.
knows that Khimel’s days are numbered, for she alone has Although she obeys her orders from Oncho, if she is forced
212 Chapter Six
to choose between following her captain and responding ingratiated himself with Glacier in an effort to forge
to Glacier’s wishes, she will cleave to the dragon’s side. alliances. Glacier hasentertained the scheming bozak, who
offers her a chance to exact revenge upon Frost. If Cinder
Raskellion has not yet been killed, Raskellion will be a cunning
Location: KH9, KH14. adversary. If the heroes have already defeated the red, the
An agent of the red dragonlord Cinder, Raskellion (NE bozak will have just learned of this when the heroes arrive;
male bozak rogue 3/sorcerer 2/arcane trickster 5) has he may side with the heroes out of self-interest.
Devastation in Khimel 213
Getting around Khimel
I mportant Rules: Local Movement, Chapter 9:
Adventuring in the Player’s Handbook; Climb skill,
Chapter 4: Skills in the Player’s Handbook.
the wings of a dragonspawn. It is a DC 5 Climb check
to ascend or descend at one-quarter normal speed
and DC 10 to ascend or descend at half normal speed.
Because the action of this section of the adventure Using pitons and rope, or a handy ice axe, can make
is largely determined by where the heroes choose to things easier. If a character slips on the ice and loses his
go inside Khimel, being aware of how to move around footing, catching himself from a long cold slide down
within the ice tunnels and dragon lairs will be of the slope is a DC 20 Climb check. The slopes are one-
considerable help. The city is three miles across, and it third of a mile long, so at this reduced movement rate,
can take some time to get from one end to the other, it could take the heroes as long as an hour to climb up
especially since the only means of crossing much of or down them.
it is traversing the primary ice tunnels. These massive The dragon lairs are all reached from Khimel Keep
corridors act like roads, large enough for dragons such by three distinct entrances. One leads directly to Frost’s
as Glacier to fly through them (treat as a trail in frozen lair; the other two form either end of a huge curving
tundra or x3/4 speed). They encircle the central Khimel tunnel from which the other lairs, including Glacier’s,
Lake area (which holds the dragon lairs), and two of branch off. These entrances are large enough for Frost
them rise up to meet the column of rock upon which himself to fly in comfortably, and each has a broad
Khimel Keep stands. Allowing for the slick tunnels and expanse of smooth ice that connects the rock of Khimel
circular layout, it will take the heroes about two hours Keep to the lair entrances. These “courtyards” offer
to get from one side of the city to the other. dragons plenty of space upon which to land or to take
Getting from the Icewarrens to Khimel Keep is a off. Getting from Khimel Keep’s grounds to a given
sharp climb, almost impossible to negotiate quickly dragon’s lair will take only five or ten minutes.
without the icewalking talents of a white dragon or
Raskellion is a bronze-scaled draconian dressed in making it impervious to cold and thus safe from the harsh
a red and black uniform with a flame motif and a five- temperatures of the city.
headed hydra insignia (the symbol of the Malfesan Horde).
As a sorcerer, he eschews armor in favor of his magical Key to Khimel Keep
protections. He speaks in a sibilant, ingratiating tone, What follows are short descriptions of the buildings that
one that can quickly turn into a biting reproach. Because make up Khimel Keep. In addition to the details provided,
Raskellion is Cinder’s foremost spymaster, he is always the following is true of most areas of Khimel Keep:
alert and watchful of others, paying close attention to • Walls are all magically treated reinforced masonry
potential threats and learning as much as he can about (hardness 16, 360 hp/10-ft. by 10-ft. section, 1 ft. thick,
those who may stray into his lord’s plans. Break DC 65, Climb DC 15). Ceilings are 20 ft. high.
Floors are smooth stone. All doors are iron (hardness
Khimel Keep 10, 60 hp, Break DC 28, Open Lock DC 35).
This castle originally served as the home of the Warden of • Ambient temperature in all areas is severe cold unless
the Plains Hundred. The Horde of the Plains, and later the otherwise noted. DC 15 Fortitude save every minute
Ergothian Cavaliers under the Warden’s command, lived (or every 10 minutes if in appropriate clothing) or take
in the central tower’s lower level, while the Warden and his 1d6 nonlethal damage.
family kept rooms in the upper level. After the disastrous • All areas are lit with permanent light spells cast upon
event that sent the city’s population into the Gray, the otherwise empty torch brackets.
Keep fell into disrepair; after the Cataclysm’s quakes shook
Ergoth and separated it from the mainland, it suffered KH1. Central Tower [EL 15 or 20]
considerable damage. The Keep was home to ogres, trolls, This is a three-story granite structure with a single iron
a band of goblins, and a succession of other creatures door on the ground floor and windows on the upper
throughout the Age of Despair. Since Frost’s claim over levels. The top of the central tower has a flat landing area,
Southern Ergoth, it has been home to Oncho, the captain once used for griffons, pegasi, and giant eagles, but now
of Frost’s white dragonspawn legions. used almost exclusively by dragons. Access to and from
the roof is by internal stairs and trapdoor, usually kept
Features of Khimel Keep unlocked. A large brass bell mounted in a stone arch stands
Khimel Keep is a collection of five buildings, including the on the roof—this is the Summoner’s Bell, the clear ringing
central tower, a standalone chapel, a structure that houses tone of which can be heard for as far as a mile away (see
the white tylors, a storehouse, and an administrative Development, below).
structure known as the Ministeria. All buildings are made The ground floor features a dozen small two-bedroom
from white marble. Blackened iron accents doorways, quarters and a hall. Stairs behind the hall lead up to the
windows, and other fixtures; the iron is magically-treated, second floor, which has a master suite, guard post, and
214 Chapter Six
library. The uppermost level is the tower room with repulsing them. If the heroes simply arrive at the Chapel
narrow observation windows, private study, and stairs and explore it, Salio will keep his dragons in reserve while
leading up to the roof. he interacts with the new arrivals. Salio’s dedication to
Creatures: Oncho (CE male white dragonspawn half- Chemosh is unshakeable, but his attitude towards Frost
ogre fighter 18) will be here when he is not outside of could be altered by a clever party of heroes. If convinced
Khimel. Eighteen dragonspawn raiders (CE male white that the heroes are here to find a means to stop Frost
dragonspawn fighter 8) also live in the tower, occupying without hindering his god’s plans (i.e. the eventual
rooms on the ground floor. ascendancy of Chemosh to the top of the evil pantheon),
m White dragonspawn raiders (18): hp 65, see page Salio might keep the ghost dragons from interfering with
347 the heroes’ exploration of Khimel.
m Oncho, Dragonspawn Captain: hp 157, see page Treasure: Salio and the dragons keep a number of
352 magical items aligned with the city’s old patron gods and
Development: If the heroes have never met Oncho, a sizeable amount of coin locked away in the Chapel’s
this may be the place for them to do so. The heroes may basement. The basement is locked (Open Lock DC 36,
have been captured and brought to the Keep, or perhaps Break DC 30) and the unhallow effect also extends into
they arrived looking for trouble. Oncho doesn’t have much the area, although a 10-foot-wide circle around the ivory
time for keeping prisoners, but he realizes the heroes cabinet holding the items is free of Chemosh’s influence.
have information he may be able to use. With so many Inside the cabinet are four medallions of faith (two
dragonspawn on hand, he is supremely confident. He each of Kiri-Jolith and Habbakuk) which bear additional
chooses his battles, however, so unless the heroes display a qualities: when worn by a character of an appropriate
complete lack of respect for him or have already killed one alignment (one step from LG or one step from NG,
or more major NPCs known to Oncho (such as Tdarnk), respectively), the medallion increases the character’s
he will spare them until Glacier has a chance to talk to divine caster level by one for the purposes of variable
them. spell effects, duration, etc., as well as providing either a
If the central tower is attacked or infiltrated and +4 enhancement bonus to Strength (for Kiri-Jolith) or
the inhabitants find out, one of the dragonspawn will Constitution (for Habbakuk). Also stowed in the cabinet
try to get to the roof and ring the Summoner’s Bell. are a +2 holy longbow, a +2 holy longsword, and a wand of
Within minutes, as many as eight white dragons, a dozen holy smite (CL 8th, 30 charges). The monetary treasure,
dragonspawn raiders, and either Coldspike or Glacier filling eight locked chests of vallenwood (Open Lock DC
herself will arrive to see what the problem is. 32, Break DC 25), is 19,600 pp and 32,000 gp (which is not
worth nearly as much in the current era as it was in old
KH2. Chapel [EL 17] Ergoth).
This was once a house of worship and reverence to the
Ergothian gods, including Corij (Kiri-Jolith) and the KH3. Tylor House [EL 16 or 17]
Blue Phoenix (Habbakuk). It wasn’t dedicated to a god This building once held the great stables for the Riders of
for centuries, until Frost covered Khimel in ice. Now, the the Plains Hundred. Now, it houses the white tylors used
Chapel is used by priests of Chemosh, the god with whom by the forces of Khimel. The interior of this structure is
Frost has struck a bargain. The interior is cold, dark, and divided into dozens of stalls, forty-eight in total, each of
smells faintly of death. Glacier can’t stand the Lord of which is essentially a large room with red and brown tile
Bones’ followers, but she allows them to use the Keep in floors and gold fixtures. All of the stalls open onto a long
Gellidus’s absence. The chapel is under the effects of an central hallway. At the far end of the hallway, opposite
unhallow spell (CL 15) tied to a protection from energy the enormous main doors, is a dormitory where the tylor
(fire) spell. riders sleep and eat. The tylor house is kept as cold as the
Creatures: The only priest of Chemosh in Khimel at rest of Khimel Keep, and the floor is slick with ice. Icicles
present is Salio (CE male white dragonspawn cleric 10 of and frost coat the ceiling, which is 20 feet above the floor.
Chemosh/necrotheurge 4), one of a group of nine who Creatures: There are forty-eight tylor housed here, but
serve Frost and deliver Chemosh’s will to him. Unlike not all of the raiding parties are present in Khimel; only
other dragonspawn, these priests, known as the Bonewyrm a smaller subset of the tylor community will be in the
Brethren, no longer have an intimate connection to Frost tylor house when the heroes encounter them. During the
as their creator; they serve their divine master to the daylight hours, twelve tylor will be sleeping or idling in the
exclusion of all others. For the moment, Frost has not let stables with their keepers, each of which is a dragonspawn
this trouble him. Salio also has with him in the chapel raider (CE male white dragonspawn barbarian 8). Six
a trio of the ghost dragons (CE male adult ghost white more tylor, along with six riders, will return from a patrol
dragon) that help to defend Khimel. in the evening hours.
m Salio, Bonewyrm Brother: hp 63, see page 355 m White dragonspawn raiders (12 or 18): hp 65, see
m Ghost white dragons (3): hp 153, see page 356 page 347
Development: If the heroes decide to make an assault m White tylor mounts (12 or 18): hp 93, see page 347
on the Chapel or start a fight on the grounds of the Keep, Development: The residents of the tylor house are
Salio and his undead dragons will make an attempt at intelligent creatures, not simple mounts. As a community,
Devastation in Khimel 215
they understand the value of teamwork; however, because mundane prizes. A student of history (5 or more ranks in
they are chaotic, their social structure is largely dependent Knowledge [history] would suffice) can tell that all of the
on the strongest or most aggressive of the tylors leading material in the room is from the days of ancient Ergoth.
the rest. The “alpha male” in the house can change from The arcanists took most of their own supply of spell scrolls
time to time and, while the dragonspawn can usually from here. If the scrolls are searched (Search DC 20), the
keep control of the group, there is a good chance that following arcane spell scrolls will be found:
the current alpha tylor will simply call for a retreat if the 1st scroll (CL 12): invisibility sphere, major image,
dragonspawn are noticeably being beaten by the heroes. phantasmal killer, seeming, shadow walk
The heroes may be able to negotiate with the tylors, but 2nd scroll (CL 14): acid fog, black tentacles, cloudkill,
the most they will be able to convince them of is neutrality. solid fog
Any powerful white dragon, such as Coldspike or Glacier, 3rd scroll (CL 16): cone of cold, polar ray, sleet storm
will reverse such a change in attitude almost immediately, 4th scroll (CL 18): clenched fist, crushing hand, grasping
but if the heroes are clever, they can eliminate at least one hand, interposing hand
aspect of Khimel’s defenses in this fashion.
KH5. Storehouse [EL 15]
KH4. Ministeria [EL 17 or 19] Calling this building a storehouse is something of an
In the time of the Ergothian Empire, the relationship understatement. In truth, this large two-level structure is a
between the wizards of the Orders of the Robes and the combination of craftsman’s residence, smithy, granary, and
Imperial government was at times somewhat cordial, warehouse. Hundreds of wooden crates filled with basic
although the Lost Battles brought an end to that. The materials and trade goods occupy the lower floor, stacked
Warden of the Plains Hundred played host to a wizard-in- in piles and on pallets. This floor is below the surface of
residence who lived in the Ministeria. Frost turned the ruin the promontory that Khimel Keep stands on; the entrance
over to his dragonspawn arcanists, who have transformed consists of a sloping ramp that leads to a pair of large
it into a haven for their sorcery. The Ministeria is a large, iron doors. The upper level is accessed through another
square-shaped building with elegant lines and graceful door without a slope and includes a forge, several rooms
architecture. The Ministeria’s doors are arcane locked (CL containing artisan’s tools and workbenches, and a central
12) and the windows are fire trapped (CL 12); the entire area with a trap door and winch that allows easy access to
building is affected by a private sanctum spell, refreshed the lower level.
each day. Creatures: Khimel Keep’s storehouse is guarded by
Creatures: The Ministeria is home to twelve four dragonspawn raiders (CE male white dragonspawn
dragonspawn arcanists (CE male white dragonspawn barbarian 8) at all times, as well as being managed by
sorcerer 11), although not all of them are in residence at a group of ice mephits, kindred to those assisting the
any one time. If the heroes are here during the daylight arcanists at the Ministeria and ultimately answering to
hours, six arcanists are present; after nightfall, this number Kuandan, the ice mephit prince (see KH15).
increases to nine. If the Summoner’s Bell is sounded from m White dragonspawn raiders (4): hp 65, see page 347
KH1, half of the arcanists present will depart to respond m Ice mephits (8): hp 13, see Monster Manual
to the call. In addition to the dragonspawn, a small Development: Trying to break into the storehouse
community of ice mephits lives in the Ministeria, serving is not as risky as breaking into any other part of Khimel
as cohorts and assistants to the arcanists. The mephits are Keep, but the guards (and the ice mephits) will be more
kin to Kuandan, the ice mephit prince who spends most of than willing to raise the alarm. This will draw the attention
his time in the Icewarrens. of the central keep and probably result in the Summoner’s
m White dragonspawn arcanists (6 or 12): hp 51, see Bell being rung. Although the contents of the storehouse
page 357 are mundane with no magic items kept inside, the
m Ice mephits (8): hp 13, see Monster Manual residents of Khimel Keep have every reason not to want it
Development: If the Keep is attacked or the Ministeria broken into or its contents removed.
breached by the heroes, the arcanists will quickly mobilize.
The ice mephits will seek shelter below the Keep in the After the Lake Erupts
Icewarrens or elsewhere. If the heroes show up here Khimel Keep is one of the few places left standing and
seeking to offer a truce, broker a deal, or something of the relatively unharmed when the Lake of Fire erupts through
sort, the arcanists are unlikely to buy it. They are avaricious Khimel’s lower levels. The dragonspawn residents of the
and wicked spellcasters, and the chance to capture or kill Keep take to the air to observe (and escape) the disaster,
Frost’s enemies (or those who seek to become his enemies) and refugees from the dragons’ lairs or the once-frozen
excites them. If the heroes question the arcanists about the and now-thawed city of Ergothian Khimel are scrambling
city’s defenses (such as the antimagic field) and manage to get to the Keep and its central island location. The Keep
to Intimidate them sufficiently to get them to talk, they will become an island in a burning lake of molten rock,
will reveal that the five Orphic Spikes, ancient obelisks which will rapidly eliminate any cold temperature hazards.
scattered about the outer city, are responsible. If the heroes can succeed in reaching the Keep once the
Treasure: The Ministeria has a scroll room in which Lake of Fire bursts through the earth and ice, they will face
many spell scrolls are housed alongside other, more considerable resistance. Depending on how they handle
216 Chapter Six
the first few exchanges, the dragonspawn (led by Oncho or KH6. Totem Chamber [EL 17]
Parminder) will either attack or outright ignore the heroes; This cathedral-sized area was once the location of
there will be, after all, widespread panic and chaos. Because Frost’s enormous skull totem, the source of his draconic
the antimagic field and dimensional anchor will remain power and the means by which he encased Southern
in place until the heroes can destroy at least three of the Ergoth in ice and created his dragonspawn. Using arcane
Orphic Spikes, even getting to this location may not be sight, detect magic, or similar divination spells will
the best way out of Khimel. See “The Eruption” for more uncover overwhelming conjuration, necromancy, and
details. transformation auras in the center of the room where the
skull totem once stood.
Frost’s Lair Creatures: The skull totem may have been removed,
When Gellidus first relocated his lair to Khimel from but one of its protectors has not. A skullwyrm, one of
the Last Gaard Mountains, he ensured that what was left the lesser-known creations of the Dragon Overlords and
uncovered of the ruins of Khimel was sealed away in ice; only ever used to any great degree by Frost and Malys,
he then hollowed out enough of a cavern so he could haunts this chamber. Intruders will draw the skullwyrm’s
enjoy a fairly undisturbed rest if he needed it. Frost’s lair attention, especially if they bring the dragonlance of Huma
is enormous but uncomplicated. It serves as the model for into the area. Frost’s link to the skullwyrm will activate
the other dragon lairs in the city and is still the largest. once the creature senses the heroes, so anything that
The White is no longer in residence; he has taken all of transpires in here will be observed from afar by the White.
his possessions (especially his hoard and his skull totem) m Skullwyrm: hp 130, see page 272
with him to the Rimeberg. Of course, the heroes may not Tactics: Skullwyrms make use of their ability to
realize this until they arrive in Khimel. Despite the lack of manipulate their elemental type in combat. Surrounded
its original resident, Frost’s lair may be of some interest to by ice, the skullwyrm has an ample supply with which to
the heroes, primarily because of the residual trace of magic work. As an undead creature, the skullwyrm is unaffected
and the things the Overlord left behind. by many of the usual effects employed against dragons,
so it takes advantage of this and closes the distance to
Features of Frost’s Lair the heroes once it has employed its special abilities for a
Frost’s lair occupies what was once the southwestern round or two. The skullwyrm will not flee or retreat, as it is
corner of Khimel Lake, later frozen solid and capped by a making sure Frost gets an idea of how the heroes respond
huge dome of rock-hard ice. The lair has been carved out to it in combat before they finish it off for good.
of the ice, and over time, numerous pillars and cavernous Development: Depending on what the heroes do in
structures have formed within the excavated area, giving here, they might be able to learn something more about
it the look of a vast underground cavern divided into the location of the skull totem. Divination spells, especially
smaller forests of stalactites and stalagmites. All of the higher-level ones, will reveal that the totem was taken by
“rock,” however, is ice. Passages run through the area large Frost, carried out of Khimel under cover of darkness and
enough for a dragon of Frost’s size to pass, connecting mists, and that it is now in a dark and similarly cold place
three major “rooms.” As well as the standard features of hundreds of miles away. Because the Rimeberg is blocked
Khimel, Frost’s lair possesses the following qualities: to teleport or similar magic, this knowledge won’t help
• 20 degrees F colder than the rest of Khimel; take 1d6 the heroes at this stage, but once the heroes have access
lethal damage per minute if unprotected, no save. to all of the dragon skulls and Gilthanas, the bond that
• No lighting other than shadowy illumination. exists between the skull totem, Gilthanas, and the elder
• All floors, walls, etc. are rough and equivalent to dragon skulls will enable them to bypass this protection
unworked/natural stone. with greater teleport or Bastion’s portal-opening functions.
There is only one entrance into the lair and, while it See Chapter Seven: The Fury of the Gale for more
is quite large, it is also guarded by a pair of white dragon information.
scouts (CE male juvenile white dragon barbarian 5). Those
who approach this enormous, oval entranceway must also KH7. Larder [EL 18]
fly or climb past the keen eyesight of the dragonspawn on This area was once Frost’s food storage, a hundred-
Khimel Keep. The scouts are equipped with rings of fire foot-long cold storage three stories high. Hundreds and
resistance (resist fire 10) and have been given strict orders hundreds of frozen carcasses of deer, cattle, bears, even
to kill anything that tries to enter this lair that isn’t a humans and elves fill the back half of the room. The frigid
dragon, mephit, or dragonspawn. temperatures keep the room relatively free of the smell
of decay or rot, and in fact, what’s left of the corpses is
Key to Frost’s Lair perfectly preserved. All of the grisly food in this chamber
The following keyed locations provide the most important was left behind by the White when he relocated, the
details about each encounter area. You should feel free choicer samples and fresher kills having been transferred
to embellish them as you like—this lair is very large and to the Rimeberg. Now the larder is home to something
likely full of other, smaller chambers. These will extend out else.
from the main entrance tunnel, however, and will not lead Creatures: All of this frozen meat is ideal for the
straight to KH6 or KH8. community of frost worms that now lives within Frost’s
Devastation in Khimel 217
larder. The worms are taken occasionally from this room Development: Because of this room’s fluctuating status
and dropped outside of Khimel by Coldspike or Glacier within the Material Plane, it is exempt from Khimel’s
to replace those that protect the city from subterranean magical barriers and the effects of the Orphic Spikes. A DC
approach. Hundreds of harmless frost worm larvae writhe 30 Knowledge (the planes) or DC 32 Knowledge (arcana)
and burrow within the frozen graves of Frost’s kills; the check will inform the heroes that the Vault might be used
eight mature specimens tend to the young and defend the as a target point for conjuration spells such as teleport or
chamber from any intrusion. it might serve as a suitable location to open a portal from
m Frost worms (8): hp 147, see Monster Manual Bastion. All other locations in Khimel are shielded by the
Treasure: If the heroes spend enough time sorting anti-magic field and dimensional anchor. Using the Vault as
through all of the grisly remains of bodies (approximately a portal location or teleport target does not eliminate the
an hour, Search DC 25), they will be able to uncover a risk of becoming ethereal.
number of magic items on the corpses of humanoids killed Treasure: A sizeable treasure, all of it stashed in the
by Frost and buried under mounds of icy reindeer and Gray and currently ethereal, has been left in the Vault by
polar bears: a suit of +2 ghost touch studded leather armor, Frost. It includes thirty pieces of ceramic and stoneware
a +3 silent moves chain shirt, a +2 large steel shield, a +1 art (vases, urns, icons, statues, etc.), all valued between
speed bastard sword, and a ring of evasion. 350 and 3500 stl (3x350 stl, 4x500 stl, 4x550 stl, 5x1000
stl, 4x1200 stl, 4x1800 stl, 3x2500 stl, 2x3000 stl, 1x3500
KH8. Vault [EL 17] stl); a tome of understanding +2, a manual of quickness
This chamber is almost as large as KH7, but it is lower than in action +2 (matched set of leather-bound books in a
the other sections of the lair. Frost’s entire hoard was once slip case and locked with TRAPIAN inscribed on the
held in this chamber, guarded by potent magic stemming dustjackets); a staff of swarming insects (20 charges); and
from the skull totem, but with the removal of both the a necklace of fireballs type VII (coiled around a 30 stl brass
hoard and the totem, there is no need for additional idol of a grinning dragon). To bring any of the treasure
security measures. In their absence, the matrix of magical back into phase, the heroes will need to carry it outside of
power that encompassed the room has altered the planar the boundaries of the room and make a DC 15 Charisma
nature of the Vault, bringing it into alignment with the check to forcibly realign any items carried. If the check
Gray. fails, the items remain ethereal. If the check succeeds, the
If the heroes enter the room, every minute they spend items are successfully returned to normal. Another method
inside its confines they must make a DC 24 Will save or of retrieving the items is to use Bastion’s portal to do the
become forcibly rendered ethereal, as per the ethereal work for them (passing the items into the portal and thus
jaunt spell. Their ethereal state lasts for as long as they into the Gray, which aligns them with Bastion and allows
remain within the Vault and triggers one of two things: them to return to the Material Plane with the heroes once
first, ethereal characters will see a number of additional they leave the wizard fortress).
“hidden” hoard items left behind by Frost; second,
becoming ethereal attracts the attention of a quartet of After the Lake Erupts
ghost dragons. When the Lake of Fire erupts beneath Khimel, Frost’s
Creatures: The four ghost dragons (CE male adult lair is submerged within the molten rock and is utterly
ghost white dragon) will arrive in 2d6 rounds to destroyed. The ice transforms rapidly into explosive steam,
investigate the ripple throughout the Gray caused by and together with the sudden heat, all unprotected items
the heroes. Within the Gray, or at least the small portion in the lair, as well as the frost worms, will be wiped out.
of it contained within the Vault, the ghost dragons are The skullwyrm from KH6 flees to Khimel Keep, as do the
quite solid, yet still undead. If only a few of the party are guardians at the entrance to the lair.
ethereal, the odds will be stacked against them. The Vault (KH8) is the only location that remains
m Ghost white dragons (4): hp 153, see page 356 partially intact. Submerged under the Lake of Fire, the
Tactics: The ghost dragons understand that their portion of the Gray that the Vault contained remains
opponents are under the influence of the Vault’s residual behind for as many as three hours as well as all of the items
matrix of energy, and if the heroes travel outside of its within it. Heroes who think to use spells such as ethereal
boundaries, they will phase back into their normal state. jaunt or etherealness can avoid the magma and pass into
So long as they are here, the heroes are isolated and the area where the Vault once was in order to retrieve the
vulnerable. If there are too many ethereal heroes for the items. This will still attract the ghost dragons, however,
dragons to deal with, they will attempt to bull rush or who, like the ethereal hoard, are unaffected by the fire.
otherwise drag one or more heroes outside of the Vault, See “The Eruption” for more details.
which may in fact imprison the unfortunate hero in
the solid ice that Frost’s lair has been carved out from. Glacier’s Lair
Any character that experiences this must make a DC 22 Glacisse is Khimel’s lust-driven ruler, known to her
Fortitude save or take 8d8 damage from the shock and enemies as the White Wyrm, former consort to the Dragon
become pinned within the ice. Success means the character Overlord Frost. Glacier’s lair is one of the key locations in
has been shunted into a non-solid area nearby and only this chapter; it is not as large as Frost’s lair was, but it is
takes half damage. the place from where the city is governed. Glacier can be
218 Chapter Six
found in her lair for roughly half of each day, spending Features of Glacier’s Lair
the rest of her time moving about Khimel’s Icewarrens or Glacier’s lair was hollowed out from the solid dome of
soaring high in the frigid upper atmosphere over Southern ice that covers Khimel Lake. It possesses the following
Ergoth. qualities in addition to those of the surrounding area:
Glacier’s lair is the primary location of the scenes for • No lighting other than shadowy illumination.
this section of the chapter (see “Scenes in Khimel”). • All floors, walls, etc. are rough and equivalent to
unworked/natural stone.
Devastation in Khimel 219
There is only one entrance into the lair, guarded by KH10. Egg Chamber [EL 19]
a pair of white dragon scouts (CE male juvenile white This is the location of Glacier’s most recent clutch of
dragon barbarian 5). All arrivals must fly or climb past white dragon eggs. All eight of the eggs are Frost’s, so
the keen eyesight of the dragonspawn on Khimel Keep. Glacier is keeping a very tight guard on them. They are
The scouts are equipped with rings of fire resistance (resist her bargaining tools, for when the Dragon Overlord
fire 10) and have been given strict orders to kill anything transferred his totem and hoard to the Rimeberg, he was
that tries to enter this lair that isn’t a dragon, mephit, or forced to leave the eggs behind in Glacier’s care. This room
dragonspawn; these are some of Glacier’s young, and they is 20 degrees F colder than the rest of Khimel; unprotected
are fiercely loyal to their draconic mother. creatures take 1d6 lethal damage per minute, no save.
The chamber is something of a grotto, rather than a
Key to Glacier’s Lair cavernous room like many of the others. The ceiling is
The following key provides details about three encounter only twenty feet high, and the chamber itself is a roughly
areas. These chambers are the most important sections of circular area sixty feet in diameter. The eggs are in the
the maze of ice. center of the room, nestled in a bowl-shaped depression
and packed in sub-zero temperature ice. An alarm spell
KH9. Skull Chamber [EL 21 or 16] is cast each day on the eggs by Glacisse, and only she and
This is the site of the dragon skull that Gilthanas seeks. her Iceblood dragonspawn have the password (“future”
Like the other rooms in the dragon lairs, the skull chamber in Draconic). Wherever Glacier is when the mental alarm
is enormous; Glacier has fashioned it into a kind of multi- sounds, she will rush to the egg chamber.
level cathedral-like area, with pillars of ice supporting Creatures: The Iceblood (CE male white dragonspawn
numerous balconies and sloping walkways around the abomination minotaur fighter 12) are brutes that have no
room’s central space. As room’s primary purpose is for real long-term strategy other than to prevent harm from
Glacier to hold court, so to speak, it accommodates coming to Glacier or her eggs.
hundreds of smaller creatures. There are hundreds of m Iceblood minotaurs (8): hp 113, see page 357
skulls in the chamber, many of them encased in ice, others Development: If the heroes manage to acquire these
mounted on the walls. Tylor skulls, human skulls, elven eggs, they can choose to either destroy Frost’s unhatched
skulls, and thanoi skulls, all bleached white and facing heirs or use them as bargaining tools of their own. Glacier
inward, look on like silent witnesses. has overestimated Frost’s interest, however. While she
Creatures: The White Wyrm, Glacier (CE female great herself will do almost anything to protect her eggs, the
wyrm white dragon), is typically found here if she is in White’s goals do not necessarily involve his own offspring.
residence. During the late afternoon she is often meeting Thus, the eggs are more useful to the heroes in getting
with Raskellion, the bozak agent of Cinder, and in the Glacier to work with them than as a threat to Frost.
evening she is discussing plans with her son, Coldspike. If the heroes destroy the eggs, Glacier mobilizes the
She may also be located down in the Icewarrens in her entire city and vows to kill the heroes in any way she can.
human form, conducting the spawning ritual late at night If the heroes use the eggs to influence Glacier, they should
(see KH13). Ultimately, however, whether she is present gain a +10 circumstance bonus to Diplomacy, Bluff, or
or not should probably depend on the order in which the Intimidate checks against the dragon.
heroes investigate Khimel. If they come here first, Glacier is
here and they trigger the scene, “The Abyss Hath No Fury.” KH11. Vault [EL 16]
If they go to the Icewarrens first, she’ll be there. Regardless Held within this large, glittering chamber of riches is
of whether Glacier is here or not, four dragonspawn Glacier’s hoard, a mighty treasure indeed. While Glacier
arcanists (CE male white dragonspawn sorcerer 11) occupy considers her eggs to be more important than simple
the room in their capacity as advisors, discussing matters coin, she nevertheless has collected a substantial amount
of sorcerous interest. They will act to repel any intruders. of wealth in the past twenty years. She never leaves the
m White dragonspawn arcanists (4): hp 51, see page hoard undefended either, though she cannot trust a simple
357 dragonspawn or even one of her children to remain
m Glacier, the White Wyrm: hp 522, see page 351 vigilant enough. Thus, she has chosen a guardian for the
Development: All of the action that takes place here hoard that has no other purpose but to drive off potential
is covered under “Scenes in Khimel.” If the heroes are too thieves and intruders: an aberrant mutation known as
late to acquire the skull, Gilthanas has already left with it, Snowflake.
and Glacier isn’t here; there’s nothing truly useful in this Creatures: Snowflake (CE advanced half-white dragon/
chamber for them. In this case, it can simply serve as an half-horrid umber hulk) is a monstrous umber hulk
additional combat or roleplaying encounter. hatched from a corrupted white dragon egg thanks to the
Treasure: If the dragon skull the heroes are looking power of Frost’s skull totem. Glacier requested the creation
for is still here, it is mounted above the opening that leads of Snowflake and has tended to it since it was a hatchling.
back toward the egg chamber. If Gilthanas has already It has most of the traits and appearance of the umber hulk
taken the skull, its space is empty. There’s nothing else of ancestry but also boasts a single curved horn above its
great value in the room. eyes and draconic wings. Snowflake is slavishly loyal to its
“mother” and protects the hoard with its life.
220 Chapter Six
m Snowflake: hp 310, see page 355 After the Lake Erupts
Tactics: Typically, Snowflake focuses its confusing gaze Suspicious of the effects of Frost taking away his skull
on an obvious fighter type, then closes in to pummel or totem, Glacier has recently established defensive measures
claw them into pulp. Snowflake saves its breath weapon against encroaching lava. Carefully placed contingency
for tightly grouped opponents, preferring to make use of spells trigger walls of force if molten rock approaches the
its enormous strength and toughness to do the job. When lair; anything and anyone within Glacier’s lair (including
it wants to, it can unfurl and extend a pair of chitinous areas KH9, KH10, and KH11) will be safe. The ambient
dragon wings and launch itself into the air; it also temperature, however, will increase to safe levels (70
possesses sufficient burrowing talent to dig through the ice degrees F). Getting into and out of the lair once Glacier’s
to prepare pits, dead falls, etc. Snowflake never flees, due in spells are triggered will be problematic, as the walls of
large part to its substantial ego and confidence. force and sheath of immobile molten rock create quite an
Development: Killing Snowflake will only temporarily obstacle. If the heroes have not yet obtained the dragon
avert problems for the heroes. While they are searching skull, and it is still in Glacier’s lair when the Lake of Fire
through treasure or recovering, a squad of four Iceblood erupts, they will need to find some way of getting inside to
minotaurs (see KH10) will enter and demand that the retrieve it. See “The Eruption” for more details.
heroes surrender their weapons and gear. If the heroes
appear to look tougher than they are, one of the Iceblood Minor Dragon Lairs
will venture off to warn Glacier. Frost and Glacier were, for a time, the ruling dragons
Treasure: Glacier adores silver (11,906 sp) and in Khimel, but there are many other white dragons in
platinum (3,488 pp) coin as well as steel (13,435 stl), so her residence. Many of these are children of Glacier, Shiver
collection reflects that. In addition, she prizes statuettes (from Chapter Five: The Doom of Daltigoth), and other
(nine, mostly white jade, 1000 stl each), figurines (sixteen, mistresses of Frost. Some are older, but most are young
all of them platinum, 750 stl each), icons (three carved in and benefit from intensive skills training. These younger
ivory and platinum, 1500 each), and sculpture (thirteen dragons share lairs in the Khimel Lake section of the city,
busts and posed figures, all in white marble, 500 stl each), carved out of the ice closer to Glacier’s lair than Frost’s.
so she has a significant amount of artistic wealth. Each of the minor dragon lairs is home to a dozen or
Glacier’s treasure contains only items of clothing: cloak more white dragons, most of which comprise the white
of resistance +3, mantle of faith, robe of useful items, and dragon scout patrols that wing their way over the Frozen
a vest of escape. These are kept in a locked oak wardrobe Plains and into Eastwatch. The juvenile and young dragons
(hardness 2, hp 30, Break DC 20, Open Lock DC 35). have formed small packs, quite unusual for dragons,
What Does Glacier Know?
G lacisse often appears in human form, the better
to engage in discussion with visitors (and prey).
She is just as capable of being her usual haughty and
course, the pawn may defeat the emperor in a game of
Khas, no?”
How are you able to create more dragonspawn?
bitter self in either human or dragon form, and the “Gellidus entrusted me with his scale of proxy.
following information should serve as a rough guide to Through it, I have a direct link to his skull totem and his
a conversation with the White Wyrm. power. It is a bauble few have access to.”
Who are you? How do we defeat Frost?
“Such ignorance. I am the White Wyrm, Glacisse, “You cannot. He is growing in power even now.
once consort to Gellidus, and matriarch of the clan.” His skull totem is more than it was, and he has made a
Where is Frost? bargain with a god. You think a dragonlance will stop
“My lord has taken his leave of me and his children him? That needle did nothing to Malystryx. It will do
here in Khimel. He and his skulls flew east, towards the nothing to him. Your only chance is to find the gap in
Gale. He would be wise to stay away.” his scales, so to speak. I know that he has spent years
What happened between you and Frost? What is ensuring that such a thing does not exist, but even
your relationship? Overlords make mistakes. They give important things
“Once I was his queen, and I had his ear. I was first away.”
among consorts. He scorned me, however, for the silver What does Frost want?
witch. His vassal must be blind to it, or perhaps it works “Power? Destruction? Revenge? Love? Who knows?
its way into the elflord’s mind, like a chill works into the One would need to ask a fortuneteller. I cannot plumb
bones.” the depths of his treacherous alien mind.”
Do you mean Silvara and Gilthanas? How can you help us?
“Of course. A deviant pair, they are. Dragons loving “I can let you live. Outside of that? Ask of me what
mortals? Ridiculous. It was Khellendros’ downfall, it you will. I may be able to give it to you—or at the very
will be D’argent’s, also. The elflord is but a pawn. Of least, make sure that he does not have it either.”
Devastation in Khimel 221
especially white dragons. As such, they do not squabble lair or in nearby lairs, planning the following day’s patrols.
or resent their situation; though from time to time, the When night falls, he attends his mother in her lair for an
“alpha” dragon in any given pack will be challenged by hour or two, and then he joins his bodyguards in his own
another wyrm, and the social dynamic will shift. This is the lair to rest. If Coldspike and his guard are away, he usually
nature of the chaotic evil whites. assigns a mephit or two to watch over the chamber in his
absence.
Features of Minor Dragon Lairs [EL varies] m White dragon scouts (4): hp 157, see page 346
The minor dragon lairs are similar to those of Frost and m Coldspike: hp 263, see page 350
Glacier in that they were hollowed out from the solid m Ice mephit (5): hp 13, see Monster Manual
dome of ice that covers Khimel Lake. In addition to those Development: If the heroes show up at Coldspike’s
that are true for the greater Khimel area, the minor dragon lair when he isn’t present, they may have time to search
lairs possess the following qualities: the cavernous chambers for his hoard. Coldspike keeps
• No lighting other than shadowy illumination. it hidden under a thick fog cloud blanket, out of sight
• All floors, walls, etc. are rough and equivalent to and in a niche near the back of his cave. The ice mephits
unworked/natural stone. will watch the heroes for a while, keeping out of sight,
The minor dragon lairs are devoid of any real sizeable and then race off to get help in the form of Kuandan
hoard. Almost all treasure found and claimed by the (see “Kuandan’s Lair,” page 225). This will take about ten
younger dragons goes to Glacier, although Coldspike has minutes, during which time the heroes will be free to
begun to keep some for himself (see “Coldspike’s Lair”, investigate. Kuandan is a clever mephit and will use his
below). Apart from the caves themselves, the only other wand of wall of ice to seal off the entrance to Coldspike’s
important feature in the minor lairs are the larders, cold lair, hoping to trap the heroes within. If they escape, or
storage of food kept in the back of each communal lair leave before the mephit gets there, he will attempt to follow
area. “Food” in this case is flash-frozen deer, elk, and other them and engineer other ways to trap and/or harass them
wildlife, as well as the occasional human, elf, or ogre body. until one of the larger dragons can be summoned.
Creatures: At any one time, there are 2d6 white dragon Treasure: Coldspike’s hoard takes the form of mounds
scouts found in each communal lair. The rest are outside of steel pieces (11,500 stl) and smaller piles of precious
Khimel, serving the cause of the White Dragon Overlord. stones or jewels (75 x 100 stl gems, 50 x 250 stl gems).
The dragons keep a number of mephits around to act as Coldspike’s only magic items are extra potions, all of
minor servants and messengers; each has one mephit valet, which are frozen and need to be thawed before they can
who spends as much time annoying the dragon as helping be consumed (although Coldspike typically consumes a
him. potion and crushes it between his teeth, bottle and all, to
m White dragon scouts (2-12): hp 157, see page 346 get the normal effect): 10 potions of cure moderate wounds,
m Ice mephit (2-12): hp 13, see Monster Manual 5 potions of haste, 5 potions of lesser restoration. A fog cloud
Development: Any combat that takes place in one of effect keeps the hoard hidden from sight.
the minor dragon lairs will cause one or more mephits to
fly off in search of assistance. 1d4 additional white dragon After the Lake Erupts
scouts will arrive within 4 rounds. Kuandan, the ice mephit The minor dragon lairs, including Coldspike’s, will be
noble (see “Kuandan’s Lair,” page 225), will also arrive in destroyed when the Lake of Fire rises. Explosions of steam,
10 minutes, although if the fight is over or the heroes have rapidly melting ice, and widespread collapse will occur
left, he will go off in search of them to find out more about moments before the lava floods up and fills Khimel Lake
their purpose. with molten rock. Unlike Glacier’s lair, the minor dragons
have no contingent spell effects or protection from the
KH12. Coldspike’s Lair [EL 19] devastation. See “The Eruption” for more details.
The young and hostile son of Glacier, Coldspike (CE male
young adult white dragon barbarian 10), shares his lair The Icewarrens
with four other white dragons, his personal guard (CE The ruins of the Ergothian city of Khimel were encased in
male juvenile white dragon barbarian 5), and his mephit ice when Frost moved in. Since that time, the ice has been
valets. Although Coldspike frequently heads out on his excavated and burrowed through, creating a large network
own, he understands the importance of covering his own of ice tunnels and caves that follow the old paths and roads
back in the event of a challenge or coup among Khimel’s of the city. Through the walls of these tunnels, the ruins
whites. Because of his position of leadership, Coldspike has can be seen like dark, shadowy remnants of another age.
enlarged the lair somewhat and intends to further increase In some places the dragonspawn or Frost’s dragons have
the size when he is sure that he can do it without raising uncovered or freed a stone building or temple area, making
Frost’s ire. use of the additional reinforced stone enclosures. The five
Creatures: Coldspike may or may not be in his lair if Orphic Spikes are all located inside a frozen section of the
the heroes explore this part of the city. During the second Icewarrens, uncovered by Dolmen Scalecarver and then re-
half of the night and early morning, the dragon and his sealed in ice after he had activated each Spike.
guard are out flying across the Frozen Plains. Coldspike The bulk of the city’s dragonspawn residents live here,
spends the rest of the daylight hours either alone in his as well as a community of ice mephits. The Icewarrens
222 Chapter Six
are also the location of the Spawning Chamber, where KH13. Spawning Chamber [EL 22 or 18]
humans and other prisoners are transformed into white This vast area was once an arena in the ancient Ergothian
dragonspawn. city of Khimel. The chamber is almost one hundred feet
long and seventy feet in height. Although the walls have
Features of the Icewarrens crumbled somewhat, the granite foundations remain and
The Icewarrens are a network of smooth-walled tunnels form sloping sides that create a kind of bowl. All surfaces
and chambers, carved directly from solid ice (see “Ice are thick with an icy crust. The chamber has numerous
Tunnels,” page 220, under Features of Khimel). All of the entrances which open onto balconies thirty feet above the
standard features of Khimel apply in the Icewarrens. When chamber floor. There are no stairs or means of descent
the Lake of Fire rises from beneath the surface of the city, from a balcony—any creature that visits the chamber is
Khimel Lake will be flooded with lava, and some of it will either winged or brought here by a winged creature. Faint
spread outward into the Icewarrens and the dragon lairs sunlight filters down through the ice above during the
that ring the lake. This will release a number of the ruins, day, and at night, the room is bathed in a soft blue-white
exposing the Spikes. See “Scenes with the Orphic Spikes,” luminescence from hundreds of tiny frost worm larva kept
page 225, for more information. in lanterns.
It is easy to get lost among the maze of ice tunnels. The purpose of this chamber is the creation of
Every ten minutes, the heroes need to succeed at a DC 18 dragonspawn. As long as Frost is alive and his skull totem
Survival check to remember where they are and to avoid is active, Glacier may continue to create dragonspawn in
taking a wrong turn. Obviously, spells such as find the path his absence. See the sidebar “Creation of Dragonspawn”
or know direction will eliminate the need for this kind of for more details. Glacier has several assistants who enable
skill check. her to conduct the ritual once every few days. She typically
creates as many as 24 HD worth of dragonspawn at a time,
Random Encounters after which she needs to rest for a day. When the heroes
Every hour in which the heroes are traveling along a tunnel arrive in Khimel, Glacier is planning to make use of the
in the Icewarrens there is a 20% chance of encountering ritual at nightfall to replenish some of her recent losses.
a unit of four dragonspawn raiders (CE male white Creatures: Six dragonspawn arcanists (CE male white
dragonspawn barbarian 8) with a pair of white tylors, dragonspawn sorcerer 11) are on hand in the Spawning
carrying out a routine patrol. If this patrol is encountered Chamber to assist Glacier in conducting the ritual, as
at any point, any ensuing conflict may attract the attention well as an equal number of Glacier’s trusted Iceblood
of another character within 2d4 rounds (see table). minotaurs (CE male white dragonspawn abomination
If Glacier is encountered, it may trigger the scene “The minotaur fighter 12), who serve as muscle. When Glacier is
Abyss Hath No Fury.” If the NPC indicated by the die roll not present and no ritual is being conducted, the arcanists
has already been killed, treat the result as “no additional retire to one of their various meditation rooms elsewhere
encounter.” Encounter range within the Icewarrens is in the Icewarrens, while the Iceblood minotaurs maintain
2d6x10 ft. Listen checks are made at +4 due to the peculiar a vigilant guard over the Spawning Chamber. A very weak
acoustics of the tunnels. aurak draconian (6 hp and exhausted) is chained to a wall
during the ritual to provide blood; the others of his group
Key to the Icewarrens are locked up in KH14.
The following entries detail significant areas of the m White dragonspawn arcanists (6): hp 51, see page
Icewarrens. Refer to the Khimel map (or the Khimel 357
Aftermath map, if the Lake of Fire has erupted) for the m Iceblood minotaurs (6): hp 113, see page 357
location of each keyed area. m Glacier, the White Wyrm: hp 522, see page 351
m Wounded aurak draconian: hp 6, see DLCS.
Tactics: If the heroes arrive during the course of a
1d8 Encounter Average EL ritual, the Iceblood minotaurs will immediately move
to stop them. Two of the six arcanists will continue to
1-2 No additional encounter —
aid Glacier, who always takes human form when she is
3 Raskellion 15 leading the ritual, while the other four join the Icebloods
in attacking with spells and their spears. Glacier will
4 Kuandan 16 eventually break from the ritual and attack, which initiates
“The Abyss Hath No Fury,” unless the heroes leave before
5 Parminder 17 this happens.
Development: If the heroes arrive during the ritual
6 Coldspike 18
(at night), there are twelve human prisoners from the
7 Oncho 19 surrounding towns in the process of being transformed.
Each will have already been fed the aurak’s blood unless
8 Glacier 21 the heroes arrive before the ritual has started. These
unfortunates are the only townsfolk in Khimel at this time,
* Statistics for these characters are found in Appendix Two. although many more are on their way. This information
Devastation in Khimel 223
Creation of Dragonspawn
T he process of transforming a human, half-elf, or
other creature into a dragonspawn is one of the
many abilities possessed by the five Dragon Overlords.
not allowed to die, however, which would activate their
death throes and potentially injure or inconvenience the
Overlord or proxy.
Originally, only the Dragon Overlords were capable Each victim must succeed at a Will saving throw
of this feat, making use of their skull totems, the blood (DC 10 + 1/2 Overlord or proxy’s HD + the Overlord
of draconians, and an infusion of their own essence or proxy’s Charisma modifier) or have their alignment
to transform humans into spawn. Over time, some of change permanently to that of the Overlord. If this save
the Overlords, such as Sable, learned that they could is failed, a second Will save (same DC) is made to see if
nominate a proxy agent who would be able to continue the victim is forced under the control of the Overlord.
the process without the Overlord being present, thanks In either case, a victim cannot avoid the physical
to an item called a scale of proxy. Sable enjoyed at least transformation nor the horrendous effect the ritual has
one proxy, the naga Nura-Bint Drax; Frost’s proxy is on their soul, infusing it with dark draconic thoughts
Glacier, who jealously holds this secret and uses it to and overwhelming them with the energy that binds the
produce many more dragonspawn than Frost ever Overlord’s essence within their new bodies.
created. If the ritual is stopped or interrupted, any victim
Each spawning ritual lasts for a half hour. may make a Fortitude save (DC equal to the Will
During the process, the victims are usually bound or save above) to stop their transformation into a
incapacitated, gathered together in a large group. The dragonspawn. Success indicates the victim returns to
Overlord, or the proxy, begins the ritual by channeling normal, although they are fatigued for 12 hours.
the power of the skull totem. Each victim is forced to Dragonspawn created by a proxy are nominally
drink some of the blood of a draconian mixed with under their Overlord’s control, although in many cases
a number of alchemical reagents. The ritual usually (such as with Glacier), the proxy holds as much if not
requires at least one captured draconian to be brought more power over them, for as long as she bears the scale
close to death as it is drained of blood. The draconian is of proxy.
can be extracted from any one of the dragonspawn and suppresses the supernatural abilities of the other
arcanists, who are expecting a new batch of white draconians.
dragonspawn in the coming weeks, ready for Gellidus’s Creatures: There are eight auraks, two sivaks, and
master plan (what that is, of course, the spawn do not twelve baaz being kept in the prison, four to a cell. The
know). auraks are kept purposefully unwell, fed a mixture of
poisons and drugs designed to afflict them with constant
KH14. Draconian Prison [EL 18] exhaustion. The sivaks are bound in chains (hardness 10,
This section of the Icewarrens is a converted temple hp 15, Break DC 30). The baaz are in the least misery, but
complex. Thick stone walls are encased in ice, chipped and they have all watched one of their number taken every
blasted away by the spawn and forming the ideal location few days and brought back sick from blood loss. The
for a prison compound. Icons of Manthus of the Rose are draconians have no idea why they’re here, and Raskellion
everywhere, for this was dedicated to Majere at one time. (NE male bozak rogue 3/sorcerer 2/arcane trickster 5) has
Other than the icons, no real trace of this holy purpose yet to tell them. When he isn’t elsewhere, speaking with
remains. Now, draconians are being kept here for the Glacier or following the heroes about, Raskellion is in
purpose of later being used to create more dragonspawn. residence in one of the private offices.
Glacier has no love for most draconians, although she Glacier’s Iceblood minotaurs guard the prison, but
has struck up a fairly good relationship with Raskellion. there are only four of them present at any one time. If they
The cunning bozak has spent a lot of time at the prison, suspect trouble or the heroes tip their hand too early, the
trying to figure out how to free his kindred. He puts on a Icebloods summon additional help. Reinforcements will
very convincing front for Glacier, who believes Raskellion arrive in 10 minutes in the form of another four Iceblood
to be a pragmatic individual and not one to attempt such minotaurs.
a rescue. Indeed, Glacier believes Raskellion is considering m Aurak draconians: hp 76, see DLCS
ways to acquire more draconians for her, which has lulled m Sivak draconians: hp 51, see DLCS
her into a false sense of security. m Baaz draconians: hp 18, see DLCS
Each draconian cell holds 4 draconians and has a m Raskellion: hp 60, see page 354
reinforced door with an excellent lock (hardness 8, hp m Iceblood minotaurs (6): hp 113, see page 357
15, Open Lock DC 33, Break DC 24). The scion Dolmen Development: This location offers the unique
Scalecarver (see Eastport) channeled the power of the opportunity to make an impression on Raskellion and the
Orphic Spikes into the cells when he established the other captive draconians by aiding in their release. The
antimagic field and dimensional anchor effect surrounding heroes have the choice of either leaving them here to die
Khimel. This keeps the auraks from using their magic or helping them get out of their imprisonment. Raskellion
224 Chapter Six
is a suspicious draconian and needs convincing; his initial All of the Icewarrens’ residents make their way up
attitude is Unfriendly. This may prove to be difficult, given toward the surface or to Khimel Keep. If the heroes are in
what the heroes may already know about his connection the tunnels, you can describe the chaos as being so great
to the Malfesan Horde and Cinder. Oddly enough, if the that whole units of dragonspawn push past them on their
heroes tell Raskellion they have beaten his dragonlord way out, heedless of the presence of the heroes. See “The
master in Chapter Two: Fires in Throtl, yet still wish to Eruption” on page 228 for more details about the disaster.
help him free his kindred draconians, give the heroes a +4
bonus on Diplomacy checks to change Raskellion’s attitude Scenes with the Orphic Spikes
towards Friendly. If the heroes choose to attack Raskellion This section details the five locations of the Orphic Spikes.
here, he will appeal to the Iceblood minotaurs for help and The heroes will not be able to access them until after the
respond with violence. eruption, although if they are resourceful, they can make
an attempt at reaching them through the solid ice that
KH15. Kuandan’s Lair [EL 19] surrounds them. If they destroy at least three Spikes, the
This is a former art gallery, excavated by the ice mephit antimagic field and dimensional anchor around Khimel will
prince Kuandan (NE male ice mephit noble 9/sorcerer 4) drop.
and his ice mephit subjects. Within, a collection of ancient
Ergothian sculpture lines a pair of 30 ft. long hallways on Getting to the Spikes
either side of a 60 ft. tall central atrium. The atrium itself Each Spike location is in the Icewarrens, the ring of ruins
boasts a colossal fountain, the water of which is frozen into surrounding Khimel Lake and the dragon lairs. The heroes
a 20 ft. tall spout. The air in here is far below freezing (–20 can reach the general area through the tunnels, or they
F), and unprotected characters will take 1d6 lethal cold might attempt to teleport or use ethereal jaunt. The latter
damage per minute with no save. has its own risks, especially with the ghost dragons drifting
Creatures: The atrium is home to forty-six mephits, through Khimel’s local section of the Gray. Although
who perch in dozens of wall niches and small openings deactivating or removing the Spikes is not a necessity for
in the walls of the atrium. Kuandan himself, if he is here, this adventure, doing so can make leaving Khimel much
holds court with the mephits screeching at each other and easier.
engaging in mock duels or shouting contests.
m Kuandan: hp 60, see page 351 KH16. Lava Spike
m Ice mephit (46): hp 13, see Monster Manual Important Rules: Heat Dangers (Lava Effects), Chapter 8:
Development: If the heroes find this place, they are Glossary in the Dungeon Master’s Guide.
not in any immediate danger. Kuandan is a manipulative This Spike is on an island of fine Ergothian marble
trickster as well as being of noble birth. If he can think of a surrounded by lava. The area was once the courtyard of
way to exploit this situation, he will. He will converse with an elegant manor in the city of Khimel near what is now
the heroes in order to learn more about them and their the Spawning Chamber (KH13) and, until the eruption,
reasons for being in Khimel. He’ll respond to most of their was completely encased in ice. Now the molten rock has
questions with apologetic appeals to the fact that he is “not evaporated the ice and flooded the court.
a native” and claim he and his subjects are merely pawns in Hazards: To get to the Spike, the heroes must bypass
the great game of Gellidus. If the heroes believe this, he’ll more than 25 feet of lava. The heat is incredible. Near the
court their favor by suggesting that they can learn more edge of the lava pool (within 5 ft.), the air is well above
about Frost’s plans by talking to Glacier, and that he would 100 degrees F, and characters must succeed at a DC 15
be happy to introduce them. If they don’t trust him (or Fortitude save every 10 minutes (+1 for each previous
succeed at their Sense Motive checks), he’ll shrug and tell check) or take 1d4 points of nonlethal damage. Contact
them they’ve clearly come to the wrong place. Kuandan with the lava deals 2d6 damage per round, or 20d6 if the
will pay very close attention to the heroes, sending mephits character is fully immersed, and the damage continues for
to follow them wherever they go. If they don’t attack the 1d3 rounds after contact has been broken but at half the
mephit prince, they will likely see him again in Chapter initial damage (1d6/round or 10d6/round). On the island
Seven: The Fury of the Gale. of the Spike, the air is so hot that characters breathing it
take 1d6 points of fire damage as their lungs are scalded.
After the Lake Erupts Spells or effects that protect the heroes from fire or heat
Although the Icewarrens are initially spared much of the will eliminate some or all of these dangers.
fiery destruction, they will eventually become consumed
by the heat and expanding geothermal pressure created KH17. Ice-Encased Spike
by the eruption of the Lake of Fire. Areas KH13 and This Spike was placed in a small garden courtyard between
KH14 experience some incursion of lava, which sends the four administrative buildings of old Khimel, with only
temperature up and eliminates the need for extra layers of narrow paths leading to it. It is nowhere near any of the
clothing, but it also creates steam hazards and hundreds fissures created by the eruption, so it is still sealed away in
of gallons of scalding hot water. Area KH15 is completely ice.
destroyed by the eruption, but Kuandan and his mephits Hazards: The air is much colder in this area than the
are able to escape before the molten rock floods their lair. rest of the Icewarrens. Unprotected characters will take
Devastation in Khimel 225
1d6 cold damage every minute with no save. Characters Experience Awards for the Spikes
with sufficient thermal protection or enjoying the Taking out three Spikes, which disables the anti-magic field,
benefits of spells such as resist energy can ignore the lethal is considered a minor party mission goal, and they should
damage. Once the heroes reach the Spike, they will need to be rewarded accordingly. If they manage to eliminate more
determine how they are going to destroy it and how to deal than three, consider a +10% (for four) or +20% (for all
with the lack of open space. Remember that heroes who five) bonus to the award.
employ spells such as ethereal jaunt or etherealness will
find themselves the unwelcome targets of Khimel’s ghost Scenes in Khimel
dragons (see KH2, page 215). These two scenes should take place consecutively. They
represent the main scripted section of this part of the
KH18. Fissure Spike adventure, and the second scene is a pivotal event that
This Spike originally stood in an open market area before changes the entire environment. You should read over
the city fell into ruin. Like the other Spikes, it was encased these scenes with careful attention to where the heroes are
in ice when Frost claimed Khimel for himself. The violent on the map when they occur.
quakes and subsequent eruption beneath the city have
created a fissure in the ice with the Spike at the very end Scene: The Abyss Hath No Fury [EL 21]
of it. Molten lava has yet to fill the fissure, but it is close by Run this scene when the heroes meet Glacier for the first
and spreading. time. An appropriate point to introduce it would be when
Hazards: This Spike is relatively easy to access from the heroes make their way into her lair (KH9) or the
the ice tunnels now that the fissure has opened a path to Spawning Chamber (KH13). Because this scene involves
it, but not long after the heroes get to the location, the an encounter with a very powerful white dragon, you
lava will begin to encroach upon it. One minute after should be sure to have your players’ abilities and actions
the heroes arrive, the lava surges up and moves along the leading up to this scene in mind before running it. Note
fissure’s path toward the Spike at a rate of 5 ft. (1 square) that the scene assumes Glacier is in human form, which
per round. See KH16 for more details about the effects of she often maintains, but if the heroes encounter her in her
the lava. dragon form, you will need to make slight adjustments to
the text.
KH19. Guarded Spike [EL 17] Read or paraphrase the following:
When the heroes reach this Spike, situated between a
group of ruined stone granaries, the eruption has driven
a group of white dragonspawn arcanists to the site.
The arcanists have already realized that the Spike offers
A cool blue radiance lends a macabre air
to the woman you see before you. High
cheekbones, ivory skin, eyes the color of
significant enhancement effects to their sorcery and so, a bruise, she dresses in an elaborate white
despite the increasing danger from the Lake of Fire, they dress and bloodstained arm-length gloves.
will be very resistant to the heroes’ attempt to destroy it. She is all ages and none, a timeless figure,
Hazards: There are four dragonspawn arcanists (CE yet very clearly flesh and blood. Alert to
male white dragonspawn sorcerer 11) present at the Spike. your presence, she cocks her head to one
Drunk on the power of the Spike, they are highly resistant side and smiles. Her voice is like an ice-cold
to Diplomacy or attempts to negotiate (–4 circumstance dagger, settling deep within your gut.
penalty on Diplomacy checks; initial attitude Hostile). “Visitors,” she says, matter of factly yet with
m White dragonspawn arcanists (4): hp 51, see page that razor-edged tone. “How pleasant. Now.
357 Are you here for me or my estranged mate?”
KH20. Underwater Spike The Setup: Glacier is in her human form, one that she
At one point, this Spike was located in the middle of a adopts occasionally for outside visitors or when walking
Temple of Shinare, the Winged Victory. The Temple still about the Icewarrens. Her dragon form is much too large
stands in a low-lying section of the city. The intense heat for some parts of the city, so she wears human guise not
of the Lake of Fire has melted the thick ice that encased the only to have more freedom but as a way to surprise any
Temple, but the water has flooded the building, and now would-be intruders. Regardless of where or when this
the entire location is underwater. Entry to the Temple is scene takes place, Glacier has decided parley is the order
from non-flooded tunnels surrounding the Temple site. of the day, unless the heroes escalate it into a full-fledged
Hazards: Not only do the heroes need to concern conflict. Glacier is intrigued by the potential of this group
themselves with getting to the Spike underwater, but of heroes to eliminate her greatest enemy—the Dragon
the water itself is scalding hot and highly acidic (from Overlord Frost.
the sulphuric reaction of the eruption). Every round the Creatures: The only definite creature in this scene is
heroes are in the water, they will take 1d6 fire damage Glacier (CE female great wyrm white dragon) herself.
and 1d6 acid damage. In addition, a DC 18 Fortitude save Others may be present, based on the location of the scene
is required every minute to avoid becoming nauseated. when it occurs, but the degree to which they contribute to
Resistance to acid or fire will offset the risk of injury. the encounter will depend upon the context.
226 Chapter Six
m Glacier, the White Wyrm: hp 522, see page 351 details on the high points of this conversation. Glacier’s
Tactics: The White Wyrm wants to give the heroes her initial attitude is Unfriendly. Improving her attitude to
undivided attention, and she does attempt to lead into a Friendly or Helpful won’t make her any more likely to
discussion of their purpose in Khimel. However, in the join the heroes’ faction, but it will indicate the degree to
event of the heroes attacking her, she foregoes the niceties which she will willingly aid them in opposing Frost’s plans.
and reverts to her dragon form. Glacier is a very tough Glacier remains an evil serpent ruled by her emotions,
opponent, so the following round-by-round analysis so expecting her to be coldly logical or even rational is
should be of some assistance. probably not a wise course of action. On the other hand,
Before the fight—Glacier casts stoneskin on herself and playing into her bloodlust and driving need for physical
assumes dragon form if space allows (standard action). satisfaction will get them considerably further.
Round 1—Remaining mobile, she uses her breath Once the heroes have dealt with Glacier, they stand to
weapon and activates her frightful presence. be in a better position to ask for such things as the dragon
Round 2—She leaps and attempts to use her crush skull (if it is here) or the cessation of the dragonspawn
ability. program. In some ways, she would be happiest if Frost was
Round 3—Glacier makes a full attack with natural to meet an end at the hands of the heroes, and she were
weapons, targeting suspected spellcasters or support allowed to live her life in peace in some cold corner of the
characters. world with her offspring. Glacier will give the scale of proxy
Round 4 (etc.) to the heroes if they ask for it, which will enable them to
Glacier casts spells sparingly and usually for additional bypass the Theft of Godly Magic in Chapter Seven: The
effect. She prefers to eliminate one opponent at a time, or Fury of the Gale; a DC 30 Knowledge (arcana) check will
as many as she can in one attack, so she will remain mobile inform the heroes that this item represents a vital link to
during the fight. If she is unable to fly, she will still move Frost for the purposes of certain magical rituals. If they
around as space permits. In the event that she loses over don’t ask for it, you may choose to simply have Glacier
two-thirds of her hit points, she will cast teleport (she has offer it to them, as she is not planning on using it to create
one of Dolmen Scalecarver’s runic talismans) and acquire many more dragonspawn once the Lake of Fire erupts.
additional help from Khimel’s other residents, such as Because Glacier knows the location of the five Orphic
Coldspike or Oncho. Spikes, she can share this information with the heroes; she
Development: If the heroes approach Glacier with is unlikely to do so until the eruption (in which case she
the intent of talking with her, not fighting her, refer to will no longer care what the heroes do with them), because
the “What Does Glacier Know?” sidebar on page 221 for the Spikes afford her considerable protection. Keep
Devastation in Khimel 227
Glacier’s emotional state in mind at all times during this with the most rapid changes starting in the middle of the
scene and the experience should at least be memorable. city (the area once known as Khimel Lake, now occupied
Note that if the heroes do not succeed in negotiating by the dragon lairs) and spreading out and upward.
with Glacier and lose to her in a battle, she may choose a Determine where the heroes are at the start of the eruption
number of them to be transformed into dragonspawn (see and ask the players what their characters are going to do.
KH13). This is the fate of many of her past opponents. A DC 15 Knowledge (geography) or DC 20 Survival check
Factions: Any deal with Glacier that negatively impacts (or appropriate divination spell) will inform them that this
the Whitescale Society lowers the party’s faction rating is a very large volcanic event; Khimel will soon experience
with the WS by –3. Striking a deal with Glacier improves massive activity that will no doubt melt the ice, create
their faction rating with the Legion of Steel, Ergothian scalding steam, potentially introduce molten rock and acid
Merchant Marine, and Brass Tigers by +2; no change is to the environment, and generally bring the whole city
made to the Knights of Solamnia, Knights of Neraka, down in less than an hour.
Malfesan Horde, or Wichtlani Ghoul Cult. Stage One (0-10 minutes): Fissures open around the
Treasure: If the heroes defeat Glacier rather than city, mainly underneath Khimel Lake (the dragon lairs).
negotiate, the scale of proxy is their greatest reward for Lava wells up into the fissures, heating the ice above and
doing so. This artifact is detailed in Appendix One: causing the widespread collapse of structures. During this
Mosters and Magic; with it, divine spellcasters will stand a stage of the eruption, any characters in Frost’s Lair (KH6-
better chance in Chapter Seven against Frost. 8) or the Minor Dragon Lairs (including Coldspike’s Lair
Experience Awards: Taking care of Glacier entirely KH12) must make a DC 15 Reflex save every minute or
through clever roleplaying, successful diplomacy, take 6d6 damage from falling ice, steam explosions, and
bargaining, and bluff is the equivalent of overcoming her collapsing walls. Glacier’s Lair (KH9-11) is protected
challenge, so you should award full experience for this but will be cut off from the rest of Khimel in the first 5
encounter whether they fight her or not. If the heroes minutes. Any characters in the Icewarrens or up in Khimel
achieve the cessation of the dragonspawn breeding Keep will hear the sounds of these lairs collapsing and
program, this constitutes a major party mission goal, and fissures releasing lava, but there will be no immediate risk.
they should be rewarded accordingly. Stage Two (11-20 minutes): Fissures continue to open
beneath Khimel Lake and spread out into the Icewarrens.
Scene: The Eruption [EL varies] During this stage, characters in the Icewarrens must make
The timing of this scene is very important, because it DC 15 Reflex saves or take 6d6 damage from collapsing
represents a change in the environment and the eventual tunnels and ice. All tunnels leading away from the dragon
destruction of Khimel. The heroes should ideally be within lairs are hit with surges of superheated water (1d6 fire
the city, either in the Icewarrens or one of the dragon damage with contact, 10d6 fire damage if immersed)
lairs, and have already encountered Glacier. It’s possible two minutes after the beginning of Stage Two. These
they don’t yet have the dragon skull (assuming it hasn’t surges flood the tunnels, leaving as jets of steamy water.
already been collected by Gilthanas), but they should at Characters caught in a surge must make a DC 20 Balance
least have interacted with enough of the city’s residents to or Strength check or be carried along and take additional
get a feeling for the community and what its importance 3d6 damage from concussion.
is to the Whitescale Society and Frost’s plans. Once you Any character still inside the dragon lairs (KH6-8 and
have established this, launch this scene and take note of the KH 12) will be exposed to the rising lava and incredible
Developments section that follows. heat. Contact with the lava deals 2d6 damage per round,
Read or paraphrase the following: or 20d6 if the character is fully immersed, and the damage
continues for 1d3 rounds after contact has been broken
I t begins far below you, a faint vibration
making its way through the ice of the
frozen city, creating tiny hairline cracks in
but at half the initial damage (1d6/round or 10d6/round).
The air is so hot that characters breathing it take 1d6
points of fire damage as their lungs are scalded. Spells
the walls. A heartbeat later and the vibration or effects that protect the heroes from fire or heat will
increases to a definite tremor, a sharp shift eliminate some or all of these dangers. Characters in
in the earth; cracks widen and the ceiling Glacier’s Lair will remain safe, but the entire lair will be
shakes. From under your feet, the rumbling surrounded by molten rock.
protest of Khimel drowns out the sound of Tremors will strike Khimel Keep, forcing all characters
draconic screams and shouts of alarm from in the Keep and its buildings to make DC 15 Reflex saves
all directions. As you struggle to keep your in order to move faster than base speed; escapees will begin
footing, you become aware that the air around to arrive at the Keep in a panic during this time.
you is getting noticeably warmer. The fiery Stage Three (21-30 minutes): Enormous steam
doom in the belly of Frost’s city is waking. explosions begin to go off at random locations around
Khimel as ice evaporates instantly in contact with lava.
Every minute there is a 1 in 6 chance of a steam explosion
The Setup: The Lake of Fire underneath Khimel is near the heroes’ location, unless they are in Glacier’s Lair
erupting. This takes place over the course of 30 minutes, or on Khimel Keep. Steam explosions do 10d6 fire damage
228 Chapter Six
(Reflex 18 half); residual steam cuts all visibility in a 40 ft. very useful in Chapter Seven: The Fury of the Gale. If
radius for 1d6 rounds, giving all creatures within the steam they have not yet struck south to Daltigoth, this may be
50% concealment and dealing 1d6 additional fire damage their best opportunity. Perhaps they wish to follow up the
each round. relationship between Frost and Cinder if they have yet
Toxic gas floods the Icewarrens (DC 22 Fortitude to visit Throt. The heroes’ five major paths onwards are
negates; 1d6 Con/1d6 Con), killing many of those who described below.
survived the surges and making it difficult to see (20% • Travel to Throtl (Chapter Two): Working on the
concealment). The gas seeps up towards the surface, information provided by Gibrana Rentir, Fume, or
dispersing but still becoming a danger to creatures in the Etharion Cordaric, the heroes may choose to cross the
air around and above Khimel Keep (save DC drops to 16). Straits of Algoni and head eastward into Throtl, realm
All dragon lairs have collapsed into the lava; Glacier’s Lair of the dragonlord Fenalysten (known to mortals as
settles at the bottom of 100 feet of molten rock, its wall of Cinder). Armed with a dragonlance and other items
force barriers keeping it intact. of power, the heroes may discover the movement to
Stage Four (31+ minutes): The dome of ice above overthrow the dragon tyrant, free the prisoners in
Khimel collapses and falls upon the Lake of Fire. One final Cinder’s labor camps, and potentially seize control of
explosion of steam and magma deals 10d6 fire damage to the Malfesan Horde.
anything still beneath the dome, and the collapsing dome • Travel to Bastion (Chapter Three): With the use of
itself crushes what remains of the Icewarrens. Khimel Shala Mer-Kane’s portal map or Dolmen Scalecarver’s
Keep, while affected by the steam explosion, remains a clues, the heroes might seek out the nearest location
ruined tower upon its single column of rock in the middle of a portal to Bastion, the Road of Time in the
of the Lake of Fire. northwestern corner of the Frozen Plains. If they take
Development: What happens after the eruption this route, go to Chapter Three for information about
depends on the heroes’ actions. In order to leave Khimel entering the portal.
with magic, they will need to destroy at least three of the • Travel to Cristyne (Chapter Four): Heading west across
five Orphic Spikes scattered around Khimel, which means the Last Gaard Mountains and across the strait allows
dealing with the lava, steam, and toxic Icewarrens. If the heroes to reach Merwick, the capital of Cristyne.
they have access to the Scion Dolmen Scalecarver’s runic They might be pursuing the information they learned
talismans, of course, they can leave whenever they wish. about the elven refugees or Sylvyana, which will lead
Keep note of which of the major NPCs in this section them to further horrors involving allomanya.
have survived the eruption. Kuandan, especially, may have • Travel to Daltigoth (Chapter Five): Heading south
slipped away and will return in Chapter Seven if he lived. from the Frozen Plains, using Bastion’s portals, or
Coldspike, Oncho, and Raskellion might also plague the employing magic will all allow the heroes to reach
heroes later at your discretion if they survived. Glacier, Daltigoth. They could be investigating the allomanya
however, has no further role to play in this adventure if she or the Whitescale Society, perhaps by making contact
lives. with the Legion cell that operates there. The heroes
Experience Awards: If the heroes find some way of may also wish to travel to Ergonesti, the lands of the
making it out of Khimel alive that makes use of quick- united Qualimori and Silvamori elves, to assist them in
thinking and adaptability, consider giving them a minor resisting Frost’s minions.
personal mission story award. • Meeting with Rasca (Chapter Seven): If this was the
heroes’ sixth chapter and each of the dragon skulls
Leaving Khimel has been collected by the heroes or Gilthanas, they are
The destruction of Khimel behind them, the heroes have ready to meet Rasca again and receive the reading from
learned more about their ultimate enemy’s past and the Ice Key. The confrontation with Frost will be that
possibly brought his dragonspawn program to a halt. much closer.
They may also have Glacier’s scale of proxy, which will be
Devastation in Khimel 229
Chapter Seven: The Fury of the Gale
“...While forces gather, time draws near The Beginning of the End
His power grows, The King of Ice The following sections prepare the heroes for the final
His greatest flaw, his only fear stage in their quest to recover the dragon skulls and foil
The price of courage is sacrifice.” Frost’s plot. By this stage, they should have completed all
five of the central chapters and accomplished most, if not
Chapter Synopsis all, of the following:
In this chapter, the heroes marshal their forces together • Ended the threat of Cinder and the Malfesan Horde in
and stage an attack upon Frost’s mobile fortress, located in Throt
the iceberg at the center of the Gale. Frost’s plan to draw • Defeated Ixmir, Warlock-Priest of the xill, and liberated
the power of the gods away from the faithful of Krynn and Bastion
into him, through his necromantic skull totem, begins to • Overcome the Ghoul Queen and her Wichtlani Ghoul
have major consequences. Depending on the variable plot Cult in the forests of Cristyne
elements determined at the beginning of the adventure, • Halted the production of allomanya and the reign of
Frost may be headed towards Schallsea, Sanction, the Tdarnk in Daltigoth
Dragon Isles, Palanthas, or even through the Gate of Souls • Stopped the dragonspawn breeding program and
to the original homeworld of the Dragon Overlords. Also, witnessed the fiery end of Khimel
the final fate of Gilthanas and D’argent is revealed. • Gathered some, if not all, of the chromatic dragon
skulls
Signposts: Rasca Redux
R asca the Calantine scholar is the half-kender the
heroes encountered in Chapter One. His mastery of
the Calantina pointed them in the right direction at the
seeks Gilthanas’ presence because of his link to Frost.
Rasca explains that this reading is known as the Ice
Key, and, with the information contained within it, he
beginning of the adventure and will now provide them expects the heroes to learn what Frost is attempting to
with further information, so they may take the battle do.
directly to Gellidus. This scene begins when the heroes Before he starts, he frowns and taps the side of his
have brought together Gilthanas and the dragon skulls. head. “Starting already…” he mutters. “The big snake is
Regardless of where they are, Rasca finds them. Ideally, getting prepared. He’s begun to…well, let’s just get this
this should take place on Bastion, for there Frost’s over with, huh?” Rasca is feeling the very early stages
connection to Gilthanas is interrupted by the planar of the theft of godly magic by Frost’s skull totem, the
barrier between the Gray and the Mortal Realm. opening move in the Dragon Overlord’s master plan.
Read or paraphrase the following: Refer now to The Dragon and the Elflord, page 17,
for the rules governing the Calantina and the Ice Key.
T he familiar sound of clattering dice
alerts you to the presence of the skinny,
headscarf-wearing half-kender, Rasca. The
Once Rasca has conducted the reading, he stands and
gathers together his things. The heroes may wish to ask
him more questions, but he shrugs and tells them that
Calantine scholar is sitting in his characteristic he’s just the messenger and can’t help any more than
cross-legged position several yards away, he already has. He adds that he wishes them all the
grinning wryly at you as your eyes meet. best, and, if they manage to pull this off, there’s a good
“And here we are!” he says, tapping a page chance they will meet again. With that, he departs. If
in his well-used copy of the Calantina text. the heroes follow him, he reminds them that they “have
“Five skulls of darkness, five skulls of light/ much more important things to do than following
Ten together shall be brought/With thief and random half-kender scholars about” and he keeps
skull and faith you might/Exact the price that walking, shaking his head.
courage wrought.” The half-kender points Gilthanas may be shocked or unsurprised by the
at Gilthanas and cocks his head to one side. revelations, depending on the nature of the Ice Key’s
“You know, I thought he would be taller.” result. His personal darkness has grown deeper over
the past few weeks, and his anger at the things Frost has
made him do has brought him to his breaking point. He
Once again, the divinations of the Calantina have demands a chance to strike back at the White, though
led Rasca to the heroes. He has a second reading of the he recognizes he is still a threat to the heroes and their
12-sided dice to give to them, and this time around, he mission.
230 Chapter Seven
What if they don’t have Gilthanas?
D espite the potential in the past five chapters for
the heroes to meet Gilthanas and either gain
his support or capture him, there is a good chance
unless he is on another plane of existence, so ideally the
heroes will be able to corner him somewhere that Frost
cannot reach (Bastion, for instance).
that they haven’t succeeded. You should not hold up Review Gilthanas’ section in The Dragon and the
the adventure if they have not, but Rasca’s Calantina Elflord and consider the locations and events the heroes
reading requires Gilthanas’ presence. To rectify this have already experienced. If they skipped a section of
problem, you can either send Gilthanas against them, the adventure, took another route, or did not visit a
trying to acquire the dragon skulls they have collected, specific area, you might bring that into the game at this
or you can allow the heroes to track him down. A stage by having Gilthanas lead the heroes there. In this
fight is not the only option; Gilthanas can be reasoned way, you can make the most of unused portions of this
with, and if the heroes present a convincing enough adventure and set things up for the final chapter.
argument, his cooperation might be gained. Remember
that Frost can see and hear everything the elflord does,
• Found Gilthanas and his dragon skulls Hook: Gilthanas balls his fists and exclaims, “I can
Regardless of the order in which they accomplished find him. He’s been inside my head for so long…give me
these feats, the heroes will have faced many trials an instrument of farseeing and I will give you the bond
throughout the adventure so far. Now that they have between me and the White.”
achieved many of their goals, it is possible they do not
know where to go or what to do next. Thankfully, Rasca Use Divination Magic
the Calantine scholar is on hand to give them more clues. At this point in their careers, the heroes are powerful and
experienced individuals in their own right, and those
Signposts: Where to Now? among them with the power to use divination magic are
Armed with the information given to them by Rasca likely masters of the art. Although the Rimeberg is shielded
and the accumulated knowledge from the previous six to some degree by its planar obfuscation, the heroes may
chapters, the heroes may still wonder what their next move be able to strengthen their efforts using the connection
should be. The following options are available to them; if between Gilthanas and Frost, Glacier’s scale of proxy, or
they do not think of any of these steps on their own accord even one of Frost’s dragonspawn.
you might want to trigger them using the hooks provided. Discern location and greater scrying are the only spells
outside of limited wish, miracle, and wish that have a
Use the Planar Observatory reasonable chance of finding Frost or the Rimeberg.
The heroes should have gained access to the features With Gilthanas or the scale of proxy on hand, the spell is
of Bastion, which includes not only the ability to open cast and the location appears in the caster’s mind—the
portals to any location in the Mortal Realm, but also Gale surrounding the iceberg fortress and Frost within
the power to scry upon any location by using the Planar it. Moments later, however, the caster and the creature
Observatory. The heroes may have tried to search for Frost used to enhance the spell (if any) are struck by a psychic
before, only to be repelled by the power of the Rimeberg’s backlash for 8d8 damage (Will DC 25 half; counts as a
obfuscating properties. With Gilthanas’s dragonpurge mind-affecting supernatural effect). Frost will be able to
amulet or Glacier’s scale of proxy, however, they can exploit avoid detection in this manner in the future, although the
these connections to the Overlord in conjunction with the Rimeberg itself can still be scried upon or detected again if
Planar Observatory. desired.
A wizard, sorcerer, bard, or other arcane spellcaster may Hook: An NPC wizard or sorcerer, such as Kiro Dorova
attempt a DC 35 Knowledge (arcana) check to temporarily or even Gilthanas, says: “Divination magic is potent,
reroute some of the crystal rods of the Observatory and although some kind of bond or connection to the target
use Gilthanas and the amulet (the elf and the amulet must is often the only thing that permits it. When it comes to
be present in the Observatory for this to work) or the scale creatures of Frost’s power, we may have only one chance at
of proxy (worn by the spellcaster) as a catalyst. Once this it.”
is done, the heroes may scry either the Rimeberg or Frost
in order to determine a location. Soon after this occurs Ask a Faction for Help
both Gilthanas and the hero(es) using the Observatory are The heroes have spent the adventure acquiring a
struck by a psychic backlash for 8d8 damage (Will DC 25 reputation among one or more factions, whether
half; counts as a mind-affecting supernatural effect) and consciously or not. Although they may soon need to call
1d8 crystal rods will shatter. Until the rods are repaired upon these allies for large-scale assistance against Gellidus
or mended, the Observatory will not be usable; even then, and his army of dragons, dragonspawn, allomanya-
Frost will remain undetectable by future efforts, although addicted ogres, and other servants, they might also turn to
the Rimeberg itself will not. their factions for help in finding Frost.
The Fury of the Gale 231
Using a faction in this manner counts as a Challenging tablets of Shinare from the Holy Order that she will lend to
faction check (DC 20, see Factions and Intrigue, page the cause.
20). The information gleaned from this inquiry varies See also “Scene: Day One—A Crisis of Faith,” page 234,
depending on the faction the heroes call upon. Use the for more information about Lady Jennetta.
following reports if the heroes succeed at this check. Note Kiro Dorova (Chapter Two): The sylvan mage from
that the Wichtlani Ghoul Cult and Whitescale Society are the Legion of Steel is also an accomplished diviner and has
not included. Attempts to gain information through these discern location available to him. His Rite of Life-Speech,
factions will automatically fail. one of the sylvan rites his tradition practices, also allows
Brass Tiger Company: “One of our brigades chased him commune with nature three times a day; if this spell
a band of Frost’s ogres all the way across Abanasinia on is cast along the coastline of Solamnia, Abanasinia, or
contract from the mayor of Long Ridge. We lost them at Southern Ergoth, it could reveal the increased intensity of
Goodbay, and the locals said they got on the backs of white the Gale. Kiro is also quite capable of assisting the heroes
dragons and took off toward the big storm out over the in operating the functions of Bastion, assuming they allow
Straits. So much for that contract, huh?” him to become attuned.
Ergothian Merchant Marine: “The Gale has begun to Lyim Rhistadt (Chapter Three): The former foe of the
move. Three of our ships were caught in the outer ring, Orders of High Sorcery and current tree-oracle of Bastion
and only one ship escaped. A midshipman claims he saw is capable of providing substantial knowledge to the heroes
white dragons flying in the midst of the storm!” if they need it. Lyim will, of course, ask that he be returned
Knights of Neraka: “We are no longer allied with the to normal (which may anger the Orders of High Sorcery),
White. Drawde was a fool to have trusted any agreement but if the heroes are at an impasse, his cooperation may be
with that monster. However, we are aware of renegade just what they need.
talons of Dark Knights making their way to the Straits of Aracoe Pathfinder (Chapter Four): Assuming the
Algoni. There is nothing there but the Gale!” heroes freed the Kagonesti chief from his allomanya
Knights of Solamnia: “The crossing from Northern addiction and helped him to establish his people in Baleph,
Ergoth to the port of Caergoth has been declared unsafe they might ask him for additional assistance. He has a
by our sailors. The newly crowned Duke of that fortress- small group of druids, rangers, and griffons on his side,
city writes in a letter to Lords Lorimar and Tasgall that as well as the Ram’s Horn of the Elderwild—which could
the Gale has grown in intensity, and we are unable to send prove to be of great help in the coming battle.
our Kingfishers and Clerists from Sancrist to aid them. We Sir Paladian Dragonhelm (Chapter Five): Although
suspect the White is responsible.” the new Lord of Eastwatch is still wet behind the ears, he
Legion of Steel: “One of our cells in Zaradene reports embraces any challenges before him. If the heroes desire
that Whitescale Society agents were heading offshore, additional Solamnic assistance from Southern Ergoth or
directly for the Gale. Ordinarily, this would be a sign of Sancrist, Sir Paladian is their best bet in the absence of a
madness. But the winds from the Gale are shifting, so who sufficient faction rating.
knows?” Dolmen Scalecarver (Chapter Six): If the heroes ran
Malfesan Horde of Qlettaar: “An agent of the into the rogue scion in Eastport, they might think to
Whitescale Society approached us and said the Horde ask him for assistance in locating the Rimeberg or Frost.
should gather on the western coast. He said Frost’s storm However, he has vanished; the scion is already at the
was coming. The Horde no longer listens to the Whitescale Rimeberg and will appear later in this chapter (see the
Society, so we put the agent to the sword.” scene “Dolmen and Viktor,” page 248).
Ask an NPC for Help Recruit a Dragon
This option is open for those parties that do not have There are a number of dragons, ranging from the most
access to high-level divinations or don’t feel comfortable wicked and hateful to the most helpful and wise, which
(or equipped) to deal with the Planar Observatory. It’s the heroes may have encountered during their travels
also a good option if the heroes have formed strong through the previous chapters. Recruiting the aid of a
relationships with many of the non-player characters dragon is an excellent idea, and the most likely choices are
in this adventure but don’t have sufficient levels in listed below. Because each dragon is a powerful creature
their faction ratings to draw assistance from the larger in its own right, any wyrm called upon to aid the heroes
organizations. Some suggestions are provided below. will be a peer, not a cohort or servant. Treated with the
Lady Jennetta Aurrafil (Chapter One): The Mistress of appropriate respect and diplomacy, and perhaps a share
the Light in Kalaman doesn’t have the capacity for casting in any treasure, these dragons will be more than willing to
spells above 5th-level, but her connection to Gilthanas deal with Frost and his minions. For the most part, only
was once strong; she may be a very useful ally if the one dragon will assist the heroes, although if they appeal
heroes haven’t been able to convince the elflord to work to more than one it’s possible that the others will aid them
with them. Lady Jennetta’s position in the Holy Order of behind the scenes. Regardless, you should avoid having
Shinare may also be of considerable benefit if the heroes more than one older dragon (or more than the three
need to broaden their network of communication. By the young adult silver dragons) accompany the heroes at any
time this chapter opens, she has acquired another three point.
232 Chapter Seven
Fume (Lorrinar): If the heroes are really daring, This stands a fairly good chance of provoking an assault
and somehow managed to convince Fume early in the with spells from Frost to teach them a lesson, though it
adventure that working with them (and the Legion of will not draw the White out into the open. Indeed, the
Steel) was worthwhile, the Green Recluse may assist them link is a significant hindrance to the heroes for the time
further. His involvement will probably only extend to being, something that Gilthanas will remind them of if
sending along Lahutians as a military force, which should they talk to him about it in Bastion (where the link doesn’t
bolster faction attacks in as many as three locations for function). Clever characters could come up with other
a few days (Attack +2 bonus). Bringing Fume into the ways to disrupt the link, chief among these being to render
picture will ensure the heroes don’t get aid from such Gilthanas unconscious, ethereal (which, as it represents
good-aligned dragons as Clang and Sirdar, though, so a shift away from the Mortal Realm, cuts the link), or
they should consider how it would affect their standing deprived of his senses (blindfold, earplugs, etc.).
elsewhere. Also, if the Prodigal Wyrm Ending is used,
Fume is involved in the last scenes of this chapter, so keep Theft of Godly Magic
that in mind. The series of events leading up to the final confrontation
Clang (Shatraklanng): The newly-declared Guardian of with Frost begins once the heroes have come up with
Bastion has no love for Frost and will be quite pleased with a plan or an initial first move. This section details
the offer to join the heroes against him. Her knowledge Frost’s plan to rob the gods of the power they send to
of arcane matters may be of tremendous help, especially their servants along the path of faith and commitment,
given her experiences with travel in the Gray and towards essentially using his evolved skull totem and the negative
the other planes. If summoned or invited, Clang gracefully energy of the Gale to hijack this divine energy and channel
accepts, but she chooses to remain on Bastion until the it into himself.
point at which she will be needed (and can use a portal to
arrive). Background to the Theft
Sirdar (Sirdaripatinja): If the heroes have met the Important Rules: Planar Traits (impeded magic), Chapter
bronze dragon of the Christening Spring on Cristyne, he 5: Campaigns in the Dungeon Master’s Guide; Spellcraft
might have grown sufficient confidence after Sylvyana’s skill, Chapter 4: Skills in the Player’s Handbook.
downfall to answer their call. Sirdar is still very vulnerable During the War of Souls, Frost witnessed first-hand
to intimidating attacks or threats from Frost, so he will the effects of the Queen of Darkness’s vile plan to use the
not join the heroes in any final battle against the White. souls of the dead to steal magic from those who were able
However, he is more than happy to aid them in getting to to use it. He recognized that necromancy had a hand in
the Rimeberg, organizing factions, and carrying out other this process, and when Takhisis was defeated and the gods
useful roles. returned to Krynn, Frost understood that he would need
Viktor Chiaroscuro (Adumbrant): If the shadow to somehow acquire this ability in order to survive the new
dragon and the heroes maintained fairly amenable era.
relations at the end of Chapter Four: Darkness over Although the idea of using the skull totem to gather
Cristyne, then they might think to contact him. Viktor’s power was Frost’s, it was Chemosh, the Lord of Bones,
role in the story is much larger than they think, however, who suggested the modifications necessary in order for the
and he will appear later in this chapter (see the scene White to actually hijack godly magic. Cunning as always,
“Dolmen and Viktor,” page 248). Until then, he remains Chemosh made sure this would not affect his own faithful,
missing, and the Syndics in Merwick can only pass on that thereby ensuring that his clerics would dominate all others.
he seemed preoccupied with his astrology. Frost either does not know about this detail or doesn’t care
Silver Dragons: If the heroes have access to the Ram’s about it; as far as he is concerned, the return of the gods is
Horn of the Elderwild (or Aracoe Pathfinder, who may now the greatest opportunity to acquire power to ever occur.
bear it in his role as leader of the Kagonesti), they can use
it to call for silver dragons in the West. For this chapter, How the Theft Works
allow the heroes to call three young adult silver dragons Frost’s skull totem acts as an antenna, drawing in divine
(statistics as described in the Monster Manual) named power as it is sent by the gods to the clerics, druids,
Winterglow (male), Daggerbright (male), and Glimmer paladins, rangers, and even Wizards of High Sorcery on
(female), who are eager to join the heroes in their fight. Krynn. The immediate effect of this is that all spellcasters
These young dragons can serve as mounts for good- who gain their power from the gods (including Wizards
aligned heroes, especially elves or Knights of Solamnia, of High Sorcery but not renegade or untested wizards) are
but their youth will be reflected in their inexperience in considered impeded. This means each time the character
dealing with truly powerful foes such as those found in the casts a spell, he must make a Spellcraft check (DC 20
Rimeberg. + spell level) in order to successfully cast it. The DC of
the Spellcraft check increases by +1 for every one of the
Threaten Frost through Gilthanas dragon skulls Gilthanas has in the dragonpurge amulet
Knowing that the White Overlord can see through (up to +10) and by +1 for every day after the first that the
Gilthanas’s eyes, the heroes might think to call Frost out effect is in place. If Gilthanas is on another plane, such as
by threatening him through the dragon vassal connection. Bastion, or is no longer carrying the dragonpurge amulet,
The Fury of the Gale 233
there is no additional DC increase from the dragonpurge caster level penalties and other effects of the Theft. Unlike
amulet. Gilthanas’s channel, the scale of proxy enables the bearer
In addition to the impeded magic, each day that of the item to ignore the effect of impeded magic and
the effect is in place, the effective caster level of all Spellcraft check requirement, but it does not have the
affected spellcasters is reduced by –1 for the purposes ability to assist more than one character at a time.
of determining variable spell effects such as duration, These methods may not be immediately obvious to
damage, and range, as well as spells per day. Thus, on the players, but a DC 30 Knowledge (arcana), Knowledge
the third day of the Theft, a 10th-level cleric casts spells (the planes), or Knowledge (religion) check will inform
as a 7th-level cleric, losing access to 5th-level spells in them that the presence of a direct link to Frost’s skull totem
the process. In the case of Wizards of High Sorcery, only should allow the Theft to be offset or ignored altogether.
effective levels of the Wizard of High Sorcery prestige class
are affected, reducing bonus spellcaster progression but Scene: Day One—A Crisis of Faith [EL 21]
not the base wizard class’s caster level. A wizard 10/Wizard This scene introduces the Theft of Godly Magic to the
of High Sorcery 2, with an effective caster level of 12, heroes, brings back Lady Jennetta Aurrafil, and sets the
would cast spells as a 10th-level wizard on the third day of scene for the rest of the adventure. It should be run as soon
the effect, not a 9th-level wizard, because only two effective as the heroes seem to have come up with some sort of plan,
caster levels come from the prestige class. but before they have moved on it. Give them some time
The Theft has no effect on supernatural or spell-like first to think about who to contact after their encounter
abilities of classes. Paladins and clerics retain their ability with Rasca. Because this scene involves one of the tablets
to turn undead; druids retain their wild shape abilities and of Shinare, if the heroes are split up with only one group
so forth. While these abilities also come from faith in the possessing a tablet, that group will be the one that plays
gods, there is sufficient power inherent in the character’s through this scene.
faith to maintain these for the duration of this chapter. Read or paraphrase the following:
Of course, should Frost achieve his goal, these abilities are
likely the next to go.
Overcoming the Loss of Godly Magic
T he familiar scratching sound of the
tablet of Shinare alerts you to a message.
The business-like script of Lady Jennetta
While the Theft does have a significant effect on the Aurrafil, high priestess of Shinare in Kalaman,
capabilities of clerics, druids, and other divine spellcasters, appears on the tablet’s surface. It reads:
there are ways to circumvent the loss of caster levels in My friends, I contact you now in a time of
this chapter. The following are the two most attainable great calamity. Here in Kalaman, we priests
methods. feel a pull upon the string of fate that links the
Gilthanas, connected as he is to Frost and Frost’s gods and ourselves. Our miracles and blessings,
skull totem through the dragon vassal link, provides a given in return for our devotion, have begun
channel for the heroes to draw upon the stolen magic. to lack the power they once had. It can only be
As long as they remain within 30 feet of the elflord, their our common foe, the wyrm who already holds
effective caster level is normal. For each additional 30 my dearest friend Gilthanas in his claws. Not
foot increment from Gilthanas, one effective level penalty content to bring icy doom to the West, he seeks
remains. Thus, a 10th-level cleric who is suffering a –3 to steal the power of our faith from under the
penalty to his effective caster level has all of his normal very watch of the gods! I fervently implore you,
spellcasting within 30 feet of Gilthanas. If he moves out of make haste to reach your confrontation with
range, his effective caster level drops to 9th-level between him and gather the forces you have collected,
30 feet and 60 feet, 8th-level between 60 feet and 90 feet, for even now his arms reach across the world
and 7th-level between 90 feet and 120 feet. and leave violence trailing in their wake.
Gilthanas can only hold off the growing power of the As if in response to the message, the tablet
Theft for a number of days equal to the number of dragon grows suddenly chill, and a coating of ice
skulls he has stored within the dragonpurge amulet. For crystals forms over the graphite surface.
each day beyond that, the effect grows by one as normal. The air also plunges in temperature, and
For example, if Gilthanas only has the five metallic dragon the scratching sound comes again:
skulls in the amulet, by the sixth day those who are within He knows. He knows! They are all around m
30 feet of him will still suffer a –1 penalty to their caster The scratching sound stops.
level. If Gilthanas does not have the dragonpurge amulet for
some reason, he can hold off the Theft for only 12 hours. The Setup: Lady Jennetta has been watched for some
The other means of overcoming the Theft is the scale time by the Whitescale Society. By warning the heroes of
of proxy that the heroes may have acquired from Glacier the onset of the Theft of Godly Magic, she has tipped her
in Chapter Six: Devastation in Khimel. Because the scale hand. The three masters of the Whitescale Assassin orders,
affords a direct link (albeit one-way) from Frost, it acts accompanied by two adepts of each Order, have been sent
similarly to Gilthanas’s dragon vassal connection. Any to Kalaman to kill Lady Jennetta and all of her priests and
character in possession of this item can ignore the reduced acolytes. Because the heroes by now possess all manner of
234 Chapter Seven
means—from teleport spells to Bastion’s portals—to get who state only that Frost sent them to Kalaman in order to
across the continent to the priestess’s side, it’s very likely draw the heroes out.
that racing in to save her, or scry upon her location, will be If Lady Jennetta survives, she explains the effect
the heroes’ next step. upon her clergy as being like “the threads of faith pulled
If the heroes make haste, they will reach the Temple of from between us and the gods;” she suspects that Frost
Shinare in Kalaman (see Chapter One: Marsh and Tree is drawing it to him for some nefarious or cataclysmic
to Kalaman) in time to help Lady Jennetta against the purpose. She cannot explain why it is that the gods
assassins. If they wait more than 10 minutes, they will be themselves do not intervene, but Frost’s theft of this power
too late; they can still reach the Temple in time to catch had to have divine backing of some kind. The Dragon
the assassins before they depart, but Lady Jennetta will Overlord has made the first move, and his forces are about
have been murdered. If they wait more than 20 minutes, to follow suit.
not only will the assassins be gone, but all acolytes in the If Lady Jennetta does not survive but one or more of
Temple will also have joined Lady Jennetta in death. her acolytes do, they will explain it more or less in the
Note: The effects of the Theft are in place; it is same terms as their mistress would. They implore the
considered Day One. Keep this in mind when you run the heroes to do something about this, then they focus their
combat with the Whitescale assassins. If Gilthanas is with efforts on preparing Jennetta’s soul for its passage through
the heroes, he no longer has any power over the assassins the Gate of Souls. The acolytes do not have a faction’s
and is just as likely to be attacked by them now as the resources, but they can offer the heroes minor healing and
heroes are. other services if asked.
Creatures: If the heroes have already encountered (and Once the heroes have taken care of affairs in Kalaman,
even defeated) these three, they might be shocked to see it is time for them to go forward with their plans. Go to the
them again. Frost has used his skull totem to gather the section “Gathering the Factions” for details.
threads of Chaos again, if necessary, and now Cang (CE Factions: Although it may not seem as if it makes
male anarchic tiefling rogue 2/sorcerer 8/assassin 6), Jow much difference at this point, this encounter does have an
(CE male anarchic tiefling rogue 10/assassin 6), and Shen influence over faction ratings.
Belaurus (CE female anarchic tiefling rogue 2/mystic 8 of Defeat the Masters: +2 BT, +2 EM, +2 LS, +1 KS, -2
Time/assassin 6) enjoy additional powers thanks to their WS, +0 all others
totem enhancement. Fail to stop the Masters from killing Lady Jennetta: -2
m Lady Jennetta Aurrafil: hp 22 (usually 66), see page BT, -2 EM, -2 LS, -1 KS, +1 WS, +0 all others
284 Fail to stop the Masters from killing the other priests:
m Cang Belaurus, totem-enhanced: hp 68, see page -1 BT, -1 EM, -1 LS, +0 KS, +1 WS, +0 all others
328 Experience Awards: This encounter provides the
m Jow Belaurus, totem-enhanced: hp 74, see page 332 standard award for defeating the Masters. Even if they have
m Shen Belaurus, totem-enhanced: hp 82, see page encountered them before and have received experience for
335 overcoming them, their increased power and the change in
m Whitescale Claw (2): hp 35, see page 290 circumstances warrants the additional benefit.
m Whitescale Fang (2): hp 45, see page 347
m Whitescale Talon (2): hp 37, see page 348 Gathering the Factions
Tactics: When encountered, the Masters will be spread Now that the heroes have earned sufficient influence over
around the interior sanctum of the Temple with Lady a number of factions in the West, they can make use of
Jennetta cornered, wounded, and only her 0-level, 1st- it to challenge Frost’s plans. Depending on the path that
level, and 2nd-level spells remaining. She has no acolytes the Gale is taking, one or more factions will be able to
with her, as she had been communicating with the heroes field armed opposition to the dragonspawn and ogres
alone. When the heroes arrive, the Masters divert their who accompany the Gale’s passage. The more successful
attention immediately to them, leaving the six adepts to the heroes are at managing their factions in this chapter,
finish their work on the priestess. Jow relies on his siblings the more likely they are to prevent Frost from causing
to set up flanking situations for him, while Cang and Shen widespread destruction.
employ spells to hinder and weaken their opponents. All Before running this part of the adventure, which may
three Masters know they have no chance at using their occur simultaneously with the heroes’ own smaller scale
death attacks, so they instead count on their poisonous activities, you should be familiar with how the faction
blades and combat gear. They reserve their smite ability for rules work (see Factions and Intrigue, page 20). In
knights and other characters with a reputation for lawful particular, you will need to know how to adjudicate the
attitudes. mustering of faction armies and how to conduct faction-
Development: If the heroes defeat the Masters, their wide attacks.
bodies will fly apart as the wrinkle in the River of Time
finally straightens. This has a dramatic effect upon any Military Factions
surviving Whitescale assassins in the vicinity; they will The following factions have military strength that can
collapse, nauseated, for 1d6 minutes. The heroes will not be brought to bear against the Whitescale Society and
be able to glean much information from any survivors, Wichtlani Ghoul Cult:
The Fury of the Gale 235
Brass Tigers: Brass Tiger Company mercenaries are the heroes make contact with and recruit this faction for
active along most of the coastline that the Gale could the cause, their assistance will likely come in the form
potentially travel. Thus, they are helpful in all possible of armed yet isolated groups of knights exerting strong
routes, although they do not have the resources or pressure on nobility and community leaders.
numbers the Dark Knights or Knights of Solamnia have. Knights of Solamnia: Because of their reputation as
Ergothian Merchant Marine: The Ergothians are very diplomats, leaders, and generals, members of the Orders of
strong along the Straits of Algoni, the path that the Gale the Sword and Rose are able to command some influence
takes towards Palanthas or the Dragon Isles, but weak in over many western towns and cities. They are a shining
other areas. Their strength lies in their naval forces, so they hope to the downtrodden, which makes attempts to bolster
are incapable of repelling land forces or supporting towns the morale of the people easier for Knights of Solamnia.
and cities.
Knights of Neraka: The Dark Knights continue to have Communicating with the Factions
forces active along the New Sea in enclaves that have yet to In order to get the greatest benefit from their factions,
be driven out by the Solamnic reclamation. This should be the heroes need to be able to communicate with faction
of help if the Gale is heading toward Schallsea or Sanction. leaders. The factions themselves have their own internal
Knights of Solamnia: The Solamnics have experienced networks and means of getting information to each other,
armed forces along the western coast of Solamnia, which but unless the heroes can directly communicate with
makes them of the greatest assistance if the Gale heads the leadership, there will be delays. At this stage in the
towards Palanthas or the Dragon Isles. adventure, all factions are in a state of alert, so most of
Legion of Steel: Like the Brass Tigers, the Legion of them will be expecting some word from the heroes if the
Steel has cells along coastal regions of the mainland and heroes have a positive faction rating with them.
Abanasinia. Their military strength is average, so they The tablets of Shinare are the most ideal method of
could be a good second choice if the heroes are unable to getting in touch with the factions. If the heroes have not
field armies from the Knights of Solamnia or the Dark shared these items with faction leaders, other spells may be
Knights. employed, such as sending or telepathic bond. Alternately,
Malfesan Horde: The Horde is strong along the the heroes may employ teleport or similar spells to actually
northern New Sea and will be of great help if the Gale is meet with faction leaders in person. Once the heroes have
heading toward Sanction, less so toward Schallsea. Because established the chain of contact, they can proceed with
the Horde is chaotic and unpredictable, they are difficult to their orders. Remember to factor in such things as the
motivate towards a single goal for long, but they are quite Theft of Godly Magic when considering the heroes’ faction
potent. network. Fortunately, the tablets function as they always
do, but clerics and even Wizards of High Sorcery may
Social Factions experience a reduction in their capabilities.
The following factions have diplomatic, infiltration, or
political strength that can oppose the Whitescale Society Special Faction Orders
agents in important areas. Making use of these factions In addition to the standard array of orders given in
in this manner can hold off destabilization, which in turn Factions and Intrigue, page 24, the heroes may use the
enables Ansalon to recover quickly and rid its leaders of following special orders in this chapter.
allomanya addiction.
Brass Tigers: Although their primary role is military, Evacuate [Martial]
Gwynneth Cordaric’s Brass Tigers have adopted their Cost: 3 actions
founder’s attitude toward networking and becoming a part DC: 15
of the local community. Unlike the Legion, they have no Prerequisites: None; +5 bonus to faction check if faction
guiding principles other than profit and glory, but this is has Mustered or Infiltrated community.
often enough to mobilize commonfolk into a temporary Effect: This order evacuates the community of a majority
militia. of its inhabitants. With a successful check, 70% of the
Ergothian Merchant Marine: With a thousand years community escapes to safety from the Gale and/or assaults.
of experience at handling maritime trade and commerce, For every 5 the check is succeeded by, an additional 10% of
the Ergothians are an influential force in the West. Their the community is evacuated (up to 100% with a successful
presence, if given sufficient direction, can offset or even faction check of 30).
eliminate the Whitescale Society presence in a given port. Rating Modifier: If the evacuation is successful, the players’
Legion of Steel: Practiced at infiltration and subterfuge, faction rating with the appropriate faction increases by +1.
the Legion is strong in the West if communication and If the evacuation is unsuccessful, their faction rating with
networking is maintained. Legion cells in various cities are the appropriate faction decreases by –1.
capable of influencing local politics, at the risk of being
discovered or their reputation being tarnished. Purge [Social]
Knights of Neraka: The influence of the Dark Knights Cost: 2 actions
over the west has waned, although they are still powerful DC: 15
in Abanasinia and (until recently) Southern Ergoth. If Prerequisites: Successful Agitate action.
236 Chapter Seven
Effect: With this action, which must follow an Agitate the area, the settlement experiences powerful winds,
action, the faction purges the community of any allomanya a downpour, the occasional blizzard or tornado, and
addiction, and quantities of the serum are destroyed. No flooding (see “Features of the Gale,” page 240). For the
more allomanya blooms are possible in the community purposes of this adventure, the settlements are assigned
unless the Whitescale Society or Wichtlani Ghoul Cult sizes based on the population numbers in the Dungeon
factions successfully Agitates the community. Masters Guide, which may be useful for faction combat and
Rating Modifier: If the purge is successful, the players’ determining losses (see Factions and Intrigue, page 25).
faction rating with the appropriate faction increases by Key Events: This is a timeline of the major locations
+1. If the purge is unsuccessful, there is no change to their and the dates on which the storm passes them. Each date
faction rating with any of the factions. includes an event that may be dealt with by the heroes’
factions (see “Faction Events,” page 239), together with
Signposts: The Path of the Storm modifiers to applicable faction checks.
This section details the four paths the Gale takes when
Frost sets off for the destination determined by the Ice Key. Towards Schallsea
The Ice Key held clues as to which of the four destinations The heart of Chieftain’s daughter beats
Frost is traveling to: Schallsea, Sanction, Palanthas, or yet steady upon this peaceful isle
the Dragon Isles. This location is one that Frost has where silver stair and sacred streets
determined to be the most mystically significant for his rebuke the soul of evil’s guile.
purposes. Refer to the “Paths of the Storm” map and to
The Dragon and the Elflord chapter for more information Number of Days: 9
about these locations and their meaning in the context Major Settlements Affected: Zaradene, North Keep, Castle
of this adventure. Each path describes the course of the di Estra, Crossing, Port O’ Call, Citadel of Light
Gale’s progress, notable locations, and assaults by Frost’s Key Events: The following timeline provides brief details
Whitescale Society. about faction-related events that the heroes may or may
not act upon.
Key to the Paths Day Two: Zaradene (Small Town, 1,894)—
Number of Days: The time it takes for the Gale to move dragonspawn assault (Attack +1)
from its starting location to its destination. The speed of Day Six: North Keep (Village, 420)—dragonspawn
the Gale varies depending on whether it hugs the coastline assault (Attack +1)
or moves through open water; on average, the storm and Day Seven: Port O’ Call (Large Town, 4,681)—
the Rimeberg within it move at a rate of 15 miles per day. dragonspawn assault (Attack +2), ogre assault (Attack +3)
Major Settlements Affected: These are the populated Day Nine: Citadel of Light (Small Town, 1,152)—
areas the storm passes by and are exposed to the dragon assault (Attack +4), allomanya bloom (Agitate +2)
hurricane-force winds and effects. While the Gale is in
The Fury of the Gale 237
Towards Sanction
Three sentinels of fire and ash
Stand watch above this city’s pride
Where dragon, god, and mortal clash
Whilst molten rock enters the tide.
Number of Days: 17
Major Settlements Affected: Zaradene, North Keep, Castle di
Estra, Crossing, Port O’ Call, Citadel of Light, Firstward, Qué-
Ash, Lorkinish, Arl’s Watch, Despair, Queen’s Shield, Saltcove,
Dangling Sword, Thrusting Knife, Sanction
Key Events: The following timeline provides brief details
about faction-related events that the heroes may or may not act
upon.
Day Two: Zaradene (Small Town, 1,894)—dragonspawn
assault (Attack +1)
Day Six: North Keep (Village, 420)—dragonspawn assault
(Attack +1), dragon assault (Attack +1)
Day Seven: Port O’ Call (Large Town, 4,681)—dragonspawn
assault (Attack +1), allomanya bloom (Agitate +1)
Day Nine: Citadel of Light (Small Town, 1,152)—
dragonspawn assault (Attack +2), allomanya bloom (Agitate +1)
Day Twelve: Arl’s Watch (Large Town, 3,875)—ogre assault
(Attack +3)
Day Fifteen: Queen’s Shield (Large Town, 2,072)—ogre
assault (Attack +3)
Day Sixteen: Saltcove (Village, 766)—dragon assault (Attack
+3), dragonspawn assault (Attack +1)
Day Seventeen: Sanction (Large City, 20,132)—dragon
assault (Attack +4), dragonspawn assault (Attack +2)
Towards Palanthas
For marble halls and noble walls
This jeweled city’s famous for
Sheltered when a Kingpriest falls
A bright horizon on Solamnia’s shore.
Number of Days: 22
Major Settlements Affected: Vocalion, Eastport, Serval, Caergoth,
Lockhart, Starport, Gwyntarr, Portsmith, Witdel, Gander,
Hargoth, Hylo, Ryx, Lodestar, Gates of Paladine, Palanthas
Key Events: The following timeline provides brief details about
faction-related events that the heroes may or may not act upon.
Day Three: Caergoth (Metropolis, 26,974)—allomanya
bloom (Agitate +1)
Day Five: Gwyntarr (Village, 688)—dragonspawn assault
(Attack +1), dragon assault (Attack +1)
Day Six: Portsmith (Village, 879)—dragonspawn assault
(Attack +2), allomanya bloom (Agitate +1)
Day Ten: Hylo (Small City, 10,530)—dragon assault (Attack
+3)
Day Fifteen: Ryx (Hamlet, 253)—allomanya bloom (Agitate
+3) Towards the Dragon Isles
Day Nineteen: Gates of Paladine (Small Villages on coast, From warmer waters bright as glass
2,007)—dragon assault (Attack +3), dragonspawn assault Rise towering islands of mighty stone
(Attack +2) Gold, bronze, and silver, copper and brass
Day Twenty-one: Palanthas (Metropolis, 32,441)—dragon Call this ancient realm their home.
assault (Attack +4), dragonspawn assault (Attack +3), allomanya Number of Days: 28
bloom (Agitate +3) Major Settlements Affected: Vocalion, Eastport, Serval,
238 Chapter Seven
What if the Gale Reaches its Destination?
A long the route to Frost’s intended destination,
the towns and cities of Ansalon are struck by
hurricane-strength winds, attacks from dragonspawn,
take from three to six days, so the heroes must act
quickly. Local forces, even in the Dragon Isles, will be
insufficient to properly resist the attacks unless the
and raids from ogres and Wichtlani elves. While heroes leverage their factions to aid them. For this
the effects of these are easily determined with the reason, it will be important to stress to the players early
existing faction rules, what about the final destinations in the timeline that the towns and villages along the
themselves? route are in grave danger.
If the Rimeberg reaches the Dragon Isles, Palanthas, You may want to play out one or two scenes in
Sanction, or Schallsea, the Gale strikes that location these settlements, but the heroes should be focused on
with full force. The events described under each path’s seeking out Frost in the heart of the Gale. This is what
timeline for the final day occur each day until the their faction alliances are for!
location is overcome or destroyed. Typically, this will
Caergoth, Lockhart, Starport, Gwyntarr, Portsmith, Witdel, to an Attack action indicates two white dragons or one
Gander, Hargoth, Hylo, Ryx, Dragon Isles totem-enhanced gold dragon involved in the assault. If
Key Events: The following timeline provides brief details the heroes intervene directly, rather than using factions
about faction-related events that the heroes may or may to counter the attack, they can attempt to deal with the
not act upon. dragons in personal combat.
Day Three: Caergoth (Metropolis, 26,974)—allomanya m White dragon invader: hp 242, see page 361
bloom (Agitate +1) m Totem-enhanced adult gold dragon: hp 264, see
Day Five: Gwyntarr (Village, 688)—ogre assault page 360
(Attack +1), dragon assault (Attack +1) Dragonspawn Assault: This event involves a small
Day Six: Portsmith (Village, 879)—dragonspawn army of white dragonspawn raiders (mob of CE male
assault (Attack +2), allomanya bloom (Agitate +1) white dragonspawn fighter 8). There is one mob for
Day Ten: Hylo (Small City, 10,530)—dragon assault each bonus to an Attack action that the event provides.
(Attack +3) These dragonspawn would make short work of any small
Day Fifteen: Ryx (Hamlet, 253)—dragon assault community, but the heroes can intervene either directly (in
(Attack +3), allomanya bloom (Agitate +3) combat) or indirectly (using their factions).
Day Twenty-Eight: Dragon Isles (69,013 and m Mob of white dragonspawn: hp 195, see page 359
521 metallic dragons)—dragon assault (Attack +4), Ogre Assault: This event represents a strike force of
dragonspawn assault (Attack +3) ogre reavers (CE male ogre rogue 3/fighter 7) who rely
upon terror attacks and property damage to spread fear
Event Descriptions in coastal communities. Each point of bonus to an Attack
Allomanya Bloom: This event signals a surge in the action represents 10 reavers in the strike force. As is the
allomanya addiction within a city or town, chiefly among case with the other events, the heroes can deal with these
the nobility or ruling members, but also among merchants, threats in person or through their factions.
city watch, and other officials. Through careful control of m Ogre reavers: hp 127, see page 360
the distribution channels, the Whitescale Society initiates
a temporary scarcity of supply, blocking addicts from their The Gale
next dose, and bringing about destabilization at a time of Frost’s iceberg fortress lies at the heart of a tremendous
potential storm disaster. Each bonus to an Agitate action storm known as the Gale. Hurricane-force winds,
represents 5 key individuals in the location (LN male occasional blizzard-like conditions, and near-constant
and female noble 12) who are causing problems because lightning characterize the storm. Until Gellidus relocated
of their withdrawal symptoms and desperation. Direct his lair to its center, the Gale was merely a shipping hazard
intervention (rather than faction orders) may involve the spinning in one place between Solamnia and Southern
heroes seeking out and dealing with these individuals Ergoth. Now it is a massive whirling engine of negative
before the community suffers long-term effects. energy, drawing in the power of the gods, and the last
Note: If the Ice Key reveals that Frost’s motivation is the obstacle between the heroes and their foe.
White Apocalypse, then one of the scenes in that Ending
takes place in one of these affected towns. History of the Gale
m Allomanya-addicted noble: hp 58, see page 358 The Gale has existed since Frost transformed Southern
Dragon Assault: This event represents an assault upon Ergoth into his icy realm. Scholars believed that the
a community by white dragon invaders (CE male young dramatic change in climate over the Straits of Algoni
adult white dragon barbarian 8) and/or totem-enhanced caused the endless storm, but they did not guess the extent
dragons (CE male adult anarchic gold dragon) in the case of it. Realizing that Solamnia and the mainland would
of the “Bride of Gellidus” ending, page 249). Each bonus prove to be a major threat to his growing dominion,
The Fury of the Gale 239
Gellidus used his skull totem early on to create the giant Another option for adventurous heroes is to take an
storm and position it to achieve the maximum amount of underwater route. Unfortunately, the Gale creates a violent
interference. spin in the water beneath the hurricane, sweeping it up
Although its magical origin was not suspected, a few into the storm as vapor, so submersed heroes may find
of the more intrepid explorers, sea captains, and sorcerers themselves carried up into the Gale and thrown into the
of Ansalon felt drawn to its location. Perhaps because of upper reaches of the storm. The negative energy effects of
the relatively mundane origin that had been given to it, the Gale extend underwater, also.
a growing number of people failed to properly respect
its strength. Many ships have been lost to the Gale since Features of the Gale
its creation, and even dragons have fallen victim to the Important Rules: Weather (Storms, Wind Effects) Chapter
whirling tempests. 3: Adventures in the Dungeon Master’s Guide; Cold
Naturally, such a potent vortex of violent weather is a Hazards, Chapter 8: Glossary in the Dungeon Master’s
substantial resource to a dragon like Frost. As part of his Guide; Spellcraft skill, Chapter 4: Skills in the Player’s
negotiations with the Lord of Bones, and the necromantic Handbook.
modifications to his skull totem, Gellidus has infused the Although Frost’s storm behaves in many ways like a
Gale with a potent stream of negative energy. He uses tropical cyclone, it differs from certain aspects of those
this vortex to assist him in drawing in the divine energy storms, because it originates with the White’s own
flooding between the gods and their mortal servants. storm-controlling magic, enhanced by the necromantic
skull totem. Thus, it maintains its tremendous strength
Getting to the Gale and spin despite the climatic conditions around it. The
Originally, the Gale spun endlessly in the Straits of lower section of the storm rotates clockwise around the
Algoni at the entrance to the New Sea. With Frost’s plan Rimeberg, a massive magically-fortified planar nexus
finally coming to fruition, the White has started the within an iceberg that, through the skull totem, funnels
Gale moving and set its course toward one of the four heat away from the Eye and up into the atmosphere while
locations determined by the Ice Key. Without any prior radiating negative energy outward. Thermal currents and
investigation, the heroes’ only chance of finding the storm moisture sweep inwards and upwards to a tropospheric
is by heading in the right direction—along the western height of 35,000 feet, creating the vortex. Three separate
coast of Solamnia (if the Gale is headed towards Palanthas rings of the storm, accompanied by heavy rainfall, high
or the Dragon Isles) or the western channel of the New Sea winds, and blizzard conditions, descend from the upper
(if the Gale is headed towards Schallsea or Sanction). Use levels of the Gale. These rings, as well as the Eye itself, are
the information provided in “Path of the Storm,” page 237, described in more detail below.
to determine its exact location.
Flight or sea travel is perhaps the easiest way to get to Outer Storm
the Gale. If the heroes have gained the service of wyverns, The outer storm ring of the Gale is 10 miles wide and
griffons, or dragons, they can attempt to enter the storm characterized by winds of up to 70 miles per hour, as
using these creatures as mounts. Because of the powerful well as heavy downpour and cold (but not freezing)
winds, however, flying creatures may become checked or temperatures. This is the equivalent of a windstorm,
swept away upon reaching the midstorm. Magical flight although it is on the very upper limit of that category. All
carries the same risks. Ships, too, face many hazards in characters in such wind must make a DC 18 Fortitude
the storm, but a skillful helmsman with the assistance of save or be blown away, knocked down, or checked (see
high-level magic (such as control weather) might make it Chapter 3 of the Dungeon Master’s Guide for wind effects).
through to the Eye of the storm. While the heroes are within the outer storm, they should
The Best Captains in the World
S ome of the most skilled ship captains and vessels
in all of Ansalon have appeared throughout this
campaign. Here are some examples of captains the
mariner 8); privateer and captain of the Rogue
Traitor; Chapter Three (Merwick)
• Captain Symacca Argyros (LN male mariner 10/
heroes may be able to recruit to their cause to sail into fighter 6); amoral Ergothian captain, Chapter Five
the Gale. (Daltigoth)
• Captain Imogen Heliophan (LN female civilized • Captain Tristan Elderwood (LN male half-elf
human noble 5/mariner 5/fighter 2); Ergothian mariner 7/sorcerer 3/mystic 3); Ergothian Merchant
Merchant Marine agent, Chapter Three (Merwick) Marine agent, Chapter One (Kalaman)
• Captain Melas Timarchos (LN male mariner • Captain Vanyth Swift (LN male civilized human
8/fighter 2), Ergothian Merchant Marine agent; mariner 8/duelist 2); Captain of the Luckier Maiden,
Chapter Five (Zhea Harbor) Spectre of Sorrows (Flotsam)
• Captain Skullface (CG male venom draconian
240 Chapter Seven
make their checks at the most dramatically appropriate the storm. All characters in such wind must make a DC
moments, but at least once every 10 minutes. Most small 20 Fortitude save or be blown away, knocked down, or
sailing vessels are useless in this kind of weather and would checked (see Chapter 3 of the Dungeon Master’s Guide
be destroyed if they tried to enter the storm. The larger, for wind effects). They must also make a separate DC 20
more resilient (and often magically reinforced) vessels of Fortitude save every hour to avoid taking 1d6 nonlethal
the Ergothian Merchant Marine can tough out this ring damage from the cold.
of the storm, but getting any closer will cause the ship to The winds, sleet, and fist-sized hail reduce visibility
capsize. to nothing, and all Listen, Search, and Spot checks
Because of the howling winds and driving rain, Listen, automatically fail. No vessel can withstand this, although
Spot, and Search checks suffer a –8 penalty. Ranged attacks a druid or other spellcaster who casts and maintains a
control weather spell can diminish the immediate
effects to a severe wind. Caster level checks
(modified by the Theft of Godly Magic) are
required against a caster level of 21 every ten
minutes to maintain the spell.
The midstorm has moderate negative energy
effects. In addition to the effects of the outer ring,
every ten minutes all living creatures in the Gale’s
middle ring must succeed at a DC 20 Fortitude save
or gain a negative energy level. Creatures that gain
as many negative levels as they have levels or Hit
Dice are slain and become wraiths.
Inner Storm
The innermost ring of the storm, including the
eyewall, is the most violent and hazardous region.
The wind here reaches 170 miles per hour or more,
and the temperature plummets to –20 degrees
F. The vapor from the eyewall condenses into
razor-sharp ice crystals that cause 1d6 points of
slashing damage for each round the heroes are
within the inner storm, and the hurricane-strength
wind requires a DC 22 Fortitude save to avoid
being blown away, knocked down, or checked (see
Chapter 3 of the Dungeon Master’s Guide for wind
effects). The use of the control weather spell here
will not eliminate the cold or the ice, but it can
reduce the wind strength to a windstorm. Only the
best Ergothian vessels, with experienced captains,
can survive the trip, even with the help of magical
weather protection.
are impossible, but shipboard weapons such as catapults In addition to the magical impediment and energy
and ballistae have only a –4 penalty on attacks. A druid or level draining effects of the outer and middle rings, the
other spellcaster with control weather can reduce the winds inner storm has all the properties of an unhallow spell
to a strong category, although they must make caster level (caster level 21st). The Fortitude DC to avoid gaining a
checks (modified by the Theft of Godly Magic) every ten negative level increases to 25.
minutes against a caster level of 21 to maintain it.
The outer storm has only minor negative energy The Eye of the Storm
effects. All spells and spell-like abilities that rely on positive At the center of the Gale, past the funnel-shaped eyewall that
energy (such as cure spells) cast within the outer storm sends all heat and light upwards and outwards to a height
function at –1 caster level (in addition to the effects of the of 35,000 feet, is the Eye of the storm. This is a region only
“Theft of Godly Magic,” page 233). three miles wide, dominated by the Rimeberg, a huge iceberg
surrounded by strokes of blue-white lightning and whorls
Midstorm of planar energy which provide shadowy illumination.
The middle ring of the storm is stronger than the Although there is no wind or precipitation here at all, the
outer ring, with winds up to 120 miles per hour and pressure is extremely low, and the temperature is at the
temperatures reaching as low as 0 degrees F. These lowest point in all of Ansalon. All unprotected liquids
winds are considered hurricane strength, and the frigid instantly freeze, and the air is so frigid that those wearing
temperatures add to the hazard of venturing this far into metal armor or large amounts of metal are affected as if
The Fury of the Gale 241
by an empowered chill metal spell. Every minute a creature or beneath the surface of the churning waters of the Eye. The
spends in the Eye, it takes 2d6 points of cold damage and simulacrum can make use of the powers of the Gale to aid it,
1d6 points of nonlethal damage, in addition to all other cold which is why this encounter is considered to have an EL of 18
effects. (see “Tactics” for more information).
Because of the gathering of extraplanar forces and Creatures: As the heroes have never actually
magical channels that the Rimeberg draws in, the Eye of the encountered Frost before, they won’t have any immediate
Gale is blocked to external entry by spells such as teleport, as reason to distrust the simulacrum, although it will radiate
if it were under the effects of a dimensional lock. If the caster an aura of strong illusion magic in addition to any others.
is familiar with the Rimeberg’s specific planar cycle, which The simulacrum has the same kind of mental and sensory
requires a DC 40 Knowledge (the planes) check and at least contact with Frost as Gilthanas or any dragon vassal
an hour within the Eye itself studying it, these spells will does, thanks to the presence of a scale of proxy within the
work without hindrance. Bastion cannot be used to create a simulacrum’s body and the use of the skull totem in its
portal here without the assistance of Gilthanas or some other creation. Thus, Frost will observe and study the heroes
character with a connection to Frost (such as somebody throughout this battle. This simulacrum of Frost does not
carrying a scale of proxy). Anyone who attempts to teleport, have functioning runes engraved on its scales, unlike the
ethereal jaunt, gate, dimension door, or use Bastion to open a real one.
portal here without this assistance must make an immediate m Frost simulacrum: hp 444, see page 12
DC 25 Concentration check or be shunted out into the inner Tactics: “Frost” will open up any combat with its
storm at a height of about a thousand feet. Success merely icy breath. As a swift action, the simulacrum may direct
indicates that the spell fails, and the character goes nowhere. a stream of energy from the eyewall of the Gale to any
The Eye of the storm does not have the same energy- single target. This is a ranged touch attack using the
draining necromantic effects as the outer, middle, and inner simulacrum’s ranged touch attack bonus modified by
storm rings do, although the unhallow properties of the inner its Charisma bonus, not its Dexterity (+22). The energy
storm are still present here (CL 21). stream is electricity damage, although half of the damage
is divine in nature and not affected by electricity resistance.
Scene: Welcome to the Eye [EL 20] The energy stream deals 15d6 initially, less 1d6 for each
Run this scene when the heroes make it to the Eye of the consecutive round that it is used. Each round it is not
Gale. This will be the first time the heroes believe they are used, the stream recovers 1d6 of damage. Thus, if the
face to face with the Dragon Overlord. It should be played simulacrum only uses the energy stream every other round,
fairly briskly, without much time for the heroes to pause it will consistently deal 15d6 damage when it hits.
and consider their actions. Once the truth behind “Frost” is On successive rounds, “Frost” will single out an
revealed, the heroes can continue into the Rimeberg and look opponent who appears to be a spellcaster and charge
for their real enemy. them, directed by the real Frost from information he has
Read or paraphrase the following: gained during the course of the adventure. Because it is
likely that Frost knows which hero bears the dragonlance,
Y ou are at the very heart of the storm, the
Eye of the Gale. The Eye, surrounded on
all sides by the nigh-impenetrable eyewall and
he directs the simulacrum to avoid that hero for the most
part. Each round, “Frost” attacks the chosen target with all
of its attacks until the hero dies or “Frost” is forced to shift
laced with lightning, also features the tip of its attention to another. Essentially, this is an exploratory
an enormous iceberg, into which coruscating combat for Frost, although the simulacrum has a strong
lances of energy disappear. The sound is almost sense of self-preservation and will withdraw if it loses over
deafening, but soon a primal roar of anger half of its hit points.
splits the din. A monstrous white dragon, larger Development: If the simulacrum of Frost is killed, it
than any other wyrm you have ever seen, rises reverts to its ice sculpture form and shatters into countless
from the iceberg below, great wings keeping shards, which are sucked into the eyewall. The scale of
it aloft. The dragon seems to radiate power, proxy used to create the simulacrum spins in place for a
strength, and wrath. This must be Gellidus, moment before falling towards the sea. The heroes may
known to mortals as Frost—your enemy. wish to retrieve this item for its potential benefits later (see
“Theft of Godly Magic” and Appendix One: Monsters and
Magic for details), which could require some doing if it
The Setup: Some time ago, using the power of his skull disappears beneath the waves.
totem to enhance his already substantial magical talents, Experience Awards: Although the simulacrum is
Frost created this simulacrum of himself to guard the technically considered part of Frost’s personal array of
Rimeberg. Not even Gilthanas is aware of the existence of the resources, this battle should still be worth experience
simulacrum. Although it is essentially just an ice sculpture awards for the heroes. Consider the simulacrum the
given a semblance of Frost’s form and abilities, it is still a equivalent of a CR 20 creature for the purposes of earned
dangerous opponent. Depending on the means by which the experience, especially since the heroes are at a disadvantage
heroes arrive at the Eye of the storm, the simulacrum of Frost in this part of the adventure.
will be encountered either outside of the Rimeberg proper
242 Chapter Seven
The Rimeberg Features of the Rimeberg
The Rimeberg is the location of the final battle against The Rimeberg is more than just an iceberg in the middle
Frost and his Whitescale Society. As the last stop in the of a storm. It is a planar nexus within an extradimensional
sequence of events that began back in Pashin (in Chapter space inside of an iceberg. Frost’s skull totem enabled him
One of Key of Destiny), the Rimeberg includes features of to tug pocket dimensions, the Gray, the elemental planes,
locations from throughout the Age of Mortals campaign and other extraplanar sources into the Material Plane in
modules. The heroes will need to draw on all of their order to create his own impenetrable fortress. Certain
experience and skills to succeed. areas within the Rimeberg do not count as being on the
This section should be used hand-in-hand with the Material Plane for the purposes of spell effects, special
“Path of the Storm” and the Ending determined by the Ice abilities, and magic items. These areas are noted below in
Key of the Calantina. Scenes relating to Frost’s motivation the individual area descriptions.
are detailed under the Ending; scenes that are independent
of Frost’s motivation are included here. Gray Ice
Surrounding the inner sanctum of the Rimeberg and
History of the Rimeberg lining the “floor” of the Gyre is a substance known as gray
The primary instrument in Frost’s plans, whatever ice. This material, created by the reality-warping energies
the Calantina reading determines them to be, is his inside the Gyre, consists of razor-sharp shards of frozen
necromantic skull totem. Not content to house his totem in ethereal matter coating exposed surfaces. Movement
Foghaven or Khimel, Frost moved the column of dragon within a field of gray ice is halved, and any attempt to
skulls to the Gale. There, hecreated an iceberg, placing the move through a section of the crystalline hazard requires
skull totem at its heart. With the secrets he was given by a DC 20 Reflex save to avoid taking 1d6 points of slashing
Chemosh, and his own knowledge of Takhisis’s scheme damage in addition to 1d6 points of cold damage (no save)
during the War of Souls, Frost channeled planar energies from contact with the ice. Anyone attempting to teleport,
into the totem and the iceberg fortress. The result was the ethereal jaunt, blink, or otherwise pass magically through a
Rimeberg, a nexus of planar energies and the perfect vessel section of gray ice immediately takes 6d6 points of slashing
for Frost’s grand plot to outlive his alien cousins. damage as they are literally cut to ethereal ribbons by the
The Rimeberg was completed during the heroes’ time ice.
in the Dragons’ Graveyard. Gilthanas has never been to Fire effects that deal 10 or more points of damage will
the iceberg fortress; in part because he has been busy eliminate the hazard in the area of effect, as the gray ice
collecting the dragon skulls, but also because it is where boils away into ectoplasmic vapor. Characters that stop to
his beloved, D’argent, is imprisoned. As such, Frost has clear away the shards with melee weapons may spend a full
forbade him entrance. This means that, if the heroes have round action to do so, but their weapons will take 1d10
Gilthanas with them when they arrive at the Rimeberg, damage (ignoring hardness) in the process. Dimensional
they won’t gain any additional insight into how to reach anchor or dimensional lock will prevent a section of gray ice
the inner sanctum. from harming those who teleport through it. A dismissal
Frost needed the additional power of the skulls of the spell acts like a fireball of the spellcaster’s level for the
first dragons in order to fully awaken the skull totem’s purposes of eliminating gray ice, and a banishment spell
capabilities within the Rimeberg. Now that Gilthanas and acts like a widened fireball; any hero who makes a DC 35
the heroes have gathered the dragon skulls, the power of Knowledge (the planes) or Knowledge (arcana) check will
the totem may be complete. Ironically, while the skulls of be able to figure this out once they witness the effects of
the first dragons amplify the power at Frost’s command, the gray ice or examine it using arcane sight.
the more power he has channeled into him through
Gilthanas, the greater the chance the heroes have of The Gyre
defeating him (see The Dragon and the Elflord, page 8). Important Rules: Planar Traits, Chapter 5: Campaigns in
the Dungeon Master’s Guide.
Getting to the Rimeberg Planar energy channeled into the Rimeberg by the
Once the heroes have reached the Eye of the Gale and skull totem has created the Gyre, a howling void that
defeated the simulacrum of Frost (“Welcome to the Eye,” separates the Material Plane from Frost’s inner sanctum
page 242), they will be able to enter the Rimeberg by one by a distance of about a quarter-mile. Because of the odd
of the outer fissures (“RB1: Outer Fissures,” page 245). spatial-orientation of this area, it looks far larger than
This is only the beginning, however; to reach Frost’s inner the actual iceberg. In fact, the Gyre is not located on the
sanctum, they will need to negotiate the Gyre, the planar Material Plane; it exists as a border realm of sorts, a barrier
bubble within the Rimeberg that holds all of the gathered between Frost’s skull totem and those who would seek
divine energy. The properties of the Eye and the Gyre to destroy it. Frost has populated the Gyre with horrific
make it impossible to transport easily within the area with creatures spawned from the skull totem, which, together
magic unless the heroes have Gilthanas or a scale of proxy with the constant howling energies flooding into the
with them. If they do not, the heroes will need to fly under void, makes travel toward the inner sanctum exceedingly
their own power or scale the outer surface of the Rimeberg dangerous. See “RB2: Gyre Towers” and “RB3: Gyrebreach”
from sea level. for more information about the residents of the Gyre. If
The Fury of the Gale 243
Gilthanas is within the Gyre, his connection to Frost is elements or resist energy can also offset this problem. The
temporarily blocked, which the heroes may exploit. duration of any normal open flame is halved, but magical
The Gyre has the following planar traits in effect: or alchemical fire functions normally. There are no
• Objective directional gravity (“down” is the inner negative energy hazards inside the inner sanctum.
wall of the shell of ice, “up” is toward the center of the
Rimeberg). Planar Loci
• Normal time. Important Rules: Planar Traits, Chapter 5: Campaigns in
• Alterable morphic (though there is little here to alter). the Dungeon Master’s Guide.
• Mildly evil-aligned. From time to time, a planar locus will howl past
• Strongly chaos-aligned. the heroes as they move through the Rimeberg. Planar
• Because the Gyre is flooded with divine and planar loci resemble dark, multi-colored vortices of energy.
power, all magic channeled to a spellcaster from the Any creature that does not have the outsider type or the
gods (i.e. all of the magic that is affected by the Theft extraplanar subtype stands a chance of being plucked from
of Godly Magic) is empowered and extended within the Rimeberg and plane shifted outside of the structure.
the Gyre, assuming the character is capable of casting Check every 10 minutes the heroes are inside the Gyre and
it with the caster level penalties of the Theft. In every hour they are in the inner sanctum. The chance is
contrast, ambient magic (the magic of assassins, bards, 20%, +5% for each previous check. A planar locus lasts
mystics, sorcerers, and other spontaneous non-godly one round, affects a 20-foot radius area, and all who are
spellcasters, but not dragons, fey, or magical beasts) is in the area must make a DC 20 Will save or be sent to a
impeded; all of the planar energy makes it that much random border realm outside of the Material Plane.
harder for these characters to draw the power of the Anyone swept into a border realm spends an hour
world for magical effects. there before being forcefully ejected and dumped 1d10x10
miles from the Gale in a random direction (which may
Inner Sanctum end up being the open sea). Those characters with spells
Important Rules: Cold Hazards, Chapter 8: Glossary in or abilities that allow for planar travel may find their way
the Dungeon Master’s Guide. back from the border realm if they make a successful
The inner sanctum of Frost and the location of his DC 30 Knowledge (the planes) check to secure the right
skull totem is a vast structure of gray ice at the center of
the Gyre with shards and spikes jutting out from all angles. 1d8 Border realm
The structure is many hundreds of feet across and hook- 1 Air-dominant
shaped with no obvious entrances or openings. To the
2 Fire-dominant
trained eye, however (Spot DC 35), there are signs that the
spiky exterior has been disturbed or forced aside at various 3 Earth-dominant
points, only to reform afterward. Transport to and from 4 Water-dominant
the inner sanctum is possible with Bastion’s portals or 5 Negative-dominant, minor
spells such as teleport, as long as the traveler has a scale of 6 Positive-dominant, minor
proxy or Gilthanas is involved. Frost himself, of course, is
7 Roll 1d4, combine with minor negative-dominant
able to teleport or gate freely.
The gray ice surrounding the inner sanctum is brittle 8 Roll 1d4, combine with minor positive-dominant
and yields to pressure. It inflicts its slashing and cold
damage to those who push through it, but a DC 15 direction. Antimagic fields, spell resistance, and other
Strength check forces open a hole as large as the character protections against magical effects will protect the heroes
pushing (so, a Medium hole for a normal human, a Small from a planar locus, which is the equivalent of a 9th-level
hole for a kender, etc). Moving through it in this manner spell at CL 21.
does not allow a saving throw against the razor damage,
although damage reduction will protect anyone doing The Shell of Ice
so. One minute after a breach is created, it seals itself up. This is the outermost layer of the Rimeberg, the one that
Those who make the passage through the breach can is fully in the Material Plane. Outwardly, it is exactly what
therefore keep the tunnel open until their allies follow it appears to be—a mountain of frozen seawater. Like
their lead. Characters who make use of a tunnel still need everything else in the Eye of the Gale, the outer surface of
to make Reflex saves to avoid the slashing damage and will the Rimeberg is incredibly cold. It is not difficult to scale
also automatically take cold damage as normal. (Climb DC 20), but contact with the surface deals 2d6
Inside, the inner sanctum is in total darkness and points of cold damage every round (no save), which is in
has an ambient temperature of -10 degrees F. This is addition to the normal cold effects of the Eye (“The Eye of
considered severe cold and requires DC 15 Fortitude the Storm,” page 241). Beneath the surface of the water, the
saves every 10 minutes to avoid taking 1d6 nonlethal icy cold of the shell is diffused and reduced to 1d6 damage
damage (+1 to the DC per previous check). If the heroes per round.
are dressed suitably for very cold weather, they can delay The shell of ice can be damaged or broken, although it
saving throws to once every hour; spells such as endure will take some time—it is 50 feet thick. It has a hardness
244 Chapter Seven
of 10 and 180 hp per 5-foot section, which means that surface of the Rimeberg. RB2 and RB3 are within the Gyre
chopping away at the ice will eventually get the heroes to (see “Features of the Rimeberg”), and areas RB4, RB5, and
where they want to go. Assume that each hero making an RB6 are located in Frost’s inner sanctum.
attack on a section of ice can get a full attack on the ice
each round. As long as a hero deals a total of 180 hp to the RB1. Outer Fissures [EL 19]
wall, he can clear a 5-foot by 5-foot section of ice in one Around the upper, exposed section of the Rimeberg are
round. a number of large cracks in the ice, some of which lead
As a nonmagical unattended object, the shell of ice directly into the Rimeberg’s interior. There are a dozen
automatically fails any saving throw against a magical large fissures and hundreds of smaller cracks. Seeing the
effect. Using spells such as fireball will quickly melt away fissures from sea level requires a DC 30 Spot check; seeing
the ice, ignoring hardness and doing 150% of standard them from the air requires only a DC 10 Spot check.
damage to the walls. Cold energy has no effect on the ice. Three of the fissures are wide enough to accommodate a
Acid deals one-quarter damage to the ice, while electricity Gargantuan creature, with only one able to accommodate
and sonic energy deal full damage to the ice (with sonic Frost’s Colossal bulk. The other eight are large enough
energy ignoring hardness much like fire). for a Large or smaller sized creature. Each fissure extends
Assuming the heroes don’t want to spend time between fifty and a hundred feet into the ice, opening into
smashing through or melting the shell of ice, they can the Gyre on the other side, and the ice walls of the fissures
enter the Rimeberg through one of the many ice fissures have the traits listed under “Shell of Ice,” page 244.
(“RB1: Outer Fissures,” page 245) around the iceberg’s tip. Creatures: Some of the fissures are inhabited and
These are apparent from the air, but mostly hidden from guarded. Each of the Gargantuan fissures is home to a
the sight of heroes approaching from the water (Spot DC frost worm of enormous size (advanced Gargantuan 29
30 to notice). HD frost worm). Four of the eight smaller fissures include
side chambers where Frost’s twelve elite white dragon
Key to the Rimeberg invaders (CE male young adult white dragon barbarian 8)
The following locations represent the significant areas of await orders, three per fissure, and all of these chambers
the Rimeberg. They should be used in conjunction with have passages leading to the largest Colossal fissure.
scenes from the appropriate Ending section as determined Between the frost worms and the dragons, using the
by the Ice Key of the Calantina. RB1 is located on the outer fissures to enter the Rimeberg can be a risky venture.
The Fury of the Gale 245
m Advanced frost worms (3): hp 363, see page 358 RB3. Cage of Corruption [EL varies]
m White dragon invaders (12): hp 242, see page 361 This is a horrific spherical cage crafted from corrupted
Tactics: Frost worms don’t employ very advanced dragonsilver, twisted into a foul, black iron-like metal.
tactics, limiting their attacks to trills followed by It is identical to the metal used in abyssal lances, one of
devastating bites or breath weapons. The white dragons, which was recently used to slay the brass dragonlord Iyesta.
on the other hand, prefer to pair up to attack their foes, Connected to the Skull Chamber of the inner sanctum by
with the third dragon keeping back and using its breath a hundred-foot chain of star metal (hardness 20, 80 hp,
weapon or charging at isolated targets. They will flee if Break DC 60) that pierces the sanctum’s icy walls, the Cage
overwhelmed, but only so they can get reinforcements of Corruption hangs out into the Gyre like a vile anchor.
from their cousins in other fissures. It has been used by Frost’s Bonewyrm Brethren to conduct
Development: Refer to the information about the unholy rituals and gruesome experiments.
Gyre when the heroes make their way all the way through The cage is sixty feet in diameter with openings
a fissure to the interior. Once they get there, gravity will between the barbed strands of metal large enough to
become subjective, and the inner surface of the Rimeberg’s admit a creature of size Small or smaller (or a Medium
interior will become the floor. At least one Gyre tower will creature that succeeds at a DC 30 Escape Artist check).
be within a half mile of the heroes when they emerge from The barbs on the cage deal 1d6 points of damage (Reflex
the fissure (See RB2). DC 20 negates) to any character who squeezes through
them and count as evil weapons for the purposes of
RB2. Gyre Towers [EL 20] overcoming damage reduction. The entire cage radiates an
Extending out like stalagmites from the gray ice on the overwhelming aura of evil.
“floor” of the Gyre are numerous tower-like growths, often Every 3-inch strand forming the cage’s bars has a
as high as a hundred feet. Each is hollow and pierced by hardness of 15 and 90 hit points. In order to create a
openings, giving the impression of a termite mound or hole wide enough for a Medium creature to escape, four
primeval cairn. These towers are roosts used by the horrors sections of strand need to be sundered or destroyed. For
of the Gyre that Frost has spawned with his skull totem each successively larger size of hole, double the number
from the fiendish entities that have been brought through of sections that need to be destroyed: 8 for Large, 16 for
from border realms near the Abyss. Although the towers Huge, 32 for Gargantuan and 64 for Colossal. The cage can
offer protection from the howling winds of the Gyre, if the hold a single Colossal creature, 2 Huge creatures, 8 Large
heroes take shelter in one of them, they will be attacked creatures, or 32 Medium creatures. Small or smaller sized
immediately. creatures cannot be held within the Cage of Corruption.
Creatures: Each of the Gyre towers is home to 2d4 Creatures: Depending upon the Ending of the
gyrefiends (CE half-white dragon ice devil), which look adventure that was provided by the Ice Key of the
like twisted albino termite-men with draconic wings and Calantina, the Cage of Corruption may be occupied or
talons. Gyrefiends are insane, driven to madness by their empty. If the Bride of Gellidus ending is being used, the
existence, and prone to just tearing their prey to pieces and Cage is holding four adult gold dragons. If the God of All
even attacking gyrefiends from other towers. If the heroes Serpents ending is being used, the cage holds four golden
approach within half a mile of a Gyre tower, its residents protector lammasu, the Lions of Paladine. If the White
launch themselves from the openings in the tower and Apocalypse ending is being used, the cage is holding an
pursue the heroes through the Gyre. unconscious marut, its arms and legs bound in star metal
m Gyrefiends (2-8): hp 161, see page 359 chains, stringing it up spreadeagle in the cage’s center. If
Tactics: Gyrefiends have an array of supernatural and the Prodigal Son Ending is being used, the cage is empty.
spell-like abilities from both their fiendish and draconic m Adult gold dragons (4): hp 264, see Monster Manual
legacies. As such, their typical routine is for one or two m Golden protector lammasu (4): hp 125, see Monster
of them to assess the heroes while the rest use their breath Manual
weapons. Half of the gyrefiends then swing into a rather m Marut: hp 112, see Monster Manual
chaotic melee, attempting to carve up as many heroes as Development: If the cage holds a prisoner of some
possible, while the others support with spell-like abilities. kind, freeing the prisoner will provide the heroes with
Unlike most ice devils, the gyrefiends can no longer gate in a valuable ally. Each prisoner will be spiritually, if not
help, so they don’t rely on additional support. physically, exhausted from its time in the cage (use rules
Development: Clearing out a Gyre tower of its for exhausted conditions, with the prisoners—including
gyrefiends is one way to shore up a rest spot for the heroes. the marut—recovering after 8 hours of rest or inactivity)
No other gyrefiends approach, as they all have their own but grateful for the heroes’ assistance. The heroes will
towers. If the heroes succeed at securing a tower, they will have no difficulty enlisting the aid of the prisoners in
also find that the towers are slightly less frigid inside. A battling Frost, but they might also be useful outside of the
cleared out Gyre tower is an excellent location to run into Rimeberg in conjunction with the heroes’ faction work.
Dolmen Scalecarver again (see the scene “Dolmen and
Viktor,” page 248).
246 Chapter Seven
RB4. D’argent’s Prison might also be convinced through Intimidation or Bluff to
The legendary silver dragon who defied the Oath sworn abandon the Rimeberg completely and depart. Although
by her kind and fell in love with the elflord Gilthanas has this would constitute breaking their vows to Chemosh to
been imprisoned in this chamber for months since her some extent, it is not an unlikely consequence of losing to
capture by Frost. The specifics of her captivity are detailed the heroes.
under the various Endings later in this chapter. The prison Details about D’argent and freeing her from the
itself takes up only half of this enormous chamber, with binding spell (or even if she is currently bound) are
the remainder set aside for the use of Frost’s Bonewyrm outlined under the appropriate Ending later in this
Brethren. chapter.
The prison itself is a circular area one hundred feet
in diameter. The area is defined by twenty-four slabs of RB5. Skull Chamber [EL varies]
superchilled marble (2d6 cold damage, no save, with This section of the inner sanctum is dominated by an
contact; hardness 10, 120 hp; see Traps, below) engraved enormous column of dragon skulls: Frost’s skull totem.
with blue-black runes of power. The slabs radiate a Because of its importance, this room is heavily guarded
strong aura of abjuration and necromancy, and they and protected. The skull totem is surrounded by thirty-six
form the outer limit of a powerful binding spell (CL 24, superchilled marble slabs engraved with blue-black runes
metamorphosis variant) with a shimmering dome of (2d6 cold damage, no save, with contact; hardness 10, 120
utmost cold extending up and over the area from the slabs. hp; see Traps, below). The slabs, created with the assistance
The cold is a variant of the Deathchill effect (see sidebar of Dolmen Scalecarver, maintain an aura of repulsion (as
in Chapter Five, page 174) that affects any living creature the spell, Will DC 30 negates) and a mind fog (Will DC 30
moving through the barrier and into the prison area. Frost negates) around the totem. This gives the skull totem the
and his agents are unaffected by the Deathchill. D’argent appearance of a fog-shrouded bone tower with the eerie
(if she is here) is kept in a state of permanent gaseous form, lights from the empty eyeholes of the dragon skulls visible
like a wraithlike ghost. Freeing her will require either the in the mist. If at least eighteen of the slabs are destroyed
destruction of the skull totem or half of the marble slabs. or rendered inactive, the repulsion and mind fog effects are
Creatures: Eight of Frost’s nine Bonewyrm Brethren dispelled permanently. Frost and his agents are unaffected
(CE male white dragonspawn cleric 10 of Chemosh/ by the repulsion and mind fog effects.
necrotheurge 4), who serve Chemosh ahead of their Creatures: The Bonewyrm Brethren (CE male white
draconic creator but remain in the Rimeberg to aid in dragonspawn cleric 10 of Chemosh/necrotheurge 4)
Frost’s plans, split their time between this room and the occasionally venture into this chamber, but the skull
Skull Chamber. If the Ice Key revealed the Prodigal Wyrm totem’s tireless guardians are a trio of skullwyrms. These
or God of All Serpents as Frost’s motivations, the Brethren dangerous undead creatures are creations of the skull totem
will be in here rather than the Skull Chamber. They act as and resemble the head and spinal column of dragons.
unholy scientists, maintaining the Theft of Godly Magic The Brethren and the skullwyrms work together very well
so the skull totem channels the diverted divine power indeed.
into Frost consistently. They also watch over D’argent, m Bonewyrm Brethren (8): hp 63, see page 355
depending on the nature of her captivity. m Skullwyrm (3): hp 130, see page 272
m Bonewyrm Brethren (8): hp 63, see page 355 Tactics: Skullwyrms make use of their ability to
Tactics: Any intrusion upon this chamber by manipulate their elemental type in combat. Surrounded
individuals who have not been vetted by Frost draws the by ice, they have an ample supply with which to work.
immediate wrath of any Brethren present. If the heroes As undead creatures, the skullwyrms are unaffected by
defeated their brother in Khimel, these Brethren will many of the effects employed against dragons. They take
already be aware of the heroes’ acts. If not, they make advantage of this and close with the heroes once they have
no effort to consider them other than as intruders. The employed their special abilities for a round or two. The
Brethren draw fully upon Chemosh’s power, which is skullwyrms will not flee or retreat, for the totem is the
unaffected by the Theft of Godly Magic (Spellcraft DC 30 catalyst for all Chemosh and Frost desire.
to notice this the first time they cast a spell), in an attempt If the Brethren are here, which is true if the Ice Key
to slay the heroes. After all, they can always use their revealed the Bride of Gellidus or the White Apocalypse
corpses as servants later on. as Frost’s motivation, or if they fled here from “RB4.
Traps: In addition to providing the binding and D’argent’s Prison,” they will do their best to use their
Deathchill effects, each of the rune slabs is engraved with a magic against the heroes. Half of the Brethren will also
permanent symbol of insanity (CL 21, Will DC 30 negates). close with the heroes and rely heavily on inflict spells and
Frost (due to his own runic scales) and his Whitescale similar debilitating attacks.
Society agents present at the Rimeberg (because of their Traps: In addition to providing the repulsion and
runic talismans) are unaffected by the symbols engraved on mind fog effects, each of the rune slabs is engraved with
the slabs. Heroes with runic talismans are also immune. a permanent symbol of death (CL 21, Fortitude DC
Development: If the heroes are clearly winning, the 30 negates). Frost (due to his own runic scales) and
Bonewyrm Brethren will flee to either Frost’s Lair or his Whitescale Society agents present at the Rimeberg
the Skull Chamber, depending on where Frost is. They (because of their runic talismans) are unaffected by the
The Fury of the Gale 247
symbols engraved on the slabs. Heroes with runic talismans the shadow dragon known to the heroes as Viktor
are also immune. Chiaroscuro, who has realized now who he really is.
This scene should take place before they enter the inner
RB6. Lair of Frost [EL varies] sanctum but after they have faced the simulacrum of Frost
The lair of the White Dragon Overlord is not only bitterly outside his fortress. One of the Gyretowers would be ideal,
cold (–40 degrees F, which counts as extreme cold for for instance, though they could just as easily run into him
the purposes of cold damage) but also obscured by a in a fissure or some other location.
permanent fog cloud (CL 21). The chamber is enormous, Read or paraphrase the following:
and the entire floor is an incredibly slippery sheet of
nearly transparent ice (equivalent to the effects of a grease
spell) beneath which is the dragon’s actual hoard (see The
Dragon and the Elflord for details of Frost’s hoard). Above
A remarkable stillness surrounds you,
quite unlike the tempest of recent
memory. Within that stillness is the figure
the ice, Frost has constructed an elaborate crystalline home of a dwarf with silver-white hair and beard,
for himself: sweeping ramps that lead into ice bridges dressed warmly. Although he doesn’t
above the floor, columns of ice that encase hundreds of immediately acknowledge you, it’s clear he’s
humanoid corpses, and eighteen blue-black runes etched known you’ve been there for some time.
into slabs of superchilled marble (2d6 cold damage, “And lo, upon the frigid winds of history,” he
no save, with contact; hardness 10, 120 hp; see Traps, says, in a low and ancient voice like the sound
below) spaced about the room. The slabs, created with of runes being chiseled into stone, “comes
the assistance of Dolmen Scalecarver, bind the fog cloud a dragon, that hoary instrument of Chaos,
in place and also empower (per the metamagic feat) any who in all His fiery glory ne’er stole such a
air, cold, or water spell, spell-like ability, or supernatural glance as this at the gods and envied them.
ability cast or used in Frost’s lair. Woe to those who standeth in its way; or woe
Creatures: See the appropriate Ending and The Dragon to the dragon, for the way is blocked anew.”
and the Elflord chapter for more details about Frost. The dwarf pauses for a moment, then
Because the dragon is not always in residence, he has looks your way. “Where do you stand?”
placed two guardians here to ensure his hoard is not stolen.
They are failed early experiments in carving runes into The Setup: The renegade scion, having played such
living dragons, a pair of mohrg white dragon invaders (CE a vital part in assisting Frost and the other Overlords
male mohrg young adult white dragon barbarian 8). Each towards their destiny, is loath to have the heroes foil these
has a symbol of pain engraved upon its forehead (CL 21, plans unless they are truly meant to. He confronts them
Fortitude DC 26 negates). These hideous skeletal wyrms, at this stage to test their mettle, although the heroes will
characterized by the writhing viscera in their chest cavities have an unexpected ally in Viktor Chiaroscuro. Dolmen
and thorny, cartilaginous tongues, will stop at nothing to waits long enough to get an answer from the heroes to the
destroy any intruder in Frost’s lair. question he poses, and then he launches a magical attack
m Mohrg white dragons (2): hp 150, see page 360 against them after a cry of “Stand ready!”
Traps: In addition to providing the fog cloud and Creatures: Dolmen, as a scion, is blessed with
empowered spell effects, each of the rune slabs is engraved considerable sorcerous power. Although in many ways
with a permanent symbol of weakness (CL 21, Fortitude he is a plot device at this point, he serves to demonstrate
DC 29 negates). Frost (due to his own runic scales) and that major forces are at work to help or hinder the
his Whitescale Society agents present at the Rimeberg heroes. Viktor, on the other hand, is the same dragon the
(because of their runic talismans) are unaffected by the heroes remember from Chapter Four: Darkness over
symbols engraved on the slabs. Heroes with runic talismans Cristyne, although he has realized since then, thanks to his
are also immune. astrological forecasting, that his destiny lies here.
Treasure: See The Dragon and the Elflord for details m Dolmen Scalecarver: hp 189, see page 350
about Frost’s hoard. m Viktor Chiaroscuro: hp 287, see page 308
Tactics: Dolmen relies almost exclusively on spells and
Scenes in the Rimeberg spell-like abilities in this battle. His ambient tempest levels
The following entry describes a key ending-independent permit him to make use of metamagic without taking a
scene that can take place within the Rimeberg. full-round action to do so, which means that he can cast
quickened spells together with others each round. What
Scene: Dolmen and Viktor follows is a three-round summary of Dolmen’s tactics; on
The renegade scion Dolmen Scalecarver has long worked round four, Viktor arrives, and the scene shifts.
behind the scenes of the Age of Mortals, from before the Round One: Dolmen casts weird at the group of heroes,
Dragon Purge to the recent rise of Frost. The heroes may followed by a quickened feeblemind at the nearest likely
have already run into the golden-skinned dwarf but, even bard, sorcerer, or wizard.
if they haven’t, they will encounter him in the Rimeberg. Round Two: Dolmen casts mind fog at any clerical
His time is upon him, however, as another character the or god-associated heroes, along with a quickened chain
heroes have already met re-enters the story—Adumbrant, lightning.
248 Chapter Seven
Round Three: Dolmen casts irresistible dance followed the heroes will need additional help. If Viktor is dead
by a quickened stoneskin. or incapacitated, he is revived for the final scene and
Round Four: Viktor arrives and enters initiative can assist the heroes by holding Frost off for one or two
immediately before Dolmen in turn order (see below). rounds. If the heroes are experiencing one of the other
When Viktor arrives, read or paraphrase the following: three Endings, save Viktor for a situation where it seems
clear they need the additional help.
D olmen’s dwarven features stretch into
a rictus grin as he prepares for another
display of his power. Before he completes his
Experience Awards: Although Viktor aided the heroes,
reward them with experience points commensurate for a
minor party mission goal (instead of XP for defeating a
next spell, however, a roiling cloud of darkness scion). If they can do this without actually killing the scion
floods the scene. Emerging with a bellowing (and they are the kinds of heroes who would ordinarily
roar from the shadows is the familiar choose this option), consider a 10% bonus.
form of the Ergothian astrologer, Viktor
Chiaroscuro. His own expression is livid. Ending: The Bride of Gellidus
“Stop this!” cries the astrologer. “I remember With all draconic peers now gone
now, Dolmen Scalecarver! I remember who A Queen the King of Ice desires
I—who we are. All the dragons whose lives With totem’s charm to draw upon
you bartered, so the Overlords might gain in Turns wyrms from light with heaven’s fires.
strength. All the dragons whose souls were
stolen so that the Overlords might rule. But In this Ending, Frost’s overriding goal is to take D’argent
the time of the Overlords is done, and here as his mate and, in order to prove the power of his love
we are, those lost souls, released but unable for her, transform all of Krynn’s metallic dragons into
to pass on because of you—a rogue scion, chromatic dragons. By destroying Frost’s skull totem, the
traitor to this world and the magic within it!” heroes will end this immediate threat, but they will still be
required to deal with Frost and his corrupted servants—
Viktor has realized that he is the manifestation of including D’argent herself.
those dragon souls stolen by the draconic vampirism of The White Dragon Overlord has fallen for his prisoner,
the Overlords. As Dolmen is responsible for teaching the and his attraction to the silver dragon has driven much of
alien dragons this technique, Viktor’s wrath is focused on his recent activity. He keeps Gilthanas around as a symbol
the renegade scion. Viktor returns to his shadow dragon of his power over the elflord and therefore his status as
form and attacks Dolmen. The scion is knocked back and the superior mate for D’argent. With the divine energy
responds with a blast of arcane fire, but he is staggered. he gains from the Theft of Godly Magic, Frost intends to
Viktor gives the heroes a brief look, shouting “Now! End make the ultimate gift to his beloved—transformation.
it!” The dragon’s wrath has consumed him. The heroes Remembering his draconic history, Frost knows the
will get a round of activity before the dragon and the scion corruption of the original metal dragons led to the
have another turn to act. creation of the chromatic wyrms. Thus, he will use his
If the heroes are unable to eliminate Dolmen in this skull totem to transform all metallic dragons on Krynn into
round, Viktor strikes again at the scion but is unable to chromatic dragons, corrupting them the way his kind were
so easily stagger him this time. Dolmen’s next blast sends thought to have once been corrupted.
Viktor sprawling, and the scion turns to the heroes. From If this is the Ending determined by the Calantina, it
this point on, they won’t have Viktor’s help, but the battle is already too late for D’argent and many other metallic
should be something they can win. dragons captured and imprisoned by Frost. They are the
Development: If Dolmen is killed, his body quakes and totem-enhanced, early subjects of Frost’s experiments.
trembles for one round before it explodes in a torrent of When the Rimeberg arrives at its destination, which
ambient magic. This has the effect of a disjunction spell Frost has chosen as the most likely focal point for the
(CL 24) that affects every magic item and spell effect in a transformative effect, all of Krynn’s dragons of Light are
40-foot radius burst. Viktor is severely weakened; he tells tarnished by the broadcast wave of corrupting magic.
the heroes they must destroy Frost and his skull totem in
order to allow the dragons’ souls the peace they deserve. Important NPCs
Fortunately, Frost’s scion ally won’t be able to help him • D’argent, or Silvara—as one of the totem-enhanced,
now. her feelings and emotions have been dulled, and her
If the heroes don’t kill Dolmen, but somehow once-mirrorlike silver scales are a flat gray-white edged
incapacitate or nullify him, Viktor will protest but note in black tarnish. Use the totem-enhanced version of her
that his own wrath—the wrath of the dragons—has stat block (CE very old anarchic silver dragon). Unlike
driven him to seek Dolmen’s death. If the heroes help by the D’argent of other Endings, the Bride D’argent is
eliminating Frost and the skull totem, the souls that make not bound by magic in her prison. D’argent underwent
up Viktor Chiaroscuro can leave the world without rancor. the totem-conversion soon after Gilthanas disappeared
Note: Viktor remains behind or leaves the Rimeberg into the Dragons’ Graveyard with the heroes, so the
in most scenarios except the White Apocalypse, in which elflord has not yet seen her in her current state.
The Fury of the Gale 249
• Frost—this Ending uses the standard Frost stat block Darkness over Cristyne. During the final battle with the
from The Dragon and the Elflord chapter. White, this event occurs three rounds after the beginning
• Council of Nine—this Ending does not use any of the of the battle, delayed by one round for every three days (or
surviving Council of Nine or other Whitescale Society part thereof) that the heroes reached the Rimeberg ahead
agents. of its arrival at its final destination (the Dragon Isles,
Palanthas, Sanction, or Schallsea).
Important Items Frost needs his totem intact in order to achieve this,
• Huma’s Dragonlance—while the heroes are probably and he needs D’argent present at the ritual (which takes
hoping to use this against Frost, they may find that it the form of a wedding ceremony). If he does not have
is much more useful against D’argent and the other D’argent, then he cannot complete the ritual. If this
totem-enhanced dragons in the Rimeberg. Bringing happens, he will fly into a murderous rage and attempt
it into Frost’s iceberg fortress will immediately alert to destroy the heroes. Otherwise, he sacrifices a round
any dragon in the inner sanctum or the Gyre to the of actions to trigger the effect, after which he moves to
dragonlance’s presence. dispose of the heroes for good.
• Ram’s Horn of the Elderwild—filled with the blessings The corrupting wave is not instantaneous. It spreads
of silver dragons from the primeval days of Krynn, out at a rate of 10 miles in all directions every hour,
the Ram’s Horn sounds a call irresistible to D’argent eventually encompassing the entire planet. It can be
and any other totem-enhanced silver dragons. With stopped if the skull totem is destroyed, either directly or
the Ram’s Horn, D’argent stands a good chance of with Gilthanas’s own death while wearing the dragonpurge
returning to her original state, so long as the heroes amulet (see The Dragon and the Elflord for more
have a Kagonesti in the party to sound it (or any other information about the surrogate skull totem nature of
character attempting to sound it like a Kagonesti, Gilthanas). Reversing the effect will require the use of the
using a DC 30 Perform (horn) check or DC 25 Use Ram’s Horn of the Elderwild, the dragon orb from Bastion,
Magic Device check). Otherwise, it acts as a horn of or the Dragonlance of Huma (which in turn requires
blasting and could potentially come in wounding each of the corrupted dragons, something that
handy somewhere else. could be problematic).
• Dragon Orb—the dragon orb To free a dragon from corruption using the Ram’s Horn
sequestered in Bastion that draws in of the Elderwild or the dragon orb, refer to their entries
good-aligned dragons as opposed to in Appendix One: Monsters and Magic. The dismissal
evil-aligned dragons could be used effect of Huma’s Dragonlance may also be used,
to coax the good D’argent out of the with the corruption effect essentially acting as an
totem-enhanced evil one. Bringing outsider with a number of HD equal to that of
such an item into Frost’s sanctum is the dragon.
extremely dangerous, however. Most
evil servants of Frost, if they witness Scenes of the Bride of Gellidus
the orb being used or studied, will The following scenes form the core of the
take word back to their master. final act of this adventure. Although enough
information is provided for you to run
Important Locations the appropriate Ending over the course
This Ending makes use of the Rimeberg of two scenes, you should feel free to add
maps, and all locations are standard, to, expand, or modify the climax of this
although “RB4: D’argent’s Prison” has no adventure with these scenes as a guide.
magical sealing spells in place as Frost
has no need to bind her. “RB3: Cage Scene: The Bride
of Corruption” holds four adult gold Unchained [EL 23]
dragons who are awaiting the corruptive This scene should occur at any point
experiments of Frost as described on between when the heroes enter the
page 246. Rimeberg via one of the fissures and
when they arrive at the Skull Chamber.
The Corruption of Ideally, the heroes will run into D’argent
the Dragons in the Gyre before they breach the inner
Frost’s plan in this Ending scenario sanctum, but this isn’t strictly necessary.
is to use the stolen power of the gods D’argent is a dangerous opponent,
together with his necromantic skull and if Gilthanas is present, the tragedy
totem to trigger a wave of corruption of their ill-fated love will be readily
that transforms all of Krynn’s good- apparent.
aligned dragons into malignant Read or paraphrase the following:
wyrms, similar to Sylvyana’s goal to
corrupt the elves in Chapter Four:
250 Chapter Seven
A s the winds howl above you, a dark
metallic shape draws near. It resolves
into the huge form of a dragon, slender
for the next scene (thus potentially eliminating one ally for
the heroes against Frost) or will arrive during the heroes’
battle with the Overlord, having shaken the effects of the
yet powerfully muscled. Once, the dragon totem enhancement. Similarly, if the heroes use the Ram’s
must have been silver—now her scales are Horn of the Elderwild, the dragon orb, or even the dismissal
dull, their edges tarnished with thick black effect of the dragonlance to “cure” D’argent, the battle will
stains. Her draconic features are locked end sooner than normal (see “Corruption of the Dragons”
into a searching, frustrated expression. on page 250).
“You can come no further!” she screams. The aim of this encounter is not so much to soften up
“You come to slay the White. I forbid it! the heroes before their battle, but to introduce D’argent
Look at me—he has done this for me! as a resource for the heroes against Frost. If the heroes can
Behold the future of dragonkind!” think of things to say or do that target her true nature,
The dragon, once noble and majestic, keep this in mind for the next scene. If Gilthanas is present
now corrupted and violent, lunges at and they encourage him to appeal to D’argent, she might
you. The air around you vibrates with withdraw earlier and join the battle in the next scene on
a cold menace fueled by madness. the side of the heroes. As wrath is one of the underlying
themes of this final chapter, the heroes should become
The Setup: The silver dragon is D’argent, possessed aware that denying a wrathful approach is their key to
with a paranoia bordering on the insane, thanks to her winning.
corruption and subsequent enslavery by Frost. She is Note any effects or abilities that would work on
prepared to battle the heroes if they seek to go ahead with D’argent to “cure” her of her totem-enhancement
their journey to the inner sanctum or to Frost. As this will also work on the young adult silver dragons who
encounter will most likely take place in the Gyre, refer to come to replace her. Heroes who are uncomfortable
the Gyre’s traits as detailed on page 243. with the thought of killing corrupted silver dragons
Creatures: D’argent battles alone for at least three can be reminded of the possibility of ridding them of
rounds in this scene, regardless of the scene’s location. their corruption through these measures, perhaps with
After round three, four totem-enhanced silver dragons (CE a successful DC 30 Knowledge (arcana) check as the
male young adult anarchic silver dragon) join the battle impetus.
and D’argent withdraws. Experience Awards: Overcoming D’argent should
m D’argent, totem-enhanced: hp 387, see page 358 be considered a minor party mission goal and rewarded
m Totem-enhanced young adult silver dragons (4): hp appropriately. You may decide to do this instead of giving
202, see page 361 the heroes actual experience points for overcoming a
Tactics: For the first three rounds, D’argent attacks CR 23 creature, especially since the battle is somewhat
with ferocity born of totem-enhanced madness. She scripted, and they are well-equipped to deal with a dragon.
opens with her breath weapon and then closes to deliver If the heroes don’t overcome D’argent but do survive long
melee attacks upon the strongest looking opponents. She enough for her to withdraw, give them half the experience
uses smite law on her first strike against any Solamnic or for a minor party mission goal and full experience for any
Nerakan-armored opponent or any character bearing the younger silver dragons they overcome.
dragonlance. D’argent will not attack any male elf hero
directly, and if Gilthanas is present, she will avoid attacking Scene: The Dire Wedding [EL 29]
him or anyone adjacent to him unless there are no other Run this scene once the heroes are inside the Inner
options. She doesn’t communicate with him, but a DC Sanctum and reach the Skull Chamber. The stakes are
30 Sense Motive check will reveal that she is extremely much greater if the heroes don’t reach Frost until the
conflicted and hesitant when it comes to the elflord’s Rimeberg gets to its destination; however, the threat of the
presence. Dire Wedding and its corrupting effect on all of Krynn’s
After the third round, the four silver dragons will fly in metallic dragons is present even if the Rimeberg is in the
from the tempest to attack. D’argent uses this opportunity middle of its path.
to withdraw, regardless of her present condition (or that Read or paraphrase the following, leaving out the
of the heroes). She cries, “Finish them, my brothers! Our section surrounded by brackets if D’argent was overcome
master awaits my presence for the sacred marriage!” in the last scene:
D’argent then heads to “RB5: Skull Chamber” in order to
take part in the next scene.
Development: There are a number of possible
outcomes here, one of which is that the heroes actually
Y our final destination, the ultimate
location, is here in this cyclopean
chamber. A column of dragon skulls rises
weaken or incapacitate D’argent with the dragonlance above a scene of robed dragonspawn
and their own abilities before the younger silvers arrive. and skeletal wyrms, arrayed in honor of
D’argent knows when she is seriously hurt (less than a a macabre rite of matrimony. The bitter
third of her original hit points) and will withdraw earlier cold and the keening sound of a hundred
if this occurs. If she is overcome, she will either be absent tortured dragon souls bound within Frost’s
The Fury of the Gale 251
skull totem afford the ceremony in progress destroying his totem, so they consolidate their efforts in
more than a touch of horror. As if to mark keeping Dolmen’s stone slabs from being disrupted. Frost
your arrival with dramatic irony, the chorus will also happily use a free action in one round to drain the
of draconic voices reaches a peak, and the essence from one of his dragonspawn to heal damage if he
White Dragon Overlord of Ansalon [and is hurt, so having eight of the Brethren present gives him
his silver bride-to-be] emerge in brutal an advantage.
splendor from the rear of the chamber. Development: If the heroes destroy the skull totem,
“My lord!” cry the dragonspawn Frost immediately reverts to his weakened statistics, and
officiants. “Your guests have arrived!” the Rimeberg begins the process of collapsing in on itself
“Excellent,” Frost says, in a voice heavy (see “Conclusion” on page 262 for more details). If the
with the weight of emergent victory. heroes defeat Frost without first destroying his skull totem,
“Witnesses to my blessed union.” his death creates a backlash that feeds into his totem,
Gilthanas, and any or all white dragonspawn, probably
The Setup: Frost intends to carry out this parody killing them in the process. Any hero bearing a scale of
of a wedding in order to complete his grand ritual. By proxy at this point will take 10d6 points of damage from
joining with D’argent and channeling the power of the the backlash (Fortitude DC 28 half). The corruption
gods through his skull totem, Frost will send out a wave wave, if it was triggered, will cease—although any
of corruption that will transform all of Krynn’s good transformations that have already taken place will remain
dragons into anarchic horrors. If the heroes have arrived in effect unless reverted as described under “Corruption of
before the Rimeberg has completed its journey to its final the Dragons.”
destination, then they will have more time to defeat Frost; If the heroes abandon the battle and leave to recover,
see “Corruption of the Dragons” on page 250 for more events will continue in their absence, and the corruption
details. wave will spread. One option is to escape into the River
Creatures: Frost is here with his three skullwyrms of Time briefly using time stop, although in the Rimeberg
and the eight Bonewyrm Brethren from RB5. If D’argent this runs the risk of expulsion in a similar manner to that
withdrew successfully in the last scene and returned to the caused by a planar locus (see “Planar Loci,” page 244).
inner sanctum, she is here with Frost. If she was “cured” by Experience Awards: The heroes have prevented
the heroes, or if the heroes were somehow able to lodge the a cataclysmic event and defeated the White Dragon
seed of redemption in her, she joins the battle on their side Overlord; this is considered a major party mission goal.
at the point in which Frost would otherwise initiate the Award them appropriately for all opponents they defeat
corruption. and refer also to the Epilogue for more details about the
m Frost: hp 888, see page 8 conclusion of this adventure.
m D’argent, totem-enhanced: hp 387, see page 358
m Bonewyrm Brethren (8): hp 63, see page 355 Ending: The Prodigal Wyrm
m Skullwyrm (3): hp 130, see page 272 No native to this world is he
Tactics: Refer to Frost’s standard tactics for this battle, With Abyss and Vale and Creation’s Dome
as outlined in The Dragon and the Elflord. The key The King of Ice will pierce the ethereal sea
difference here is that, at some point in the battle, Frost And with vengeful wrath howl to his home.
will initiate the corruption wave. This occurs on either
the third round or one of the successive rounds, based In this Ending, Frost’s goal is to return to the alien dragon
on the proximity of the Rimeberg to its final destination homeworld, filled with the stolen power of the gods. The
(see “Corruption of the Dragons” on page 250 for more Rimeberg becomes the vessel in which he will forcibly
details). Frost is an exceptionally dangerous foe, and he create a pathway from Krynn to the Beyond, creating
is the most powerful threat the heroes have faced in the widespread cataclysmic changes to the world he leaves
entire campaign; you should be as familiar as you can behind in the process. Destroying the skull totem will sever
with his strengths and weaknesses before running this the planar channels bound into the Rimeberg and prevent
encounter. Frost from achieving his goal.
D’argent is a factor in this battle, either as an Frost has long desired to return to his homeworld and
accomplice in Frost’s corruption wave or an ally. If the wreak vengeance upon the elder dragons who oppressed
heroes failed to turn her to their side in the last scene, they his cabal decades ago. Indeed, this is the higher purpose
have another chance here. D’argent, as powerful as she behind all of his activity, from the conquest of Southern
is, is still not an equal to Frost, but her aid will enable the Ergoth to the Theft of Godly Magic. All of it has been
heroes to deliver one or two critical blows to the White. undertaken to increase his personal power and enable him
If she is not allied with the heroes, she does not join the to open the pathways back to the world of his origin. In
battle—Frost has her stay back. If she is attacked, however, these last days of his time on Ansalon, Frost has gathered
she will defend herself. the power and the resources he believes he needs to
The Bonewyrm Brethren and skullwyrms are the carry out this plan. Unfortunately for Ansalon, the act of
primary obstacle between the heroes and the skull totem. returning to the Overlord’s homeworld will create a lasting
Frost depends upon them to prevent the heroes from devastation matching the Cataclysm.
252 Chapter Seven
For the purposes of this Ending, Gilthanas’s connection he and the other Overlords came, it will also usher in a
to Frost along with the dragonpurge amulet becomes flood of fiends and monsters upon Krynn. During the final
a considerable vulnerability for the White. Although battle with the White, this event occurs three rounds after
Gilthanas is, in effect, a mobile secondary skull totem, he the beginning of the battle, delayed by one round for every
is also the means through which Frost’s gathered planar three days (or part thereof) that the heroes reached the
power may be diffused. In the process, however, Gilthanas Rimeberg ahead of its arrival at its final destination (the
or whoever bears the dragonpurge amulet will be subjected Dragon Isles, Palanthas, Sanction, or Schallsea).
to the ravages of the planes and likely not survive. Frost needs his totem intact in order to achieve this,
This Ending brings in Fume, the Green Recluse of and he needs at least one ancient dragon skull within the
the Woods of Lahue, and numerous fiends that Frost has dragonpurge amulet linked to him through Gilthanas (or
summoned from border realms near the Abyss. At the end another vassal or proxy). If he does not have the amulet
of this adventure, Fume may find his own route home. connected to his skull totem, he cannot control the ritual’s
The Bastion could also prove to be extremely useful in this results. If this happens, the Rimeberg will still enter the
Ending, which the heroes will realize after the first scene. Gate of Souls and unleash the fiendish cataclysm, but the
Rimeberg will be flung randomly into the Beyond. Frost
Important NPCs sacrifices a round of actions to trigger the effect, after
• Frost—this Ending uses the standard Frost stat block which he moves to dispose of the heroes for good.
from The Dragon and the Elflord chapter. The opening of the Gate of Souls releases a slow but
• Fume—the green dragon is drawn into this Ending constant stream of chaos beasts, plasms, aberrations, and
by virtue of being one of the last remaining alien other horrors, such as slaadi and demons. Chemosh, the
dragonlords in Ansalon. god who watches over the Hall of Soul’s Passing, acts as a
• Council of Nine—this Ending uses Novgozan, if he is silent partner in this endeavor and hides it from the other
still alive after Chapter Five. gods. Once opened, the pathway can be stopped with the
skull totem or indirectly with the dragonpurge amulet (see
Important Items The Dragon and the Elflord for more information about
• Huma’s Dragonlance—in addition to the dragonlance’s the surrogate skull totem nature of Gilthanas). It may be
normal benefits against Frost, using the dragonlance’s also be sealed by positioning Bastion over the Gate, which
dismissal power will hasten the destruction of the will block the pathway long enough for the gods to rally
skull totem and sever the planar channels. Bringing and seal it.
it into Frost’s iceberg fortress will immediately alert
any dragon in the inner sanctum or the Gyre to the Scenes of the Prodigal Wyrm
dragonlance’s presence. The following scenes form the core of the final act of this
• Dragonpurge Amulet—Gilthanas’s amulet, with the adventure. Although enough information is provided for
dragon skulls stored within, is a vital key to the success you to run the appropriate Ending over the course of two
of Frost’s plan as well as being one of the tools by scenes, you should feel free to add to, expand, or modify
which it can be undone. If Gilthanas or another dragon the climax of this adventure with these scenes as a guide.
vassal is not wearing the amulet, the link is not active.
A character with a scale of proxy can duplicate this link Scene: A Glimpse of the Beyond [EL 19]
for this purpose, however. Run this scene once the heroes have breached the
• Bastion—not exactly an item, but the extradimensional Rimeberg for the first time (in a fissure, for example). A
fortress of the Wizards of High Sorcery, which the planar quake occurs that briefly overlaps the Rimeberg
heroes may have attuned to and mastered throughout with the Gate of Souls, a glimpse of what lies ahead for
this adventure, offers perhaps the best means of Frost and the world if he should succeed.
preventing Frost’s cataclysmic journey home. Read or paraphrase the following:
Important Locations
This Ending makes use of the Rimeberg maps, and all
locations, are standard. “RB3. Cage of Corruption” is
A s you get your bearings for the first time
within Frost’s iceberg fortress, they are
thrown off again by a rumbling quake. A
empty, as Frost has been using it to open the Gate of Souls cacophony of cracking and ringing sounds
rather than to corrupt existing creatures. Locations in echo throughout the dark interior as millions
Bastion are also likely to be made use of, but how and in of ice crystals shatter. Immediately afterward,
what capacity is largely up to the heroes. a wrenching feeling in the pit of your stomach
heralds a dramatic change—the world drops
Exodus of Frost away, sliding from reality and replaced by a
Frost’s plan in this Ending scenario is to use the stolen brilliant white light. You catch a glimpse of
power of the gods with his necromantic skull totem and the a stream of souls heading into the light and
skulls of the first dragons to open the Gate of Souls and away from the Mortal Realm. Then, a gaping
send the Rimeberg through it to the Beyond. Although the rift yawns open and from the void comes
pathway will allow him to return to the world from which a horde of screaming formless horrors.
The Fury of the Gale 253
The Setup: Frost’s initial preparations for leaving their overall benefit. They will have more than enough
Krynn have triggered brief hiccups in reality around the opportunity to make up this difference later.
Rimeberg. In this incident, the heroes are witness to a
momentary opening into the Beyond, allowing unnatural Scene: Opening of the Way [EL 29]
creatures to spill forth into their area before it closes. As this is the climactic scene of the adventure, it can occur
This gives them a hint of what to expect later and how to at any point after the heroes enter the Inner Sanctum. It is
implement some form of response. best triggered when the heroes arrive at the Skull Chamber.
During this encounter, no conjuration spells function. Read or paraphrase the following:
If cast, they fail automatically. This also applies to the
summon slaadi ability of the death slaadi.
Creatures: The horde is made up of twelve chaos beasts
directed (somewhat) by six death slaadi. Slaadi are rarely
A s you enter this cyclopean chamber,
another tremor rocks the Rimeberg’s
inner sanctum. Chunks of ice break free from
encountered on Krynn, and these six are lords of their own the ceiling high above and shatter upon the
realm. Here, of course, they are potentially only a brief floor. Looming out of the cloud of frigid mist
interlude for the heroes, but one which speaks of a much like a macabre monument to death, Frost’s
greater crisis should Frost succeed. skull totem sends shafts of light playing about
m Death slaadi (6): hp 142, see Monster Manual the chamber as each of the eyesockets in the
(equipped with +3 anarchic greatswords) dragon skulls flares to eerie life. The animated
m Chaos beasts (12): hp 44, see Monster Manual spines of three wyrms, skulls still attached,
Tactics: The chaos beasts have literally no organized rear up before you like grisly guardians.
strategy at all; they swarm into the area and attack Behind them, wreathed in the power he
anything that moves, hoping to use their corporeal stole from the gods and their faithful, is
instability attacks to eliminate the life forms they the hulking white figure of Frost himself.
encounter. The death slaadi take note of the heroes’ “Too late! Too late!” hiss the skullwyrms
presence, assuming they are the immediate targets, assault in sibilant mocking. “It has begun!”
them with spell-like abilities, and close for melee combat.
Development: Four rounds into this battle, the The Setup: Frost has devoted much of his time to
heroes will be joined by an unexpected ally—the Green coordinating and conducting the ritual that draws in the
Recluse, Lorrinar, known to mortals as Fume. The dragon power of the gods and channels it through the skull totem.
exhales chloric acid in a deadly cloud at the slaadi and When the ritual is complete, the Rimeberg and everything
chaos beasts, and he continues to assist in driving back in it will be hurled through the Gate of Souls toward the
the invaders until they are completely overcome. Once alien dragon’s homeworld, while the rift caused by this
this is done, the dragon takes his humanoid form and departure will remain open. Thousands of fiends and
reacquaints himself with the heroes. Refer to the “What other horrors will flood into the world, bringing about
Else Does Fume Know?” sidebar for details. If the heroes a cataclysmic end. The Rimeberg’s planar instability is a
accept Fume’s aid, the Green Recluse accompanies them sign that the ceremony is close to completion; if the heroes
for the final scene. arrive before the Rimeberg completes its journey to its
Experience Awards: If the heroes eliminate the final destination, they will have more time to defeat Frost.
creatures before Fume arrives, award them full experience See “Exodus of Frost” on page 253 for more details.
points. If Fume assists them, divide the award among Creatures: Frost, of course, is the primary antagonist
the heroes and Fume equally, which should reduce in this scene, although he does not initiate a combat
What Else Does Fume Know?
U se the following responses when running the
conversation between Fume and the heroes during
the Prodigal Wyrm Ending.
quakes will get stronger. Then, he will rip open a path
through the Gate of Souls. Whatever lies Beyond will
enter the world, and Krynn will be overrun.”
Why are you here? How do we stop him?
“I have come to stop Gellidus from doing something “Destroy his totem. Failing that, use the totem to
incredibly stupid.” keep the Gate closed while you battle Frost. Failing that,
What is happening? find something large and equally extraplanar to block
“The White is trying to return to our homeworld. the pathway.”
He thinks he knows the pathways like the Navigator did. How can you help?
Gellidus is no Khellendros.” “Let me make myself clear. I owe you mortals
How is he planning on doing this? nothing, but the Sentinel is breaking our pact. Just
“This iceberg and his skull totem. I can feel the because all of the others are dead or insane does not
fabric of the world beginning to tear. Soon, these planar excuse it.”
254 Chapter Seven
immediately. He leaves that to his three skullwyrms, which open, requires a scale of proxy or some other link to Frost
will surge forward and attack. If the dark dwarf Novgozan and the skull totem, and inflicts 10d6 damage per round to
survived Chapter Five: The Doom of Daltigoth, he is in the bearer) or direct Bastion to block the pathway (which
this chamber assisting Frost in his ceremony. If Novgozan requires going to the Heart of Magic in Bastion and willing
is dead or otherwise unavailable, his role has been filled by the fortress to move—a DC 20 Use Magic Device or
two dragonspawn arcanists (CE male white dragonspawn Charisma check.)
sorcerer 11). If the heroes destroy the skull totem, Frost immediately
m Frost: hp 888, see page 8 reverts to his weakened statistics, the Rimeberg begins
m Novgozan: hp 106, see page 334 the process of collapsing in on itself (see “Conclusion” on
m Skullwyrms (3): hp 130, see page 272 page 262 for more details), and the Gate of Souls will not
m Dragonspawn arcanists (2): hp 51, see page 357 open, if it wasn’t opened yet. The Gate must be closed by
Tactics: All antagonists engage in combat for a the use of the dragonpurge amulet or Bastion before the
minimum of three rounds, per the “Exodus of Frost” notes skull totem is destroyed, otherwise all that happens is that
on page 253. Refer to Frost’s standard tactics for this battle, the Rimeberg is lost in the Beyond and the Gate remains
as outlined in The Dragon and the Elflord. The main open. If the heroes defeat Frost without first destroying his
addition to these is that, for the first few rounds, Frost does skull totem, his death closes the Gate of Souls but creates a
not attack and barely recognizes the heroes’ presence; he backlash that feeds into his totem and into Gilthanas and
is busy conducting the ritual. If he is attacked, of course, any or all white dragonspawn. Any hero bearing a scale of
he immediately responds and brings an end to the heroes’ proxy at this point will take 10d6 points of damage from
reprieve. Once he does this, he follows his standard tactics. the backlash (Fortitude DC 28 half).
Frost is an exceptionally dangerous foe, and he is the If Fume was present, the Gate of Souls was opened, and
most powerful threat the heroes have faced in the entire the Rimeberg entered the Gray, then even after the Gate
campaign; you should be as familiar as you can with his is closed and Frost killed, Fume will continue on into the
strengths and weaknesses before running this encounter. Beyond and eventually return to his homeworld, propelled
The skullwyrms are not complicated combatants, by the divine forces that were gathered by Frost. Fume will
and they spend the first round using their breath weapon not return home if the Gate of Souls was never opened.
or closing for melee. Their primary targets are armored If D’argent is not freed before this scene, she will be
characters, although as they can sense the dragonlance, released once the skull totem is destroyed. She will either
they will almost always go for the hero who holds it. escape with the heroes from the Rimeberg or serve as a
Novgozan or the arcanists rely on magic, specifically means for them to get out quickly (perhaps as their ride
summoning magic (he has a scale of proxy). With a full out of the fortress). If D’argent is freed before the heroes
compliment of spells, Novgozan has no compunction reach the Skull Chamber, she can serve the same role as
against using destructive magic or summoned monsters. A Fume (delaying Frost for a round or two) or act with Fume
coward, Novgozan will attempt to flee if the heroes bring in delaying Frost (adding an additional round to Frost’s
him below half of his starting hit points. distraction).
Note that if Fume is with the heroes, he assumes his Experience Awards: The heroes have prevented
draconic form and launches himself at Frost, screaming a cataclysmic event and defeated the White Dragon
“Pactbreaker! You are not above the agreement!” Frost Overlord; this is considered a major party mission goal.
responds with, “Lorrinar—Beryl’s castoff. Go back to Award them appropriately for all opponents they defeat
your forest and hide, coward!” This gives the heroes a and refer also to the Epilogue for more details about the
single round of activity without Frost’s interference, but conclusion of this adventure.
on Frost’s next action, he strikes Fume with a massive
blow that sends him crashing through the gray ice of the Ending: The God of All Serpents
sanctum wall and into the Gyre. This opening remains for By totem’s charm and dragon’s bone
the rest of the battle, which the heroes may use to their The King of Ice seeks to ascend
advantage (or you may threaten them with it, especially if As brutal heir to heaven’s throne
they are too close.) Put out the stars and bring the end.
Development: If the heroes fail to kill Frost, don’t
destroy the skull totem, or don’t use the dragonpurge amulet In this Ending, Frost intends to harness the stolen power of
to keep the Gate of Souls closed, the Gate of Souls will the gods to achieve what Malystryx could not—godhood.
open on the designated round. The Gale will blast outward With Paladine and Takhisis gone, and no other Overlords
as the Rimeberg shifts out of phase with the Mortal Realm to stand in his way, Frost will become the sole dragon
and enters the Gray on its way through the Gate of Souls. god and attain vast power. To stop him, the heroes must
In its place on Krynn is a widening rift through which destroy the skull totem, but Frost has already begun the
horrors begin to pour (aberrations, evil outsiders, and transformation into an outsider.
other things). Frost was witness to Malystryx’s attempt to ascend at
At this stage, the heroes have 10 rounds to use the the Window to the Stars, prior to the War of Souls. He is
dragonpurge amulet to close the Gate (which takes one determined not to repeat her mistakes. With assistance
round to do for every round the Gate has already been from Chemosh, who seems oddly supportive of his efforts,
The Fury of the Gale 255
Frost has engineered a means of bringing together the godhood. He has already taken the first few steps, changing
power of the gods with the skulls of the first dragons his creature type to outsider, but when he completes the
to accomplish his goal. Though Frost is unaware of it, ritual, he will essentially become a divine aspect. During
Chemosh’s motives are complicated. The Lord of Bones the final battle with the White, this event occurs three
is aware true ascension is possible, but he also knows the rounds after the beginning of the battle, delayed by one
gods would put an end to it if it happened. The titanic round for every three days (or part thereof) that the
energies that would be thrown off when this happened, heroes reached the Rimeberg ahead of its arrival at its
however, are of great interest to Chemosh, and so he has final destination (the Dragon Isles, Palanthas, Sanction, or
secretly worked with the White to get him to this point. Schallsea).
In this Ending, Gilthanas’s connection to Frost acts Frost needs his totem intact in order to achieve this,
as a means of defeating him. Frost’s divine power can be and he needs at least one ancient dragon skull within the
wrenched into Gilthanas’s body if all ten dragon skulls dragonpurge amulet linked to him through Gilthanas (or
are held within the dragonpurge amulet, allowing Frost to another vassal or proxy). If he does not have the amulet
be defeated. Achieving this, however, may be extremely connected to his skull totem, then the process is incomplete
difficult—agents of Chemosh stand in the heroes’ way, and (see below). Frost sacrifices a round of actions to trigger
the act of taking on such power will be fatal to the elflord. the effect, after which he moves to dispose of the heroes
And of course, even without the power of a god, Frost is an for good.
overwhelming opponent. If Frost ascends, he gains the following abilities and
traits:
Important NPCs • Armor Class Gains a deflection bonus equal to his
• Frost—this Ending uses the outsider variant of the Charisma bonus.
Frost stat block from The Dragon and the Elflord • Hit Dice Gains maximum hit points per Hit Die plus
chapter. Constitution bonus.
• Council of Nine—this Ending uses Kuandan and • Domain Mastery Acquires the following spell-like
Honnerstig, if they are still alive after Chapters Five abilities (CL 48): at will—contagion, inflict critical
and Six. Kuandan, as a prince among the mephits, is wounds, inflict light wounds, shatter; 3/day—
bringing his people to Krynn under Frost’s banner; disintegrate, harm, mass inflict light wounds; 1/day—
Honnerstig is here as Chemosh’s priest to ensure the earthquake, implosion. In addition, he gains the smite
ascension takes place. ability of the Destruction domain, giving him a +4 to a
single melee attack and +48 to damage 1/day.
Important Items • Immune to ability damage, ability drain, disease,
• Huma’s Dragonlance—while the heroes are probably energy drain, petrification, poison, polymorph, and
hoping to use this against Frost, its effects are very mind-affecting effects.
much reduced because of Frost’s outsider type. Once • Resist acid 10, electricity 10, fire 10
the skull totem is destroyed, it will function normally. • Natural weapons are treated as chaotic and evil for the
Using the dragonlance on Gilthanas will have a similar purposes of overcoming damage reduction.
effect. Bringing it into Frost’s iceberg fortress will • No longer ages, does not need to breathe, eat, or sleep,
immediately alert any dragon in the inner sanctum or and is effectively immortal.
the Gyre to the dragonlance’s presence. If Frost only partially succeeds, because the link
• Dragonpurge Amulet—Gilthanas’s amulet, with the between his totem and the dragonpurge amulet is not
dragon skulls stored within, is a means by which the present, he gains only the last four traits listed above
heroes can rob Frost of his power. Frost has already (immunities, resistances, etc).
drawn upon the skulls of the amulet and his totem to Although all of this makes an already impossibly
rise above dragonkind; if Gilthanas or another dragon powerful dragon into an almost-god, Frost has
vassal is wearing the amulet, they might reverse the considerable weaknesses. Any weapon, spell, or spell-like
process and draw all of the power back along the link. ability blessed by or granted by a god (or wielded by a
A character with a scale of proxy can mimic a dragon god’s faithful servant) ignores Frost’s damage reduction
vassal for this purpose. and spell resistance. This includes cleric, druid, and
paladin spells; dragonlances; clerical domain abilities; and
Important Locations holy or unholy water (which deal 1d6 damage per vial).
This Ending makes use of the Rimeberg maps, and all Wizards of High Sorcery (those who have passed their Test,
locations are standard. “RB3: Cage of Corruption” holds not specifically those who have levels in the prestige class)
four golden protector lammasu, the Lions of Paladine, may consider half of their spell damage to be divine and
from which Frost has drawn a measure of divine power. thus bypass resistances.
In addition to the above weaknesses, Gilthanas or any
Ascension of the Wyrm character with a scale of proxy or some other link to Frost
Frost’s plan in this Ending scenario is to use the stolen (such as another dragon vassal) may use the dragonpurge
power of the gods together with his necromantic skull amulet to drain this divine energy from Frost. This
totem and the skulls of the first dragons to ascend to requires a Use Magic Device or Charisma check opposed
256 Chapter Seven
by a DC equal to Frost’s own Charisma check result. Each statistics for Kuandan. This noble, Huaklao, is even more
drain inflicts 10d6 damage upon the bearer of the amulet. reckless and arrogant than his cousin.
If Frost has not yet ascended, only one successful drain is Creatures: Kuandan and a dozen of his elite mephit
needed in order to return him to his dragon type (his basic feyhunters (CN male ice mephit rogue 7/ranger 3) are the
stat block). If he has ascended, then one additional drain vanguard of an ice mephit exodus. Thousands of other
is needed for every three rounds or part thereof that Frost mephits await their victory.
has been ascended. Eventually this will reduce him to his m Kuandan: hp 60, see page 351
initial outsider stat block, at which point he can be further m Elite mephit feyhunters (12): hp 55, see page 359
drained in order to make him a dragon again. Tactics: Kuandan motivates his followers to surround
and flank the heroes, using their minor mephit magic to
Scenes of the God of All Serpents harass and distract spellcasters and rogues alike. Kuandan
The following scenes form the core of the final act of this himself has his wand of wall of ice at his disposal, and he
adventure. Although enough information is provided for is an accomplished tactician. If the heroes have already
you to run the appropriate Ending over the course of two fought Kuandan, they will be familiar with his tactics,
scenes, you should feel free to add to, expand, or modify although they likely haven’t encountered him as a leader
the climax of this adventure with these scenes as a guide. of shock troops. Kuandan is very responsive to banter
and bluff; he loves to talk during a fight. Charismatic or
Scene: The Realm of Glamor [EL 21] cunning heroes may be able to use Bluff and Diplomacy
This scene occurs at any point once the heroes have throughout the battle to influence the mephit. A DC 25
entered the Rimeberg. The mephit Kuandan reaps the Sense Motive check on Kuandan will reveal that he is not
rewards he sowed when he offered his people’s services to fully invested in the idea of relocation, nor does he seem
Frost. As Frost’s power gathers, Kuandan brings the faerie- to be the type to stay loyal. If the heroes offer Kuandan
like realm of his kindred to Ansalon through the Gyre. enough of a reward (in wealth, magic items, or offers of
Read or paraphrase the following: somewhere for his people to live on Ansalon), he will turn
on Frost and aid them instead.
A lthough by now you are used to the bitter
cold of the Rimeberg, you have yet to see
anything like the spectacle unfolding before
Development: Kuandan is one possible key to solving
the problem of Frost’s ascension. Given the right incentive,
Kuandan will freely admit to the heroes that Frost’s entire
you. Lines of power, almost invisible to the plan revolves around the skull totem. He says, “Frost stole
naked eye, weave in and out of the icy walls the power of the gods while it was on its way to the clerics.
and frigid air around you. Motes of glistening It’s that pile of skulls that’s doing it. Pulls the power out of
light sparkle and dance. They coalesce to form there. If you pull it back out again, you could stop him. Or
a short, kender-sized imp resembling a fairy of destroy the pile of skulls, but good luck with that. All that
ice. The imp sketches a bow and announces, power has to go somewhere. If it’s not inside him, it’s going
“His frosty highness, Lord Kuandan the to be stored in something.”
Mighty, fourth of his name.” The imp sweeps Regardless of how the heroes stop Kuandan and his
his hand out, and from the twinkling light followers, the impending migration comes to a stop,
steps a well dressed and princely figure, and the roads from their homeland are closed. Before
surrounded by more and more of his kind. this happens, the mephit can offer any heroes who are
“Of course you would be here,” the ice unwilling to face Frost a means of escape (the threads
mephit noble says in a clear yet high- of magic are the equivalent of a gate spell at CL 20).
pitched voice. “It’s getting to the point that Alternately, he can bring any of the other NPCs or
we elemental aristocrats can’t do anything characters to the Rimeberg if they are willing to wait an
before we’re met by resistance. We only want hour. Such a task will use up the heroes’ favors with the
to exploit the White’s transformation into mephits, who will depart afterward if this option is taken.
a god by bringing our frozen homeland to Potentially the most useful task Kuandan and his
your world. What’s wrong with that?” people can perform for the heroes may be to show up
en masse in the next scene and aid in the battle. Literally
The Setup: The ice mephits, led by Kuandan, have thousands of standard ice mephits can be brought through
arrived to begin the migration of his border realm near to the Rimeberg, although many of them will die swiftly.
the Hidden Vale to the Mortal Realm. By riding the roads They can act as a distraction, however, which may buy the
laid down by the huldrefolk in the Gray, Kuandan’s party heroes time to put a plan into action.
first answered Frost’s call in Khimel several years ago. Experience Awards: Handling this encounter, either by
The mephit noble has opened the way into the Rimeberg overcoming the mephits through combat or negotiating a
now that Frost is progressing along his path to divinity. way out of the battle and gaining their assistance, counts as
Kuandan suspects the heroes want to stop the Dragon a minor party mission goal. Alternately, you could award
Overlord. them the full experience award, though if the heroes gain
If Kuandan did not survive Chapter Six: Devastation their help the reward of their assistance may be more
in Khimel, substitute another noble mephit with similar useful.
The Fury of the Gale 257
Scene: I Am Become Death can with his strengths and weaknesses before running this
The climactic scene to the adventure, this occurs when the encounter.
heroes reach the Skull Chamber. While it is not essential Up until the point at which Frost ascends, Honnerstig
for the heroes to have Gilthanas (or somebody with the and his two undead dragons will try to surprise the
dragonpurge amulet) with them, the battle will go much heroes and keep them from Frost and the skull totem. The
better for the heroes if they do. skullwyrms do likewise. Honnerstig makes use of spells
Read or paraphrase the following: such as slay living and inflict serious wounds in the fight,
reserving his death touch for a spellcaster such as a wizard
A s you enter this enormous ice-covered
chamber, a low hum resonates through
the frigid air. It seems to emanate from
or sorcerer. If he is reduced to more than half his starting
hit points, Honnerstig retreats with gaseous form and casts
inflict spells on himself to heal damage. He lets the mohrgs
a massive column of dragon skulls, eye and skullwyrms assault the heroes as needed.
sockets in each skull lit with eerie green On the round in which he ascends, Frost does nothing
fires and visible through the pervasive but initiate a full defense. On the following round, once
mist. Three macabre skeletal creatures, the he is empowered and filled with divine energy, he blows
spines and heads of dragons rearing back out the walls of the Skull Chamber, hurling everything in
like skeletal snakes, slide around the base the chamber out into the Gyre. Only his skull totem, the
of the skull totem. Beyond them, on the marble slabs that support its repulsion and mind fog effects,
far side of the totem, the gigantic white and Frost himself remain suspended at the Gyre’s center.
shape of a dragon looms, larger and more Frost’s lair and the chamber enclosing D’argent’s prison
terrifying than any other wyrm you have orbit the skull totem at a distance of 100 feet. They seal
ever encountered. His wings are spread wide, closed a round after the explosion.
their span barely touching opposite walls. The explosion inflicts 12d10 points of cold and sacred
From somewhere deep within the dragon damage (Reflex DC 32 half) to anything in the chamber
comes a voice like a glacier sliding across that isn’t Frost or his skull totem and slabs. This destroys
stone. “At last. One final distraction to the skullwyrms and the mohrg white dragons in the Skull
sweep aside before my divinity becomes Chamber, although Honnerstig will remain intact. He
a reality!” The three skullwyrms hiss makes for D’argent’s prison and remains there. The heroes
grotesquely, then move in your direction. will be forced to find a way to stay aloft or fall the quarter-
mile to the “floor” of the Gyre.
The Setup: The core of this scene is Frost’s ascension to Development: If the heroes destroy the skull totem
godhood. He cannot become a god instantly, of course, so before he ascends, Frost immediately reverts to his
he is taking it one step at a time. Once he has ascended in weakened statistics, and the Rimeberg will begin the
this battle, his powers are truly devastating. If the heroes process of collapsing in on itself (see “Conclusion” on page
manage to get to the skull totem, they will become the 262 for more details). If the heroes defeat Frost without
target of every undead in the room defending it. first destroying his skull totem, his death creates a backlash
Creatures: At first glance, this room houses only that feeds into his totem, Gilthanas, and any or all white
Frost and three skullwyrms. In fact, Honnerstig (if he dragonspawn, dealing 10d6 damage (no save). Any hero
has survived Daltigoth) and two more mohrg dragons bearing a scale of proxy at this point will take 10d6 points
like the ones in Frost’s lair (CE male mohrg young adult of damage from the backlash (Fortitude DC 28 half).
white dragon barbarian 8), each of which has a symbol of If the heroes destroy the skull totem after Frost
stunning engraved upon its forehead (CL 21, Will DC 28 ascends, the divine energy begins to flood out of Frost
negates), are above the entrance to the chamber, clinging uncontrollably. Frost takes 1d4 points of Con damage each
to the ceiling and under the effects of invisibility (CL 9). If round until he stabilizes (10%). Everything in a 100-foot
Honnerstig is not available (dead, etc.), replace him with radius area around Frost takes a number of d12 of damage
another mohrg dragon. equal to the points of Constitution he loses. This continues
m Frost: hp 888, see page 8 each round until Frost is dead or stabilizes. If the heroes
m Mohrg white dragons (2): hp 150, see page 360 defeat the ascended Frost without first destroying his skull
m Skullwyrms (3): hp 130, see page 272 totem, the backlash from his death reaches to each of his
Tactics: Refer to Frost’s standard tactics for this battle, dragonspawn and dragon vassals, killing them instantly.
as outlined in The Dragon and the Elflord. The key Any hero bearing a scale of proxy gets a save (Fortitude DC
difference here is that, at some point in the battle, Frost 28 indicates only 10d6 damage) to avoid being killed.
will ascend to an even higher level of divine power. This Experience Awards: The heroes have prevented
occurs on either the third round or one of the successive a cataclysmic event and defeated the White Dragon
rounds, based on the proximity of the Rimeberg to its final Overlord; this is considered a major party mission goal.
destination (see “Ascension of the Wyrm” on page 256 Award them appropriately for all opponents they defeat
for more details). Frost is an exceptionally dangerous foe, and refer also to the Epilogue for more details about the
and he is the most powerful threat the heroes have faced conclusion of this adventure.
in the entire campaign; you should be as familiar as you
258 Chapter Seven
Ending: The White Apocalypse • Tears of Mishakal—if the heroes lay their hands on
One route to power, one path to might these artifacts once more, they can use the power of the
The Ice King draws all foes before him Tears to eliminate the allomanya in those addicted to it.
No future spreads before his sight A character who uses the Tears and also a connection
His magic sends the world to ruin. to Frost (such as Gilthanas) can send Mishakal’s
blessing throughout the allomanya network, in effect
In this Ending, Frost’s wrath and hatred is directed entirely “hijacking” the network to eradicate the threat.
at the world of Krynn, a world he intends to destroy utterly
with the power of the gods. The nihilistic Frost has taken Important Locations
the counsel of Chemosh, who promises him an eternity This Ending makes use of the Rimeberg maps, and all
of dominion if the world is scoured of the life that now locations are standard. “RB3: Cage of Corruption” holds
infests it. Destroying the skull totem is not enough, for an unconscious marut that Frost is drawing additional
Frost has already seeded the power of the gods into the planar power from. In addition, one or more towns and
allomanya addicts scattered across Ansalon. If the heroes villages along the path to the Rimeberg’s destination can
can stop Frost before he triggers the allomanya, they can be used as the backdrop to scenes such as “Agents of the
prevent the end of the world under a storm of snow and White Apocalypse.”
ice.
For the purposes of this Ending, Frost’s plan to Apocalypse Now
distribute the necromantic stimulant allomanya When Frost triggers the White Apocalypse, all allomanya
throughout Ansalon, especially to its nobles and rulers, addicts become the focal point for a Deathchill zone
was all in an effort to create a network of addicts who similar to that surrounding Foghaven Vale. Once the poor
in turn become willing agents of the White Apocalypse. unfortunates are activated by Frost and his skull totem, the
Using his skull totem and the stolen godly power, Frost Deathchill spreads out from them at a radius of five feet
extends his frigid essence into all of these agents, creating per hour (to a maximum of 120 feet in 24 hours). These
hundreds of Deathchill zones. The Rimeberg is headed to addicts take 1d6 points of Constitution and Charisma
the one location Frost has chosen to be the central point of drain each hour the Deathchill remains active. In addition,
the Apocalypse: the Dragon Isles, Palanthas, Sanction, or an effect similar to a widened sleet storm begins to affect
Schallsea. If Frost reaches this location before he triggers the area around the addict.
his allomanya network, the effect will be almost impossible The Deathchill acts as a permanent unhallow spell with
to prevent. If he triggers it early, the devastation may be the additional properties of a dimensional lock and soul
reduced in scope—but the heroes need to eliminate Frost bind spell. All spell effects function as if cast by a 20th-
in any case. level cleric. It is extremely cold (–30 F) and saturated with
negative energy. Every minute a living creature (including
Important NPCs the addict) spends within the zone of the Deathchill, it
• Frost—this Ending uses the standard Frost stat block gains 1 negative level (Fortitude DC 22 after 24 hours to
from The Dragon and the Elflord chapter. remove the level), takes 1d6 points of cold damage (no
• Shai-Horef—this Ending uses Thunderbane’s vampire save), and must make a Fortitude save (DC 15 +1 per
son and his winter wolves, if he still alive after Chapter previous check) or take 1d4 points of additional nonlethal
Five. damage. Those creatures wearing metal armor or coming
• Viktor Chiaroscuro—this Ending makes further use of into contact with very cold metal are affected as if by a chill
Viktor to aid the heroes in the final scene. See “Dolmen metal spell.
and Viktor,” page 248, for an important encounter with Creatures that die within the zone of the Deathchill,
the mysterious shadow dragon. including the addict, rise again as undead 24 hours later.
Usually, these undead are modified wights (vulnerable to
Important Items fire, deals 1d6 additional cold damage with slam attack)
• Huma’s Dragonlance—this is the heroes’ primary or wraiths. Because of the soul bind effect, spells such as
instrument in the defeat of Frost, so he will be acutely resurrection and raise dead won’t work within the zone.
aware of it and its location at all times. Bringing it Those whose souls are trapped within the Deathchill
into Frost’s iceberg fortress will immediately alert may be freed to pass on only once Frost’s skull totem is
any dragon in the inner sanctum or the Gyre to the destroyed, which will bring down the Deathchill and end
dragonlance’s presence. its deadly influence. If the addict generating the Deathchill
• Dragonpurge Amulet—Gilthanas’s amulet, with the dies, the effect remains locked on the place at which they
dragon skulls stored within, is a means by which the died.
heroes can rob Frost of his power. Frost needs the During the final battle with the White, the Deathchill
dragon skulls in the amulet to amplify the White is triggered three rounds after the beginning of the battle,
Apocalypse, but the more skulls the heroes have in the delayed by one round for every three days (or part thereof)
amulet, the stronger Gilthanas’s power over the agents that the heroes reached the Rimeberg ahead of its arrival at
will be. A character with a scale of proxy can mimic a its final destination (the Dragon Isles, Palanthas, Sanction,
dragon vassal for this purpose. or Schallsea). If the heroes don’t get to the Rimeberg until
The Fury of the Gale 259
it arrives at its destination, not only will the effect be searching, and looks right past you, his
triggered earlier in the battle, but also the rate at which the features slowly pulling into a twisted grin.
Deathchill spreads and the amount of Constitution and “Come out, come out, little addict,” the giant
Charisma drain inflicted on the addict is doubled (5 feet calls. “Shai-Horef is here. It’s time to wake up.”
every half hour) to a maximum radius of 240 feet in 24
hours and 2d6 Con and Cha per hour. The Setup: The vampiric frost giant ranger, Shai-
Any character with Gilthanas’s abilities (such as a Horef, has been sent ahead to wake a number of addicts
dragon vassal) may use the dragonpurge amulet to force the up early to their destiny. For this chapter, Shai-Horef can
skull totem into halting all of the growing storm activity activate the allomanya in an addict’s blood, sending them
(DC 27 Use Magic Device or Charisma check); however, into fits of desperation, as well as making them extensions
this won’t dispense of it entirely until the heroes reach of Frost’s wintry power. The heroes must stop him and
the Rimeberg and destroy the skull totem. Casting hallow his vampiric winter wolves, and in the process, they will
on the Deathchill suspends the unhallow effect of the witness Frost’s plan unfolding before them.
Deathchill for the duration of the spell but has no effect Creatures: Shai-Horef (CE male frost giant savage
on the other effects. An antimagic field will hold off the vampire ranger 8) has been guarding Foghaven Vale for
magical effects but not the cold. If the heroes tap into some Frost, and the heroes may even have encountered him
of their resources, such as divination spells or characters there. If that happened, and they defeated him, you can
like Lyim Rhistadt, they could be informed of the potential still run this encounter. Assume that, as with several other
for the dragonpurge amulet to be used in this manner. servants of Frost, the Lord of Bones has delivered Shai-
Another option is a straight DC 40 Knowledge (arcana) Horef back to the White for the duration of this chapter.
check, representing sudden insight. In this scene, he is looking for a local addicted noble, and,
while he will busy himself with attacking the heroes for a
Scenes of the White Apocalypse bit, he won’t forget why he came here.
The following scenes form the core of the final act of this m Shai-Horef, Vampiric Frost Giant: hp 149, see page
adventure. Although enough information is provided for 335
you to run the appropriate Ending over the course of two m Vampiric winter wolves (8): hp 117, see page 346
scenes, you should feel free to add to, expand, or modify Tactics: As a ranger and hunter, Shai-Horef is
the climax of this adventure with these scenes as a guide. observant and has a keen eye. His usual plan is to target
powerful characters with arrows while his winter wolves
Scene: Agents of the White Apocalypse surround and overwhelm exposed or weakened foes.
This scene can occur at any point in the chapter after Lady Because he can tell the heroes are not inexperienced
Jennetta is attacked by the Whitescale Society assassins. yokels, he will devote more of his attention to them than
Ideally, it occurs once the heroes have started to gather he ordinarily would. Shai-Horef is fond of dominating
their forces and send them off to help the towns and one character—preferably one with low willpower—and
cities along the path of the Gale. Choose a settled location setting him against the others while he picks off stragglers.
outside of the Rimeberg at which the heroes are present. This kind of divide-and-conquer approach works well
As the Gale descends upon it, read or paraphrase the when the winter wolves are able to herd other groups of
following: characters together and away from weaker members.
Three rounds into the battle, a local man will stagger
T he stiff breeze freshens into a cold wind,
and the locals batten down the hatches in
preparation for cruel weather. This place, like
out of a building, flanked by a pair of bodyguards. This
is Raymon Elmswood (LN male noble 12), a wealthy
aristocratic former merchant and an allomanya addict.
so many others, lies in the path of the Gale, He hasn’t had any of the drug for three days. When Shai-
and its monstrous winds approach with no Horef spots him, the giant smiles broadly and walks over
sign of stopping. Although you have done your to the ex-merchant. He lays a hand on Raymon’s head,
best to aid these people, you can’t help but and immediately the aristocrat’s eyes go completely white.
sense something imminent, something about Raymon then falls over, and Shai-Horef returns to his
to happen, other than the coming storm. work.
Then the wolves attack. From all directions, On the following round, the sky above where Raymon
enormous winter wolves, their jaws wide and falls grows even darker, and the clouds spin about. On the
snapping, eyes red as embers, spring at the round after that, the temperature drops to 15 degrees F,
helpless and the frightened. Before you can and a thin coating of ice begins to form across glass, metal,
gird your weapons for battle against these and stone. Finally, during the next round, it begins to sleet
enormous creatures, you hear heavy footfalls heavily (treat as a widened sleet storm with a radius of 80
even through the driving wind and rain—a feet, CL 20), and the cold acquires a truly wicked aspect.
figure approaches, taller than any dwelling, Refer to “Apocalypse Now,” page 259, for more details.
skin, hair, and eyes drained of all color. It is Development: Assuming the heroes defeat the
a giant, clad in wolf-furs and leather, with winter wolves and Shai-Horef, they will be left with an
the cold aura of death about him. He pauses, unconscious or miserable former merchant, who has
260 Chapter Seven
become the center of a miniature storm. A Deathchill freed the marut in the Cage of Corruption, Viktor brings
zone has come into being around him, and the best means the (now angry) inevitable with him.
of eliminating it is by forcing a character’s will through m Frost: hp 888, see page 8
Frost’s skull totem (see “Apocalypse Now,” page 259). m Bonewyrm Brethren (8): hp 63, see page 355
The option of questioning one of the winter wolves m Skullwyrm (3): hp 130, see page 272
(which are intelligent and can talk) or Shai-Horef does m Viktor Chiaroscuro: hp 287, see page 308
exist. Assuming the heroes can succeed in this, they learn m Marut: hp 112, see Monster Manual
about Frost’s plan to activate other allomanya addicts and Tactics: Refer to Frost’s standard tactics for this battle,
produce zones of deathly cold that will blanket Ansalon. as outlined in The Dragon and the Elflord. The key
This, in turn, can point them toward the Rimeberg. difference here is that at some point in the battle, Frost
Experience Awards: Overcoming Shai-Horef and his will initiate the White Apocalypse. This occurs on either
winter wolves constitutes a minor party mission goal. the third round or one of the successive rounds, based
Learning about the existence of the White Apocalypse is a on the proximity of the Rimeberg to its final destination
key element of this chapter, so experience awards should (see “Corruption of the Dragons” on page 250 for more
focus mostly on the preparation for the next scene. details). Frost is an exceptionally dangerous foe, and he
is the most powerful threat the heroes have faced in the
Scene: Death’s White Hand [CR 29] entire campaign; you should be very familiar with his
As this is the climactic scene to the adventure, it takes place strengths and weaknesses before running this encounter.
once the heroes reach the Skull Chamber in the Inner The Bonewyrm Brethren and skullwyrms are the
Sanctum. If they have freed D’argent first, they stand a primary obstacle between the heroes and the skull totem.
greater chance of victory. Frost depends upon them to stand in the way of the heroes
Read or paraphrase the following: destroying his totem, so they consolidate their efforts in
keeping Dolmen’s stone slabs from being disrupted. Frost
A heavy, clinging mist blankets this
enormous chamber. Looming out of it
is a monolithic tower of dragon skulls, their
will also use a free action to drain the essence from one of
his dragonspawn to heal damage if he is hurt, so having
eight of the Brethren present gives him an advantage.
empty eyesockets burning with eerie green In the third round, the Cage of Corruption will crash
fires. The cold heart-grasping aura of fear and through the gray ice of the inner sanctum, showering the
death radiates palpably from the room, and room in shards of razor-sharp ice for 2d6 damage (Reflex
an ominous chanting can be heard through DC 22 negates). The Cage has been thrown into the room
the fog. Robed figures, dragonspawn by the by Viktor Chiaroscuro, who even in his weakened state
looks of them, shuffle about in the mist and is prepared to assist the heroes in defeating the White
reach their clawed hands up towards the Dragon Overlord and freeing the souls trapped within
skull totem. As their chanting gets louder, a him. Viktor’s tactics are simple—use his breath weapon,
swirl of icy wind springs up from around the then engage in melee combat with Frost. He will last
totem, and emerging from behind it, wings two rounds before Frost hurls him away, broken and
unfurling to an almost unthinkable span, unconscious. The marut, if it isn’t already present, focuses
is the largest dragon you have ever seen. on the Bonewyrm Brethren, who flee from the inevitable
“Welcome to the end,” the dragon and its punishing justice.
says with a voice like a tomb. “You Development: Gilthanas offers another means of
are just in time to be part of it.” weakening Frost, so the heroes can either concentrate
their attacks on him or target the skull totem. Much as
The Setup: Now that the heroes are here, Frost intends he is able to “hijack” the allomanya network through his
to trigger his White Apocalypse, regardless of whether dragonpurge amulet, Gilthanas can reverse the flow of the
the Rimeberg has reached its destination or not; see power of the gods into the addicts and back into Frost in
“Apocalypse Now” on page 259 for more details. This is the form of negative energy levels. Each round, Gilthanas
more or less a straight fight, but there are some twists (or somebody with the dragonpurge amulet and a scale of
to it. Any heroes who have become allomanya addicts in proxy) may inflict 1d6 negative energy levels on Frost at the
the course of the adventure will find that their addiction cost of an equal number on himself.
flares to life once they come within 60 feet of the skull If the heroes destroy the skull totem, Frost immediately
totem. If they have not already, they will experience all of reverts to his weakened statistics, and the Rimeberg
the withdrawal symptoms of the substance as outlined in will begin the process of collapsing in on itself (see
Appendix One: Monsters and Magic. In addition, once “Conclusion” on this page for more details). If the heroes
Frost activates the White Apocalypse, each addicted hero defeat Frost without first destroying his skull totem,
begins to generate the Deathchill as other addicts do. his death creates a backlash that feeds into his totem,
Creatures: Frost, his eight Bonewyrm Brethren, and Gilthanas, and any or all white dragonspawn, probably
his three skullwyrms are present in this scene. Viktor killing them in the process. Any hero bearing a scale of
Chiaroscuro will arrive to aid the heroes after two rounds proxy at this point will take 10d6 points of damage from
(i.e. in the third round), and, if the heroes have not yet the backlash (Fortitude DC 28 half).
The Fury of the Gale 261
When the skull totem is destroyed, any character • Two Minutes—icy meteors tear through the gray ice
addicted to allomanya is immediately freed of the of the inner sanctum and explode in frozen chunks,
addiction as it instantaneously burns out of their system. striking anyone remaining inside (20d6 damage, Reflex
All Deathchill zones vanish. Allomanya itself remains a DC 20 half)
potent and addictive substance, so any character who takes • Ten Minutes—enough of the outer iceberg shell is torn
it after this Ending will still become an addict. loose that the seawater and winds of the Gale begin
Experience Awards: The heroes have prevented to flood the Gyre. All wind speeds drop a category
a cataclysmic event and defeated the White Dragon outside.
Overlord; this is considered a major party mission goal. • Fifteen Minutes—the inner sanctum folds in on itself,
Award them appropriately for all opponents they defeat killing anybody remaining inside of it.
and refer also to the Epilogue for more details about the • Thirty Minutes—the planar connections that once
conclusion of this adventure. flooded the Rimeberg surge to life, ripping through the
iceberg fortress. The entire construct, from the outside
Conclusion to the inside, plane shifts from the Mortal Realm and
After the final scene, with the heroes confronting Gellidus into the Gray.
in his lair and destroying the skull totem, many things
occur, most of which are detailed in the Epilogue. First,
however, there are some immediate consequences based on
the following timeline.
• Immediately After Frost Dies—the Rimeberg begins to
collapse inwardly. The Gyre begins to slow down; the
howling winds inside of the iceberg losing their planar
sources and planar traits.
• One Minute—the shell of ice around the Gyre shakes
violently, followed by huge chunks of ice tearing free of
it and hurling towards the inner sanctum.
262 Chapter Seven
Epilogue: After the Storm
This epilogue wraps up the events of Price of Courage and, Ansalon’s war-weary folk emerge from their
in turn, the Age of Mortals adventure trilogy that began places of shelter, picking their way through
with Key of Destiny and continued in Spectre of Sorrows. the storm-wrought devastation. Despite the
The heroes have traveled from the Dragons’ Graveyard to hundreds of miles of mud and ruin, at least
the icy depths of the Rimeberg, and along the way, they some of the people find the courage within
have encountered everything from timelost elven queens them to pull together a smile of relief, if
to cunning ogre dictators. They have prevented numerous nothing else. Other heroes, other champions,
invasions, incursions, uprisings, and assassinations; their begin their work in the Western Isles and
efforts have brought down ruthless warlords and cunning along the shores of Solamnia and Abanasinia.
smugglers. And, assuming all went well at the heart of In the wake of this most dire and fierce
the Gale, they brought an end not only to the last of the struggle, it is clear the responsibility you have
Dragon Overlords, but to the grand scheme of Chemosh, shouldered for so long has at last passed on.
the Lord of Bones. Will the bards of Ergoth sing of you in
No small-time heroes, they. taverns and inns from Tarsis to Kalaman?
Once the player characters find their way to the shores Will the Lord Knights of Solamnia speak of
of Ansalon and relative safety, read or paraphrase the you in their halls in Caergoth, Thelgaard, and
following: Solanthus? Will the squabbling faction leaders
of the Dark Knights take careful note of your
T he seas are quiet and the air is still.
The great storm of Gellidus has ended,
and with it, the reign of the Dragon Overlords.
deeds as they struggle for dominance? Perhaps.
But for now, the seas are quiet and the air is
still.
Ansalon is free—for now. All along the coast,
After the Storm 263
With the destruction of the Rimeberg and the death intrigue, and minor villains are in the past. If you plan
of Frost (and, very possibly, Gilthanas and many of Frost’s to continue with the same player characters, you should
minions and servants), the threat of the Dragon Overlord become as familiar as possible with the epic level rules as
and the Whitescale Society is over. The allomanya that described in the Dungeon Master’s Guide and the Epic Level
remains on the black market is still a lingering threat, Handbook, although the latter has yet to be updated fully
although much of it has become inert with the destruction to the 3.5 edition of the Dungeon & Dragons rules.
of Frost’s skull totem and the backlash this created. Within Use some of the creatures and challenges in this
a few months, even the few remaining agents of Frost’s adventure as a guide to the sort of thing the heroes will
Whitescale Society are caught, killed, or flee underground, be able to deal with on a routine basis. Consider having
never to be seen again. the story relocate to some other location, such as a new
Southern Ergoth begins its slow transformation back continent or a nearby pocket dimension. Introduce some
to its original state of forty years ago. With Frost’s death, of the new rules and features given in Holy Orders of
the frozen glacier and frigid climate eventually vanish the Stars, Knightly Orders of Ansalon, or Towers of High
completely, although there are still many threats in the Sorcery (all Dragonlance sourcebooks from Sovereign
region to deal with. Indeed, dangers such as the ogres of Press). These heroes have foiled Chemosh’s plans and even
Daltigoth, the thanoi immigrants from Icereach, and the Morgion’s to some extent, and the gods are well aware of
hideous abominations that still exist after Frost’s demise them. Divinely connected adventures await such powerful
(including many dragonspawn who survived the skull and resourceful heroes.
totem’s destruction) keep Sancrist’s Knights of Solamnia Epic level play is enjoyable and exciting if handled well.
busy for at least the next year or two. Because of this, Although it doesn’t respond well to a more open-ended
Jaymes Markham does not receive full support from the sort of campaign without structure, you may have enough
ailing Grandmaster, Liam Ehrling, for quite some time hooks and ideas from Price of Courage to last you a good
(as recounted in the Rise of Solamnia trilogy by Douglas number of months (and epic levels) after this adventure
Niles). ends.
Locations such as Eastwatch and Merwick enjoy
renewed prosperity, albeit tempered by the other threats Retiring the Heroes
in the West. The refugee elves of Silvamori and Qualimori The second option, which is perhaps just as satisfying, is to
settle in Baleph together with Amara Moonhunter’s retire the heroes from play. A good campaign sometimes
Kagonesti. In the lands of Estwilde and Throt, Cinder’s deserves a good ending, and the events of the last chapter
absence allows for a rise in the hobgoblin and goblin may certainly qualify. Allow the players to determine
tribes that resisted Malfesus’s influence—which in turn what happens to their characters as the curtain lowers
produces the horde of Ankhar the half-giant. One enemy on their adventures. Does the wizard retire to Bastion
of Solamnia is traded for another, and so it goes on. (assuming it survived) to live out the remainder of his
years as custodian of the Orders’ secret extradimensional
What’s Next? watchtower? Does the cleric settle in a small backwater
The heroes have established themselves as legends in their town to minister to the flock there, or does she set up
own time and have perhaps formed relationships among a grand temple to her faith in Merwick or Nordmaar?
other powerful figures across Ansalon. With the events of Perhaps the rogue has decided to reform the Thieves’
Chapter Seven: The Fury of the Gale, they should all be Guild in Palanthas, now that the Dark Knights are gone,
at least 20th level by this point, and indeed some of them and work behind the scenes to aid or to hinder Bakkard
may have earned sufficient experience to venture into epic duChagne. The knight, having braved much over the
levels. But what do they do now? Some guidelines for the course of the campaign and mastered all of his knightly
next step of the heroes’ saga follow. skills, may choose to retire to Castle Eastwatch and aid
Sir Paladian Dragonhelm in restoring order and honor in
Epic-Level Play Southern Ergoth.
Traditionally, there has always been one epic-level figure in Retiring a player character can be both saddening and
the Dragonlance saga at any one time. The Kingpriest, rewarding, for while it means the end of a long career,
Ariakas, Raistlin; in the Age of Mortals, Mina and Liam it also means the hero has survived and his legend is
Ehrling are both good candidates for this role. But for guaranteed. You may, as Dungeon Master, decide to hold
your campaign, you are under no obligation to honor this something of a retirement bash for your players, reliving
particular rule, such as it is. Now that your players have in some of the finer moments of the campaign and letting
their hands some of the greatest heroes of the current age, everybody relate their own personal memories and
dragonslayers and freedom fighters all, the path of the epic highlights. Then, break out the books again and roll up
hero awaits them. some new characters! Which leads us to…
The setting may seem to be somewhat limited in what
it can offer epic heroes. Beyond ridding the world of The Next Generation
Dragon Overlords and restoring places such as Bastion or Following on the heels of the heroes of the Age of Mortals
the Dragons’ Graveyard, the far horizon of adventure has are the next generation of heroes, those up-and-comers
been reached, and petty concerns of dungeons, political who start out in much the same way as the others did—
264 Epilogue
untested and unblooded in some remote village at the edge Hickman, Douglas Niles, Michael Dobson, Jeff Grubb,
of society, ready to make their own way into the world. and the other creators of the original story. The classic
An excellent option, if you are willing to do more work, adventures, which are now being re-released by Sovereign
is to set the next campaign some twenty years later, with Press and Margaret Weis Productions as Dragons of
the players taking on the roles of their older characters’ Autumn, Dragons of Winter, and Dragons of Spring, feature
children. How much has Krynn changed in twenty years? multiple possible endings for the saga. Much like Tracy
Has the Desolation finally returned to green plains and & Laura’s earlier gothic romance and Egyptian-inspired
forests? Are the Dark Knights still around? Who leads the adventures, a fortune-telling motif with a number of
Knights of Solamnia, and what happened between the potential paths is present to allow the adventures to be
Wizards of High Sorcery and the sorcerers of Krynn? played again and again. This is true for this adventure as
Moving things forward in this way is often a great start well.
to a new campaign and one that allows you to re-introduce With Rasca’s Calantina sessions, Frost’s goals, and
many of the themes, characters, or events of the last game the path he takes towards those goals can be different
in new and dramatic ways. Sylvyana the Ghoul Queen every time you play. I encourage you, if you’ve enjoyed
vanished back into the River of Time at the end of Chapter this adventure, to return to it at some later point and
Four, so perhaps twenty years later she re-emerges, ready run it again—this time with a different set of results for
to bring strife and ruin to the elves again. The xill of Rasca and perhaps a few other changes to the chapters.
Chapter Three may have been only the first vanguard Replace the xill in Chapter Three with something else
of a much greater invasion force, and after two decades, alien and terrifying (such as githyanki, mind flayers, or
they are finally ready to strike from the Gray and onto the demons). Switch out Sylvyana and the elves of Cristyne in
world. Similarly, the disir that were introduced in Spectre Chapter Four for any ancient enemy of the dwarves and
of Sorrows may finally be in a position to sweep from the Thorbardin. Substitute Two-Faced Grom and Malfesus in
Deepdark and into the cities of Ansalon. Will the children Chapter Two for Ankhar and Hiddukel, especially if you’re
of the Age of Mortals be ready for them? As always, it is up a fan of half-giants. Tinker to your heart’s content!
to you and your players to determine how things unfold in Lastly, this adventure would never have been possible
the future. without the constant support of my wife, my friends, my
family, and the many fans of Dragonlance who continue
Final Thoughts to give designers and writers a reason to begin new stories
Price of Courage is not just a one-time experience. and broaden the old. To them and to you, I offer my
When the original outline was being put together, sincerest thanks and appreciation. Now go and have fun!
one inspiration for the way things would turn out was Cam Banks, Summer 2006
the classic Dragonlance adventures by Tracy & Laura
After the Storm 265
Appendix One: Monsters and Magic
This appendix contains descriptions and statistics for the creatures using nonvisual means, detecting motion,
new monsters, spells, equipment, and magic items found odour, and body heat. It can pinpoint the location
in this adventure. of any creature within 300 feet and can detect the
New Monsters presence of creatures up to ten miles distant.
Mucus (Ex) A chulcrix continuously exudes a viscous
There are a number of new creatures and monsters ooze that gives it immunity to cold and fire,
introduced in the adventure. The next few pages contain resistance to acid 10, and resistance to electricity
detailed entries for these new challenges. 10. In addition, the nature of the ooze grants the
chulcrix a +8 racial bonus to Escape Artist checks.
Chulcrix Paralytic Telekinesis (Su) The chulcrix can create a cone of
This repugnant creature resembles a plump worm of telekinetic force, extending from its maw to a range of 100
gigantic proportions, one hundred feet long and twenty feet. All creatures within the area of the cone are paralyzed
feet in diameter; it swims through the air with a rippling (Will save DC 26 negates) and begin to float towards
motion. Its thick, black chitin secretes a glistening mucus that the chulcrix’s maw at a speed of 10 feet per round. A
stinks of rotting flesh, and two writhing 30-foot-long arms Reflex save (DC 26) allows normal movement for one
extend from behind the creature’s maw, ending in snapping round. The chulcrix must make a full-round action to
pincers. Its maw is a round valve lined with tendril-like maintain the paralytic telekinesis each round; if it takes
sensory organs; it can expand to a diameter of one-third the any other action, the effect ends, and affected creatures
creature’s body length. may move normally (usually falling to the ground).
Plane Shift (Sp) The chulcrix can plane shift as a spell-
Chulcrix CR 17 like ability by turning itself inside-out and shifting to
Always CE Colossal aberration (extraplanar) a new location, instantly resuming its normal shape.
Init +4; Senses blindsight 300 ft.; Listen +0, Spot +0 Any living creatures in the chulcrix’s gullet are left
AC 30, touch 2, flat-footed 30 (-8 size, +38 natural) behind when it plane shifts to a new location.
hp 336 (32 HD); fast healing 5; DR 15/magic and slashing Swallow Whole (Ex) If the chulcrix brings an opponent
Immune cold, fire, visual effects (including gaze of Huge or smaller size to its maw with its paralytic
attacks and illusions requiring sight) telekinesis ability, it can try to swallow the opponent by
Resist acid 10, electricity 10; SR 25 making a successful grapple check. Creatures swallowed
Fort +18, Ref +10, Will +20 whole are considered grappled. A chulcrix does not suffer
Spd fly 60 ft. (average) any penalties for grappling creatures it has swallowed; thus
Melee* 2 claws +19 (3d8+16/19-20) and bite it can make attacks, use its special attacks, and threaten
+19 (4d6+23 plus improved grab) or squares normally. Once inside the creature’s gullet, the
Melee* claw +15 (3d8+16/19-20 plus 10 ft. knockback, Reflex opponent takes 2d8+13 points of crushing damage plus
DC [damage dealt], Large or smaller) with Awesome Blow 6 points of acid damage per round from the chulcrix’s
*includes adjustments for a 10-point Power Attack digestive juices. A swallowed creature can cut its way out
Space 30 ft.; Reach 20 ft. (30 ft. with claws) by dealing 40 points of damage to the chulcrix’s digestive
Base Atk +24; Grp +53 tract (AC 20). Once the creature exits, muscular action
Atk Options Awesome Blow, Flyby Attack, closes the hole; another swallowed opponent must cut its
Improved Bull Rush, Improved Grab (bite), own way out. A chulcrix’s gullet can hold 2 Gargantuan,
Power Attack, Snatch, Swallow Whole 8 Huge, 32 Large, or 128 Medium or smaller creatures.
Special Actions Paralytic Telekinesis
Spell-Like Abilities (CL 17th): Chulcrices are solitary creatures that roam the Ethereal
At will—plane shift (self only) Plane in search of their prey. They have been known to
Abilities Str 36, Dex 10, Con 22, Int 6, Wis 11, Cha 10 associate with eyewings, ethereal marauders, and ethereal
SQ mucus filchers, which help in their search for food. Chulcrices are
Feats Awesome Blow, Flyby Attack, Great Fortitude, asexual and hatch as full-formed adults from enormous
Hover, Improved Bull Rush, Improved Critical spherical eggs of black crystal. They are occasionally
(pincers), Improved Initiative, Improved Natural brought into the service of the gods of darkness to torment
Attack (pincers), Iron Will, Power Attack, Snatch planar travelers.
Skills Knowledge (the planes) +16, Escape Artist +25 Chulcrices are somewhat intelligent, but do not speak
Environment Ethereal Plane any language and have none of their own. They can
Organization Solitary communicate telepathically in simple phrases with any
Treasure None sentient creature within 300 feet, but rarely do so.
Advancement 33+ HD (Colossal)
Blindsight (Ex) The chulcrix’s sensory organs can detect
266 Appendix One
Strategies and Tactics as other dwarves, but their minds are sharper; and they
Voracious carnivores, chulcrices enter combat with the are considerably more comfortable in social situations.
intention of devouring prey. For this reason, they prefer • +2 racial bonus to Spellcraft and Use Magic Device
to use special attacks rather than engage their opponents checks. Scions are adept at the practical workings of
in melee, in order to keep their bodies relatively intact magic. These skills are always class skills for the scion,
for when they consume their enemy. A chulcrix only uses regardless of what classes they possess. This replaces
its pincer attacks against opponents that have resisted the standard dwarf ’s stonecunning and Appraise skill
its paralytic telekinesis ability or aren’t desirable food. A check bonus.
chulcrix that loses more than half of its hit points usually • Immune to paralysis, magical aging, and magical sleep
plane shifts to safety, abandoning any prey that it has not effects.
yet devoured and digested. • Spell resistance of 11 + class level.
• Spell-Like Abilities: Scions may cast the following
Dragonspawn Template (Errata) spells as spell-like abilities: 1/day—disguise self, magic
The following are changes to the dragonspawn template weapon, silent image. Caster level equals character level.
given in Chapter 7 of the Dragonlance Campaign • Scions do not gain the standard racial bonus to attack
Setting. rolls against goblinoids, nor do they gain the racial
“Dragonspawn” is an acquired template that can be dodge bonus to AC against giants.
added to any corporeal giant, humanoid, or monstrous • Favored Class: Sorcerer.
humanoid of Small, Medium, or Large size (hereafter • Level Adjustment: +2.
known as the “base creature”). • Challenge Rating: Scions with NPC class levels have a
Size and Type: Creature type changes to dragon with Challenge Rating equal to their NPC class levels. Scions
the augmented subtype and the same subtype as the with PC class levels (which is most of them) have a
dragon type (fire, cold, etc) of its creator. Size remains Challenge Rating equal to their PC class levels +1.
unchanged. Do not recalculate base attack bonus or saves.
Special Qualities: Add the following special quality to Filament Cluster
the template. This is a huge mass of pale tendrils and clumps of mottled
—Immunities: The creature gains immunity fungal growths. It extends up out of the muddy water of
to sleep and paralysis effects, as well as the swamp, tendrils flicking out as if tasting the air. Clouds
immunity to the type of damage dealt by of spores drift above the mass, and there is a distinctly
their breath weapon (acid, electricity, etc). unpleasant stench of rotting meat surrounding it.
Dwarf, Scion Filament Cluster CR 13
Scions are an incredibly rare race of magic-attuned Always N Huge plant
dwarves created with the release of the Graygem and Init +5; Senses blindsense 60 ft., tremorsense
numbering only thirteen. In their true form, scions are 60 ft.; Listen +11, Spot +11
gold-skinned and have silver hair and beards. All are male AC 22, touch 8, flat-footed 21 (+1 Dex, -2 size, +13 natural)
and unable to father children. Although the following hp 230 (20 HD); DR 10/slashing
information details their core racial attributes, all of Immune acid, gaze attacks, sight-
them are powerful spellcasters with levels in sorcerer and dependent effects; plant traits
(in many cases) loremaster, ambient tempest (from the Resist fire 10; SR 18
Bestiary of Krynn sourcebook), or archmage. As such, no Fort +21, Ref +6, Will +9
“typical” scion exists. Spd 0 ft.
Scions known to history include Chisel Loremaster, Melee 4 tentacles +23 (2d6+10/19-20)
who recorded the history of the dwarves; Varrash, a Space 15ft.; Reach 20 ft. (tentacle)
scion who spread the knowledge of sorcery in the Age Base Atk +15; Grp +33
of Mortals; and Dolmen Scalecarver, a rogue scion Atk Options Combat Reflexes, constrict
responsible for teaching the Dragon Overlords and other 2d6+10, improved grab
wyrms how to employ draconic vampirism. Dolmen Special Actions mycotenebral spore infection, produce
appears in Chapters Six and Seven of this adventure, and thrall, spore jet (30 ft. line, 8d6 acid damage,
his statistics are provided in Appendix Two. Reflex DC 27 half, plus spore infection)
Scions have an extremely long lifespan. All scions Abilities Str 30, Dex 13, Con 24, Int 9, Wis 13, Cha 9
still alive in the current era are still only considered Old, Feats Alertness, Combat Reflexes, Great Fortitude,
despite being alive for thousands of years. They have the Improved Critical (tentacle), Improved Initiative,
same height and weight range as other dwarves. Iron Will, Weapon Focus (tentacle)
Skills Knowledge (nature) +6, Listen +11, Sense Motive +11
Scion Racial Traits Environment Any marsh
Scions share all the racial traits of dwarves from the Organization Solitary or nest (1 filament
Player’s Handbook, except as follows: cluster plus 1d6 filament thralls)
• +2 Intelligence, +2 Charisma: Scions are not as hardy Treasure Standard
Monsters and Magic 267
Advancement — anything a captive victim knows, but its intelligence
Constrict (Ex) A filament cluster deals 2d6+10 points prevents it from making use of this knowledge except to a
of damage with a successful grapple check. very limited degree.
Improved Grab (Ex) To use this ability, a filament cluster
must hit an opponent of Huge or smaller size with a Strategies and Tactics
tentacle attack. It can then attempt to start a grapple as a Filament clusters always defend themselves from threats.
free action without provoking an attack of opportunity. Any creature that comes within range of its tremorsense
If it wins a grapple check, it establishes a hold and can and blindsense that is not already part of the mycotenebral
constrict. If the filament thrall succeeds on pinning an fungus network is a threat. The cluster will produce a
opponent with a further grapple check, it automatically thrall, if it has not already created one, and direct it to
exposes the victim to its mycotenebral spore infection. attack, joining in if any target closes into tentacle range. A
An opponent can attack a filament cluster’s tentacles cluster’s primary goal is to capture and create a duplicate
with a sunder attempt as if they were weapons. A of anything living, so it will use grapples and spore jets
filament cluster’s tentacles have 20 hit points each. If a most often. Threats that prove immune or resistant to its
filament cluster is currently grappling a target with the spores will be destroyed.
tentacle being attacked, it usually uses another tentacle
to make an attack of opportunity against the attacker Filament Thrall
making the sunder attempt. Severing a tentacle deals 10 This hideous creature resembles an elongated olive-colored
points of damage to the filament cluster. The filament mushroom or toadstool that moves about on a cluster of ropy
cluster regrows severed limbs in 1d6+6 rounds. tentacles. Six larger tentacles lash out from underneath the
Mycotenebral Spore Infection (Su) Supernatural disease— creature’s mushroom cap, whipping about with great speed.
inhaled, Fortitude DC 32, incubation period 1 hour, 1d6 An odor like rotting meat hangs about the creature as it
Int and 1d6 Wis. This disease is delivered by the filament surges forward.
cluster’s spore jet (see below) or by pinning a grappled
victim. The save DC is Constitution-based with a +5 Filament Thrall CR 12
racial modifier. For more information see the “Shadow Always N Large plant
Under the Swamp” sidebar in Chapter One, page XX. Init +6; Senses low-light vision, tremorsense
Produce Thrall (Su) Each filament cluster may produce one 60 ft.; Listen +12, Spot +11
filament thrall per day. This process takes 10 minutes, AC 25, touch 11, flat-footed 23 (–1 size, +2 Dex, +14 natural)
so a cluster usually has one or more thralls already hp 174 (16 HD); DR 5/slashing
created and waiting nearby. A filament cluster may not Immune acid; plant traits
have more than six thralls active at any one time. Resist fire 10; SR 14
Spore Jet (Su) A filament cluster can project a stream of Fort +16, Ref +7, Will +5
concentrated fungal spores in a line 30 ft. long and Spd 10 ft., burrow 10 ft., swim 30 ft.
5 ft. wide once every 1d6 rounds. This jet deals 8d6 Melee 6 tentacles +21 (1d6+9)
points of acid damage and exposes any target in the Space 10 ft.; Reach 15 ft. (tentacle)
area of effect to the mycotenebral spore infection. A Base Atk +12; Grp +25
successful DC 27 Reflex save halves the damage, but Atk Options Combat Reflexes, constrict
spore exposure must be saved against separately (even 1d6+9, improved grab
if the acid damage is negated with evasion or improved Special Actions mycotenebral spore infection,
evasion). The save DC is Constitution-based. spore jet (15 ft. line, 6d6 acid damage, Reflex
DC 24 half, plus spore infection)
Filament clusters are the nodes of the mycotenebral fungus Abilities Str 28, Dex 14, Con 22, Int 3, Wis 11, Cha 7
network. They produce both filament thralls and fungal Feats Alertness, Combat Reflexes, Improved Initiative,
duplicates, although the creature entry described above Toughness (x2), Weapon Focus (tentacle)
represents the cluster’s animate component; the remainder Skills Hide +8*, Listen +12, Spot +11, Swim +17
of the node is beneath the surface and surrounded Environment Any marsh
by the pods or cocoons that contain trapped victims. Organization Solitary, pair, or cluster (3-6)
Killing the filament cluster also destroys that node of the Treasure Half standard
mycotenebral fungus, freeing captive victims, rendering Advancement 17-32 HD (Large), 33-48 HD (Huge)
the filament thralls in the vicinity inactive until brought Constrict (Ex) A filament thrall deals 1d6+9 points
within 100 feet of another cluster, and causing all fungal of damage with a successful grapple check.
duplicates created by the cluster to wither and die in Improved Grab (Ex) To use this ability, a filament thrall
1d6 hours. Thus, defending each cluster is of paramount must hit an opponent of Huge or smaller size with a
importance to the mycotenebral fungus. tentacle attack. It can then attempt to start a grapple as a
Each cluster may communicate telepathically with free action without provoking an attack of opportunity.
any living creature in a 100 ft. range, but rarely does, for If it wins a grapple check, it establishes a hold and can
its thoughts are alien and limited to searching questions constrict. If the filament thrall succeeds in pinning an
about identity and nourishment. The cluster knows opponent with a further grapple check, it automatically
268 Appendix One
exposes the victim to its mycotenebral spore infection. infiltrate other creatures and spread the spore infection.
An opponent can attack a filament thrall’s tentacles Because the copy is not perfect, the fungal creature acts
with a sunder attempt as if they were weapons. A oddly at times, forgetting important details the real
filament thrall’s tentacles have 15 hit points each. If a creature knew or even how to use its special abilities and
filament thrall is currently grappling a target with the skills. For the most part, however, fungal creatures can
tentacle being attacked, it usually uses another tentacle remain hidden and undetected for some time before
to make an attack of opportunity against the attacker anybody notices that they are actually fungi.
making the sunder attempt. Severing a tentacle deals 5
points of damage to the filament thrall. The filament Sample Fungal Creature
thrall regrows severed limbs in 1d6+6 rounds. This looks like a primitive tribesman dressed in clothing
Mycotenebral Spore Infection (Su) Supernatural disease— fashioned from wet leather. His skin looks waxy and pale,
inhaled, Fortitude DC 29, incubation period 1 hour, 1d6 and his eyes track back and forth as if unsure what to focus
Int and 1d6 Wis. This disease is delivered by the filament on. He smells earthy and damp, and he moves with the odd
thrall’s spore jet (see below) or by pinning a grappled gait of somebody who has not walked in a long time.
victim. The save DC is Constitution-based with a +5 This example uses a 6th-level nomad human warrior as
racial modifier. For more information see the “Shadow the base creature.
Under the Swamp” sidebar in Chapter One, page XX.
Spore Jet (Su) A filament thrall can project a stream of Fungal Lor-Tai Nomad CR 6
concentrated fungal spores in a line 15 ft. long and Always N Medium plant
5 ft. wide once every 1d4 rounds. This jet deals 6d6 Init +0; Senses low-light vision; Listen -1, Spot -1
points of acid damage and exposes any target in the AC 14, touch 10, flat-footed 14 (+2 leather, +2 natural)
area of effect to the mycotenebral spore infection. A hp 26 (5 HD); DR 5/slashing
successful DC 24 Reflex save halves the damage, but Immune plant traits
spore exposure must be saved against separately (even Resist fire 10
if the acid damage is negated with evasion or improved Fort +5, Ref +1, Will +0
evasion). The save DC is Constitution-based. Spd 20 ft.
Skills Filament thralls have a +8 racial bonus to Swim checks. Melee mwk spear +9/+4 (1d8+1/x3) and
A filament thrall may take 10 on a Swim check even in Ranged mwk spear +8 (1d8+1/x3)
stressful situations. *Filament thralls also have a +12 Base Atk +6; Grp +7
racial bonus on Hide checks in marsh or aquatic terrain. Atk Options Power Attack
Special Actions mycotenebral spore infection (DC 13)
Filament thralls are mobile extensions of the mycotenebral Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
fungus of the Shadowglades. Each thrall is produced by SQ confusion
a filament cluster and guards the cluster, lurking beneath Feats Endurance, Power Attack, Toughness,
the surface of the muck and either burrowing through the Weapon Focus (spear)
mud or swimming in deeper areas. Filament thralls are Skills Bluff +7, Climb +9, Disguise +7, Survival +3, Swim +9
also tools with which the mycotenebral fungus can secure Possessions leather armor, mwk spear
more victims, serving a similar but distinctly separate role Environment Any marsh
as the fungal duplicates. Organization Single, pair, or group (3-18)
A filament thrall does not speak or understand any Treasure standard
language, but communicates telepathically with the Advancement By character class
mycotenebral fungus so long as it remains within 100 ft. of Confusion (Su) A fungal Lor-Tai nomad has an imperfect
a filament cluster. copy of the original nomad’s brain and mental faculties
and, as such, is prone to mental instability. Whenever
Strategies and Tactics a fungal Lor-Tai nomad is first attacked, or targeted
Filament thralls are fairly straightforward combatants, by a mind-affecting spell or effect, it acts as if under
although they tend to begin a fight by sensing any the effects of a confusion spell for 1d6 rounds. When
approaching targets with their tremorsense ability (which determining how the fungal Lor-Tai nomad acts each
functions equally well through mud) while hidden in the round, treat the creature that attacked or triggered the
swamp. Once they engage with their targets, they attempt confusion as the “caster”. Note that although a mind-
to grab and infect as many as possible, using spore jets to affecting spell or effect can trigger this confusion,
handle targets out of the range of their tentacles. a fungal Lor-Tai nomad is otherwise immune to
mind-affecting spells or effects, because it is a plant.
Fungal Creature Mycotenebral Spore Infection (Su) Supernatural disease—
Fungal creatures are copies of real creatures that have inhaled, Fortitude DC 13, incubation period 1 hour, 1d6
been captured by the mycotenebral fungus. While the real Int and 1d6 Wis. A fungal Lor-Tai nomad can release a
creature remains in stasis, cocooned in a pod underneath cloud of spores that fills all adjacent squares (15 ft. by 15
the swamp around a filament cluster, the mycotenebral ft. radius centered on the fungal creature) for 1d6 rounds
fungus sends the copy out into the world in order to once every hour. For more information see the “Shadow
Monsters and Magic 269
Under the Swamp” sidebar in Chapter One, page XX. druids, paladins, rangers, wizards, or other spellcasters
Skills Fungal Lor-Tai nomads gain a +8 racial who prepare their spells do not retain their spellcasting
bonus to Bluff and Disguise checks. ability. Fungal creatures based on assassins, bards, mystics,
sorcerers, and other spellcasters who cast their spells
A fungal Lor-Tai nomad is a copy of a real member of the spontaneously keep their spellcasting abilities.
marsh-dwelling Lor-Tai tribe from northern Estwilde. Special Qualities: A fungal creature retains all of the
Most of the Lor-Tai are peaceful, placid individuals, special qualities of the base creature and also gains the
content to hunt for small game animals and forage for special quality listed below.
herbs. Since the Chaos War, however, they have had to —Confusion (Su): A fungal creature has an imperfect
develop greater skills at hunting and defense in order to copy of the base creature’s brain and mental faculties
keep their tribe from being overcome by aberrations and and is prone to mental instability. Whenever a fungal
beasts from the swamp. Unfortunately, the swamp has creature is first attacked, or targeted by a mind-affecting
taken many of the Lor-Tai hunters and replaced them with spell or effect, it acts as if under the effects of a confusion
fungal copies, so the future of this tribe is uncertain. spell for 1d6 rounds. When determining how the fungal
Fungal Lor-Tai nomads speak the language of the Lor- creature acts each round, treat the creature that attacked or
Tai and the Estwilde regional language. Some understand, triggered the confusion as the “caster”. Note that although
but cannot speak, Common. a mind-affecting spell or effect can trigger this confusion,
a fungal creature is otherwise immune to mind-affecting
Strategies and Tactics spells or effects, because it is a plant.
In combat, a fungal Lor-Tai nomad follows the imprint —A fungal creature’s body is resilient and somewhat
of the original creature from which it was copied; it relies spongy, giving it damage reduction 5/slashing.
on numbers and a combination of thrown spears and —A fungal creature has fire resistance 10.
charging into melee. As soon as they are attacked, however, Abilities: As base creature.
their confusion is triggered, and they can begin to act Skills: A fungal creature has a +8 racial bonus on Bluff
completely irrational, flee, stand and do nothing, or turn and Disguise checks. Otherwise same as base creature.
on each other. This makes them very unpredictable. Feats: As base creature.
Environment: Any marsh.
Creating a Fungal Creature Organization: Solitary, pair, or group (determined by
“Fungal creature” is an inherited template that can be base creature).
added to any corporeal aberration, animal, dragon, fey, Challenge Rating: If the base creature was a spellcaster
giant, humanoid, magical beast, monstrous humanoid, who prepares its spells, the fungal creature’s Challenge
or vermin (referred to hereafter as the base creature). Rating is half the base creature +1. Otherwise as base
Creatures with the extraplanar subtype cannot become creature +1.
fungal creatures. A fungal creature has all the base Treasure: Standard. Fungal creatures typically take
creature’s statistics and special abilities except as noted the possessions of the individual they are copied from, or
here. acquire new possessions later.
Size and Type: The creature’s type changes to plant. Do Alignment: Always neutral.
not recalculate base attack bonus, saves, or skill points. Size Advancement: As base creature.
is unchanged.
Hit Dice: Same as the base creature. Ogre Titan
Speed: Reduce base land speed by 10 feet. If the base Ogre titans are ogres who have undergone a magical
creature’s base speed is 10 feet or less, it is unchanged. transformation that changes them into beings of incredible
Armor Class: Natural armor improves by +2. power, inhuman beauty, and unsurpassed cruelty. Through
Attacks: A fungal creature retains all the attacks of the the use of a dark ritual, imparted to an ambitious ogre
base creature. mage by a vision sent to him by Takhisis, those descended
Special Attacks: A fungal creature retains all of the from the ogres of old can become muscular blue-skinned
special attacks of the base creature and also gains the giants well over fifteen feet in height with graceful and
special attack listed below. articulate features, elongated talons on their fingers, spurs
Mycotenebral Spore Infection (Su): Supernatural of bone from their elbows, and teeth like a shark’s. Their
disease—inhaled, incubation period 1 hour, 1d6 Int and minds are similarly advanced, granting them thoughts
1d6 Wis. The Fortitude save DC for a specific fungal like lightning, inhuman senses, and a calculating intellect.
creature’s spores is equal to 10 + 1/2 fungal creature’s Magic becomes easier to access for an ogre titan, especially
HD + fungal creature’s Con modifier +5 racial bonus. A the ambient magic of the world. Even those ogre titans
fungal creature can release a cloud of spores that fills all who do not pursue spellcasting find that they understand
adjacent squares (15 ft. by 15 ft. radius centered on the and perceive magical forces with greater clarity.
fungal creature) for 1d6 rounds once every hour. For more The following information replaces the information on
information see the “Shadow Under the Swamp” sidebar in creating an ogre titan that was originally published in the
Chapter One, page XX. Age of Mortals sourcebook.
Spells: Fungal creatures based on blackguards, clerics, The ogre titan Tdarnk appears in Appendix Two:
270 Appendix One
Characters and Creatures of this book under the “Leaders and saving throws against mind-affecting effects equal to
and Personalities” NPCs for Chapter Five: The Doom of the ogre titan’s Charisma bonus for as long as it remains
Daltigoth. within the effect’s radius. Creatures in the area of effect
that are not affected by the charm (creatures that are not
Creating an Ogre Titan ogres, half-ogres, trolls, or giants) must instead make a
“Ogre titan” is an acquired template that can be added Will saving throw or become shaken. A shaken creature
to any Medium or larger giant, humanoid, or monstrous must make a second Will save if the ogre titan attacks,
humanoid with giant blood and a Constitution score charges, or otherwise directly confronts the creature or
of at least 12 (referred to hereafter as the base creature). become panicked.
Examples of eligible creatures are ogres, ogre mages, trolls, —Necromantic Talent (Su): As a result of the
hags, half-ogres, Irda, and hill giants. An ogre titan has all necromantic energies used in the Ritual of Rebirth, an
the base creature’s statistics and special abilities except as ogre titan’s body is suffused with necromantic power. Any
noted here. necromantic spell cast by the ogre titan has a +1 bonus
Size and Type: The creature’s type changes to to the save DC and a +1 caster level for the purposes of
monstrous humanoid. Do not recalculate base attack overcoming spell resistance and determining variable spell
bonus, saves, or skill points. Size increases by one step, with effects. An ogre titan is healed by negative energy effects
appropriate changes to ability scores, Armor Class, natural and harmed by positive energy effects, just as an undead
armor, and attacks. creature.
Hit Dice: Same as the base creature. —Stone and Steel Shaping (Sp): An ogre titan may use
Speed: Base land speed increases by 10 feet. fabricate as a spell-like ability with a caster level equal to
Armor Class: Natural armor improves by +4 the ogre titan’s Hit Dice. The use of this ability is limited to
(this stacks with existing natural armor bonuses and stone and metal and is fatiguing; when used, the ogre titan
adjustments from size increase). suffers a –2 penalty to Strength and Dexterity and cannot
Attacks: An ogre titan has two claw attacks, two run or charge until he has rested for a length of time equal
bone spur attacks, and a bite attack; the claws are the to the time spent using the ability. An ogre titan who is
primary natural weapons. If the base creature can use further fatigued during this time becomes exhausted.
manufactured weapons, it retains this ability. An ogre —Soul Blast (Sp): An ogre titan may generate blasts of
titan fighting without weapons uses a claw when making necromantic energy at the cost of his own health. These
an attack action. When it has a weapon, it usually uses blasts take the form of ranged touch attacks composed of
the weapon instead. An ogre titan without weapons uses negative energy. Each blast has a range of 60 feet and deals
its claws, bone spurs, and bite when making a full attack. 1d4 points of damage for every 2 hit points the ogre titan
If armed with a weapon, it usually uses its weapon as its expends to use it, up to a maximum number of dice equal
primary attack and its bite and bone spurs as secondary to the ogre titan’s Hit Dice. An ogre titan may split these
attacks. If it has a hand free, it may also make a claw attack dice up among multiple targets if the ogre titan would
as a secondary attack. normally gain additional attacks each round based on his
Damage: An ogre titan has bite, claw, and bone spur base attack bonus. Thus, a 16 HD ogre titan with a BAB of
attacks. If the ogre titan does not already have a bite attack +13 and Dexterity of 14 could make a single 16d4 attack
or claw attack, use the damage values in the accompanying with a +15 bonus (dealing 32 points of damage to himself)
table. Otherwise, use the damage value in the table or the or a 6d4 attack at a +15 bonus, a 6d4 attack at a +10
base creature’s damage values, whichever are greater. bonus, and a 4d4 attack at a +5 bonus.
Size Bite Claw/Spur
Special Qualities: An ogre titan retains all of the special
qualities of the base creature and also gains the special
Large 1d8 1d6
qualities listed below.
Huge 2d6 1d8 —Giant Blood: Ogre titans are considered to be giants
Gargantuan 3d6 2d6 for the purposes of effects that target creatures with the
Colossal 4d6 3d6 giant type.
—Heightened Senses (Ex): An ogre titan has extremely
Special Attacks: An ogre titan retains all of the special acute senses, which grants him a +8 racial bonus to Listen,
attacks of the base creature and also gains the special Search, and Spot checks. An ogre titan gains low-light
attacks listed below. Unless otherwise noted, all saving vision and darkvision 60 ft., if the base creature did not
throws against an ogre titan’s special attacks have a DC of already have them, and the scent extraordinary ability,
10 + 1/2 ogre titan’s HD + Charisma modifier. allowing him to detect opponents within 30 ft. by sense of
—Awe-Inspiring Presence (Su): The presence of an ogre smell.
titan can have an incredible effect on its lesser kin. Ogres, —Inscrutable Intellect (Ex): An ogre titan’s complex and
half-ogres, trolls, and other creatures with the giant type labyrinthine mind allows him to add his Intelligence bonus
within a 30 ft. radius + 10 ft. per point of Charisma bonus as a racial bonus to saving throws against mind-affecting
of the ogre titan must make a Will saving throw or be spells and effects and attempts to discern his thoughts.
charmed (as charm monster). While charmed, an affected —Titan Language (Ex): An ogre titan can speak and
creature gains a morale bonus to attack rolls, damage rolls, understand a strange language that was invented by
Monsters and Magic 271
Dauroth and taught to ogres who undergo the Ritual of Abilities Str 31, Dex 15, Con —, Int 13, Wis 14, Cha 18
Rebirth. This language is said to be that of the ancient Feats Ability Focus (breath weapon), Awareness,
ogre titans, although no such race ever existed. Because Combat Expertise, Dodge, Improved
of its alien nature, it requires twice as many skill points to Trip, Mobility, Spring Attack
learn as other languages, and spells such as comprehend Skills Intimidate +27, Hide +21, Listen +27,
languages and tongues require a DC 20 Intelligence check Move Silently +25, Spot +27
on the part of the spellcaster to decipher the language’s Environment Any cold
structure. Organization Solitary, pair, or group (3-6)
Abilities: Increase from the base creature as follows: Treasure Double standard
Strength +4, Dexterity +4, Constitution +4, Intelligence Advancement 21-30 HD (Large), 31-40 HD
+8, Wisdom +4, Charisma +10. These are in addition to (Huge); Level Adjustment —
the ability score adjustments from a size increase. Breath Weapon (Su) A white skullwyrm has the breath
Skills: Ogre titans receive a +4 racial bonus to weapon of an adult white dragon, except the Reflex
Concentration, Intimidate, Knowledge (arcane), save is Charisma-based, not Constitution based.
Knowledge (history), and Sense Motive. Cold (Ex) A white skullwyrm’s bones constantly generate
Feats: Same as base creature. an intense cold, causing opponents to take an
Environment: Same as base creature. additional 1d8 points of cold damage every time the
Organization: Solitary, pair, or cabal (3-8). creature succeeds on a melee attack or grapple check.
Challenge Rating: As base creature +2. Creatures attacking a white skullwyrm unarmed or
Treasure: Double standard. with natural weapons take this same cold damage
Alignment: Any evil. each time one of their attacks hit. When a white
Advancement: By character class. An ogre titan’s skullwyrm scores a critical hit on an opponent, the
favored class changes to sorcerer. effect is much like an icy burst weapon; in addition to
Level Adjustment: Same as base creature +6. the 1d8 damage from the attack, the white skullwyrm
deals an additional 2d8 points of cold damage.
Skullwyrm Constrict (Ex) A skullwyrm deals 3d6+15 points of
This hideous creature looks like an animated dragon’s skull damage plus 1d8 points of cold damage with a
and spinal column. A cold blue-green fire burns in the skull’s successful grapple check. While it is constricting an
eyesockets, and the creature’s bones are encrusted in ice. opponent, a skullwyrm cannot use its tail lash attack.
It glides along like a snake, surrounded by an aura of cold Elemental Shaping (Su) As a standard action, white
menace. skullwyrms have the ability to shape large quantities of
snow and ice into walls, ramps, and other forms much
White Skullwyrm CR 17 like the stone shape spell, only with snow and ice instead
Always CE Large undead (cold) of earth and stone. This ability can also duplicate a
Init +2; Senses darkvision 60 ft., keen wall of ice spell, although quantities of snow and ice
senses; Listen +27, Spot +27 must exist to form the ice plane or hemisphere, and
Aura frightful presence (60 ft., Will DC 24) the skullwyrm is able to leave openings, holes, or adjust
Languages Common, Draconic the dimensions of the shapes created as it desires.
AC 33, touch 11, flat-footed 31 (+22 natural, Improved Grab (Ex) To use this ability, a skullwyrm
+2 Dex, -1 size); Dodge, Mobility must hit with its tail lash attack. It can then attempt
hp 130 (20 HD); DR 10/magic and bludgeoning to start a grapple as a free action without provoking
Resist turn resistance +4; SR 28 an attack of opportunity. If it wins the grapple
Immune cold, undead traits check, it establishes a hold and can constrict.
Fort +6, Ref +8, Will +14
Weakness vulnerability to fire Skullwyrms are undead creatures created by the power of
Spd 50 ft.; Spring Attack Frost’s skull totem from the skull and spine of a dragon,
Melee bite +19 (2d8+10 plus 1d8 cold) and using additional knowledge granted by Chemosh. They
tail lash +14 (1d8+15 plus 1d8 cold) retain some of the elemental traits they had in life, but
Space 10 ft.; Reach 5 ft. (10 ft. with bite) have no memory of their former existence. They exist
Base Atk +10; Grp +22 solely to serve their creator as guardians.
Atk Options cold, Combat Expertise, constrict (3d6+15 Skullwyrms speak Common and Draconic. More
plus 1d8 cold), improved grab, Improved Trip advanced skullwyrms may understand other languages, but
Special Actions breath weapon (40 ft. cone, 6d6 their limited intelligence usually keeps them from knowing
cold, Reflex DC 26 half), elemental shaping more than that. Skullwyrms are always formed from adult
Spell-Like Abilities (CL 17th) or older dragons, regardless of the original type, and most
At will—bestow curse (DC 18), detect good, detect are at least 9 feet long and weigh 750 pounds or more.
magic, see invisibility, suggestion (DC 17)
3/day—fog cloud, gust of wind (DC 16)
1/day—unholy aura (DC 22)
272 Appendix One
Strategies and Tactics Organization Band (3-18)
Skullwyrms typically employ their breath weapon or Treasure Standard.
elemental shaping powers before they enter melee, usually Advancement By character class; Level Adjustment +2
to improve their chances of overcoming an opponent Allomanya Addiction All wichtlani creatures are addicted to
or clearing enough space to take on a single target. A allomanya (see Appendix One: Monsters and Magic for
skullwyrm favors a constrict attack on armored foes and more details). If they do not ingest a vial of allomanya
chooses to use its bite or tail lash against smaller and every 24 hours, they begin to suffer the effects of
weaker opponents. With its Spring Attack feat, a skullwyrm withdrawal. Their addiction also means they are resistant
can dash in, bite a victim, and then withdraw like a cobra. to cure spells. A wichtlani creature’s increased ability
Because skullwyrms are undead, they are vulnerable scores and natural armor from allomanya addiction
to certain effects in the hands of clerics and paladins, so if are already factored into this template’s benefits.
they are aware of a divine spellcaster, they will target that Improved Grab (Ex) To use this ability, the wichtlani
enemy with their spell-like abilities first. creature must hit with its bite attack. It can then attempt
to start a grapple as a free action without provoking
Other Skullwyrms an attack of opportunity. If it wins the grapple check,
White skullwyrms are the most common of Frost’s it establishes a hold and can deliver bite damage
skullwyrm minions, but it is possible others may have automatically each round with a successful grapple
been created by the White Dragon Overlord; the other check. A wichtlani creature can only use this ability
Overlords or their servants may have uncovered a means on a creature one size smaller than itself or smaller.
of creating skullwyrms of their own prior to the War of Rage (Ex) A wichtlani creature can fly into a rage as a 1st-level
Souls. Skullwyrms created from other dragon types will barbarian. If the wichtlani already possesses this ability or
have statistics similar to those given above, although their gains this ability later as a result of levels in another class with
weaknesses, immunities, elemental subtype, elemental this ability, its class level is increased by one for the purposes
shaping, and breath weapon will all match the elemental of times per day and access to additional rage-related class
nature of the base creature. A red skullwyrm, for instance, abilities such as greater rage, tireless rage, and so on.
will have a cone of fire as a breath weapon.
Wichtlani Kagonesti are unswervingly loyal to Sylvyana,
Wichtlani Creature the Ghoul Queen, and through her to the Ravenous
This is a wilder elf with feral features and dark tribal Crow himself—Chemosh. They carry the ferocity of the
leathers. His dark face is painted with a chalk-white skull, Kagonesti braves almost to the point of being feral and
and whorls of red and black paint decorate his bare upper prefer battle and action over dialogue and diplomacy.
arms. He holds a spear in a tight grip, ready to lunge.
This example uses a 4th-level Kagonesti elf warrior as Strategies and Tactics
the base creature. Wichtlani Kagonesti warriors enter combat enraged,
using their spears and bite in melee. They are particularly
Wichtlani Kagonesti Warrior CR 4 effective in large numbers and try to surround and
Always NE Medium humanoid outnumber their foe. When facing overwhelming
Init +6; Senses elvensight (darkvision 60 ft., low- numbers, they will retreat and rely on guerilla tactics,
light vision), scent; Listen +5, Spot +5 harrying their foe from behind cover.
AC 16, touch 12, flat-footed 14 (+2 Dex,
+2 leather, +2 natural); Dodge Creating a Wichtlani Creature
hp 22 (4 HD) “Wichtlani creature” is an acquired template that can
Immune energy drain, paralysis, poison, sleep be added to any corporeal fey, humanoid, or monstrous
Resist cure spells humanoid (referred to hereafter as the base creature). A
Fort +4, Ref +3, Will +2 wichtlani creature has all the base creature’s statistics and
Weakness allomanya addiction special abilities except as noted here.
Spd 40 ft. Size and Type: The creature’s type remains the same.
Melee bite +5 (1d6+1) or Do not recalculate base attack bonus, saves, or skill points.
Melee mwk spear +6 (1d8+1/x3) and bite +0 (1d6+1) or Size is unchanged.
Ranged mwk spear +7 (1d8+1/x3) Hit Dice: Same as the base creature.
Base Atk +4; Grp +5 Speed: Base speed increases by 10 ft.
Atk Options improved grab, rage 1/day Armor Class: Natural armor increases by +2 as a result
Abilities Str 13, Dex 15, Con 13, Int 8, Wis 12, Cha 12 of allomanya addiction.
Feats Alertness, Dodge, Improved InitativeB Attacks: A wichtlani creature retains all the attacks
Skills Intimidate +2, Knowledge (nature) +1, Listen of the base creature. Wichtlani creatures also gain a bite
+5, Search +1, Spot +5, Survival +4 attack, if they did not already possess one. The wichtlani
Possessions leather armor, mwk spear, 2 creature can use this bite attack as a secondary attack
vials of Wichtlani allomanya if it also uses a manufactured weapon; otherwise, it is
Environment Temperate forests. considered the creature’s primary attack.
Monsters and Magic 273
Damage: A wichtlani creature has a bite attack. If the Feats: A wichtlani creature gains Improved Initiative as
wichtlani creature does not already have a bite attack, use a bonus feat.
the damage value in the table at the top of the next page. Environment: As base creature.
Otherwise, use the damage value in the table below or the Organization: Solitary, pair, or group (determined by
base creature’s damage value, whichever are greater. base creature).
Challenge Rating: As base creature +1.
Size Bite Treasure: As base creature.
Fine 1 Alignment: Any evil.
Diminutive 1d2 Advancement: As base creature.
Level Adjustment: As base creature +2.
Tiny 1d3
Small
Medium
1d4
1d6
New Feats
Large 1d8 Astrological Forecasting
Huge 2d6 You are able to use the heavens as a tool to provide an
insight to your fate.
Gargantuan 3d6
Prerequisite: Knowledge (arcana) 4 ranks.
Colossal 4d6 Benefit: Once a week, you may prepare an astrological
reading. This requires an hour’s time with a view of the
Special Attacks: A wichtlani creature retains all of the night sky and a Knowledge (arcana) check. Compare the
special attacks of the base creature and also gains the result of the check to the following:
special attack listed below.
—Improved Grab (Ex): To use this ability, the wichtlani DC Benefit
creature must hit with its bite attack. It can then attempt to 20 Partial reading, +1 bonus
start a grapple as a free action without provoking an attack 25 Complete reading, +2 bonus
of opportunity. If it wins the grapple check, it establishes 30 Superlative reading, +3 bonus
a hold and can deliver bite damage automatically each
round with a successful grapple check. A wichtlani creature The bonus applies as an insight bonus to any single
can only use this ability on a creature one size smaller than ability check, skill check, attack roll, saving throw, or
itself or smaller. initiative roll in the next seven days.
—Rage (Ex): A wichtlani creature can fly into a rage A reading may also be prepared for another character
as a barbarian of a level equal to the base creature’s Hit who the character with this feat knows. In this case, the
Dice (minimum of one). If the wichtlani already possesses character who prepares the reading decides which type of
this ability or gains this ability later as a result of levels in check the bonus will apply to, but the character the reading
another class with this ability, it adds a number of Hit Dice was prepared for decides when to use it.
to its levels in that class (maximum +4) for the purposes Special: The type of check affected must be chosen at
of times per day and access to additional rage-related class the time the reading is prepared, but the bonus may be
abilities such as greater rage, tireless rage, and so on. used at any time before the week is up. If it is not used, no
Special Qualities: A wichtlani creature retains all of reading may be prepared in the following week. Ignoring
the special qualities of the base creature and also gains the the signs of the heavens has its own consequences.
special qualities listed below.
—Allomanya Addiction: All wichtlani creatures are Charming [General]
addicted to allomanya (see Appendix One: Monsters Others find your company appealing.
and Magic for more details). If they do not ingest a vial Benefit: You gain a +2 bonus to Diplomacy and Bluff
of allomanya every 24 hours, they begin to suffer the skill checks.
effects of withdrawal. Their addiction also means they are
resistant to cure spells. A wichtlani creature’s increased Education [General]
ability scores and natural armor from allomanya addiction You have received several years of formal schooling in
are already factored into this template’s benefits. which you were an excellent student.
—Immunities: A wichtlani creature is immune to Prerequisites: Civilized human, half-elf, Silvanesti elf,
energy drain, paralysis, poison, and sleep effects. or Qualinesti elf.
—Scent (Ex): A wichtlani creature gains the ability to Benefit: All Knowledge skills are class skills for you,
detect creatures in its immediate environment by sense of regardless of your character class. You gain a +2 bonus on
smell. This ability functions as described in Chapter 7 of two Knowledge skills of your choosing.
the Monster Manual. Special: You may only take this feat as a 1st-level
Abilities: A wichtlani’s Strength, Dexterity, Wisdom, character.
and Charisma scores increase by +2 as a result of its
allomanya addiction.
Skills: As base creature.
274 Appendix One
Heroic Surge [General] addicted target forces the target to make a Fortitude saving
You may draw on inner reserves of energy to perform throw against a DC of 10 + spell level + caster’s ability
additional actions in a round. bonus. Success indicates that the magic has no effect on the
Benefit: You may take an additional move or attack target. Failure means the spell works as usual. Allomanya
action, either before or after your regular actions. You may addiction can be eliminated or dispelled by casting break
use Heroic Surge once per day based on your character enchantment or remove curse, but the caster must make a
level, but never more than once per round. 1st-4th level, DC 30 caster level check in order to succeed.
once per day; 5th-8th level, twice a day; 9th-12th level, Characters who do not take another vial of allomanya
three times a day; 13th-16th level, four times a day; 17th- before 24 hours has passed will lose the benefits of the
20th level, five times a day. elixir and suffer a –2 penalty to Strength, Dexterity,
New Magic Items Wisdom, and Charisma for 24 hours. In addition, spells
from the conjuration (healing) school cast upon such
The following new magical items and artifacts can be a character inflict damage rather than heal it, as if the
found in this adventure. character were undead. This condition remains for 7
days unless the character drinks more allomanya or is
Allomanya successfully restored by break enchantment or remove curse.
Allomanya is a highly addictive magical elixir created by An allomanya addict must make a DC 20 Will save to
the ogre titan Tdarnk with the assistance of Gellidus the avoid drinking another vial of allomanya every hour for six
White Dragon Overlord and Sylvyana the Ghoul Queen. hours after the elixir loses its effect.
It is a derivative of the Elixir of Rebirth, the potion that Allomanya addicts who die while in the process of
maintains an ogre titan’s powerful magical condition. Like shaking off the addiction will rise in 24 hours as wraiths
the Elixir of Rebirth, allomanya requires elven blood, as if they had 10 or fewer Hit Dice, and dreadwraiths if they
well as a number of other reagents and precise alchemical had 11 or greater Hit Dice.
conditions to create. Unlike the ogre titan’s potion, Each vial of allomanya is worth 750 stl on the
allomanya does not transform those who drink it into black market. The elixir radiates faint alteration and
beautiful blue-skinned giants; the elixir provides a magical necromancy.
enhancement to the drinker’s physical and mental ability
scores at the cost of saturating him with negative energy. Dragonlance of Huma [major artifact]
Drinking a vial of allomanya increases the drinker’s This unique dragonlance was the first ever forged,
Strength, Dexterity, Wisdom, Charisma, and natural specifically created so the knight Huma could face the
armor bonus by +2 for 24 hours. In addition, those under Queen of Darkness and her dragon hordes. This is the
the influence of the elixir are immune to being fatigued, weapon Huma used to defeat Takhisis in the Age of
paralyzed, shaken, or stunned and suffer no penalties from Dreams, and the weapon the Heroes of the Heart used
energy drain or negative energy damage. in a failed attempt to slay the red dragon overlord,
Drinking the elixir forces a DC 25 Malystryx, in the Age of Mortals.
Fortitude saving throw—success The Dragonlance of Huma
indicates the drinker’s system is a +5 holy keen
has rejected the allomanya greater
and does not benefit
from its effects.
The drinker
may choose
to
dragonlance.
When used against an
evil true dragon, the Dragonlance
of Huma deals an additional 2 points of
permanent Constitution drain with every hit that causes
damage. If the wielder scores a critical hit, the lance instead
automatically deals a number of points of permanent Constitution drain
fail the saving throw, but equal to 5 + wielder’s level + wielder’s Charisma modifier.
those who do fail become addicted. The wielder of the Dragonlance of Huma automatically
An allomanya addict resists curative magic. Any spell gains the benefits of the Mounted Combat feat when
from the conjuration (healing) school cast upon an wielding the lance as it imparts the instincts to its bearer.
Monsters and Magic 275
Once per day, the lance can cast dismissal as a 20th level young adult age or younger (rounded down), +1 for every
spellcaster on any evil outsider wounded by the lance. This dragon skull between adult and wyrm, and +2 for every
can also be used on divine entities and servitors. dragon skull of great wyrm age or older. In addition, for
The Dragonlance of Huma bestows two negative every dragon skull stored of mature adult age or older, the
levels on any evil creature attempting to wield it. The amulet confers a +1 bonus to saving throws.
negative levels remain as long as the weapon is in hand The dragonpurge amulet can be used on a living true
and disappear when the weapon is no longer wielded. The dragon with modified effects. The amulet must have at
negative levels never result in actual level loss, but they least one empty smoky quartz gem. The wearer speaks
cannot be overcome in any way (including restoration the command word and must succeed on a ranged touch
spells) while the weapon is wielded. attack. Success indicates that the target dragon takes
In the hands of a non-lawful good creature, the 15d6 damage and must succeed at a Fortitude save (DC
Dragonlance of Huma functions only as a +4 holy greater 15 + half wearer’s level + wearer’s Charisma modifier)
dragonlance without any of its other characteristics. or be stunned for 1d6 rounds. Spell resistance applies to
Clerics and mystics with the domains of Good or Evil, this effect, which has a caster level of 15. The skull of any
outsiders with the Good or Evil subtypes, and particularly dragon slain by the amulet immediately becomes stored in
dragons of any alignment can sense the presence of the one of the amulet’s gems.
Dragonlance of Huma in the hands of a proper wielder Each time the dragonpurge amulet is used by a non-evil
within a 10-ft. radius per HD, although it requires a character to store a dragon skull, it temporarily bestows
Concentration check against DC 20 + wielder’s Charisma a negative level on the wearer. These negative levels never
modifier for the creature to pinpoint its location. If the result in actual level loss, but they cannot be overcome
dragonlance is not being wielded (i.e., it is put away or in any way (including restoration spells) while the amulet
appropriately stowed), then its aura becomes muted. is worn. The levels go away at a rate of one per day, so if
It is believed that the Dragonlance of Huma has other more than one dragon skull is stored in a 24 hour period,
special qualities, such as the ability to appear in the dreams it can take two or more days for the negative levels to fade.
of those who are pure of heart to offer advice or visions, The smoky crystals on the dragonpurge amulet each
but such instances are rare and have never been verified. have a hardness of 10 and 5 hit points. If a gem is smashed,
Overwhelming evocation [good], transmutation, and any skull stored within is immediately released and
abjuration; CL 20th; weight 10 lbs. appears within 30 feet of the amulet. A smashed or broken
gem is no longer capable of storing skulls.
Dragonpurge Amulet [minor artifact] Strong necromancy and transmutation; CL 15th;
Created by Malystryx the Red several years before weight 6 oz.
her death, this foul item is a 3-inch disk of star metal
suspended on a chain of iron links. The disk has ten smoky Orbs of the Moons [minor artifacts]
quartz gemstones set into it, forming a circle, with a single The Orbs of the Moons are 6-inch diameter globes of a
graven symbol in the middle (the Draconic symbol for glass, one each of black, red, and white. They were once
“skull”). The amulet was given to Gellidus as a the keys to the Sanctum of the Lyceum, the secret
gift and as a sign that Malys did not consider school of magic located in Kalaman Bay. When
the White to be a competent threat. Gellidus in the Council of Three created the third Bastion,
turn has given the amulet to Gilthanas. the Orbs were relocated and enhanced further
The amulet’s primary purpose is the storage for use in accessing the private chambers of the
of dragon skulls. By uttering the command word extradimensional fortress (see Chapter Three: The
and pointing at a true dragon’s skull (wyvern, Liberation of Bastion). Each Orb is also keyed to a
tylor, dragonspawn, etc. skulls do not count) specific Order of High Sorcery. When held by
within 30 feet, the wearer of the amulet a wizard aligned with the appropriate god
can cause the skull to vanish and of magic, an Orb can be commanded to
become stored inside one of the smoky radiate a globe of invulnerability once
crystals. The quartz changes color to per day, and greater dispel magic three
match the type of dragon the skull times per day. The Orbs, like similar
once belonged to (red, green, copper, artifacts created by the wizards, are
gold, etc). A second command word, fragile. Each Orb has AC 5, hardness
while touching the smoky quartz, 5, and 30 hp.
will cause the skull stored within to Strong abjuration; CL 18th; Weight
reappear anywhere within 30 feet of the 2 lbs.
amulet. Using the amulet is a standard
action that does not provoke attacks of Ram’s Horn of the Elderwild
opportunity.
While the amulet is storing skulls, it bestows a number
(major artifact)
of benefits to the wearer. The amulet confers a +1 bonus This thrice-spiraled pair of ram’s horns symbolizes one of
to natural armor bonus for every 2 dragon skulls stored of the most potent bonds forged between dragonkind and
276 Appendix One
mortals. After the silver wyrm patriarch Darlantan created Amara Moonhunter (see Chapter Four: Darkness
the Horns himself some three thousand years before the over Cristyne), as an heir to the line of Pathfinders, knows
Cataclysm, he bestowed one of them onto Kagonos of the these secrets of the Ram’s Horn; the heroes can otherwise
House of the Elderwild, whose house eventually became deduce them with a DC 35 Knowledge (arcana) or bardic
the Kagonesti. After Darlantan and Kagonos possessed the knowledge check.
Horns, the artifacts were continually passed onto the next Strong evocation; CL 19th; weight 2 lbs.
Pathfinder of the Elderwild and another silver dragon. The
current rightful bearer is Aracoe Pathfinder, the young Scale of Proxy [minor artifact]
Kagonesti chieftain who fled Silvanesti before the Shield A scale of proxy is a dragon scale taken from a Dragon
was raised and led many of his people westwards. Overlord’s underbelly and enchanted through the use of
The Ram’s Horn of the Elderwild has two primary a skull totem to serve as a conduit of the Overlord’s
functions. First, in the hands of any creature, the essence. Such a conduit is one-way only and allows
Horn functions as a horn of blasting. If sounded a nominated proxy agent to conduct the ritual of
by a Kagonesti, it may also be used to call good- dragonspawn creation without the Overlord or
aligned dragons within a range of 10 miles for his/her skull totem being physically present. The scale
every level of the sounder. The sound of the Horn of proxy does not permit the Overlord to examine
is audible for a range of two or three miles to other the mind of the nominated proxy or conduct spells
creatures, but only good dragons will hear it at its or other abilities through the proxy, but a Dragon
maximum range. Good dragons are under no Overlord may use a scale of proxy to create a
compulsion to answer it, but know the sound dragon vassal, in which case the vassal
for what it is and will generally move becomes the proxy. Only a nominated
to assist whoever sounds the Horn. proxy may use the scale, although a DC
This second function requires a 30 Use Magic Device check will enable
successful DC 15 Perform (horn) a character to mimic the identity
check to properly master, but the of the proxy for the purposes of
check is only required the first conducting the ritual.
time an individual uses the Horn’s Note: When Frost begins to
summoning power. hijack the divine link between the
For the purposes of this gods and their servants with his
adventure, the Ram’s Horn has skull totem, possession of a scale
two other related story functions. of proxy will permit the bearer
First, if sounded properly to offset the effects of that
(requiring a DC 15 Perform hijacking. See “Theft of Godly
[horn] check, which may be Magic” in Chapter Seven: The
attempted untrained), the Fury of the Gale.
Horn can be used to free the Strong transformation
minds of elves addicted to the and necromancy; CL 20th;
cannibalistic properties of Weight 1/2 lb.
allomanya. Non-Kagonesti
must succeed at a DC 25 Use Shard of Light
Magic Device check to use the
Horn in this fashion, although
[minor artifact]
other elves gain a +4 bonus on The shard of light is a +2
this check. Second, all wichtlins short sword with a blade
targeted by the Horn’s horn of made of solid crystal that
blasting effect (which may be used appears lit from within, as if
by any character) must make a sunlight had been captured
DC 22 Fort save or be destroyed. in the stone. Against evil
All wichtlani creatures must make creatures, its enhancement
a DC 22 Will save or be stunned bonus is +4. Against Negative
for 1d10 rounds as the allomanya in Energy Plane creatures or undead
their system is rendered inert. creatures, the sword deals double
A nongood dragon who possesses the damage (and x3 on a critical hit instead
Ram’s Horn of the Elderwild gains a negative level of x2).
for as long as it remains in his possession. This negative The blade, when unsheathed, gives off light
level cannot be removed by any means other than releasing as a torch (20-foot radius). Twice per day, the wielder can
the Ram’s Horn. In addition, every 10 minutes the Horn hold the blade overhead and call upon the gods of light.
is carried by a non-good dragon, it inflicts 5d6 points of The shard of light begins to shed a bright yellow radiance
sacred damage to the dragon wtih no save possible. similar to full daylight. The radiance begins shining in
Monsters and Magic 277
a 10-foot radius around the sword wielder and extends connection may be ended at any time by the bearer of the
outwards at 5 feet per round for 10 rounds thereafter to tablet. Using a tablet of Shinare (and receiving a written
create a globe of light with a 60-foot radius. When the communication) is not silent; the scratching sound of
wielder lowers the blade, the radiance fades to a dim glow the stylus on the tablet may be heard at both ends of the
but persists for another minute before fading entirely. connection.
Once per day, as a free action, the wielder can Although a tablet allows transmission of any writing,
transform the blade into pure light, enabling it to ignore it cannot be used to transmit or send magical writing,
nonliving matter when it strikes. This effect lasts until such as explosive runes, spell scrolls, or sepia snake sigils.
the wielder’s next turn. Armor bonuses to AC (including Symbols are sent, but their magical power is suppressed in
enhancement bonuses to that armor) do not count against the process.
it, because the weapon passes through armor. (Dexterity, Strong divination and conjuration; CL 15th; Weight 1
deflection, dodge, natural armor, and other such bonuses lb.
still apply.) When transformed into solid light, the blade
cannot harm undead, constructs, or objects. Tears of Mishakal [major artifacts]
Once per week, the shard of light can unleash a ray of The Tears of Mishakal are a pair of fist-sized pale blue
sunlight as a 60-foot cone. Anything within the cone is sapphires cut to look like faceted teardrops. Individually,
revealed as if affected by a true seeing spell. The cone lasts each tear has significant power, but when used together,
for 1 minute before fading away, taking the true seeing their power increases even further.
effect with it. The tears were given to the elves of Krynn by Mishakal
The shard of light is of good alignment, and any evil following the Dragon War to aid them in healing the lands
creature attempting to wield it gains one negative level. ravaged by war and disaster. Fearing their power would
The negative level remains as long as the sword is in hand undo all of his efforts to harvest the souls of the dead,
and disappears when the sword is no longer wielded. This Chemosh conceived of a plan to corrupt one of the gems.
negative level never results in actual level loss, but it cannot Appearing before a young elf whose loved ones had died
be overcome in any way (including restoration spells) while in the war against the dragons, Chemosh promised their
the sword is wielded. souls would be returned if the elf would steal away one of
Strong abjuration; CL 18th; Weight 2 lbs. the tears from the Temple of Quinesti-Pah.
Grief-stricken, the elf agreed to the Lord of Bones’s
Tablet of Shinare [minor artifact] offer but was caught by a temple guard on his way out
A tablet of Shinare resembles a graphite writing tablet, with the prize. The elf stabbed the guard, who in turn
the kind used by children or shopkeepers to make notes, responded with a fatal swordstroke. The robber’s blood
conduct business, or practice calligraphy and letters. Each stained the captured tear, and as the dying guard watched
tablet comes with a stylus with which to write upon the on, Chemosh’s foul undead crawled from the woods and
tablet’s surface. In addition to its more mundane uses, each bore the corrupted tear away.
tablet may be used to communicate with the possessor of The Tears of Mishakal have not been reunited since
another tablet, regardless of the distance. The owner of a the Age of Dreams. When the Nightmare descended upon
tablet of Shinare simply holds the stylus, speaks the name Silvanesti, the corrupt tear ended up in the hands of an
of another tablet bearer, and starts to write. The letters elven knight who used it in an effort to defend his charges
and symbols drawn on the graphite will then appear from the Dragonarmies. Slain by the blistering fumes of
on the tablet of the intended recipient. Therefore, two- green dragons, this knight arose as a death knight some
way communication is possible, with each tablet bearer days later. He was instrumental in the turning of Lothian
taking turns to write to the other with the stylus. The against Mishakal and the death and binding of Kayleigh
Starfinder.
The corrupt tear later fell into the hands of the Knights
of Neraka, who housed it in Darkhaven. Its pure opposite
had long been in the hands of the phaethons, who rescued
it from Silvanesti before the Dragonarmies could find it,
and the responsibility of safeguarding it from evil had
been their charge until the end of the War of Souls. Now,
prophecy and fate have determined that the two be once
again brought together and the stain of the corrupted gem
removed.
Much like the fabled Blue Crystal Staff, the Tears of
Mishakal are artifacts of healing and restoration. Each tear
holds 20 charges when it is fully charged. It regains charges
at a rate of 1 charge per day at daybreak. Their powers
may only be used by a non-evil character (the “bearer”).
Evil characters who hold or attempt to use one of the
uncorrupted tears gain two negative levels. These negative
278 Appendix One
levels remain as long as the tear is being held (though not the earliest inhabitants of Krynn by the gods of nature.
if stowed away) and disappear when the tear is no longer Habbakuk granted his to the elves; Chislev bequeathed
held. These negative levels never result in actual level hers to the bakali lizardfolk; and Zeboim entrusted her
loss, but they cannot be overcome in any way (including willstone to the sea dragons. Over time, the jewels have
restoration spells) while the tear is held. passed between individuals, fallen into the wrong hands,
When used, the tears glow with a soft blue radiance become lost, or stowed away in vaults or subterranean
equivalent to a light spell. Their major powers are caverns out of sight and out of mind. Each willstone is a
described below. focus for the will of its bearer, capable of granting that
1 charge: bless, cure light wounds, sanctuary individual great power over nature and the natural world.
2 charges: calm emotions, cure moderate The bearer of a
wounds, lesser restoration willstone increases her
4 charges: cure serious wounds, caster level by +1
remove blindness/deafness, for the purpose
remove disease of variable spell
6 charges: cure effects and
critical wounds, overcoming
neutralize poison, spell resistance
restoration when casting
8 charges: mass enchantment
cure light wounds, spells or using
death ward, dispel enchantment spell-
evil like abilities and
10 charges and effects. Saving throw
may only be used if DCs for these effects are
both Tears of Mishakal are also increased by +1. In
carried: heal, heroes’ feast, raise addition, the willstone grants the bearer a
dead +4 morale bonus to all Charisma-based skill checks
In addition to spells, a tear of Mishakal possesses three for as long as it remains in her possession. The jewel must
other significant powers. If immersed for 24 hours in a be visible for either of these enhancements to take effect;
vessel containing no more than a gallon of water, the tear hiding the willstone or keeping it out of sight prevents its
transforms the water into holy water just as if a bless water use. Creatures that cannot see the willstone, who are blind,
spell had been cast upon it. or who do not possess visual senses are unaffected by these
Secondly, for as long as the bearer has one of the Tears enhancements.
of Mishakal on his or her person (whether held or stowed) As a free action, the bearer of a willstone may cast
and the tear still has charges remaining, the bearer benefits dominate monster three times a day at a caster level
from a continuous shield of faith spell (caster level 15th equal to her Hit Dice or character level +1 (this includes
or a +4 deflection bonus). If the bearer possesses both the willstone’s enchantment caster level enhancement).
uncorrupted tears, the caster level increases to 20th and the Creatures with more Hit Dice or a greater character level
deflection bonus likewise increases to +5. than the effective caster level of the bearer are not affected
Finally, the Tears of Mishakal bestow a continuous by the willstone’s dominate monster effect. Creatures
dimensional anchor effect upon the bearer. So long as the dominated by the bearer of the willstone are freed from
tear is on the bearer’s person, she cannot be affected by her control if the willstone leaves her possession. Any
spells such as blink, dimension door, plane shift, teleport, creature that succeeds at a saving throw against this ability
or similar effects that allow extradimensional travel. cannot be targeted again by the bearer of the willstone
This effect functions at either 15th or 20th caster level for another 24 hours. The willstone must be visible to the
(depending on whether the bearer has one or both tears). targeted creature in order for this ability to take effect, so
Even if overcome by spell resistance or some other means, blind or otherwise sightless creatures are unaffected by the
the tear itself cannot be transported in this fashion and is willstone.
left behind or dropped. Occasionally, a willstone will manifest an ability other
The goddess Mishakal has been known to act directly than those listed here; while they are creations of the
through the tears, allowing them to demonstrate powers gods, the gods have no particular presence within them,
and abilities outside the scope of their typical use. Such and thus their existence is seen by some scholars to be yet
instances occur at the discretion of the Dungeon Master another sign of Chaos’s influence. For the purposes of this
and at specific points in the adventure. adventure, for instance, the Ghoul Queen is granted the
Strong (all schools); CL 15th or 20th; weight 6 oz. each. power to use the willstone as a key element of the Great
Rite of Wichtlani.
Willstone (major artifact) Strong (enchantment); CL 20th (see text); weight 3 oz.
According to legend, a willstone is one of only a handful
of divinely wrought greenish-yellow jewels granted to
Monsters and Magic 279
Appendix Two: Characters and Creatures
This appendix contains all the game statistics for the +15, Perform (oratory) +14, Sense Motive +12,
nonplayer characters and monsters encountered during Sleight of Hand +4, Spellcraft +16, Spot +12
the adventure. Statistics blocks follow the current Possessions combat gear plus +2 shocking burst
standard format, and are arranged by chapter. Each light crossbow with 20 crossbow bolts, +1
chapter’s statistics blocks are separated into Leaders dagger, ring of evasion, bag of holding (type I),
and Personalities and Minions, Monsters, and Minor gray bag of tricks, boots of the winterlands, cloak
Characters. of elvenkind, gloves of arrow snaring, rope of
climbing, vial of sovereign glue (2 ounces)
Chapter One: Marsh Change Shape (Su) A rakshasa can assume any
humanoid form, or revert to its own form, as a
and Tree to Kalaman standard action. In humanoid form, a rakshasa loses
its claw and bite attacks (although it often equips
itself with weapons and armor instead). A rakshasa
Leaders and Personalities remains in one form until it chooses to assume a
new one. A change in form cannot be dispelled,
Bhutamadyavha CR 15 but the rakshasa reverts to its natural form when
Male rakshasa sorcerer 5 killed. A true seeing spell reveals its natural form.
LE Medium outsider (native) Detect Thoughts (Su) A rakshasa can continuously
Init +6; Senses darkvision 60 ft.; Listen +14, Spot +12 use detect thoughts (CL 18th, Will DC 17
Languages Common, Infernal, Magius negates). It can suppress or resume this as a free
AC 21, touch 12, flat-footed 19; Dodge action. The save DC is Charisma-based.
hp 81 (12 HD) ; DR 15/good and piercing Skill Bonuses When using change shape, the rakshasa gains
SR 27 a +10 circumstance bonus to Disguise checks. If also
Fort +9, Ref +8, Will +11; endure elements, evasion (ring) using detect thoughts, the circumstance bonus on Bluff
Spd 40 ft. and Disguise checks in increased an additional +4.
Melee 2 claws each +10 (1d4+1) and bite +5 (1d6) or
Ranged +2 shocking burst light crossbow +13/+8 Captain Tristan Elderwood CR 13
(1d8+2/19-20 plus 1d6 electricity) Male half-elf mariner 7/sorcerer 3/mystic 3 of Travel
Base Atk +9; Grp +10 LN Medium humanoid (elf)
Atk Options Rapid Reload Legends of the Twins (revised Mariner class)
Special Actions snatch arrows 2/day (gloves) Init +1; Senses elvensight (darkvision 30 ft.,
Combat Gear potions of cure light wounds (3) low-light vision); Listen +1, Spot +12
Sorcerer Spells Known (CL 12th, +10 Languages Common, Elven, Ergot, Minotaur,
melee touch, +11 ranged touch) Nordmaarian, Solamnic
6th (3/day)—chain lightning (DC 20) AC 16, touch 11, flat-footed 15; back-
5th (5/day)—dominate person (DC 19), teleport to-back +1, Dodge, Mobility
4th (7/day)—crushing despair (DC 18), hp 69 (13 HD)
enervation, scrying (DC 18) Immune sleep
3rd (7/day)—dispel magic, fireball (DC Fort +9, Ref +6, Will +11 (+13 against enchantments)
17), haste, suggestion (DC 17) Spd 30 ft.
2nd (7/day)—acid arrow, bear’s endurance, Melee +2 shock cutlass +13/+8 (1d6+3/19-
cat’s grace, invisibility, shocking spark 20 plus 1d6 electricity) or
1st (7/day)—charm person (DC 15), hold portal, Ranged light crossbow +11 (1d8/19-20)
mage armor, magic missile, silent image (DC 14) Base Atk +10; Grp +11
0 (6/day)—acid splash, detect magic, ghost sound Atk Options Combat Expertise, dirty
(DC 14), light, mage hand, message, read strike +2d4, Improved Disarm
magic, resistance, touch of fatigue (DC 14) Combat Gear wand of cure moderate wounds (30 charges)
Abilities Str 12, Dex 14, Con 16, Int 13, Wis 14, Cha 18 Mystic Spells Known (CL 3rd, +11 melee
SQ change shape, detect thoughts touch, +11 ranged touch)
Feats Alertness, Combat Casting, Dodge, 1st (6/day)—cure light wounds, entropic
Improved Initiative, Rapid Reload shield, longstrider D, obscuring mist
Skills Bluff +18, Concentration +18 (+22 casting 0 (6/day)—create water, cure minor wounds,
defensively), Diplomacy +8, Disguise +18 (+20 to detect poison, light, mending
act in character), Hide +7, Intimidate +6, Jump +5, D
: Domain spell. Domain: Travel
Knowledge (arcana) +6, Listen +14, Move Silently Sorcerer Spells Known (CL 3rd, +11 melee
280 Appendix Two
touch, +11 ranged touch) AC 16, touch 14, flat-footed 14; Improved Uncanny
1st (6/day)—charm person, grease, magic missile Dodge, Two-Weapon Defense, Uncanny Dodge
0 (6/day)—acid splash, daze (DC 12), mage hp 41 (11 HD)
hand, resistance, touch of fatigue Fort +3(+7 against poison), Ref +11, Will +4 ; evasion
Abilities Str 13, Dex 13, Con 12, Int 13, Wis 16, Cha 15 Spd 30 ft.
SQ freedom of movement (3 rounds/day), Melee +1 dagger +10/+5 (1d4+1/19-20) or
sailor lore +8, seamanship +2 Melee +1 dagger +8/+3 (1d4+1/19-20) and
Feats Combat ExpertiseB, Dodge, Improved DisarmB, +1 dagger +8 (1d4+1/19-20) or
Investigator, Leadership, Mobility, Persuasive Ranged throwing dagger +9/+4 (1d4/19-20)
Skills Bluff +9, Balance +11, Climb +9 (+11 involving Base Atk +7; Grp +7
ropes), Diplomacy +8, Disguise +2 (+4 to act in Atk Options death attack (DC 14), sneak attack +6d6
character), Gather Information +10, Intimidate Special Actions poison use
+6, Knowledge (arcana) +4, Knowledge (local) Assassin Spells Known (CL 2nd)
+9, Knowledge (nature) +12, Profession (sailor) 1st (2/day)—feather fall, ghost sound, true strike
+18, Search +3, Sense Motive +7, Sleight of Abilities Str 10, Dex 15, Con 10, Int 14, Wis 13, Cha 12
Hand +3, Spellcraft +9, Spot +12, Survival +9 SQ trap sense +3, trapfinding
(+11 in above ground natural environments), Feats Improved InitiativeB, Quick Draw, Two-Weapon
Swim +6, Tumble +7, Use Rope +7 Defense, Two-Weapon Fighting, Weapon Finesse
Possessions combat gear plus +2 studded leather Skills Appraise +8, Balance +4, Bluff +18, Diplomacy
armor, +2 shock cutlass, light crossbow with +20, Disguise +12 (+14 to act in character), Forgery
10 bolts, dagger, ring of swimming, 20 ft. rope, +7, Gather Information +18, Hide +10, Intimidate
small wax paper notebook with grease pencil +11, Jump +2, Knowledge (local) +14, Listen +13,
Back-to-Back (Ex) Whenever Captain Elderwood is Move Silently +15, Open Lock +6, Sense Motive
adjacent to an ally and using the fighting defensively +13, Sleight of Hand +15, Spot +7, Tumble +6
or total defense combat options or the Combat Possessions combat gear plus +1 daggers (2),
Expertise feat, he gains a +2 dodge bonus to his AC. throwing daggers (2), bracers of armor +2, circlet of
He loses this bonus if he is denied his Dexterity bonus persuasion, elixir of love (2), ring of protection +2
to AC or if he or his ally moves more than 5 ft. away.
Dirty Strike (Ex) Tristan may choose to make a single Enkiz CR 13
melee attack on his turn as a full round action that Female kapak draconian rogue 2/mystic 6/
deals an additional 2d4 points of damage. The Legion mystic 3 of Restoration
additional damage caused by a dirty strike is the N Medium dragon
same kind of damage as the weapon used in the Knightly Orders of Ansalon (Legion Mystic prestige class)
attack; for example, if the damage dealt by the attack Init +0; Senses darkvision 60 ft., low-
is nonlethal damage, the additional damage is also light vision; Listen +10, Spot +8
nonlethal. This ability has no effect on creatures Languages Common, Nerakese
without a discernable anatomy or that are immune AC 20, touch 10, flat-footed 20
to critical hits, such as constructs, oozes, plants, or hp 83 (13 HD)
undead. Additional damage from a dirty strike is not Immune disease, fear, paralysis, sleep
multiplied if the mariner scores a successful critical hit. SR 22
Sailor Lore (Ex) Tristan may make a special sailor lore Fort +16, Ref +12, Will +16 (+18 against
check at a +8 to see whether he knows some relevant enchantment); evasion
information about local people or history, far away Spd 20 ft. (scale mail); base 30 ft., glide
places, or strange superstitions. This check will not Melee mwk short sword +11/+6 (1d6+1/19-
necessarily reveal true information, as much of the time 20) and bite +5 (1d4+1)
the mariner heard it from someone who heard it from Base Atk +9; Grp +10
a friend, who heard it from a guy, etc. The mariner may Atk Options sneak attack +2d6
not take 10 or 20 on this check; this sort of knowledge Special Actions death throes (5 ft. radius,
is essentially random. The DM will determine the DC acid 1d6 damage/round)
of the check similarly to bardic knowledge checks. Combat Gear potion of cure light wounds (5), potion of
Seamanship (Ex) Tristan gains a +2 competence cure serious wounds (2), potion of lesser restoration,
bonus to all Balance, Climb, and Profession potion of remove curse, potion of remove blindness/
(sailor) checks (already included in stat block). deafness, wand of cure light wounds (20 charges)
Mystic Spells Known (CL 8th; CL 9th with healing
Ekatrine of Five Veils CR 11 spells, +10 melee touch, +9 ranged touch)
Female civilized human rogue 9/assassin 2 4th (3/day)—freedom of movementD,
LE Medium humanoid neutralize poison, restoration
Init +6; Senses Listen +13, Spot +7 3rd (6/day)—cure serious wounds, remove
Languages Common, Ergot, Estwilde, Solamnic curseD, remove disease, searing light
Characters and Creatures 281
2nd (7/day)—cure moderate wounds, lesser restoration, Reach 5 ft. (10 ft. with spiked chain)
remove paralysisD, shield other, status Base Atk +10; Grp +13
1st (7/day)—bless, cure light wounds, detect evil, Atk Options Cleave, Combat Expertise, Combat
magic weapon, remove fearD, sanctuary Reflexes, Improved Disarm, Improved Trip,
0 (6/day)—create water, cure minor wounds, Power Attack, sneak attack +1d6
detect poison, light, mending, purify Combat Gear potion of cure moderate wounds
food and drink, resistance, virtue Abilities Str 16, Dex 17, Con 12, Int 13, Wis 10, Cha 14
D
: Domain spell. Domains: Liberation, Restoration SQ face in the crowd, Legion knowledge, region
Abilities Str 12, Dex 10, Con 15, Int 10, Wis 16, Cha 13 familiarity (Nightlund), trapfinding
SQ apprentice, death throes, healing touch, Feats Alertness, CleaveB, Combat Expertise,
inspired by dragons, Legion knowledge +11, Combat ReflexesB, Exotic Weapon Proficiency
low metabolism, reputation +4, trapfinding (spiked chain)B, Improved Disarm, Improved
Feats Brew Potion, Combat Casting, Empower Spell, TripB, Iron WillB, Negotiator, Power AttackB,
Improved Natural Armor, Iron Will, RunB Skill Focus (Gather Information)B, Track
Skills Concentration +2 (+6 casting defensively), Skills Bluff +12, Climb +9, Diplomacy +16, Disguise +2
Gather Information +3, Heal +17, Hide +4, (+4 to act in character), Gather Information +14,
Intimidate +5, Knowledge (nobility and royalty) Intimidate +10, Knowledge (local) +4, Knowledge
+6, Knowledge (religion) +8, Listen +10, (nobility and royalty) +3, Listen +2, Search +8
Move Silently +12, Search +11, Spot +8 (+10 when following tracks), Sense Motive +5,
Possessions combat gear plus +4 scale mail, mwk short Sleight of Hand +5, Spot +10, Survival +4
sword, cloak of resistance +2, mwk healer’s kit Possessions combat gear plus +2 studded leather armor,
Apprentice (Ex) Enkiz has the option of taking +1 flaming spiked chain, dagger, throwing daggers
on an apprentice. Currently, she has none. (3),ring of mind shielding, gloves of dexterity +2
Bonus Domain (Ex) Enkiz gains Face in the Crowd (Ex) Etharion gains a +4 circumstance
Liberation as a bonus domain. bonus to Bluff and Disguise checks when trying to
Healing Touch (Su) Enkiz’s saliva cures wounds. If pass himself off as a local or commoner (civilian
she licks a living creature, the saliva heals 2d6 only—not a watchman or a soldier). He must spend
points of damage. A creature may only be healed at least 24 hours in the city or area in which he
with kapak saliva once every four hours. The attempts this deception in order to familiarize himself
saliva does not heal when delivered by her bite. with the current events and patterns of society.
Legacy’s Courage (Su) Enkiz gains immunity Legion Knowledge (Ex) Etharion may make a special
to fear, and those allies within a 30 ft. radius Legion knowledge check at +13 to see whether
of her who are aware of her presence gain a he knows any relevant information about local
+4 bonus to saving throws against fear. people, history, far away places, or recent events.
Legion Knowledge (Ex) Enkiz may make a special Legion He may not take 10 or 20 on this check; this
knowledge check at +11 to see whether she knows any sort of knowledge is essentially random. The
relevant information about local people, history, far DM determines the Difficulty Class of the check
away places, or recent events. She may not take 10 or similarly to a bardic knowledge check’s DC.
20 on this check; this sort of knowledge is essentially Region Familiarity (Ex) While in Nightlund, Etharion adds
random. The DM determines the Difficulty Class of a +2 competence bonus to Legion knowledge checks,
the check similarly to a bardic knowledge check’s DC. Gather Information checks, and Survival checks.
Reputation (Ex) Enkiz adds a +4 circumstance
bonus on Bluff and Diplomacy skill checks when Father Jon Bolitho CR 13
dealing with working-class or poor individuals. Male civilized human cleric 13 of Mishakal
LG Medium humanoid
Etharion Cordaric CR 12 Init +1; Senses Listen +4, Spot +4
Male civilized human fighter 8/rogue 2/Legion scout 2 Languages Abanasinian, Common, Estwilde
CG Medium humanoid AC 18, touch 13, flat-footed 17
Knightly Orders of Ansalon (Legion Scout prestige class) hp 62 (13 HD)
Init +3; Senses Listen +2, Spot +10 Fort +8, Ref +5, Will +12
Languages Common, Ergot, Goblin, Solamnic Spd 30 ft.
AC 18, touch 13, flat-footed 15 Melee +3 merciful quarterstaff +12/+7
hp 77 (12 HD) (1d6+3 plus 2d6 nonlethal)
Fort +7, Ref +11, Will +4; evasion Base Atk +9; Grp +9
Spd 30 ft. Special Actions spontaneous casting (cure spells), turn
Melee* +1 flaming spiked chain +10/+5 undead 4/day (14th level, 1d20+4, 2d6+15)
(2d4+14 plus 1d6 fire) or Combat Gear potions of cure moderate wounds (2), potion
Ranged throwing dagger +13 (1d4+3/19-20) of restoration, wand of cure light wounds (20 charges)
*includes adjustments for 4-point Power Attack Cleric Spells Prepared (CL 13th, +9 melee
282 Appendix Two
touch, +10 ranged touch) Precise Shot, Quick Draw, Ride-By AttackB
7th—holy word (DC 20), regenerateDH (CL 14th) Skills Bluff +7, Diplomacy +15, Gather Information +9,
6th—greater dispel magic, healDH (CL 14th), heroes’ feast Handle Animal +10, Intimidate +9, Knowledge (local)
5th—break enchantment, dispel evil (DC +7, Knowledge (nobility and royalty) +9, Listen +6,
19), telepathic bondD, true seeing Ride +19, Search +13, Sense Motive +16, Spot +10
4th—death ward, discern lies (DC 18), divination, Possessions +3 chain shirt, mwk heavy wooden shield,
neutralize poison, statusD, restoration +2 keen longsword, +1 heavy crossbow, mwk dagger,
3rd—daylight, dispel magic, prayerD, protection from 10 ordinary bolts, 5 cold iron bolts, 5 silver bolts,
energy, remove blindness/deafness, remove disease ring of protection +2, light warhorse, 30 ft. rope
2nd—aid, consecrate, delay poison, hold person, remove Apprentice (Ex) Gibrana has the option of taking
paralysis, shield otherD, zone of truth (DC 16) on an apprentice. Currently, she has none.
1st—blessD, detect undead, divine favor, protection from Combat Style (Nerakan) (Ex) Gibrana is treated
evil, remove fear, sanctuary (DC 15), shield of faith as having the Great Cleave feat. She loses
0—create water, detect magic, detect poison, the benefits of this feat if she does not begin
guidance, light, purify food and drink her turn adjacent to an allied character.
D
: Domain spell. H: Healing spell. Domain: Legion Knowledge (Ex) Gibrana may make a special
Community, Healing Legion knowledge check with a bonus equal to her
Spell-Like Abilities (CL13th) character level plus her Intelligence modifier to
1/day—calm emotions see whether she knows any relevant information
Abilities Str 10, Dex 12, Con 10, Int 13, Wis 18, Cha 12 about local people, history, faraway places, or recent
SQ aura of good, aura of law events. She may not take 10 or 20 on this check;
Feats Brew Potion, Craft Wand, Empower Spell B, Improved this sort of knowledge is essentially random. The
Turning, Negotiator, Skill Focus (Knowledge [religion]) DM determines the Difficulty Class of the check
Skills Diplomacy +23, Knowledge (religion) similarly to a bardic knowledge check’s DC.
+20, Sense Motive +14, Spellcraft +17 Legion’s Oath (Ex) 1/day, Gibrana may utter a cry of
Possessions combat gear plus +3 merciful quarterstaff, solidarity (“All we have is each other!” or similar)
bracers of armor +5, ring of protection +2 as part of an aid another action. If the aid another
action is successful, her ally is allowed another saving
Gibrana Rentir, Legion Centurion CR 15 throw against any effect that has caused them to
Female civilized human fighter 6/rogue 3/Legion warrior 6 become blinded, dazed, exhausted, fatigued, panicked,
NG Medium humanoid (human) petrified, shaken, or stunned. Gibrana’s bonus from
Knightly Orders of Ansalon (Legion warrior prestige class) the aid another action also applies to this new saving
Init +6; Senses Listen +6, Spot +10; throw, and to any other saving throws the ally must
Languages Abanasinian, Common, Lahutian, Nerakan make against effects that cause those conditions until
AC 23, touch 14, flat-footed 11 Gibrana’s next round. If the effect does not normally
hp 94 (15 HD) allow a saving throw, this ability has no effect.
Resist evasion Reputation (Ex) Gibrana adds a +6 circumstance
Fort +12, Ref +9, Will +6 bonus on Bluff and Diplomacy skill checks when
Spd 30 ft. dealing with working-class or poor individuals.
Melee +2 keen longsword* +13/+8/+3 (1d8+9/17-20) or
mwk dagger +17/+12/+7 (1d4+2/19-20) or Gwynneth Cordaric CR 14
*includes adjustments for 5-point Power Attack Female civilized human rogue 8/ranger 6 of Habbakuk
Ranged +1 heavy crossbow +16 (1d10+1/19-20) CG Medium humanoid
Base Atk +14; Grp +16 Init +3; Senses Listen +10, Spot +8
Atk Options Combat Style (Nerakan), favored enemy Languages Camptalk, Common, Nerakese, Ogre
Dark Knights +2, favored enemy chromatic dragons AC 21, touch 15, flat-footed 18; improved
+4, Improved Sunder, Mounted Combat, Point uncanny dodge, uncanny dodge
Blank Shot, Power Attack, Precise Shot, Quick hp 74 (14 HD)
Draw, Ride-By Attack, sneak attack +2d6 Fort +8, Ref +14, Will +6; evasion
Special Actions Legion’s oath 1/day Spd 40 ft.
Combat Gear potion of haste, 2 potions of cure Melee +2 flaming spiked chain +17/+12/+7
moderate wounds, potion of comprehend (2d4+3 plus 1d6 fire) or
languages, 2 potions of lesser restoration Ranged +1 seeking light crossbow
Abilities Str 15, Dex 14, Con 12, Int 12, Wis 14, Cha 13 +16/+11/+6 (1d8+1/19-20) or
SQ Legion knowledge +16, reputation Ranged +1 seeking light crossbow +14/+14/+9/+4
+6, trap sense +1, trapfinding (1d8+1/19-20) with Rapid Shot
Feats Alertness, EnduranceB, Great CleaveB, Improved Reach 5 ft. (10 ft. with +2 flaming spiked chain)
Initiative, Improved SunderB, Mounted CombatB, Base Atk +12; Grp +13
Negotiator, Point Blank ShotB, Power Attack, Atk Options Combat Expertise, favored enemy
Characters and Creatures 283
aberrations +2, favored enemy monstrous SQ aura of law, favor +2
humanoids +4, improved combat style Feats Extend Spell, Greater Spell Focus
(archery), Improved Trip, sneak attack +4d6 (enchantment), Improved InitiativeB, Negotiator,
Combat Gear potion of cure serious wounds Spell Focus (enchantment), Trustworthy
(3), potion of lesser restoration (2) Skills Appraise +18, Concentration +5, Diplomacy
Ranger Spells Prepared (CL 3rd) +26, Gather Information +11, Knowledge
1st—charm animal (DC 13), resist energy (arcana) +7, Knowledge (history) +7, Knowledge
Abilities Str 13, Dex 16, Con 13, Int 14, Wis 15, Cha 18 (local) +7, Knowledge (nobility and royalty)
SQ trap sense +2, trapfinding, wild empathy +7, Knowledge (the planes) +7, Knowledge
+12 (magical beasts +8) (religion) +12, Listen +10, Sense Motive +12
Feats Combat Expertise, EnduranceB, Exotic Possessions combat gear plus periapt
Weapon Proficiency (spiked chain), Improved of Wisdom +4, incense
Trip, ManyshotB, Leadership, Rapid Reload,
Rapid ShotB, TrackB, Weapon Finesse Lord Ramnulf Genton CR 12
Skills Appraise +13, Balance +16, Climb +7, Decipher Male civilized human fighter 12
Script +13, Diplomacy +19, Gather Information +17, LN Medium humanoid
Handle Animal +10, Hide +11, Jump +13, Knowledge Legends of the Twins (Quick-Thinking feat, Stubborn feat)
(local) +13, Listen +10, Move Silently +13, Ride +11, Init +2; Senses Listen +3, Spot +5
Sense Motive +13, Spot +8, Survival +10, Swim +10, Languages Common, Ergot
Tumble +14, Use Magic Device +15 (+17 scrolls) AC 20, touch 11, flat-footed 20
Possessions combat gear plus +2 leather armor, +2 hp 89 (12 HD)
flaming spiked chain, +1 seeking light crossbow Fort +10, Ref +4, Will +7
with 10 cold iron crossbow bolts, ring of Spd 20 ft. (banded mail); base 30 ft.
protection +2, amulet of natural armor +2, boots Melee +2 heavy flail +17/+12/+7 (1d10+5/19-20) or
of striding and springing, Brass Tiger pin Melee +1 dagger +14/+9/+4 (1d4+2/19-20)
Base Atk +12; Grp +13
Lady Jennetta Aurrafil CR 13 Atk Options Combat Expertise, Improved
Female civilized human noble 3/cleric 10 of Shinare Disarm, Improved Trip, Quick Draw
LN Medium humanoid Combat Gear potion of haste, potion of heroism
Holy Orders of the Stars (Commerce domain) Abilities Str 13, Dex 10, Con 15, Int 13, Wis 14, Cha 16
Init +4; Senses Listen +10, Spot +5 Feats Combat ExpertiseB, Endurance, Greater
Languages Common, Elven, Ergot, Solamnic Weapon Focus (heavy flail)B, Improved DisarmB,
AC 10, touch 10, flat-footed 10 Improved Trip B, Leadership, Negotiator,
hp 66 (13 HD) Quick Draw B, Quick-ThinkingB, Skill Focus
Fort +9, Ref +6, Will +15 (Diplomacy), Stubborn, Weapon Focus (heavy
Spd 30 ft. flail)B, Weapon Specialization (heavy flail)B
Melee unarmed strike +8 (1d3-1 [nonlethal]) Skills Bluff +6, Diplomacy +13, Handle Animal +8,
Base Atk +9; Grp +8 Intimidate +15, Knowledge (local) +5, Listen
Special Actions inspire confidence 1/day, +3, Ride +9, Sense Motive +9, Spot +5
spontaneous casting (cure spells), turn Possessions combat gear plus +3 banded mail,
undead 5/day (+4, 2d6+12, 10th) +2 heavy flail, +1 dagger, ring of protection +1,
Combat Gear staff of healing (27 charges) cloak of Charisma +2, periapt of Wisdom +2
Cleric Spells Prepared (CL 10th, +8
melee touch, +9 ranged touch) Lorrinar (Fume) CR 24
5th—break enchantment, dispel chaosL (CL 11th, Male great wyrm green dragon
DC 20), flame strike (DC 20), true seeingD LE Gargantuan dragon (air)
4th—discern lies(DC 19), order’s wrathDL (CL Init +5; Senses blindsense 60 ft., darkvision 120
11th, DC 19), restoration, sending ft., keen senses; Listen +49, Spot +49
3rd—daylight, dispel magic, magic circle against Aura frightful presence (DC 34, 360 ft., HD 37 or fewer)
chaosL (CL 11th), searing light, tonguesD Languages Auran, Common, Draconic, Estwilde,
2nd—augury, calm emotionsDL (CL 11th, DC 18), Lahutian, Nerakese, Ogre, Solamnic
owl’s wisdom, zone of truth (3)(DC 18) AC 44, touch 7, flat-footed 43
1st—comprehend languages, detect chaos, detect hp 551 (38 HD); DR 20/magic
undead, protection from chaosDL(CL 11th), Immune acid, paralysis, sleep
remove fear, sanctuary(DC 16), shield of faith SR 30
0—detect magic, detect poison, guidance, light, Fort +29, Ref +22, Will +28
purify food and drink, resistance Spd 40 ft., fly 200 ft. (clumsy), swim 40 ft.
D
: Domain spell. L: Law spell. Domains: Commerce, Law Melee* bite +36 (4d8+26) and 2 claws each
Abilities Str 8, Dex 10, Con 12, Int 14, Wis 20, Cha 14 +31 (4d6+19) and 2 wings each +31
284 Appendix Two
(2d8+19) and tail slap +27 (4d6+33) Ranged +1 heavy crossbow +11(1d10+1/19-20)
*includes adjustments for 12-point Power Attack Base Atk +8; Grp +10
Space 20 ft. Reach 15 ft. (20 ft. with bite) Atk Options Point Blank Shot, Precise Shot, Rapid Reload
Base Atk +38; Grp +64 Abilities Str 14, Dex 13, Con 10, Int 10, Wis 15, Cha 12
Attack Options Cleave, Flyby Attack, Great Feats AlertnessB, DodgeB, Improved Initiative,
Cleave, Power Attack, Snatch MobilityB, Point Blank ShotB, Precise ShotB,
Special Actions breath weapon (60-ft. cone, 24d6 Quick Thinking, Rapid Reload (heavy
acid, Reflex DC 37 half, 1d4 rounds between uses), crossbow)B, Weapon Focus (heavy crossbow)
crush (4d8+21, Reflex DC 37 negates), tail sweep Skills Climb +4, Intimidate +8, Jump +4,
(30-ft. radius, 2d6+21, Reflex DC 37 half) Listen +8, Sense Motive +5, Spot +10
Combat Gear staff of transmutation (40 charges) Possessions +1 chain shirt, longsword, +1 heavy
Sorcerer Spells Known (CL 17th, +48 crossbow with 20 bolts, amulet of natural armor +1
melee touch, +31 ranged touch)
8th (4/day)—discern location, mass Moryl Ashcaller CR 12
charm monster (DC 23) Female half-elf rogue 7/sorcerer 4/Legion sorcerer 1
7th (6/day)—greater scrying (DC 22), LG Medium humanoid (elf)
sequester (DC 22), spell turning* Knightly Orders of Ansalon (Legion Sorcerer prestige class)
6th (6/day)—disintegrate (DC 21), Init +2; Senses elvensight (darkvision 30 ft.,
greater dispel magic, true seeing low-light vision); Listen +1, Spot +1
5th (7/day)—cloudkill (DC 20), dominate person Languages Abanasinian, Common, Elven
(DC 20), sending, teleport (DC 20) AC 16, touch 14, flat-footed 14; uncanny dodge
4th (7/day)—confusion (DC 19), detect scrying*, hp 52 (12 HD)
greater invisibility, scrying (DC 19) Immune sleep
3rd (7/day)—dispel magic, haste, protection Fort +4, Ref +8, Will +8 (+10 against
from energy, slow (DC 18) enchantments); evasion
2nd (7/day)—bear’s endurance, blur, bull’s Spd 30 ft.
strength, cat’s grace, fog cloud Melee +2 quarterstaff +9/+4 (1d6+2) or
1st (8/day)—charm person (DC 16), endure Melee +2 quarterstaff +7/+7/+2 (1d6+2)
elements, identify, shield, true strike as double weapon or
0 (6/day)—dancing lights, detect magic, detect Ranged mwk light crossbow +10 (1d8/19-20)
poison, ghost sound, mage hand, mending, Base Atk +7; Grp +7
open/close, read magic, resistance Atk Options Combat Expertise, Improved Trip,
* Already cast. sneak attack +4d6, Two-Weapon Fighting
Spell-Like Abilities (CL 17th) Sorcerer Spells Known (CL 4th, +7 melee
3/day—quickened suggestion (DC 18), touch, +9 ranged touch)
dominate person (DC 20) 2nd (4/day)—detect thoughts (DC 16)
1/day—plant growth, command plants (DC 19) 1st (7/day)—comprehend languages, shield, true strike
Str 39, Dex 12, Con 27, Int 22, Wis 24, Cha 20 0 (6/day)—detect magic, detect poison, ghost
SQ water breathing sound, light, prestidigitation, resistance
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Abilities Str 10, Dex 15, Con 13, Int 13, Wis 10, Cha 17
Hover, Improved Initiative, Lightning Reflexes, Power SQ Legion knowledge +13, shared divination,
Attack, Quicken Spell-Like Ability (suggestion), Skill trap sense +2, trapfinding
Focus (Sense Motive), Snatch, Track, Wingover Feats Combat Casting, Combat Expertise, Improved Trip,
Skills Bluff +45, Concentration +38, Diplomacy +50, Spell Focus (divination), Two-Weapon Fighting
Escape Artist +31, Gather Information +25, Hide +19, Skills Bluff +10, Concentration +8 (+12 casting
Intimidate +9, Knowledge (arcana) +36, Listen +49, defensively), Diplomacy +14, Gather Information
Search +36, Sense Motive +51, Spellcraft +28, Spot +12, Hide +9, Intimidate +5, Knowledge (arcana)
+49, Survival +24, Swim +22, Use Magic Device +35 +9, Knowledge (local) +9, Knowledge (nobility
& royalty) +5, Move Silently +9, Sense Motive
Mark Oxhorn CR 8 +6, Search +2, Spellcraft +15, Tumble +8
Male civilized human fighter 8 Possessions +2 quarterstaff, mwk light crossbow with
NG Medium humanoid 10 bolts, bracers of armor +2, ring of protection +2
Init +7; Senses Listen +8, Spot +10 Legion Knowledge (Ex) Moryl may make a special Legion
Languages Common, Solamnic knowledge at +13 to see whether she knows any
AC 17, touch 11, flat-footed 16; Dodge, Mobility relevant information about local people, history, far
hp 44 (8 HD) away places, or recent events. She may not take 10 or
Fort +6, Ref +3, Will +4 20 on this check; this sort of knowledge is essentially
Spd 30 ft. random. The DM determines the Difficulty Class of
Melee longsword +10/+5 (1d8+2/19-20) or the check similarly to a bardic knowledge check’s DC.
Characters and Creatures 285
Shared Divination (Su) By casting a divination spell as
Namuth Finn CR 10
a full round action, Moryl can extend the effects of Male civilized human fighter 4/rogue 4/Legion warrior 2
the spell to four individuals of her choice in a 30-ft NG Medium humanoid
radius. She is still considered the center of the spell’s Init +3; Senses Listen +0, Spot +0
effect radius, so any results of the spell depend on Languages Camptalk, Common, Nordmaarian, Ogre
her location, not the individuals sharing the spell. AC 18, touch 13, flat-footed 15; uncanny dodge
hp 72 (10 HD)
Naelathan Shadowdark CR 13 Fort +10, Ref +8, Will +2; evasion
Male Silvanesti elf bard 7/fighter 4/horizon walker 2 Spd 30 ft.
CG Medium humanoid Melee mwk longsword +10/+5 (1d8+1/19-20) or
Legends of the Twins (Quick-Thinking feat) Ranged +2 composite shortbow +16/+11 (1d6+5/x3) or
Init +3; Senses elvensight (darkvision 30 ft., Ranged +2 composite shortbow +10
low-light vision), Listen +8, Spot +8 (3d6+15) with Manyshot or
Languages Common, Elven, Khur, Sylvan Ranged +2 composite shortbow +14/+14/+9
AC 17, touch 13, flat-footed 16 (1d6+5/x3) with Rapid Shot
hp 50 (13 HD) Base Atk +9; Grp +10
Immune sleep Atk Options combat style (Khurish), favored
Fort +11, Ref +9, Will +8 (+10 against enchantments) enemy giants +2, Mounted Combat, Point
Spd 30 ft. Blank Shot, Precise Shot, sneak attack +2d6
Melee +1 longsword +14/+9/+4 (1d8+3/19-20) or Combat Gear potion of cat’s grace (2),
Ranged +2 composite longbow +16/+11/+6 (1d8+4/x3) potion of cure light wounds
Base Atk +11; Grp +13 Abilities Str 12, Dex 17, Con 14, Int 14, Wis 11, Cha 11
Atk Options Point Blank Shot, Precise Shot, SQ Legion knowledge +12, reputation
terrain mastery (desert, forest) +4, trap sense +1, trapfinding
Special Actions bardic music 7/day (countersong, Feats EnduranceB, Manyshot, Mounted ArcheryB,
fascinate 3 creatures, inspire competence, Mounted Combat, Point Blank Shot, Precise Shot,
inspire courage +1, suggestion [DC 16]) Rapid ShotB, Weapon Focus (composite shortbow)B,
Bard Spells Known (CL 7th, +13 melee Weapon Specialization (composite shortbow)B
touch, +12 ranged touch) Skills Bluff +7, Climb +11, Diplomacy +13, Disguise
3rd (1/day)—displacement, haste +0 (+2 to act in character), Gather Information
2nd (3/day)—cat’s grace, cure moderate +10, Handle Animal +7, Intimidate +9, Jump
wounds, invisibility, mirror image +8, Knowledge (nobility and royalty) +9, Ride
1st (4/day)—cure light wounds, expeditious +18, Sense Motive +7, Sleight of Hand +5
retreat, feather fall, remove fear Possessions combat gear plus +2 studded leather
0 (3/day)—flare, ghost sound, know direction, armor, +2 composite shortbow (+1 Str) with 20
light, mending, summon instrument arrows, mwk longsword, lesser bracers of archery
Abilities Str 14, Dex 12, Con 10, Int 16, Wis 11, Cha 16 Combat Style (Khurish) (Ex) Namuth is treated as having
Feats Alertness, Endurance, Point Blank ShotB, the Mounted Archery feat. He loses the benefits
Precise ShotB, Quick-Thinking, Skill Focus of this feat if he wears medium or heavy armor.
(Survival), Track, Weapon Focus (longbow)B Legion Knowledge (Ex) Namuth may make a special
Skills Appraise +7, Bluff +13, Concentration +12, Legion knowledge check at +12 to see whether
Decipher Script +8, Diplomacy +15, Gather he knows any relevant information about local
Information +10, Hide +1 (+5 against desert people, history, far away places, or recent events.
and forest creatures), Intimidate +10, Knowledge He may not take 10 or 20 on this check; this
(arcana) +8, Knowledge (geography) +16, Listen sort of knowledge is essentially random. The
+8, Perform +17, Sense Motive +4, Sleight of DM determines the Difficulty Class of the check
Hand +9, Spellcraft +9, Spot +8, Survival +10 similarly to a bardic knowledge check’s DC.
Possessions +2 leather armor, +1 longsword, +2 Reputation (Ex) Namuth adds a +4 circumstance
composite longbow (+2 Str) with 30 arrows, bonus on Bluff and Diplomacy skill checks when
lesser bracers of archery, ring of protection +2, dealing with working-class or poor individuals.
cloak of resistance +2, periapt of Wisdom +2
Terrain Mastery (Ex) Naelathan has mastered the Rasca, Calantine Scholar CR 14
desert and forest terrain types. This gives him a +4 Male half-kender expert 15
competence bonus on Hide checks and a +1 insight N Medium humanoid
bonus on attack and damage rolls against creatures Init +6; Senses Listen +22, Spot +23
with these terrains listed in their Environment entries. Languages Common, Draconic, Estwilde,
He also is immune to fatigue, and any situation that Kenderspeak, Solamnic
makes him exhausted makes him fatigued instead. AC 20, touch 16, flat-footed 18
hp 55 (15 HD)
286 Appendix Two
Fort +5, Ref +9, Will +11 (+13 against fear) who is capable of making a melee or ranged attack
Spd 30 ft. against them), Pryam gains a +2 bonus on melee attack
Melee mwk dagger +13 (1d4+2/19-20) and weapon damage rolls, and his ally gains a +2 to
Base Atk +11; Grp +12 AC for as long as he remains adjacent. These bonuses
Abilities Str 12, Dex 15, Con 10, Int 16, Wis 14, Cha 10 only apply while Pryam is adjacent to his ally. An ally
Feats Astrological Forecasting†, Awareness, Improved with more than one defender with this ability only
Initiative, Investigator, Lightning Reflexes, Run benefits from the highest bonus of all defenders.
† New feat from Appendix One. Divine Grace (Su) Sir Pryam adds his Charisma
Skills Decipher Script +21, Gather Information bonus to all saving throws.
+20, Knowledge (arcana) +21, Knowledge Heroic Initiative (Ex) Sir Pryam gains a
(history) +21, Listen +22, Open Lock +12, +2 bonus to initiative checks.
Profession (Calantine scholar) +20, Search
+23, Sleight of Hand +12, Spot +23 Minions, Monsters, and
Possessions bracers of armor +4, mwk dagger, ring Minor Characters
of protection +4, boots of teleportation, Calantina
dice, dog-eared journal, various notes Advanced Digester CR 9
N Large magical beast
Sir Pryam Torment CR 12 Init +5; Senses darkvision 60 ft., low-
Male civilized human noble 3/fighter 3/Knight of the Sword 6 light vision; Listen +9, Spot +9
LG Medium humanoid AC 18, touch 10, flat-footed 17
Knightly Orders of Ansalon (revised Knight of the Sword class) hp 161 (14 HD)
Init +2; Senses Listen +2, Spot +2 Fort +15, Ref +12, Will +7
Aura courage (10 ft., +4 morale bonus Spd 60 ft.
to saves against fear effects) Melee claw +20 (2d6+7)
Languages Common, Nordmaarian, Solamnic Space 10 ft.; Reach 10 ft.
AC 24, touch 12, flat-footed 24 Base Atk +14; Grp +25
hp 91 (12 HD); Diehard Atk Options acid spray (20 ft. cone, 4d8 acid
Immune fear damage, or 5 ft. line, 8d8 acid damage,
Fort +13, Ref +9, Will +13 Reflex DC 23 half, every 1d4 rounds)
Spd 20 ft. (full plate); base 30 ft. Abilities Str 25, Dex 13, Con 22, Int 2, Wis 12, Cha 10
Melee* +2 longsword +11/+6/+1 (1d8+8/19-20) or Feats Alertness, Improved Initiative, Improved
Melee* mwk lance +10/+5/+0 (1d8+10/x3) or Natural Armor, Iron Will, Lightning Reflexes
Ranged javelin +11 (1d6+2) Skills Hide +4, Jump +25, Listen +9, Spot +9
*includes adjustments for 4-point Power Attack
Base Atk +11; Grp +13 Advanced Girallon CR 9
Atk Options Cleave, Mounted Combat, Power N Huge magical beast
Attack, Ride-By Attack, smite evil 2/day (+2 Init +2; Senses darkvision 60 ft., low-light
attack, +6 damage), Spirited Charge vision, scent; Listen +1, Spot +9
Special Actions defend the weak 2/day, AC 17, touch 10, flat-footed 15
inspire confidence 1/day hp 130 (13 HD)
Combat Gear potions of cure light wounds (2) Fort +12, Ref +10, Will +7
Abilities Str 14, Dex 10, Con 14, Int 11, Wis 15, Cha 14 Spd 40 ft., climb 40 ft.
SQ bonus class skill (Spot), divine grace, Melee* 4 claws each +16 (1d6+15)
favor +2, heroic initiative +2 and bite +11 (2d6+5) or
Feats CleaveB, Diehard , Endurance, Honor-Bound, Mounted Melee* claw +12 (1d6+15 plus 10 ft. knockback, Reflex DC
CombatB, Power AttackB, Ride-By Attack, Spirited Charge [damage dealt], Large or smaller) with Awesome Blow
Skills Diplomacy +18, Gather Information +8, *includes adjustments for a 5-point Power Attack
Handle Animal +5, Intimidate +5, Knowledge Space 15 ft.; Reach 15 ft.
(nobility and royalty) +6, Knowledge (religion) Base Atk +13; Grp +31
+10, Ride +11, Sense Motive +8 Atk Options Awesome Blow, Improved
Possessions combat gear plus +2 full plate armor, mwk Bull Rush, Power Attack, rend
heavy steel shield, +2 longsword, mwk lance, 2 javelins, Abilities Str 30, Dex 15, Con 18, Int 2, Wis 12, Cha 7
dagger, ring of protection +2, heavy warhorse Feats Awesome Blow, Improved Bull Rush,
Aura of Courage (Su) Sir Pryam gains a +4 Iron Will, Power Attack, Toughness
morale bonus to saves against fear effects. Skills Climb +18, Move Silently +11, Spot +9
Allies within 10 feet also gain this bonus. Rend (Ex) A girallon that hits with two or more claw
Defend the Weak (Su) Twice per day, Sir Pryam may choose attacks latches onto the opponent’s body and tears the
a single adjacent ally (within 5 feet) with 11 HD or flesh. This attack automatically deals 2d6+20 points
less. Against any opponent who threatens that ally (i.e. of damage (2d6+30 with 5-point Power Attack).
Characters and Creatures 287
Advanced Spider Eater CR 7 Fungal Black Dragon CR 12
N Huge magical beast N Large plant
Init +0; Senses darkvision 60 ft., low-light Init +4; Senses blindsense 60 ft., darkvision 120
vision, scent; Listen +13, Spot +14 ft., keen senses; Listen +25, Spot +25
AC 15, touch 8, flat-footed 15; Dodge, Mobility Aura frightful presence (DC 20, 180 ft., HD 18 or fewer)
hp 125 (10 HD) Languages Common, Draconic
Fort +14, Ref +7, Will +4 AC 29, touch 9, flat-footed 29
Spd 30 ft., fly 60 ft. (good) hp 199 (19 HD); DR 5/magic and slashing
Melee sting +17 (2d6+9 plus poison) and bite +12 (2d6+4) Immune acid, paralysis, sleep; plant traits
Space 15 ft.; Reach 10 ft. Resist fire 10; SR 18
Base Atk +10; Grp +27 Fort +15, Ref +11, Will +12
Atk Options poison (Injury, Fort DC 22, Spd 60 ft., fly 150 ft.; Flyby Attack
primary damage none, secondary damage Melee* bite +19 (2d6+11) and 2 claws each
paralysis 1d8+7 weeks), Snatch +14 (1d8+8) and 2 wings each +14
Special Actions implant (1d6+8) and tail slap +14 (1d8+8)
Abilities Str 29, Dex 11, Con 25, Int 2, Wis 13, Cha 10 *includes adjustments for a 5-point Power Attack
SQ freedom of movement Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Feats Alertness, Dodge, Mobility, Snatch Base Atk +19; Grp +29
Skills Listen +13, Spot +14 Atk Options Cleave, Power Attack, Snatch
Freedom of Movement (Su) As the spell (CL 12th), Special Actions breath weapon (80 ft. line,
always on, does not extend to rider. 12d4 acid damage, Reflex DC 23 half),
Implant (Ex) Spider eaters lay their eggs inside paralyzed mycotenebral spore infection (DC 28)
creatures size Large or larger. The eggs hatch in Sorcerer Spells Known (CL 3rd, +19 ranged touch)
6 weeks, devouring the host from the inside. 1st 6/day)—expeditious retreat, identify
0 (6/day)—detect magic, flare (DC 11), ghost
Essekar Ogre Mercenary CR 8 sound (DC 11), mage hand, ray of frost
Male ogre ranger 5 of Sargonnas Spell-Like Abilities (CL 6th)
NE Large giant 1/day—corrupt water (180 ft., spoil up to 10
Init -1; Senses darkvision 60 ft., low- cu. ft. of water, Will DC 20 negates)
light vision; Listen +5, Spot +5 3/day—darkness (as the spell, but 60-ft. radius)
Languages Camptalk, Common, Ogre Abilities Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12
AC 19, touch 9, flat-footed 19 SQ confusion
hp 61 (9 HD) Feats Alertness, Cleave, Flyby Attack, Improved Initiative,
Fort +10, Ref +4, Will +3 Power Attack, Snatch, Weapon Focus (claw)
Spd 40 ft. Skills Concentration +26, Intimidate +23, Listen
Melee mwk lance +14 (2d6+7/x3) or +25, Search +23, Sense Motive +23, Spot +25
Melee mwk falchion +15 (2d6+7/18-20) or Confusion (Su) Whenever a fungal creature is first
Ranged mwk composite longbow +7/+2 (2d6+5/x3) or attacked, or targeted by a mind-affecting spell or effect,
Ranged mwk composite longbow +5/+5/+0 it acts as if under the effects of a confusion spell for 1d6
(2d6+5/x3) with Rapid Shot rounds. When determining how the fungal creature
Space 10 ft.; Reach 10 ft. (20 ft. with lance) acts each round, treat the creature that attacked or
Base Atk +8; Grp +17 triggered the confusion as the “caster”. Note that
Atk Options combat style (archery), favored enemy although a mind-affecting spell or effect can trigger
humans +4, favored enemy elves +2, Power Attack this confusion, a fungal creature is otherwise immune
Combat Gear potion of jump (2), potion to mind-affecting spells or effects, because it is a plant.
of cure moderate wounds (2) Mycotenebral Spore Infection (Su) A fungal creature
Ranger Spells Prepared (CL 2nd) can release a cloud of spores that fills all adjacent
1st—magic fang squares (15 ft. by 15 ft. radius centered on the fungal
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 12, Cha 7 creature) for 1d6 rounds once every hour. This is a
SQ animal companion, wild empathy supernatural disease (inhaled, incubation period 1
+5 (magical beasts +1) hour, 1d6 Int/1d6 Wis, Fortitude DC 28 negates).
Feats EnduranceB, Mounted Combat, Power Attack, Rapid
ShotB, Toughness, TrackB, Weapon Focus (falchion) Goblin Pirate CR 7
Skills Climb +3, Jump +9, Knowledge (nature) +5, Listen Male goblin warrior 8
+5, Ride +4, Spot +5, Survival +6 (+8 above ground) NE Small humanoid
Possessions combat gear plus +1 chain shirt, Init +1; Senses darkvision 60 ft.; Listen +3, Spot +5
mwk falchion, mwk lance, mwk composite Languages Common, Goblin
longbow (+5 Str) and 20 arrows AC 14, touch 13, flat-footed 13; Dodge
hp 44 (8 HD)
288 Appendix Two
Fort +7, Ref +3, Will +2 undead. Additional damage from a dirty strike is
Spd 30 ft. not multiplied if he scores a successful critical hit.
Melee +1 small cutlass +12/+7 (1d4+2/19-20) or Sailor Lore (Ex) The hobgoblin pirate captain may make
Melee small dagger +10/+5(1d3+1/19-20) or a special sailor lore check at +10 to see whether he
Ranged small heavy crossbow +10 (1d8/19-20) knows some relevant information about local people or
Base Atk +8; Grp +5 history, far away places, or strange superstitions. This
Combat Gear potion of heroism, potion check will not necessarily reveal true information, as
of cure light wounds (2) much of the time the mariner heard it from someone
Abilities Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 6 who heard it from a friend, who heard it from a
Feats Alertness, Dodge, Weapon Focus (cutlass) guy, etc. The captain may not take 10 or 20 on this
Skills Hide +5, Listen +3, Move Silently check; this sort of knowledge is essentially random.
+5, Ride +4, Spot +5, Swim +8 Seamanship (Ex) The hobgoblin pirate captain
Possessions combat gear plus mwk leather gains a +3 competence bonus to all Balance,
armor, +1 small cutlass, small dagger, Climb, and Profession (sailor) checks.
small heavy crossbow with 10 bolts
Lahutian Nomad Elite Warrior CR 7
Hobgoblin Pirate Captain CR 10 Male nomadic human barbarian 7
Male hobgoblin mariner 10 CE Medium humanoid
LE Medium humanoid (goblinoid) Init +5; Senses Listen +5, Spot +5
Legends of the Twins (revised Mariner class) Languages Lahutian
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +13 AC 15, touch 11, flat-footed 14; improved
Languages Common, Goblin uncanny dodge, uncanny dodge
AC 18, touch 14, flat-footed 16; back-to-back +2 hp 60 (7 HD); DR 1/—
hp 75 (10 HD) Fort +7, Ref +3, Will +4
Fort +10, Ref +9, Will +3 Spd 30 ft. (hide armor); base 40 ft.
Spd 30 ft. Melee* +1 spear +7/+2 (1d8+10/x3) or
Melee* +1 scimitar +10/+5 (1d6+6/18-20) or Ranged mwk composite shortbow +9/+4 (1d6+1/x3)
Melee mwk dagger +13/+8 (1d4+2/19-20) or *includes adjustments for 3-point Power Attack
Ranged mwk heavy crossbow +13 (1d10/19-20) Base Atk +7; Grp +9
*includes adjustments for 3-point Power Attack Atk Options Mounted Combat, Point
Base Atk +10; Grp +12 Blank Shot, Power Attack
Atk Options dirty strike +3d4, Improved Bull Rush, Special Actions rage 2/day (7 rounds)
Point Blank Shot, Power Attack, Precise Shot Abilities Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Combat Gear potion of heroism, potion SQ trap sense +2
of cure moderate wounds Feats Improved Initiative, Mounted CombatB,
Abilities Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 12 Point Blank Shot, Power Attack
SQ sailor lore +10, seamanship +3 Skills Balance +4, Climb +9, Jump +6, Listen +5, Move
Feats Alertness, Improved Bull Rush, Improved Silently +11, Ride +9, Spot +5, Survival +12
InitiativeB, Point Blank ShotB, Power Attack, Possessions +1 silent moves hide armor, +1 spear, mwk
Precise ShotB, Skill Focus (Intimidate) composite shortbow (+1 Str) with 10 arrows, 20 ft. rope
Skills Intimidate +10, Move Silently +6, Profession (sailor) Rage (Ex) When the Lahutian warrior rages,
+16, Spot +13, Survival +13, Swim +15, Use Rope +15 his statistics change as follows:
Possessions combat gear plus +1 leather armor, mwk AC 13, touch 9, flat-footed 12
buckler, +1 scimitar, mwk heavy crossbow with hp 74
10 bolts, mwk dagger, ring of protection +2 Fort +9, Will +6
Back-to-Back (Ex) Whenever the hobgoblin pirate captain Melee* +1 spear +9/+4 (1d8+13/x3)
is adjacent to an ally and using the fighting defensively *includes adjustments for 3-point Power Attack
or total defense combat options or the Combat Grp +11
Expertise feat, he gains a +2 dodge bonus to his AC. Abilities Str 19, Con 18
He loses this bonus if he is denied his Dexterity bonus Skills Climb +11, Jump +8
to AC or if he or his ally moves more than 5 ft. away.
Dirty Strike (Ex) The hobgoblin pirate captain may Legion of Steel Elite Warrior CR 8
choose to make a single melee attack on his turn as a Male or female civilized human fighter
full round action that deals an additional 3d4 points 3/rogue 3/Legion warrior 2
of damage. The additional damage caused by a dirty NG Medium humanoid
strike is the same kind of damage as the weapon used Knightly Orders of Ansalon (Legion Warrior prestige class)
in the attack. This ability has no effect on creatures Init +1; Senses Listen +1, Spot +1
without a discernable anatomy or that are immune Languages Common, Lahutian, Solamnic
to critical hits, such as constructs, oozes, plants, or AC 19, touch 12, flat-footed 18
Characters and Creatures 289
hp 51 (8 HD) Assassin Spells Known (CL 5th)
Fort +8, Ref +5, Will +3; evasion 2nd (2/day)—cat’s grace*, invisibility
Spd 20 ft. (scale mail); base 30 ft. 1st (4/day)—disguise self, feather fall,
Melee* +1 longsword +7/+2 (1d8+4/19-20) or obscuring mist, true strike
Melee* heavy lance +6/+1 (1d8+5/x3) or * already cast
Ranged mwk composite shortbow +8/+3 (1d6/x3) Abilities Str 16, Dex 20*, Con 10, Int 13, Wis 14, Cha 11
*includes adjustments for 2-point Power Attack SQ poison use, trapfinding, trap sense +1
Base Atk +7; Grp +8 Feats Dodge, Mobility, Spring Attack, Two-Weapon
Atk Options Cleave, combat style (Solamnic), favored enemy Fighting, Martial Weapon Proficiency (kukri)
chromatic dragons +2, Mounted Combat, Point Blank Skills Bluff +8, Disguise +15, Gather Information +17, Hide
Shot, Power Attack, Ride-By Attack, sneak attack +2d6 +19*, Knowledge (local) +9, Move Silently +18*, Search
Abilities Str 13, Dex 12, Con 12, Int 10, Wis 12, Cha 10 +13, Spot +14, Tumble +14*, Use Magic Device +8
SQ Legion knowledge +8, reputation +4, Possessions combat gear plus +2 leather
trap sense +1, trapfinding armor, +2 keen kukri (2), amulet of natural
Feats Cleave, EnduranceB, Mounted Combat, armor +2, ring of protection +2
Point-Blank Shot, Power AttackB, Ride * includes cat’s grace
By AttackB, Tremendous ChargeB Allomanya Addiction This Whitescale Society Claw is
Skills Diplomacy +8, Gather Information +8, Handle addicted to allomanya (see Appendix One for more
Animal +8, Intimidate +8, Knowledge (nobility details). If he does not ingest a vial of allomanya every
and royalty) +3, Ride +11, Sense Motive +3 24 hours, he begins to suffer the effects of withdrawal.
Possessions +1 scale mail, mwk heavy wooden shield, +1 His addiction also means that he is resistant to cure
longsword, mwk shortbow with 20 arrows, dagger, heavy spells, and cured by inflict spells. The Claw’s increased
lance, ring of protection +1, Legion of Steel starjewel ability scores and natural armor from allomanya
Combat Style (Solamnic) (Ex) The Steel Legionnaire addiction are already factored into his statistics above.
is treated as having the Tremendous Charge
Chapter Two:
feat. She loses the benefits of this feat if she
is not wearing medium or heavy armor.
Fires in Throtl
Legion Knowledge (Ex) The Steel Legionnaire may
make a special Legion knowledge check at +8 to
see whether she knows any relevant information
about local people, history, far away places, or recent Leaders and Personalities
events. She may not take 10 or 20 on this check;
this sort of knowledge is essentially random. The Alleyn Retglaif CR 10
DM determines the Difficulty Class of the check Male civilized human fighter 8/duelist 2
similarly to a bardic knowledge check’s DC. CG Medium humanoid
Reputation (Ex) The Steel Legionnaire adds a +4 Legends of the Twins (Quick-Thinking feat)
circumstance bonus on Bluff and Diplomacy skill checks Init +7; Senses Listen +5, Spot +7
when dealing with working-class or poor individuals. Languages Common, Dwarven, Estwilde
AC 17, touch 15, flat-footed 12; Dodge, Mobility
Whitescale Society Claw CR 10 hp 55 (10 HD)
Male or female nomadic human rogue 5/assassin 5 Fort +6, Ref +8, Will +1
CE Medium humanoid Spd 30 ft.; Spring Attack
Init +5*; Senses Listen +2, Spot +14 Melee +2 rapier +16/+11 (1d6+5 /15-20)
* includes cat’s grace Ranged +1 composite shortbow +14/+9 (1d6+2/x3)
Languages Common, Ergot Base Atk +10; Grp +11
AC 25, touch 17, flat-footed 20; Dodge, improved uncanny Atk Options Combat Expertise, Improved Disarm
dodge, Mobility, Two-Weapon Defense, uncanny dodge Combat Gear potion of cure light wounds
hp 35 (10 HD) (2), potion of cat’s grace
Immune energy drain, fatigue, paralysis, stunning Abilities Str 13, Dex 16, Con 10, Int 14, Wis 9, Cha 12
Fort +2 (+3 against poison), Ref +13*, Will +4; evasion SQ canny defense (+2 Int bonus to AC), improved
* includes cat’s grace reaction (+2 bonus to initiative checks)
Weakness allomanya addiction Feats Combat ExpertiseB, Dodge, Improved Critical
Spd 30 ft.; Spring Attack (rapier), Improved Disarm, Mobility, Quick-
Melee +2 keen kukri +11/+6 (1d4+5/15-20) or ThinkingB, Spring AttackB, Weapon FinesseB, Weapon
Melee +2 keen kukri +9/+4 (1d4+5/15-20) Focus (rapier)B, Weapon Specialization (rapier)B
and +2 keen kukri +9 (1d4+3/15-20) Skills Balance +5, Bluff +8, Climb +4, Diplomacy +3,
Base Atk +6; Grp +8 Disguise +1 (+3 to act in character), Intimidate
Atk Options death attack (DC 14), sneak attack +6d6 +13, Jump +8, Listen +5, Perform +4, Sense Motive
Combat Gear allomanya vials (1d6), potion of alter self +2, Sleight of Hand +5, Spot +7, Tumble +12
290 Appendix Two
Possessions combat gear plus +2 rapier, Melee melee touch +22/+17/+12/+7 (1d6+6) or
+1 composite shortbow (+1 Str) with 20 Ranged +2 heavy crossbow +17 (1d10+2/19-20)
arrows, dagger, bracers of armor +2 * includes adjustments for a 6-point Power Attack
Base Atk +16; Grp +22
Boss Cleggard Hornblende CR 10 Atk Options Cleave, Combat Expertise, Great
Male hill dwarf rogue 10 Cleave, Improved Disarm, Power Attack
CG Medium humanoid Special Actions battle standard (inspire courage, rally troops;
Init +6; Senses darkvision 60 ft.; Listen +10, Spot +10 270 ft.), direct troops (1 round; +2 attack or damage; 30
Languages Common, Dwarven, Goblin, Ogre ft.), inspire courage (4/day; +4 attacks, damage, and saves
AC 17, touch 12, flat-footed 15; Dodge, improved uncanny vs. charm and fear), rally troops (second save vs. charm
dodge, Mobility, +4 AC against giants, uncanny dodge and fear; 30 ft.), rout enemies (+1 morale bonus to Attack
hp 38 (10 HD) of Opportunity vs. retreating enemies; 30 ft.), strategic
Resist +2 racial bonus to saving throws against spells and retreat (+2 morale bonus to AC when retreating; 30 ft.)
spell-like effects, stability (+4 against bull rush and trip) Abilities Str 22, Dex 8, Con —, Int 13, Wis 13, Cha 14
Fort +3(+5 against poison), Ref +9, Will +3; evasion SQ hard march (+4 to resist exertion), leadership
Weakness allomanya addiction bonus +5 (leadership score 23)
Spd 20 ft. Feats CleaveB, Combat ExpertiseB, Great CleaveB, Honor-
Melee +1 shortsword +9/+4 (1d6+2/19-20) or Bound, Improved Disarm, Improved Initiative,
Melee mwk punching dagger +9 (1d4+1/x3) or Leadership, Negotiator, Power AttackB, Weapon Focus
Ranged dagger +9 (1d4+1/19-20) (longsword)B, Weapon Specialization (longsword)
Base Atk +7; Grp +8 Skills Diplomacy +14, Intimidate +21, Knowledge
Atk Options +1 attack bonus against (history) +10, Knowledge (nobility & royalty)
goblinoids, sneak attack +5d6 +15, Ride +18 , Sense Motive +3
Abilities Str 12, Dex 15, Con 10, Int 13, Wis 10, Cha 14 Possessions +3 half plate, +3 heavy steel shield,
SQ stonecunning, trap sense +3, trapfinding +3 flaming longsword, +2 heavy crossbow
Feats Dodge, Improved Initiative, Mobility, with 20 bolts, belt of giant strength
NegotiatorB, Persuasive
Skills Appraise +6 (+8 related to stone or metal items), Fenalysten (Cinder) CR 26
Balance +4, Bluff +17, Craft +1 (+3 related to Male great wyrm red dragon
stone or metal), Diplomacy +21, Disguise +2 (+4 CE Colossal dragon (chaotic, fire)
acting), Forgery +11, Gather Information +14, Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen
Intimidate +19, Jump +3, Knowledge (local) +11, senses, low-light vision; Listen +51, Spot +51
Listen +10, Open Lock +7, Sense Motive +12, Aura frightful presence (DC 38, 360 ft., HD 39 or fewer)
Sleight of Hand +7, Spot +10, Tumble +7 Languages Common, Draconic, Dwarven, Elven,
Possessions +2 studded leather armor, +1 shortsword, Estwilde, Goblin, Ignan, Nerakese, Ogre, Solamnic
mwk punching dagger, 4 daggers AC 41, touch 2, flat-footed 41
Allomanya Addiction Boss Cleggard is addicted to hp 660 (40 HD); DR 20/magic
allomanya (see Appendix One for more details). If Immune chaotic spells and effects, fire, paralysis, sleep
he does not ingest a vial of allomanya every 24 hours, SR 32
he begins to suffer the effects of withdrawal. His Fort +32, Ref +22, Will +30
addiction also means that he is resistant to cure spells Weakness vulnerable to cold, lawful spells and effects
and cured by inflict spells. Boss Cleggard’s increased Spd 40 ft., fly 200 ft. (clumsy); Flyby Attack
ability scores and natural armor from allomanya Melee* bite +30 (4d8+37) and 2 claws each
addiction are already factored into his statistics above. +25 (4d6+28) and 2 wings each +24
(2d8+28) and tail slap +24 (4d6+45)
Duke Instan Westmeier CR 17 * Includes adjustments for 20-point Power Attack
Male skeletal warrior civilized human Base Atk +40; Grp +73
fighter 7/legendary tactician 9 Space 30 ft. Reach 20 ft. (30 ft. with bite)
LE Medium undead Atk Options Cleave, Flyby Breath, Great Cleave,
Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1 Improved Sunder, Power Attack
Languages Common, Dwarven, Goblin, Solamnic Special Actions breath weapon (70-ft. cone 24d10 fire, Reflex
AC 26, touch 9, flat-footed 26 DC 42 half), crush (4d8+25, Reflex DC 40 negates),
hp 110 (16 HD); DR 5/bludgeoning tail sweep (40-ft. radius, 2d8+25, Reflex DC 40 half)
Immune cold, electricity, polymorph, undead traits Sorcerer Spells Known (CL 19th; +49
Resist Honor-Bound; SR 29 melee touch, +32 ranged touch)
Fort +11, Ref +4, Will +6 9th (4/day)—meteor swarm (DC 28),
Spd 20 ft. (half plate); base 30 ft. summon monster IX (chaotic only)
Melee* +3 flaming longsword +20/+15/+10/+5 8th (7/day)—greater shout (DC 27), horrid
(1d8+17/19-20 plus 1d6 fire) or wilting (DC 26), incendiary cloud (DC 26)
Characters and Creatures 291
7th (7/day)—delayed blast fireball (DC 26), fire shield†, shocking grasp, true strike
storm (DC 26), prismatic spray (DC 26) 0 (6/day)—daze (DC 12), detect poison, flare (DC 13),
6th (7/day)—chain lightning (DC 25), light, message, ray of frost, resistance, prestidigitation
disintegrate (DC 24), heal Mystic Spells Known (CL 9th, +21 melee
5th (7/day)—dominate person (DC 23), stone touch, +14 ranged touch)
shape, summon monster V, teleport 4th (4/day)—control water D, divine power†, poison
4th (8/day)—bestow curse (DC 22), fire 3rd (6/day)—dispel magic, locate object,
shield, scrying (DC 22), wall of fire water walk, water breathing D
3rd (8/day)—blink, fireball (DC 22), 2nd (7/day)—cure moderate wounds,
haste, Palin’s pyre† (DC 22) death knell (DC 14), fog cloud D, lesser
2nd (8/day)—darkness, elemental dart† (DC 20), flaming restoration, undetectable alignment
sphere (DC 21), pyrotechnics (DC 21), shatter (DC 21) 1st (7/day)—bane (DC 13), cause fear (DC
1st (8/day)—alarm, floating disk, identify, magic 13), cure light wounds, endure elements,
missile, ray of enfeeblement (DC 19) entropic shield, obscuring mistD
0 (6/day)—arcane mark, dancing lights, daze 0 (6/day)—create water, cure minor wounds,
(DC 18), detect magic, flare (DC 19), light, detect magic, guidance, mending,
mage hand, read magic, resistance purify food and drink, resistance
†Spell from the Dragonlance Campaign Setting. D
: Domain spell. Domain: Water
Spell-Like Abilities (CL 19th) Spell-Like Abilities (CL 6th, minor circlet of blasting)
12/day—locate object 1/day—searing light (+14 ranged touch, 3d8)
3/day—suggestion (DC 21) † already cast
1/day—find the path (DC 24), discern location. Abilities* Str 23, Dex 10, Con 12, Int 10, Wis 15, Cha 15
Abilities Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26 * includes adjustments for divine power
Feats Ability Focus (breath weapon), Cleave, Empower Feats Combat Casting, Improved Unarmed Strike,
Spell, Enlarge Spell, Flyby Attack, Flyby Breath*, Skill Focus (Concentration), Spell Focus
Great Cleave, Improved Sunder, Maximize Spell, (evocation), Weapon Focus (melee touch)
Persuasive, Power Attack, Spell Focus (Evocation), Skills Concentration +7 (+11 casting defensively),
Weapon Focus (bite), Weapon Focus (claw) Knowledge (arcana) +5, Knowledge (religion)
*New feat from the Dragonlance Campaign Setting. +5, Sense Motive +8, Spellcraft +17
Skills Appraise +40, Bluff +53, Climb +33, Concentration Possessions combat gear plus minor circlet of
+53, Diplomacy +16, Escape Artist +43, Gather blasting, bracers of armor +5, monk’s belt
Information +24, Hide –16, Intimidate +55, Jump +60,
Knowledge (geography) +51, Listen +51, Search +51, Katja Dorova CR 16
Sense Motive +51, Spellcraft +29, Spot +51, Survival +26 Female civilized human fighter 5/Legion
warrior 8/legendary tactician 3
Jormangunda CR 15 NG Medium humanoid
Female half-ogre sorcerer 5/mystic 5 Knightly Orders of Ansalon (Legion Warrior prestige class)
of Water/mystic theurge 4 Init +0; Senses Listen +2, Spot +2
CE Medium humanoid (ogre) Languages Common, Draconic,
Init +0; Senses low-light vision; Listen +2, Spot +2 Estwilde, Nerakese, Solamnic
Languages Common, Estwilde, Ogre AC 21, touch 10, flat-footed 21
AC 23, touch 11, flat-footed 21 hp 122 (16 HD)
hp* 69 (14 HD) Resist fire 20 (ring)
Fort +7, Ref +3, Will +14 Fort +17, Ref +8, Will +8 (+12 against
* includes adjustments for divine power frightful presence of dragons)
Spd 30 ft. Spd 20 ft. (full plate); base 30 ft.
Melee* unarmed strike +20/+15/+10 (1d8+6) Melee +1 keen shocking burst greatsword* +16/+11/+6/+1
* includes adjustments for divine power (2d6+17/17-20 plus 1d6 electricity) or
Base Atk +14; Grp +20 +1 shortsword +20/+15/+10/+5 (1d6+4/19-20)
Special Actions turn fire creatures 5/day (+4, 2d6+7), *includes adjustments for 5-point Power Attack
rebuke water creatures 5/day (+4, 2d6+7) Base Atk +16; Grp +19
Sorcerer Spells Known (CL 9th, +21 melee Atk Options favored enemy chromatic dragons +4,
touch, +14 ranged touch) favored enemy goblins +2, improved combat style
4th (4/day)—ice storm, wall of ice (DC 17) (Nerakan), Mounted Combat, Power Attack
3rd (6/day)—sleet storm, lightning bolt Special Actions direct troops, inspire courage
(DC 16), vampiric touch +2 2/day, Legion’s oath 2/day
2nd (7/day)—bull’s strength, elemental dart (cold, DC Abilities Str 16, Dex 11, Con 14, Int 12, Wis 10, Cha 15
14), flaming sphere (DC 15), gust of wind (DC 15) SQ leadership +20, Legion knowledge +17, reputation +6
1st (7/day)—chill touch (DC 13), magic missile, Feats Alertness, EnduranceB, Great CleaveB , Iron
292 Appendix Two
Will, Leadership, Lightening Reflexes, Mounted Fort +15, Ref +8, Will +8
CombatB, Power Attack, Resist Dragonfear, Weapon Spd 40 ft.
Focus (greatsword) B, Weapon Specialization Melee* +2 wounding greatsword +19/+14/+9/+4
(greatsword)B, Whirlwind AttackB (2d6+23/19-20 plus 1 Con damage) or
Skills Bluff +7, Climb +8, Diplomacy +17, Disguise Melee melee touch +22/+17/+12/+7 (1d6+6)
+2 (+4 to act in character), Gather Information Ranged mwk composite longbow
+6, Handle Animal +7, Intimidate +23, Jump +7, +17/+12/+7/+2 (1d8+4/x3)
Knowledge (arcana) +6, Knowledge (local) +9, * includes adjustments for a 6-point Power Attack
Knowledge (nobility & royalty) +3, Listen +2, Ride Base Atk +16; Grp +22
+8, Sense Motive +13, Sleight of Hand +2, Speak Atk Options Cleave, Great Cleave, Power Attack
Language (Draconic, Estwilde), Spellcraft +3, Spot +2 Special Actions direct troops (1 round, +2 attack
Possessions +3 full plate armor, +1 keen shocking or damage, 30 ft.), inspire courage (3/day,
burst greatsword, +1 shortsword, cloak of resistance +3 attacks, damage, and saves vs. charm and
+2, ring of major energy resistance (fire) fear), rage 3/day (3 rounds), rally troops
Apprentice (Ex) Katja has the option of taking (second save vs. charm and fear, 30 ft.)
on an apprentice. Currently, she has none. Abilities Str 22, Dex 10, Con —, Int 10, Wis 14, Cha 13
Combat Style (Nerakan) (Ex) Katja is treated SQ hard march (+4 to resist exertion), leadership
as having the Great Cleave feat. She loses bonus +3 (leadership score 20), trap sense +3
the benefits of this feat if she does not begin Feats Cleave, Great Cleave, Great Fortitude,
her turn adjacent to an allied character. Leadership, Lightning Reflexes, Power
Improved Combat Style (Nerakan) (Ex) Katja is Attack, Weapon Focus (greatsword)B
treated as having the Whirlwind Attack feat. Skills Diplomacy +13, Intimidate +20, Jump +10,
She loses the benefits of this feat if she does not Listen +18, Ride +17, Sense Motive +7
begin her turn adjacent to an allied character. Possessions +3 chain shirt, +2 wounding greatsword,
Legion Knowledge (Ex) Katja may make a special mwk composite longbow (+4 Str) with
Legion knowledge check with a +17 bonus to see 20 arrows, ring of protection +3, gauntlets
whether she knows any relevant information about of ogre power, cloak of resistance +2
local people, history, far away places, or recent Rage (Ex) When Warbringer rages, his
events. She may not take 10 or 20 on this check; statistics change as follows:
this sort of knowledge is essentially random. The AC 20, touch 11, flat-footed 20
DM determines the Difficulty Class of the check Fort +15, Will +11
similarly to a bardic knowledge check’s DC. Melee* +2 wounding greatsword +21/+16/+11/+6
Legion’s Oath (Ex) Twice a day, Katja may utter a cry (2d6+31/19-20 plus 1 Con damage) or
of solidarity (“All we have is each other!” or similar) Melee melee touch +24/+19/+14/+9 (1d6+8)
as part of an aid another action. If the aid another * includes adjustments for an 8-point Power Attack
action is successful, her ally is allowed another saving Abilities Str 28
throw against any effect that has caused them to Skills Jump +12
become blinded, dazed, exhausted, fatigued, panicked,
petrified, shaken, or stunned. Katja’s bonus from the Kiro Dorova CR 16
aid another action also applies to this new saving Male civilized human diviner 6/sylvan mage 10
throw and to any other saving throws the ally must NG Medium humanoid
make against effects that cause those conditions until Towers of High Sorcery (sylvan mage prestige class),
Katja’s next round. If the effect does not normally War of the Lance (Spellcasting Prodigy feat)
allow a saving throw, this ability has no effect. Init +2; Senses detect scrying, permanent
Reputation (Ex) Katja adds a +6 circumstance bonus arcane sight; Listen +4, Spot +0
on Bluff and Diplomacy skill checks when dealing Languages Common, Draconic, Estwilde,
with working-class or poor individuals. Goblin, Magius, Solamnic, Sylvan
AC 18, touch 14, flat-footed 16
Khara Warbringer CR 17 hp 51 (16 HD)
Male skeletal warrior nomad human Immune poison
barbarian 11/legendary tactician 5 Resist fire 10 (ring)
CN Medium undead Fort +7, Ref +6, Will +10 (+14 against fey spell-like abilities)
Init +0; Senses darkvision 60 ft.; Listen +18, Spot +2 Spd 30 ft.; woodland stride
Languages Common, Estwilde, Ergothian, Goblin; illiteracy Melee +1 dagger +9/+4 (1d6+1)
AC 22, touch 13, flat-footed 22; improved Base Atk +8; Grp +8
uncanny dodge, uncanny dodge Combat Gear +1 quarterstaff of abjuration (25 charges
hp 110 (16 HD); DR 2/- and 5/bludgeoning remaining), potion of cure moderate wounds, potion
Immune cold, electricity, polymorph, undead traits of resist energy 20 (acid), scroll of lightning bolt, scroll
SR 29 of feeblemind, scroll of resist energy 20 (electricity),
Characters and Creatures 293
wand of fireball (CL 9, 20 charges remaining) all require the permanent sacrifice of a spell slot.
Wizard Spells Prepared (CL 11th, +7 Rite of Beast-speech (Sp) Kiro gains speak with
melee touch, +9 ranged touch) animals 3/day as a spell-like ability. For
6th—greater heroism, chain lightning (DC 20) purposes of dispel magic and other antimagic
5th—cone of cold (DC 19), prying eyes, teleport effects, this ability acts as a 2nd level spell.
4th—detect scrying*, ice storm, scrying (DC Rite of Day (Sp) Kiro gains a +2 inherent bonus to Dexterity
18), silent suggestion (DC 17) and Intelligence for 24 hours. This rite must be prepared
3rd—clairvoyance/clairaudience, deep at midday. For purposes of dispel magic and other
slumber (DC 17), dispel magic, lightning antimagic effects, this ability acts as a 3rd level spell.
bolt (DC 17), silent see invisibility Rite of Life-speech (Sp) Kiro gains commune
2nd—silent charm person (DC 15), detect thoughts, with nature 3/day as a spell-like ability. For
knock, scorching ray, whispering wind purposes of dispel magic and other antimagic
1st—detect undead, endure elements, feather effects, this ability acts as a 4th level spell.
fall, sleep (DC 15), true strike Rite of the Dryad (Sp) Kiro gains tree stride 3/day as a
0—resistance, detect poison, prestidigitation, light spell-like ability. For purposes of dispel magic and other
*Already cast antimagic effects, this ability acts as a 4th level spell.
Prohibited Schools necromancy Rite of Stone-speech (Sp) Kiro gains stone tell 3/day as a
Spell-Like Abilities (CL 11th) spell-like ability. For purposes of dispel magic and other
3/day—commune with nature, speak with antimagic effects, this ability acts as a 5th level spell.
animals, stone tell, tree stride
Abilities Str 10, Dex 14, Con 10, Int 19, Wis 11, Cha 16 Two-Faced Grom CR 18
SQ nature sense, trackless step, sylvan rites (Rite of Male ettin barbarian 5/blackguard 7 of Hiddukel
Beast-speech, Rite of Day, Rite of Life-speech, CE Large giant
Rite of the Dryad, Rite of Stone-speech), venom Init +5; Senses low-light vision; Listen +10, Spot +10
immunity, wild empathy +15 (magical beasts +11) Aura despair (10 ft., -2 on saves)
Feats Brew PotionB, Combat Casting, Negotiator, Languages Common, empathic link, Giant
Scribe ScrollB, Self-Sufficient, Silent Spell, Spell AC 29, touch 12, flat-footed 28; improved
Focus (divination), Spellcasting ProdigyB, Track uncanny dodge, uncanny dodge
Skills Concentration +19 (+23 casting defensively), hp 213 (22 HD)
Diplomacy +12, Gather Information +6, Handle Fort +22, Ref +10, Will +11; evasion
Animal +8, Heal +2, Knowledge (arcana) +22, Spd 20 ft. (full plate); base 30 ft.
Knowledge (nature) +26, Listen +4, Search +4, Melee* +2 vicious battleaxe (“Famine”) +19/+14/+9/+4
Sense Motive +7, Spellcraft +25, Survival +14 (2d6+16/x3 plus 2d6) and +1 wounding battleaxe
Possessions combat gear plus +1 dagger, bracers of armor (“Despair”) +18/+13/+8/+3 (2d6+15/x3 plus 1 Con)
+4, ring of protection +2, minor ring of fire resistance, Ranged large javelin +19 (1d8+6)
holly bough upon which continual flame has been cast, *includes adjustments for an 8-point Power Attack
Legion starjewel, pouch of spell components, spellbook Space 10 ft.; Reach 10 ft.
Spellbook prepared spells plus: all 0-level spells; 1st— Base Atk +19; Grp +29
comprehend languages, feather fall, identify, mage Atk Options Cleave, Improved Sunder, Power Attack,
armor, magic weapon, obscuring mist, shield, true smite good 2/day (+2 attack, +7 damage), sneak
strike; 2nd—continual flame, fox’s cunning, locate attack +2d6, Superior Two-Weapon Fighting
object, pyrotechnics, resist energy, web; 3rd—arcane Special Actions rage 2/day (9 rounds), rebuke
sight, fireball, haste, heroism, lightning bolt, suggestion, undead 5/day (+2, 2d6+7, 5th)
tongues; 4th—locate creature, remove curse, stone shape, Blackguard Spells Prepared (CL 7th, +24 melee touch)
wall of ice; 5th—break enchantment, contact other 3rd—contagion (DC 14)
plane, hold monster, permanency, sending, telekenesis; 2nd—darkness
6th—legend lore, repulsion, stone to flesh, true seeing 1st—corrupt weapon, cure light wounds
Nature Sense (Ex) Kiro gains a +2 bonus on Spell-Like Abilities (CL 7th)
Knowledge (nature) and Survival checks. At will—detect good
Spellcasting Prodigy For purposes of determining Abilities Str 22, Dex 13, Con 19, Int 8, Wis 13, Cha 14
bonus spells, Kiro’s Intelligence score SQ aura of evil, fiendish servant, poison
is treated as two points higher. use, share spells, trap sense +1
Sylvan Rites A sylvan mage has supernatural attunement Feats Alertness, Cleave, Improved Initiative,
to and understanding of nature and can channel his Improved Sunder, Iron Will, Leadership,
arcane talent into specific abilities. Each rite lasts Power Attack, Weapon Focus (battleaxe)
24 hours or for a specified number of uses. Each Skills Hide +0, Intimidate +13, Jump +14, Knowledge
use of a rite requires 10 minutes of undisturbed (religion) +1, Listen +10, Search +1, Spot +10
preparation in a natural outdoor location. Some rites Possessions +2 moderate fortification full plate, +2 vicious
have specific times of day they must be prepared, and battleaxe “Famine”, +1 wounding battleaxe “Despair”, 2
294 Appendix Two
large javelins, ring of evasion, ring of protection +2, gloves of 2nd (2/day)—animal messenger, detect
Dexterity +4, wolf hides, waterskin, pouch of rancid rations, thoughts (DC 16), invisibility (DC 15)
medallion of faith (Hiddukel, but bears Malfesus symbol) 1st (4/day)—charm person (DC 16), comprehend
Rage (Ex) When raging, Grom has the languages, remove fear (DC 15), sleep (DC 16)
following changed statistics: 0 (3/day)—daze (DC 15), detect magic, flare
AC 27, touch 10, flat-footed 26 (DC 14), light, lullaby (DC 15), message
hp 249 Abilities Str 8, Dex 13, Con 10, Int 14, Wis 12, Cha 18
Fort +24, Will +13 SQ bardic knowledge, Legion knowledge, trapfinding
Melee* +2 vicious battleaxe (“Famine”) +21/+16/+11/+6 Feats Improved Initiative, Spell Focus
(2d6+18/x3 plus 2d6) and +1 wounding battleaxe (enchantment), Track, Weapon FinesseB
(“Despair”) +20/+15/+10/+5 (2d6+17/x3 plus 1 Con) Skills Balance +5, Bluff +13 (+17 when passing self
*includes adjustments for an 8-point Power Attack off as local or commoner), Climb +3, Diplomacy
Ranged large javelin +19 (1d8+8/20) +17, Disguise +13 (+15 to act in character, +17
Grp +21 when passing self off as local or commoner),
Abilities Str 24, Con 21 Gather Information +12, Hide +10, Intimidate +6,
Skills Jump +16 Knowledge (nobility and royalty) +4, Listen +6, Move
Silently +6, Perform +13, Search +5, Sense Motive
Grom’s Fiendish Raven CR — +10, Sleight of Hand +3, Spot +9, Survival +4
CE Tiny magical beast (augmented animal) Possessions combat gear plus leather armor, mwk light
Init +2; Senses darkvision 60 ft.; Listen +3, Spot +5 crossbow with 20 bolts, mwk rapier, 2 daggers, cloak of
Languages empathic link, speak with blackguard Charisma +2, ring of protection +1, Legion starjewel
AC 19, touch 19, flat-footed 17 Legion Knowledge (Ex) Wesmia may make a special
hp 33 (4 HD); DR 5/magic Legion knowledge check at +9 to see whether
Resist cold 5, fire 5; SR 11 she knows any relevant information about local
Fort +5, Ref +7, Will +4; improved people, history, far away places, or recent events.
evasion, share saving throws She may not take 10 or 20 on this check; this
Spd 10 ft., fly 40 ft. sort of knowledge is essentially random. The
Melee claws +11 (1d2-5) DM determines the Difficulty Class of the check
Space 2 1/2 ft.; Reach 0 ft. similarly to a bardic knowledge check’s DC.
Base Atk +6; Grp –13
Atk Options blood bond (+2 to attacks, saves, Minions, Monsters, and
and checks if master is threatened) Minor Characters
Special Actions share spells, smite good 1/
day (+6 damage to good foe) Advanced Chimera CR 10
Abilities Str 4, Dex 16, Con 10, Int 8, Wis 14, Cha 6 CE Huge magical beast
Feats Alertness, Stealthy, Weapon Finesse Init +0; Senses darkvision 60 ft., low-light
Skills Hide +5, Listen +8, Move Silently +5, Spot +10 vision, scent; Listen +12, Spot +12
Languages Draconic
Wesmia Grunhilt CR 7 AC 20, touch 8, flat-footed 20
Female human rogue 1/bard 5/Legion Scout 1 hp 172 (15 HD)
CG Medium humanoid Fort +15, Ref +7, Will +8
Knightly Orders of Ansalon (Legion Scout prestige class) Spd 30 ft.; Fly 50 ft. (poor); Hover
Init +5; Senses Listen +6, Spot +9 Melee* 2 bites each +16 (3d6+13) and gore +16
Languages Common, Ergoth, Estwilde, Goblin (3d6+13) and 2 claws each +14 (1d8+9)
AC 14, touch 12, flat-footed 13 * Includes adjustments for 5 point Power Attack
hp 28 (7 HD) Space 15 ft.; Reach 10 ft.
Fort +1, Ref +9, Will +7 Base Atk +15; Grp +31
Spd 30 ft. Attack Options Power Attack
Melee mwk rapier +5 (1d6-1/18-20) or Special Actions breath weapon (20 ft. cone,
Melee dagger +4 (1d4-1/19-20) or 4d8 fire, DC 20 Reflex half)
Ranged light crossbow +4 (1d8/19-20) Abilities Str 27, Dex 11, Con 22, Int 4, Wis 13, Cha 10
Base Atk +3; Grp +2 Feats Alertness, Hover, Iron Will, Lightning
Atk Options sneak attack +1d6 Reflexes, Multiattack, Power Attack
Special Actions bardic music 5/per day Skills Hide -4 (+0 in brush and scrubland),
(countersong, fascinate 2 creatures, inspire Listen +12, Spot +12
competence, inspire courage +1)
Combat Gear potion of invisibility (2) Advanced Destrachan CR 11
Bard Spells Known (CL 5th, +4 melee NE Huge aberration
touch, +4 ranged touch) Init +4; Senses blindsight 100 ft.; Listen +37, Spot +4
Characters and Creatures 295
AC 20, touch 9, flat-footed 20
Bozak Slave Boss CR 13
hp 190 (20 HD) Male bozak draconian fighter 8
Immune gaze attacks, illusions, visual effects, NE Medium dragon
any attacks that rely on target’s sight Init +4; Senses darkvision 60 ft., low-
Resist +4 to saves vs. sonic effects light vision; Listen +11, Spot +7
Fort +13, Ref +8, Will +16 Languages Camptalk, Common, Draconic, Nerakese
Spd 30 ft. AC 20, touch 12, flat-footed 20
Melee* 2 claws each +15 (1d8+16) hp 70 (12 HD); Diehard
* includes adjustments for an 8-point Power Attack Immune disease, paralysis, sleep
Space 15 ft.; Reach 10 ft. SR 22
Base Atk +15; Grp +31 Fort +10, Ref +6, Will +6
Atk Options Power Attack Spd 30 ft., glide
Special Actions destructive harmonics Melee +1 short sword +17/+12/+7 (1d6+5/17-
Abilities Str 26, Dex 10, Con 20, Int 12, Wis 19, Cha 14 20) and claw +9 (1d4+2) or
Feats Ability Focus (destructive harmonics), Dodge, Melee 2 claws each +14 (1d4+2)
Improved Initative, Lightning Reflexes, Power Base Atk +12; Grp +14
Attack, Improved Natural Armor, Great Fortitude Special Actions death throes (10 ft. radius,
Skills Hide +16, Listen +37, Move Silently +19, Survival +9 1d6, Reflex DC 14 half), Quick Draw
Destructive Harmonics (Su) 80 ft. cone or 30 ft. Sorcerer Spells Known (CL 4th, +14 melee
radius. May choose one of following targets: flesh touch, +12 ranged touch)
(damage 4d6, Reflex DC 17 half), nerves (damage 2nd (3/day)—detect thoughts (DC 13)
6d6 nonlethal, Reflex DC 22 half), or material 1st (7/day)—burning hands (DC 12),
(must select wood, stone, metal, or glass, objects hold portal, magic missile
with 30 or fewer hp must make Fortitude DC 22 0 (6/day)—daze (DC 11), flare, light, mage hand,
or shatter). The save DCs are Charisma-based. ray of frost, touch of fatigue (DC 11)
Abilities Str 14, Dex 10, Con 10, Int 12, Wis 10, Cha 12
aul-Malfesan Murza CR 12 SQ draconian traits, inspired by dragons, low metabolism
Male or female gurik cha’ahl hobgoblin barbarian 11 Feats Combat Casting, Diehard, Endurance, Greater
CE Medium humanoid (goblinoid) Weapon Focus (short sword)B, Improved Critical
Bestiary of Krynn (Gurik Cha’ahl template) (short sword)B, Improved Initiative, Quick DrawB,
Init +0; Senses darkvision 60 ft., scent; Listen +15, Spot +1 Skill Focus (Intimidate), Run, Weapon Focus (short
Languages Camptalk, Common, Goblin sword)B, Weapon Specialization (short sword)B
AC 18, touch 12, flat-footed 18; improved Skills Bluff +9, Concentration +11 (+15 casting
uncanny dodge, uncanny dodge defensively), Diplomacy +11, Disguise +1 (+3
hp 93 (11 HD); DR 2/- to act in character), Intimidate +22, Knowledge
Fort +9, Ref +3, Will +6 (arcana) +9, Listen +11, Search +9, Sleight
Spd 40 ft. of Hand +2, Spellcraft +11, Spot +7
Melee* +2 greataxe +15/+10/+5 (1d12+17/x3) Possessions combat gear plus +1 short sword, ring
* includes adjustments for a 4-point Power Attack of protection +2, assorted ropes and manacles
Base Atk +11; Grp +16
Atk Options Cleave, Power Attack, sneak attack +1d6 Centaur Elite Warrior CR 9
Special Actions rage 3/day (8 rounds) Male centaur warrior 7
Abilities Str 21, Dex 10, Con 15, Int 10, Wis 12, Cha 12 N large monstrous humanoid
SQ trap sense +3 Init +5; Senses darkvision 60 ft.; Listen +4, Spot +11
Feats Cleave, Iron Will, Power Attack, Languages Common, Elven, Goblin, Sylvan
Weapon Focus (greataxe) AC 22, touch 14, flat-footed 17
Skills Gather Information +8, Hide +6, Intimidate +14, hp 86 (11 HD)
Jump +9, Listen +15, Move Silently +6, Sense Motive +8 Fort +9, Ref +11, Will +8
Possessions +2 studded leather armor, +2 Spd 50 ft.
greataxe, ring of protection +2, dagger Melee mwk large longsword +17/+12/+7 (2d6+6/19-20) or
Rage (Ex) When a murza rages, his or her Ranged +1 large composite longbow
statistics change as follows: +16/+11/+6 (2d6+5/x3) or
AC 16, touch 8, flat-footed 16 Ranged +1 large composite longbow +14/+14/+9/+4
hp 126 (11 HD); DR 2/- (2d6+5/x3) with Rapid Shot
Fort +12, Ref +10, Will +9 Space 10 ft.; Reach 5 ft.
Melee* +2 greataxe +16/+11/+6 (1d12+26/x3) Base Atk +11; Grp +21
* includes adjustments for a 6-point Power Attack Atk Options Point Blank Shot, Precise Shot
Abilities Str 27, Con 21 Abilities Str 22, Dex 20, Con 17, Int 8, Wis 14, Cha 9
Skills Jump +11 Feats Alertness, Point Blank Shot, Precise Shot, Rapid Shot
296 Appendix Two
Skills Intimidate +6, Listen +4, Spot +11 * includes adjustments for a 3-point Power Attack
Possessions combat gear plus +2 studded leather Base Atk +8; Grp +12
armor, mwk large longsword, dagger, +1 large Atk Options Improved Bull Rush, Power Attack
composite longbow (+4 Str) with 40 arrows Special Actions death throes (10 ft. radius,
1d6, DC 15 Reflex half)
Centaur Warchief CR 13 Combat Gear potion of cure moderate wounds
Male centaur ranger 9 of Chislev Sorcerer Spells Known (CL 6th, +12
N Large monstrous humanoid melee touch, +8 ranged touch)
Init +5; Senses darkvision 60 ft.; Listen +20, Spot +20 3rd (4/day)—fireball (DC 17)
Languages Common, Elven, Goblin, Sylvan 2nd (6/day)—shatter (DC 16), web (DC 15)
AC 23, touch 16, flat-footed 18 1st (7/day)—burning hands (DC 15), magic missile,
hp 73 (13 HD) cause fear (DC 14), ray of enfeeblement
Fort +8, Ref +15, Will +9; evasion 0 (6/day)—acid splash, daze (DC 13), disrupt undead, flare
Spd 50 ft.; woodland stride (DC 14), message, open/close, touch of fatigue (DC 13)
Melee mwk large short sword +17/+12/+7 (1d8+4/19-20) Abilities Str 18, Dex 10, Con 13, Int 12, Wis 12, Cha 16
Ranged +2 composite longbow +19/+14/+9 (2d6+6/x3) or SQ inspired by dragons, low metabolism
Ranged +2 composite longbow +11 (6d6+18/ Feats Alertness, Combat Casting, Eschew
x3) with Manyshot or Materials, Improved Bull RushB, Power
Ranged +2 composite longbow +17/+17/+12/+7 AttackB, RunB, Spell Focus (evocation)
(2d6+6/x3) with Rapid Shot Skills Climb +7, Concentration +11 (+15
Space 10 ft.; Reach 5 ft. casting defensively), Intimidate +13, Jump
Base Atk +13; Grp +21 +5, Knowledge (arcana) +10, Listen +10,
Atk Options Far Shot, favored enemy goblinoids +4, Search +8, Spellcraft +10, Spot +10
favored enemy dragons +2, improved combat Possessions combat gear plus +2 composite longbow (+3
style (archery), Point Blank Shot, Precise Shot Str) with 20 arrows, +1 longsword, bracers of armor +2
Combat Gear potion of cure light wounds (2)
Ranger Spells Prepared (CL 5th, +17 melee Goblin Mob CR 8
touch, +18 ranged touch) NE Gargantuan humanoid (goblinoid) (mob
2nd—cat’s grace of Small humanoids [goblinoids])
1st—detect snares and pits, pass without trace Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2
Abilities Str 18, Dex 20, Con 12, Int 10, Wis 15, Cha 14 Languages Common, Goblin
SQ animal companion (owl), swift tracker, AC 8, touch 8, flat-footed 7
wild empathy +2 (magical beasts -2) hp 135 (30 HD)
Feats Alertness , EnduranceB, Far Shot, Fort +18, Ref +10, Will +8
Leadership, ManyshotB, Point Blank Shot, Spd 20 ft.
Precise Shot, Rapid Shot B, TrackB Melee mob (5d6)
Skills Heal +6, Hide +6, Knowledge (nature) +7, Jump +12, Space 20 ft.; Reach 0 ft.
Listen +20, Move Silently +14, Search +4, Spot +20, Base Atk +22; Grp +34
Survival +11 (+13 in above ground natural environments) Atk Options expert grappler, Improved Bull Rush,
Possessions combat gear plus mwk large short sword, Improved Overrun, trample 2d6 (Reflex DC 25 half)
+2 large composite longbow (+4 Str) with 40 arrows, Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
bracers of armor +4, ring of protection +2 SQ mob anatomy, mob traits
Feats Alertness, Improved Bull RushB, Improved OverrunB
Elite Bozak Spellguard CR 10 Skills Listen +2, Spot +2
Male bozak draconian sorcerer 2/fighter 3
LE Medium dragon Half-Fiend Roper CR 14
Init -1; Senses darkvision 60 ft., low-light NE Large outsider
vision; Listen +10, Spot +10 Init +7; Senses darkvision 60 ft., low-
Languages Common, Draconic, Nerakese light vision; Listen +13, Spot +13
AC 20, touch 10, flat-footed 20 AC 27, touch 12, flat-footed 24
hp 56 (9 HD) hp 85 (10 HD); DR 5/magic
Immune disease, paralysis, sleep Immune electricity, poison
SR 19 Resist acid 10, cold 10, electricity 10, fire 10; SR 30
Fort +8, Ref +5, Will +9 Fort +11, Ref +10, Will +8
Spd 30 ft.; glide, Run Spd 10 ft., fly 10 ft. (average)
Melee* +2 longsword (two-handed) Melee bite +15 (2d6+8) and 2 claws each +10 (1d6+3) and
+11/+6 (1d8+14/19-20) or 6 strands each +11 ranged touch (drag 10 ft per round,
Melee* 2 claws +9 each (1d4+7) or DC 25 Escape Artist or DC 21 Strength check negates)
Ranged +1 composite longbow +8/+3 (1d8+4/x3) Space 10 ft.; Reach 10 ft. (50 ft. strand)
Characters and Creatures 297
Base Atk +10; Grp +20 of Medium humanoids [goblinoids])
Atk Options drag, strands, smite good 1/ Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2
day (+20 damage), weakness Languages Common, Goblin
Spell-Like Abilities (CL 10th, +15 melee touch) AC 7, touch 7, flat-footed 6
3/day—darkness, poison (DC 16) hp 150 (30 HD)
1/day—contagion (DC 15), desecrate, Fort +18, Ref +9, Will +8
unholy blight (DC 16) Spd 20 ft.
Abilities Str 23, Dex 17, Con 19, Int 16, Wis 16, Cha 14 Melee mob (5d6)
Feats Alertness, Improved Initiative, Iron Space 20 ft.; Reach 0 ft.
Will, Weapon Focus (strand) Base Atk +23; Grp +35
Skills Climb +16, Hide +14, Intimidate +15, Knowledge Atk Options expert grappler, Improved Bull Rush,
(the planes) +16, Listen +13, Move Silently +16, Improved Overrun, trample 2d6+1 (Reflex DC 25 half)
Sense Motive +16, Spot +13, Survival +16 Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Strands (Ex) Most encounters with a roper begin SQ mob anatomy, mob traits
when it fires strong, sticky strands. The creature Feats Alertness, Improved Bull RushB, Improved OverrunB
can have up to six strands at once, and they can Skills Hide +4, Listen +2, Move Silently +4, Spot +2
strike up to 50 feet away (no range increment).
If a strand is severed, the roper can produce a Kapak Slaver CR 12
new one on its next turn as a free action. Male kapak draconian rogue 4/fighter 4
Weakness (Ex) A roper’s strands can sap an opponent’s LE Medium dragon
strength. Anyone grabbed by a strand must succeed Init +2; Senses darkvision 60 ft., low-
on a DC 19 Fortitude save or take 2d8 points of light vision; Listen +10, Spot +10
Strength damage. The save DC is Constitution-based. Languages Camptalk, Nerakese
AC 17, touch 12, flat-footed 15; Dodge,
Hobgoblin Mob CR 8 Mobility, uncanny dodge
LE Gargantuan humanoid (goblinoid) (mob hp 65 (10 HD)
Mobs
M obs are similar to swarms, although they are
composed of larger creatures. The mob template
was first detailed in Dungeon Master’s Guide II (Wizards
enemies and vice versa without impediment, although a
mob provokes an attack of opportunity if it does so. A
mob can move through openings large enough for its
of the Coast, 2006); the pertinent details are provided component creatures.
below for the mobs that appear in this adventure. Mob Traits A mob is treated as a single entity
Expert Grappler (Ex) A mob can maintain a grapple similar to a swarm, save that it is made up of larger
without penalty and still make attacks against other creatures. A mob reduced to 0 hit points breaks up,
targets normally. A mob is never considered flat-footed although damage taken until this point does not
while grappling. degrade its ability to attack or resist attack. Mobs don’t
Mob Anatomy (Ex) A mob has no clear front or make normal attacks. To make an attack, it moves into
back, and no discernable anatomy, so it is not subject to the target creature’s space (which provokes an attack
critical hits or sneak attacks. A mob cannot be flanked, of opportunity). Any creature in the spaces occupied
tripped, grappled, or bull rushed. Each specific creature by the mob at the end of its movement takes 5d6
that is slain, disabled, or otherwise incapacitated by bludgeoning damage with no attack roll needed. A mob
spells or effects that target specific creatures bestows can move through squares occupied by enemies, and
two negative levels on the mob. A mob that gains 30 vice versa, without impediment and can move through
negative levels breaks up as if reduced to 0 hit points. any opening large enough for its component creatures.
Negative levels gained in this manner are not the Cover and concealment are ignored. Mob attacks ignore
result of negative energy (and thus cannot be blocked concealment and cover. Damage reduction applies to
by death ward or removed by restoration), but they mob attacks. A mob that simply moves over a creature,
never result in permanent level loss. A mob takes half and doesn’t end its movement with that creature in one
again as much damage (+50%) from spells or effects of its occupied squares, can trample the creature. The
that affect an area, such as splash weapons and many trampled creature takes 2d6 points of damage. The
evocation spells. A mob can occupy the same space as victim can either make an attack of opportunity against
a creature, since it tramples over and moves around the mob or make a Reflex save (DC 25 plus mob’s
its victims. It can move through squares occupied by Strength modifier) to take half damage.
298 Appendix Two
Immune disease, paralysis, sleep Possessions combat gear plus +1 breastplate, +1 anarchic
SR 19 dagger, mwk light crossbow with 10 bolts
Fort +10, Ref +12, Will +3; evasion
Spd 30 ft., glide Malfesan Bugbear Soldier CR 11
Melee mwk short sword +13/+8 (1d6/19-20) or Male or female gurik cha’ahl bugbear fighter 4/rogue4
Melee sap +11/+6 (1d6 nonlethal) or CE Medium humanoid (goblinoid)
Melee bite +11/+6 (1d4 plus 1d6 poison) or Bestiary of Krynn (Gurik Cha’ahl template)
Ranged light crossbow +11 (1d8/19-20) Init +1; Senses darkvision 60 ft., scent;
Base Atk +9; Grp +9 Listen +10, Spot +10
Atk Options poison (contact, 1d6 Dex/paralysis 2d6 Languages Common, Goblin
minutes, DC 12 Fort negates), sneak attack +3d6 AC 19, touch 12, flat-footed 18; uncanny dodge
Special Actions death throes (5 ft. radius, 1d6 acid) hp 77 (11 HD)
Abilities Str 11, Dex 14, Con 13, Int 8, Wis 8, Cha 11 Fort +9, Ref +9, Will +4; evasion
SQ inspired by dragons, low metabolism, Spd 30 ft.
trap sense +1, trapfinding Melee* mwk morningstar +13/+8 (1d8+10/19-20)
Feats Alertness, DodgeB, Lightning Reflexes, Ranged mwk javelin +11 (1d6+5)
Mobility B, Run, Toughness,Weapon Finesse * includes adjustments for a 3-point Power Attack
B
, Weapon Focus (short sword) Base Atk +9; Grp +14
Skills Hide +11, Intimidate +4, Listen +10, Move Atk Options Cleave, Improved Bull Rush,
Silently +19, Search +8, Sense Motive +8, Spot +10 Power Attack, sneak attack +3d6
Possessions combat gear plus studded leather armor, Abilities Str 20, Dex 12, Con 16, Int 10, Wis 10, Cha 7
mwk short sword, sap, light crossbow with 10 bolts SQ trap sense +1, trapfinding
Feats AlertnessB, CleaveB, Improved Bull Rush, Improved
Keset Malfesa Hobgoblin CR 9 Critical (morningstar), Power AttackB, Stubborn,
Male hobgoblin cleric 9 of Hiddukel Toughtness, Weapon Focus (morningstar)B,
CE Medium humanoid (goblinoid) Weapon Specialization (morningstar)B
Init +4; Senses darkvision 60 ft.; Listen +2, Spot +2 Skills Climb +7, Hide +16, Intimidate +10, Jump
Languages Common, Goblin +9, Listen +10, Move Silently +18, Spot +10
AC 15, touch 10, flat-footed 15 Possessions mwk studded leather, mwk morningstar,
hp 54 (9 HD) mwk javelin, ring of protection +1
Fort +9, Ref +3, Will +8
Spd 20 ft. (breastplate); base 30 ft. Malfesan Athach CR 10
Melee +1 anarchic dagger +9/+4 (1d4+2/19-20) Male or female athach barbarian 2
Ranged mwk light crossbow +7 (1d8/19-20) CN Huge abberation
Base Atk +6; Grp +7 Init +1; Senses darkvision 60 ft.; Listen +9, Spot +8
Combat Gear potion of cure light wounds (2), potion of haste Languages Common, Giant
Special Actions rebuke undead 3/day (+0, 2d6+9), AC 20, touch 9, flat-footed 19; uncanny dodge
spontaneous casting (inflict spells) hp 156 (16 HD)
Cleric Spells Prepared (CL 9th, +7 melee Fort +12, Ref +5, Will +10
touch, +6 ranged touch) Spd 30 ft. (hide armor); base 40 ft.
5th—slay living (DC 17), dispel lawCD(CL 10th, DC 17) Melee* huge morningstar +14/+9/+4 (3d6+12) or
4th—confusionD(DC 16), poison, sending Melee* huge morningstar +12/+7/+2 (3d6+12)
3rd—bestow curse (DC 15), blindness/deafness (DC and 2 huge morningstars +12 (3d6+8)
15), magic circle against law CD (CL 10th), prayer and bite +9 (2d8+8 plus poison)
2nd—bull’s strength (2), cure moderate wounds, hold person * includes adjustments for a 4-point Power Attack
(DC 14), invisibilityD, resist energy, spiritual weapon Space 15 ft.; Reach 15 ft.
1st—bane (DC 13), bless, cause fear (DC 13), Base Atk +12; Grp +28
command (DC 13), disguise selfD, entropic shield Atk Options Cleave, Improved Bull Rush, poison (injury,
0—cure minor wounds, guidance, light, mending, 1d6 Str/2d6 Str, DC 22 Fort negates), Power Attack
purify food and drink, resistance Special Actions rage 1/day (10 rounds)
C
: Chaos spell. D: Domain spell. Domains: Chaos, Trickery Abilities Str 27, Dex 13, Con 21, Int 7, Wis 12, Cha 6
Abilities Str 13, Dex 10, Con 12, Int 10, Wis 15, Cha 10 Feats Alertness, Cleave, Improved Bull Rush, Multiweapon
SQ aura of chaos, aura of evil Fighting, Power Attack, Weapon Focus (bite)
Feats Combat Casting, Great Fortitude, Improved Skills Climb +9, Jump +18, Listen +9, Spot +8
Initiative, Weapon Focus (dagger) Possessions hide armor, 3 huge morningstars
Skills Bluff +6, Concentration 7 (+11 casting Rage (Ex) When the Malfesan athach rages,
defensively), Diplomacy +2, Disguise +0 (+2 his statistics change as follows:
to act in character), Intimidate +2, Knowledge AC 18, touch 7, flat-footed 17
(religion) +6, Sleight of Hand +2, Spellcraft +6 hp 184
Characters and Creatures 299
Fort +14, Ref +5, Will +12 Atk Options sneak attack +5d6
Melee* huge morningstar +16/+11/+6 (3d6+16) or Abilities Str 17, Dex 14, Con 16, Int 10, Wis 9, Cha 6
Melee* huge morningstar +14/+9/+4 (3d6+16) SQ trap sense +2, trapfinding
and 2 huge morningstars each +14 (3d6+12) Feats Dodge, Mobility, Weapon Focus (scimitar)
and bite +9 (2d8+12 plus poison) Skills Balance +15, Climb +14, Hide +19, Jump +16,
* includes adjustments for a 6-point Power Attack Listen +11, Move Silently +23, Spot +11, Tumble +15
Abilities Str 31, Con 25 Possession mwk studded leather armor, mwk scimitar,
Skills Climb +11, Jump +20 mwk shortbow with 20 arrows, cloak of resistance +1
Malfesan Hobgoblin Berserk CR 9 Medusa Cleric CR 13
Male or female gurik cha’ahl barbarian 8 Female medusa cleric 6 of Hiddukel
CE Medium humanoid (goblinoid) CE Medium monstrous humanoid
Bestiary of Krynn (Gurik Cha’ahl template) Init +7; Senses darkvision 60 ft.; Listen +4, Spot +12
Init +1; Senses darkvision 60 ft., scent; Listen +10, Spot -1 Languages Common, Draconic, Infernal
Languages Common, Goblin AC 21, touch 13, flat-footed 18
AC 16, touch 10, flat-footed 15; improved hp 67 (12 HD)
uncanny dodge, uncanny dodge Fort +8, Ref +10, Will +12
hp 96 (8 HD); DR 1/- Spd 30 ft.
Fort +13, Ref +4, Will +4 Melee +1 unholy dagger +15/+10 (1d4+1/19-
Spd 30 ft. (breastplate); base 40 ft. 20) and snakes +8 (1d4 plus poison)
Melee* mwk falchion +11/6 (2d4+13/18-20) or Melee snakes +13 (1d4 plus poison) or
Ranged mwk spear +10 (1d8+5/x3) Ranged mwk light crossbow +14 (1d8/19-20)
* Includes adjustments for a 3-point Power Attack Base Atk +10; Grp +10
Base Atk +8; Grp +13 Atk Options poison (DC 14, 1d6 Str/2d6 Str),
Atk Options Cleave, Improved Bull Rush, treacherous sneak attack +3d6 1/day
Power Attack, sneak attack +1d6 Special Actions petrifying gaze (turn to stone permanently,
Special Actions rage 3/day (9 rounds) 30 ft., DC 15 Fort negates), rebuke undead 5/day
Abilities Str 21, Dex 13, Con 22, Int 10, Wis 9, Cha 6 (+6, 2d6+8), spontaneous casting (inflict spells)
SQ trap sense +2 Cleric Spells Prepared (CL 6th, +13 melee
Feats Cleave, Improved Bull Rush, Power Attack touch, +13 ranged touch)
Skills Hide +3, Intimidate +9, Jump +15, Listen 3rd—bestow curse (DC 15), dispel magic, nondetectionD
+10, Move Silently +7, Survival +10 2nd—cure moderate wounds, darkness, eagle’s
Possessions mwk breastplate, mwk falchion, mwk splendorD, hold person (DC 14), silence
spear, ring of protection +1, cloak of resistance +1 1st—bane (DC 13), cause fear (DC 13), divine favor,
Rage (Ex) The above Malfesan hobgoblin doom (DC 13), undetectable alignmentD
berserker is enraged. If not enraged, the 0—cure minor wounds (2), light, mending, guidance
following adjustments are made: D
: Domain spell. Domains: Treachery, Trickery
AC 18, touch 12, flat-footed 17 Abilities Str 10, Dex 16, Con 12, Int 12, Wis 14, Cha 15
hp 80 (8 HD) SQ aura of evil
Fort +11, Will +2 Feats Alertness, Combat Casting, Improved Initiative,
Melee mwk falchion +12/+7 (2d4+5/18-20) Weapon Finesse, Weapon Focus (dagger)
Abilities Str 17, Con 18 Skills Bluff +11, Concentration +1 (+5 casting defensively),
Skills Jump +11 Diplomacy +8, Disguise +11 (+13 to act in character),
Intimidate +14, Knowledge (religion) +7, Listen +4, Move
Malfesan Hobgoblin Scout CR 9 Silently +10, Sleight of Hand +5, Spellcraft +7, Spot +12
Male or female gurik cha’ahl hobgoblin rogue 8 Possessions +1 chain shirt, +1 unholy dagger,
CE Medium Humanoid (goblinoid) mwk light crossbow with 10 bolts, medallion
Bestiary of Krynn (Gurik Cha’ahl template) of faith, 100 stl diamond dust
Init +2; Senses darkvision 60 ft., scent; Treacherous Sneak Attack Once per day, the medusa may
Listen +11, Spot +11 deal +3d6 additional damage in a single melee attack
Languages Common, Goblin against a flat-footed opponent. The medusa must
AC 16, touch 12, flat-footed 14; Dodge, improved declare she is using the ability before making the attack;
uncanny dodge, Mobility, uncanny dodge if the attack misses, the use is wasted for the day.
hp 52 (8 HD)
Fort +6, Ref +9, Will +2; evasion Shadow Wight CR 8
Spd 30 ft. CE Medium undead (incorporeal)
Melee mwk scimitar +11/+6 (1d6+3/18-20) or Bestiary of Krynn
Ranged mwk shortbow +9/+4 (1d6) Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12
Base Atk +6; Grp +9 Aura unnatural aura
300 Appendix Two
Languages telepathy 100 ft. Chaos’ will and are thus anathema to all of the gods.
AC 18, touch 18, flat-footed 15 In addition, holy water deals twice as many points of
hp 39 (6 HD); DR 10/magic or lawful damage to a shadow wight as it does to standard undead
Immune undead immunities
Resist turn resistance +4; SR 17 Sikk’et Hul Freedom Fighter CR 5
Fort +2, Ref +5, Will +6 Male or female goblin fighter 6
Weakness blessed weapons, firelight powerlessness, N Small humanoid (goblinoid)
fire vulnerability, holy water Init +5; Senses darkvision 60 ft.; Listen +1, Spot +1
Spd 30 ft., fly 50ft. Languages Common, Goblin
Melee incorporeal touch +7 (1d8 Charisma) AC 18, touch 12, flat-footed 17
Base Atk +3 hp 39 (6 HD)
Atk Options charisma damage, despairing visage Fort +6, Ref +3, Will +1
Special Actions oblivion Spd 30 ft.
Abilities Str —, Dex 17, Con —, Int 14, Wis 13, Cha 21 Melee mwk small longsword +10/+5 (1d6+3/19-20)
SQ incorporeal traits Ranged mwk small longbow +9/+4 (1d6/x3)
Feats Alertness, Improved Initiative, Weapon Base Atk +6; Grp +3
Focus (incorporeal touch) Atk Options Point Blank Shot, Precise Shot
Skills Hide +12, Intimidate +14, Listen +12, Combat Gear potion of cure light wounds
Search +14, Sense Motive +10, Spot +12 Abilities Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Charisma Damage (Su) The touch of a shadow Feats Alertness, Endurance, Improved Initiative,
wight deals 1d8 points of Charisma damage to Point Blank ShotB, Precise ShotB, Weapon Focus
a living foe. A creature reduced to 0 Charisma (longsword)B, Weapon Specialization (longsword)B
by a shadow wight is subject to the oblivion Skills Climb +8, Hide +3, Jump +8, Move Silently +3, Ride +5
ability. This is a negative energy effect. Possessions combat gear plus mwk chain shirt, mwk
Despairing Visage (Su) A shadow wight can unnerve an heavy wooden shield, mwk small longsword,
opponent and cast him into doubt by looking into mwk small longbow with 20 arrows
his eyes. The victim of the shadow wight’s despairing
visage ability sees the shadow wight appear as himself; Sivak Thug CR 11
it tells the victim words to send him into a crippling Male or female sivak draconian barbarian 5
depression. This is similar to a gaze attack except that NE Large dragon
the shadow wight must use a standard action, and those Init +4; Senses darkvision 60 ft., low-light
merely looking at it are not affected. Anyone the shadow vision; Listen +14, Spot +0; special
wight targets must succeed on a DC 18 Will save or be Languages Camptalk, Common, Nerakese
reduced to cowering. On a successful saving throw, the AC 19, touch 9, flat-footed 19; improved uncanny dodge
target is still shaken. This is a mind-affecting fear effect. hp 94 (11 HD)
Firelight Powerlessness (Su) Shadow wights are powerless Immune disease, paralysis, sleep
within the radius of bright illumination of any open SR 21
source of flame and flee from it. A shadow wight caught Fort +11, Ref +6, Will +6
in the illumination provided by fire cannot attack and Spd 40 ft., fly 60 ft. (poor), glide
can take only a single move or attack action in a round. Melee* mwk heavy flail +12/+7/+2 (2d8+10/19-
Oblivion (Su) An opponent who has his Charisma reduced 20) and bite +10 (1d8+6) or
to 0 by a shadow wight vanishes, leaving only his Melee* bite +10 (1d8+6) and 2 claws each
clothing and possessions. All memory of him similarly +8 (1d6+4) and tail +8 (2d4+7)
vanishes from the minds of those who knew of or met * includes adjustments for a 3-point Power Attack
him as if he had never existed. He may not be raised, Space 10 ft.; Reach 10 ft.
resurrected, or otherwise restored, even with a wish. Base Atk +11; Grp +18
Unnatural Aura (Su) Animals, whether wild or Atk Options Power Attack, trip (tail only)
domesticated, can sense the unnatural presence Special Actions death throes (10 ft. radius, 2d4 fire, DC
of a shadow wight at a distance of 30 feet. 17 reflex half), rage 2/day (7 rounds), shapeshift
They will not willingly approach nearer and Abilities Str 16, Dex 10, Con 15, Int 10, Wis 10, Cha 10
panic if forced to do so; they remain panicked SQ draconian traits, inspired by dragons,
for as long as they are within range. low metabolism, trap sense +1
Weaknesses Any character who is the subject of a bless spell Feats Improved Initiative, Multiattack, Power
or whose weapon has been the target of a bless weapon Attack, Run, Weapon Focus (heavy flail)
spell automatically scores a critical threat on a shadow Skills Bluff +5, Climb +11, Diplomacy +6,
wight if he hits, regardless of the weapon’s threat range; Disguise +5, Gather Information +4, Jump
the critical multiplier of the weapon improves by one. +15, Intimidate +14, Listen +14
Aligned weapons are also considered blessed weapons Possessions combat gear plus +2 chain
for these purposes, as shadow wights are extensions of shirt, mwk large heavy flail
Characters and Creatures 301
Rage (Ex) When the sivak thug rages, his AC* 35, touch 24, flat-footed 28
statistics change as follows: hp 119 (15 HD)
AC 17, touch 7, flat-footed 17 Immune nonmagical diseases
hp 116 SR 21
Fort +13, Ref +6, Will +8 Fort +12, Ref* +17, Will +16; evasion, still mind
Melee* mwk heavy flail +14/+9/+4 (2d8+13/19- * includes cat’s grace
20) and bite +15 (1d8+5) or Spd 60 ft.
Melee bite +15 (1d8+5) and 2 claws each Melee unarmed strike +16/+11/+6 (1d10+3) and
+13 (1d6+2) and tail +13(2d4+5) 3 +2 kamas each +18/+13 (1d6+3) or
* includes adjustments for a 3-point Power Attack Melee unarmed strike +15/+15/+9/+4 (1d10+3) and 3 +2
Abilities Str 20, Con 19 kamas each +17/+12 (1d6+3) with flurry of blows
Skills Climb +12, Jump +17 Base Atk +11; Grp +14
Atk Options Combat Reflexes, flurry of blows,
Throtl Legionnaires CR 6 Improved Trip, improved grab, Improved
Male or female civilized human rogue 3/fighter 3 Multiweapon Fighting, Improved Unarmed Strike,
LG Medium humanoid ki strike (magic), Multiattack, paralysis (DC 14),
Init +2; Senses Listen +3, Spot +3 Stunning Fist (9/day, DC 21), Weapon Finesse
Languages Common, Estwilde Special Actions Deflect Arrows, implant, planewalk
AC 16, touch 12, flat-footed 14 Sorcerer Spells Known (CL 4th, +16 melee
hp 35 (6 HD); Diehard touch, +16 ranged touch)
Fort +6, Ref +7, Will +2; evasion 2nd (4/day)—cat’s grace*
Spd 30 ft. 1st (7/day)—expeditious retreat, floating
Melee mwk greatsword +8 (2d6+3/19-20) disk, ray of enfeeblement
Ranged +1 composite longbow +9 (1d8+3/x3) or 0 (6/day)—acid splash, daze (DC 12), flare,
Ranged +1 composite longbow +7/+7 mage hand, resistance, touch of fatigue
(1d8+3/x3) with Rapid Shot * already cast
Base Atk +5; Grp +7 Abilities Str 17, Dex 24*, Con 14, Int 12, Wis 16, Cha 14
Atk Options Power Attack, sneak attack +2d6 SQ slow fall 30 ft.
Combat Gear potion of cure moderate wounds, Feats Combat Casting, Combat Reflexes, Deflect ArrowsB,
elixir of hiding, elixir of sneaking, potion Improved Initiative, Improved Multiweapon Fighting,
of invisibility, tanglefoot bag (2) Improved TripB, Improved Unarmed StrikeB, MultiattackB,
Abilities Str 14, Dex 15, Con 12, Int 14, Wis 8, Cha 10 Multiweapon Fighting, Stunning FistB, Weapon Finesse
SQ trapfinding, trap sense +1 Skills Balance +23*, Climb +17, Concentration +12
Feats DiehardB, Endurance, Point Blank ShotB, Power (+16 casting defensively), Diplomacy +4, Escape
Attack, Rapid Shot, Weapon Focus (longbow)B Artist +15*, Intimidate +10, Jump +15, Listen +11,
Skills Balance +3, Bluff +5, Climb +6 , Diplomacy Move Silently +21*, Sense Motive +13, Spellcraft
+8 , Disguise +0 (+2 to act in character), Gather +5, Spot +11, Tumble +23*, Use Rope +7
Information +11, Hide +10 , Intimidate +7 , Jump * includes cat’s grace
+8 , Knowledge (local) +7 , Knowledge (nobility and Possessions combat gear plus +2 kamas (3), monk’s
royalty) +4, Listen +3, Move Silently +10, Search belt, bracers of armor +4, ring of force shield
+6, Sleight of Hand +4, Spot +3, Tumble +12
Possessions combat gear plus mwk chain shirt, mwk Ichebelya CR 18
greatsword, +1 composite longbow (+2 Str) with 50 Female eldritch emissary lillend bard 9
arrows, cloak of resistance +1, backpack, rations, CN Large construct (chaotic)
flint & steel, other assorted survival gear Towers of High Sorcery (Eldritch Emissary template)
Init +6*; Senses darkvision 60 ft.; Listen +24, Spot +15
Chapter Three: The Languages Auran, Common, Draconic, Magius
* includes cat’s grace
Liberation of Bastion AC* 32, touch 18, flat-footed 26
hp 104 (16 HD)
Immune poison
Leaders and Personalities Resist fire 10
Fort +8, Ref +19*, Will +16
Battle-Dancer Ziric CR 16 Weakness antimagic vulnerability
Male xill monk 6/sorcerer 4 * includes cat’s grace
LE Medium outsider (extraplanar) Spd 20 ft.; fly 70 ft. (average)
Init +11*; Senses darkvision 60 ft.; Listen +11, Spot +11 Melee tail slap +17 (2d6+5) or
Languages Infernal Ranged* +4 large seeking composite longbow
* includes cat’s grace +22/+17/+12 (2d6+9/x3) or
302 Appendix Two
Ranged* +4 large seeking composite longbow +16 (3 reduced to 0, or as a voluntary move action, she vanishes
times 2d6+9/x3) with Manyshot (3 arrows) or and is absorbed back into her base location, taking all
Ranged* +4 large seeking composite longbow of her possessions with her. An eldritch emissary who is
+20/+20/+15/+10 (2d6+9/x3) with Rapid Shot forced to discorporate by being reduced to 0 hit points
Space 10 ft.; Reach 10 ft. cannot reform until at least one hour has passed; if it was
Base Atk +13; Grp +22 voluntary, she may reform at any time. Discorporation
Atk Options constrict (2d6+5), improved grab, is the only way for the eldritch emissary to recover lost
Manyshot, Point Blank Shot, Rapid Shot hit points naturally, which she does at the usual rate
Special Actions bardic music (countersong, for a lillend. An eldritch emissary can benefit from
fascinate, inspire courage +2, inspire competence, healing magic. Eldritch emissaries who discorporate can
inspire greatness, suggestion [DC19]) reappear at any point in the area of their base location.
Bard Spells Known (CL 15th, +18 melee Improved Grab (Ex) To use this ability, a lillend must
touch, +19 ranged touch) hit with her tail slap attack. She can then attempt to
5th (3/day)—mind fog (DC 22), shadow evocation start a grapple as a free action without provoking
(DC 22), song of discord (DC 22) an attack of opportunity. If she wins the grapple
4th (4/day)—break enchantment, dimension door, check, it establishes a hold and can constrict.
dominate person (DC 21), shout (DC 21)
3rd (4/day—crushing despair (DC 20), Ixmir, Warlock-Priest CR 20
displacement, fear (DC 20), slow (DC 20) Male xill mystic 14 of Magic
2nd (4/day)—blindness/deafness (DC 19), cat’s LE Medium outsider (extraplanar)
grace†, hold person (DC 19), shatter (DC 19) Init +9; Senses darkvision 60 ft.; Listen +11, Spot +11
1st (6/day)—cause fear (DC 18), hypnotism (DC 18), Languages Infernal
silent image (DC 18), ventriloquism (DC 18) AC 29, touch 18, flat-footed 24
0 (4/day)—daze (DC 17), flare (DC 17), hp 104 (19 HD)
mage hand, open/close, resistance SR 21
† already cast Fort +14, Ref +13, Will +16
Domain Spells (CL 16th, travel) Spd 40 ft.
1/day—dimension door , find the path , fly , greater teleport Melee +3 spell storing glaive +19/+14/+9 (1d10+6/x3) or
, longstrider , locate object , phase door , teleport Melee +3 spell storing glaive +17/+12/+7 (1d10+6/
Spell-Like Abilities (CL 19th) x3) and 2 claws each +18 (1d4+2)
16 rounds/day—freedom of movement Reach 5 ft. (10 ft. with glaive)
3/day—darkness, hallucinatory terrain (DC 21), knock, light Base Atk +15; Grp +17
1/day—charm person (DC 18), speak Atk Options Combat Reflexes, improved grab, Multiattack,
with animals, speak with plants Multiweapon Fighting, paralysis (DC 13)
* includes cat’s grace Special Actions implant
Abilities Str 20, Dex 23*, Con —, Int 16, Wis 20, Cha 24 Combat Gear wand of lightning bolt (CL 10th, 25
SQ bardic knowledge +11 charges), wand of fireball (CL 10th, 32 charges),
Feats Combat Casting, Extend Spell, Lightning Reflexes, wand of ice storm (CL 10th, 15 charges), wand
Manyshot, Point Blank Shot, Rapid Shot of polymorph (CL 10th, 9 charges), wand of
Skills Appraise +13, Bluff +16, Concentration +19 (+23 dimensional anchor (CL 10th, 20 charges)
casting defensively), Diplomacy +30, Disguise +7 (+9 Mystic Spells Known (CL 14th, +17 melee
to act in character), Knowledge (arcana) +22, Listen touch, +20 ranged touch)
+24, Perform (oratory) +26, Sense Motive +24, Sleight 7th (3/day)—destruction (DC 20), spell turning D
of Hand +8, Spellcraft +24, Spot +15, Survival +19 6th (5/day)—antimagic field D, harm (DC 19), heal
Possessions +4 large seeking composite longbow with 30 5th (6/day)—dispel good (DC 18), righteous
arrows, bracers of armor +5, ring of protection +3 might, spell resistance D, true seeing
* includes effects of cat’s grace 4th (6/day)—cure critical wounds, dismissal
Antimagic Vulnerability (Su) Because an eldritch (DC 17), divine power, imbue with spell
emissary is a magical projection of a place of power, ability D, inflict critical wounds (DC 17)
she is vulnerable to antimagic spells and spell- 3rd (6/day)—bestow curse (DC 16), dispel magic D,
like effects as if it were a summoned creature. Any invisibility purge, locate object, protection from energy
antimagic effect will force her to discorporate for 2nd (6/day)—bear’s endurance, eagle’s splendor,
1d4 rounds as if she were a suppressed magic item. identify D, make whole, resist energy, shatter
Constrict (Ex) A lillend deals 2d6+7 points of damage 1st (6/day)—bane (DC 14), comprehend languages, cure
with a successful grapple check. Constricting uses light wounds, divine favor, doom (DC 14), magic aura D
the entire lower portion of its body, so she cannot 0 (6/day)—cure minor wounds, detect magic,
take any move actions when constricting, though guidance, inflict minor wounds (DC 13), light,
she can still attack with her sword or bow. mending, read magic, resistance, virtue
Discorporate (Ex) When an eldritch emissary’s hit points are D
: Domain spell. Domain: Magic
Characters and Creatures 303
Abilities Str 14, Dex 20, Con 12, Int 14, Wis 17, Cha 16 Multiweapon Fighting, Multiattack, Multiweapon
SQ planewalk Fighting, paralysis (DC 16), sneak attack +5d6
Feats Combat Casting, Combat Reflexes, Craft Special Actions implant
Magic Arms and Armor, Improved Initiative, Assassin Spells Known (CL 5th, +17 melee
MultiattackB, Multiweapon Fighting, Weapon touch, +17 ranged touch)
Finesse, Weapon Focus (glaive) 2nd (2/day)—cat’s grace, pass without trace, spider climb
Skills Balance +11, Climb +10 (+12 with rope), 1st (3/day)—ghost sound (DC 13), obscuring
Concentration +15 (+19 cast defensively), Craft mist, sleep (DC 13), true strike
(weaponsmithing) +6, Diplomacy +5, Escape Artist Abilities Str 20, Dex 20, Con 18, Int 14, Wis 14, Cha 8
+13 (+15 ropes), Intimidate +11, Jump +4, Knowledge SQ planewalk, poison use, trap sense, trapfinding +1
(arcana) +16, Knowledge (religion) +16, Listen +11, Feats Combat ExpertiseB, DodgeB, Improved Disarm,
Move Silently +13, Sense Motive +11, Spellcraft +18 Improved Initiative, Improved Multiweapon Attack,
(+20 scrolls), Spot +11, Tumble +13, Use Magic Device Mobility, MultiattackB, Multiweapon Attack, Stealthy
+11 (+13 scrolls), Use Rope +5 (+7 bindings) Skills Balance +23, Climb +16, Disguise +3,
Possessions combat gear plus +3 spell storing (bestow Escape Artist +16, Hide +30*, Jump +9, Listen
curse) glaive, bracers of armor +4, ring of protection +3 +13, Move Silently +23, Search +17, Sense
Granted Power (Su) Ixmir’s Magic domain allows Motive +13, Spot +13, Tumble +21
him to use wands, scrolls, staffs, and other spell * Includes +10 competence bonus due
trigger or spell completion items as a 7th-level to ring of chameleon power
wizard or sorcerer as well as a 14th-level mystic. Possessions combat gear plus +1 wounding short sword,
Powered-Up Ixmir The following changes to Ixmir’s stats +1 short sword (3), +1 heavy crossbow with 10 bolts,
reflect Ixmir after he casts bear’s endurance, divine bracers of armor +4, ring of chameleon power
power, eagle’s splendor, righteous might, and spell
resistance. This powered up state lasts for 14 rounds. Lord Knight Theo Drawde CR 20
LE Large outsider (extraplanar) Male civilized human fighter 5/Knight of the
AC 30, touch 17, flat-footed 25 Lily 1/sorcerer 4/Knight of the Thorn 10
hp 175 (19 HD); DR 6/good LE Medium humanoid
SR 26 Init +2; Senses Listen +0, Spot +0
Fort +17 Aura terror (10 ft., Will DC 24 or shaken)
Melee +3 spell storing glaive Languages Common, Draconic, Ergothian, Nerakese, Ogre
+25/+20/+15/+10 (2d8+12/x3) or AC 25, touch 15, flat-footed 23
Melee +3 spell storing glaive +23/+18/+13/+8 hp 117 (20 HD)
(2d8+12/x3) and 2 claws each +23 (1d4+6) Resist Honor-bound
Reach 10 ft. (15 and 20 ft. with glaive) Fort +12, Ref +7, Will +11
Base Atk +19; Grp +31 Spd 20 ft. (in +2 breastplate of command); base 30 ft.
Mystic Spells Known (CL 14th, +24 melee Melee* +2 shocking burst thundering longsword +15/+10/+5
touch, +23 ranged touch) (1d8+13/19-20 plus 1d6 electricity) used one-handed
Abilities Str 24, Con 18, Cha 20 Melee* +2 shocking burst thundering longsword +15/+10/+5
Skills Climb +15 (+17 with rope), Concentration +17 (1d8+20/19-20 plus 1d6 electricity) used two-handed
(+21 cast defensively), Diplomacy +7, Intimidate *includes adjustments for a 6-point Power Attack
+13, Jump +9, Use Magic Device +13 (+15 scrolls) Base Atk +15; Grp +18
Atk Options Power Attack, sneak attack +1d6, weapon touch
Knight-Assassin Czimix CR 16 Special Actions cosmic understanding
Male xill rogue 3/fighter 2/assassin 5 Sorcerer Spells Known (CL 14th; arcane spell failure
LE Medium outsider (extraplanar) 5%; +18 melee touch, +17 ranged touch)
Init +9; Senses darkvision 60 ft.; Listen +13, Spot +13 7th (3+1/day)—greater scryingDIV (DC 20) (CL 15th)
Languages Infernal 6th (5+1/day)—chain lightning (DC 19),
AC 26, touch 15, flat-footed 21; Dodge, improved contingency, true seeingDIV (CL 15th)
uncanny dodge, Mobility, uncanny dodge 5th (6+1/day)—communeDIV (CL 15th), overland flight,
hp 121 (15 HD) prying eyesDIV(CL 15th), telepathic bondDIV (CL 15th)
SR 21 4th (6+1/day)—arcane eyeDIV (CL 15th),
Fort +13 (+15 against poison), Ref +16, Will +8; evasion divinationDIV (CL 15th), spark shield†, scryingDIV
Spd 40 ft. (DC 17) (CL 15th), storm wall† (DC 17)
Melee +1 wounding short sword +16/+11/+6 (1d6+6/19- 3rd (7+1/day)—clairaudience/clairvoyanceDIV (CL
20) and 3 +1 short swords each +16/+11 (1d6+3/19-20) 15th), fly, lightning bolt (DC 16), nondetection
Ranged +1 heavy crossbow +18 (1d10+1/19-20) 2nd (7+1/day)—auguryDIV (CL 15th), bull’s strength,
Base Atk +12; Grp +17 crackling sphere† (DC 15), detect thoughtsDIV (CL
Atk Options Combat Expertise, death attack (DC 15th), locate objectDIV (CL 15th), shocking spark†
17), Improved Disarm, improved grab, Improved (3 rays, +3 attack against metal, x3 critical)
304 Appendix Two
1st (7+1/day)—feather fall, identifyDIV (CL 15th), Init +4; Senses Listen +14, Spot +14
shield, shocking grasp, true strikeDIV (CL 15th) Languages Common, Nerakese
0 (6+1/day)—arcane mark, detect magicDIV (CL 15th), AC 19, touch 17, flat-footed 13
detect poison, mage hand, mending, open/close, hp 91 (16 HD)
prestidigitation, read magicDIV (CL 15th), resistance Immune non-magical diseases
DIV
: Divination spell. † Spell from the Dragonlance Fort +19, Ref +14, Will +22 (+24 against
Campaign Setting enchantments); improved evasion
Combat Gear ring of shooting stars, rod of negation, wand Spd 60 ft.
of lightning bolt (caster level 10th, 50 charges) Melee unarmed strike +17/+12 (1d12+7/20) or
Abilities Str 16, Dex 15, Con 12, Int 16, Wis 11, Cha 18 Melee flurry of strikes +15/+15/+10 (1d12+7/20)
SQ armored spellcasting –20%, read omens and portents Ranged shuriken +11/+6 (1d2+3/20)
Feats Combat Casting, Combat Reflexes, Eschew Base Atk +11; Grp +14
Materials, Extend Spell, Honor-bound, Leadership, Atk Options flurry of blows, Improved Disarm, ki
Persuasive, Power AttackB, Still Spell, Weapon Focus strike (magic), smite good (+4 attack, +16 damage,
(longsword)B, Weapon Specialization (longsword)B 1/day), stunning fist (Fort DC 22, 4/day)
Skills Bluff +16, Concentration +16, Craft (alchemy) Special Actions Deflect Arrows, Heroic Surge (4/day)
+13, Diplomacy +26, Handle Animal +12, Intimidate Mystic Spells Known (CL 7th, +14 melee
+30, Knowledge (arcana) +18, Knowledge (religion) touch, +11 ranged touch)
+9, Ride +12, Sleight of Hand +5, Spellcraft +23 3rd (5/day)—cure serious wounds, deeper
Possessions combat gear plus +2 breastplate of darkness, hasteDT (CL 8th)
command, +2 shocking burst thundering longsword 2nd (7/day)—bear’s enduranceDT (CL 8th), enthrall,
(“Coruscantrix”), ring of protection +3, amulet of resist energy, owl’s wisdomT (CL 8th), shatter, silence
natural armor +3, medallion of thoughts, gray robes, 1st (7/day)—command, comprehend
manacles, numerous scrolls and minor arcane tools languages, jumpDT (CL 8th), obscuring
Aura of Terror (Su) Creatures within 10 feet of Drawde mist, protection from good, sanctuary
must make successful Will saves (DC 24) or 0 (6/day)—cure minor wounds, detect magic,
become shaken. A creature that successfully saves detect poison, guidance, light, purify food
is immune to his aura of terror for 24 hours. and drinkT (CL 8th), resistance
Contingency Drawde has an active contingency D
: Domain spell, T: Transmutation spell.
spell upon him that triggers spark shield as a free Domain: Channeling
action as soon as he is attacked in melee. Spell-Like Abilities (CL 8th)
Cosmic Understanding (Sp) Once per day, Drawde may at will—detect good
add a +14 insight bonus on any one ability check, skill Abilities Str 16, Dex 10, Con 12, Int 8, Wis 18, Cha 18
check, attack roll, saving throw, or to his AC against a SQ aura of good (CL 8th), dark blessing, slow fall
single attack. His spells known includes commune, which 40 ft., wholeness of body (heal 16 hp/day)
does not count against his number of spells known. Feats AlertnessB, Blind Fight, Deflect ArrowsB, Heroic Surge,
Diviner (Ex) Drawde may cast one additional divination Improved DisarmB, Improved Initiative , Improved
spell of each spell level per day and gains a +2 bonus Unarmed StrikeB, Lightning Reflexes, Skill Focus (Sense
to Spellcraft checks to learn new divination spells, Motive), Stunning FistB, Weapon Focus (unarmed strike)
much like a specialist in the school of divination. Skills Balance +2, Concentration +9, Diplomacy +6,
Drawde’s caster level is considered to be one level Intimidate +8, Jump +11 , Knowledge (religion) +3,
higher for the purposes of casting divination spells. Listen +14, Sense Motive +18, Spot +14, Tumble +13
Read Omens and Portents Drawde’s spells known Possessions amulet of mighty fists +2, boots of striding
include augury and divination, which do not and springing, bracers of armor +3, cloak of Charisma
count against his number of spells known. +4, gauntlets of ogre strength, monk’s belt
Weapon Touch (Su) Drawde can deliver touch spells Dark Blessing (Su) Portia applies her Charisma
through any melee weapon with a successful melee modifier as a bonus on all saving throws.
attack. The weapon deals its normal damage as well as Heroic Surge Portia gains an extra move or attack action
delivering the effects of the spell on the target. He can either before or after a regular action. Heroic Surge
cast a spell and discharge it through his weapon in the can never be used more than once per round.
same round as a full round action, or hold the spell until
the following round as part of a normal melee attack. Shatraklanng CR 19
Female old copper dragon
Portia Gant CR 16 CG Huge dragon (earth)
Female civilized human monk 8/mystic 6 of Init +0; Senses blindsense 60 ft., darkvision 120
Channeling/Knight of the Skull 2 ft., keen senses; Listen +35, Spot +35
LE Medium humanoid Aura frightful presence (DC 27, 240 ft., HD 25 or fewer)
Age of Mortals (Channeling Domain), Legends Languages Abanasinian, Common,
of the Twins (Heroic Surge feat) Draconic, Dwarven, Elven, Magius
Characters and Creatures 305
AC 33, touch 8, flat-footed 33 Combat Gear potion of cure moderate wounds (2)
hp 299 (26 HD); DR 10/magic Abilities Str 20, Dex 8, Con 15, Int 12, Wis 12, Cha 13
Immune acid, paralysis, sleep SQ unbreakable will
SR 25 Feats CleaveB, DiehardB, Exotic Weapon Proficiency (bastard
Fort +20, Ref +15, Will +19 sword), Greater Shield Focus B, Greater Weapon Focus
Spd 40 ft., fly 150 ft. (poor) (bastard sword), Greater Weapon Specialization (bastard
Melee* bite +23 (2d8+19, bite) and 2 claws each +21 sword) , Honor-BoundB, Improved Critical (bastard
(2d6+14, 2 claws) and 2 wings each +21 (1d8+14, sword)B, Lightning Reflexes, Mounted Combat B,
2 wings) and tail slap +21 (2d6+23, tail slap) Power AttackB, Shield Focus B, Weapon Focus (bastard
* Includes adjustments for 10-point Power Attack sword), Weapon Specialization (bastard sword)
Space 15 ft.; Reach 10 ft. (15 ft. with bite) Skills Climb +6, Diplomacy +11, Handle Animal +8,
Base Atk +26; Grp +43 Intimidate +20, Knowledge (religion) +9, Ride +18
Atk Options Cleave, Power Attack Possessions combat gear plus +3 full plate
Special Actions breath weapon (100 ft. line 16d4 acid, Reflex armor, +2 heavy steel shield, +4 bastard sword,
DC 28 half or 50 ft. cone slow gas, Fort DC 27 or slowed ring of protection +3, mwk dagger
for 1d6+8 rounds), crush (2d8+13, Reflex DC 28 negates) Shield Focus, Greater Shield Focus These feats grant
Sorcerer Spells Known (CL 11th, +33 Sir Mordecai a cumulative +2 increase to the
melee touch, +24 ranged touch) shield bonus to his AC while he uses a shield.
5th (4/day)—true seeing, passwall
4th (7/day)—arcane eye, lesser geas, scrying (DC 18) Sir Therol Stonesplitter CR 16
3rd (7/day)—cure serious wounds, dispel Male hill dwarf ranger 10 of Chislev/
magic, locate object, nondetection fighter 2/Legion Scout 4
2nd (7/day)—arcane lock, detect thoughts (DC 16), NG Medium humanoid
invisibility, see invisibility, shatter (DC 16) Knightly Orders of Ansalon (Legion Scout)
1st (7/day)—detect evil, entropic shield, Init +3; Senses darkvision 60 ft.; Listen +10, Spot +12
identify, grease, mage armor Languages Common, Dwarven, Nerakese
0 (6/day)—detect magic, ghost sound, light, AC 22, touch 15, flat-footed 19; +4 against giant type
mage hand, mending, message, read magic, hp 94 (16 HD)
resistance, touch of fatigue (DC 14) Resist +2 save against spells and spell-like effects,
Spell-Like Abilities (CL 11th) stability (+4 against bull rush and trip)
1/day—transmute rock to mud or mud to rock Fort +14 (+16 against poison), Ref +16, Will +13; evasion
2/day—stone shape Spd 20 ft.; woodland stride
Abilities Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18 Melee +2 flaming waraxe +21/+16/+11
SQ spider climb (1d10+5/19-20 x3 plus 1d6 fire) or
Feats Alertness, Cleave, Combat Casting, Melee +2 flaming waraxe +19/+14/+9 (1d10+5/19-
Empower Spell, Extend Spell, Multiattack, 20 x3 plus 1d6 fire) and +2 frost handaxe
Power Attack, Silent Spell, Still Spell +19/+14 (1d6+3/19-20 x3 plus 1d6 frost)
Skills Bluff +33, Concentration +34, Intimidate +35, Jump Base Atk +15; Grp +18
+38, Knowledge (arcana) +33, Listen +35, Search +33, Atk Options Cleave, favored enemy dragon +4, favored
Sense Motive +33, Spot +35, Use Magic Device +33 enemy giant +2, favored enemy human +4, improved
combat style (two weapon), Power Attack, sneak
Sir Mordecai Volger CR 16 attack +1d6, +1 attack bonus against goblinoids
Male civilized human fighter 10/Knight of the Lily 6 Ranger Spells Prepared (CL 5th, +18
LE Medium humanoid melee touch, +18 ranged touch)
Knightly Orders of Ansalon (Shield Focus 1st—cure light wounds, protection from energy
and Greater Shield Focus feats) 0—animal messenger, resist energy
Init -1; Senses Listen +1, Spot +1 Abilities Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 12
Languages Common, Nerakese, Solamnic SQ animal companion, apprentice, face in the
AC 29, touch 12, flat-footed 29 crowd (civilian), focused (Skill Focus [Bluff]),
hp 124 (16 HD); Diehard Legion knowledge, region familiarity (Sanction),
Immune fear safe haven, stonecunning, swift tracker,
Resist Honor-Bound wild empathy +12 (magical beasts +8)
Fort +14, Ref +6, Will +6 (+8 against mind-affecting) Feats Cleave, EnduranceB, Improved Critical (battleaxe),
Spd 20 ft. (full plate); base 30 ft.; armored mobility Improved Critical (handaxe), Improved Two-Weapon
Melee* +4 bastard sword +21/+16/+11/+6 (1d10+19/17-20) FightingB, Iron Will, Power Attack, Skill Focus (Bluff)B,
* includes adjustments for a 6-point Power Attack TrackB, Trustworthy, Two-Weapon Fighting B,Weapon
Base Atk +16; Grp +21 Focus (dwarven waraxe)B, Weapon Focus (handaxe)B
Atk Options Cleave, Power Attack, sneak attack +2d6 Skills Appraise +0 (+2 related to stone or metal
Special Actions Demoralize, Mounted Combat items), Bluff +16, Craft +0 (+2 related to stone
306 Appendix Two
or metal), Diplomacy +16, Gather Information hp 99 (13 HD)
+10, Intimidate +9, Knowledge (nature) +7, Fort +10, Ref +14, Will +4; evasion
Knowledge (nobility) +4, Listen +10, Sense Motive Spd 40 ft.; climb 20 ft.
+9, Search +6 (+8 to notice unusual stonework), Melee bite +15 (1d6+6 plus poison)
Spot +12, Survival +13 (+15 in above ground Space 10 ft.; Reach 5 ft.
natural environments and when following tracks) Base Atk +11; Grp +19
Possessions chain shirt +3, +2 flaming waraxe, Atk Options Combat Reflexes, poison (injury, DC 17 Fort,
+2 frost handaxe, ring of protection +2, cloak initial and secondary 1d8 Con), sneak attack +3d6
of resistance +2, gloves of Dexterity +4 Special Actions climb, ethereal jaunt
Animal Companion (Ex) Therol is entitled to Abilities Str 18, Dex 18, Con 16, Int 7, Wis 13, Cha 10
an animal companion but has chosen not to SQ trap sense +1, trapfinding
have one due to the nature of his mission. Feats Ability Focus (poison), Alertness, Combat
Apprentice (Ex) Therol is entitled to an apprentice Reflexes, Improved Initiative, Stealthy
as a Legion Scout but has chosen not to have Skills Climb +12, Hide +16, Listen +13,
one due to the nature of his mission. Move Silently +22, Spot +11
Face in the Crowd (Ex) Therol gains a +4 Climb (Ex) A phase spider has a +8 racial bonus on
circumstance bonus to Bluff and Disguise checks Climb checks and can always choose to take 10 on
when trying to pass himself off as a local or a Climb check, even if rushed or threatened.
commoner. He must spend at least 24 hours in Ethereal Jaunt (Su) A phase spider can shift from
the city or area to attempt this deception. the Ethereal Plane to the Material Plane as
Focused (Ex) Therol has chosen the bonus feat a free action, and shift back again as a move
Skill Focus (Bluff) as a Legion Scout. action (or during a move action). The ability is
Legion Knowledge (Ex) Therol may make a special Legion otherwise identical to ethereal jaunt (CL 15th).
knowledge check at +16 to see whether he knows any
relevant information about local people, history, far Advanced Remnant CR 11
away places, or recent events. He may not take 10 or CE Medium undead (incorporeal)
20 on this check; this sort of knowledge is essentially Towers of High Sorcery (remnant)
random. The DM determines the Difficulty Class of Init +7; Senses darkvision 60 ft.; Listen +21, Spot +21
the check similarly to a bardic knowledge check’s DC. AC 17, touch 17, flat-footed 14
Region Familiarity (Sanction) (Ex) Therol hp 97 (15 HD)
gains a +2 competence bonus on Legion Immune incorporeal traits, undead traits
knowledge checks, Gather Information Resist turn resistance +4; SR 25
checks, and Survival checks in Sanction. Fort +5, Ref +8, Will +13
Safe Haven (Ex) Therol can establish a relatively secure Weakness sunlight powerlessness
and defensive location within a city or area for 6 Spd 40 ft.; fly 80 ft. (perfect)
characters upon arrival. Therol grants these characters Melee incorporeal touch +11 (1d8 plus
a +4 circumstance bonus on Hide checks to avoid 1d6 intelligence drain)
being found by authorities and searchers while hidden. Base Atk +7; Grp —
Therol cannot benefit from this bonus. Establishing Atk Options Combat Reflexes, intelligence drain
the safe haven requires a successful Search check with Special Actions create spawn
the DC dependent on the size of the community— Abilities Str —, Dex 17, Con —, Int 10, Wis 14, Cha 18
Thorp, Hamlet, or Village: 30; Small or Large Town: SQ unnatural aura
25; Small or Large City: 20; Metropolis: 15. If the Feats Ability Focus (intelligence drain), Alertness,
authorities are generally evil or despotic, the DC Combat Reflexes, Improved Initiative, Iron
is increased by +2. If the authorities are absent or Will, Weapon Focus (incorporeal touch)
trusting, the DC is reduced by –2. A safe haven only Skills Hide +20, Knowledge (arcana) +10,
lasts as long as Therol remains in the town and for Listen +21, Spellcraft +19, Spot +21
one additional day for every day Therol prepared the Create Spawn (Su) Any arcane spellcaster slain by a
haven ahead of time, up to the maximum of a month. remnant becomes a remnant in 1d4 rounds. His
body is consumed by a rush of magical forces, and
Minions, Monsters, and his spirit remains. Spawn are under the command
Minor Characters of the remnant that created them and remain
enslaved until the remnant’s death. The spawn do
Advanced Phase Spider CR 11 not possess any of the abilities they had in life.
Advanced phase spider rogue 5 Intelligence Drain (Su) Living creatures hit by a remnant’s
N Large magical beast incorporeal touch attack must succeed on a DC 20
Init +8; Senses darkvision 60 ft., low- Will save or take 1d6 points of Intelligence drain.
light vision; Listen +13, Spot +11 The save DC is Charisma-based. On each successful
AC 16, touch 13, flat-footed 12; uncanny dodge attack, the remnant gains 5 temporary hit points.
Characters and Creatures 307
Sunlight Powerlessness (Ex) Remnants are powerless Melee +1 short sword +14/+9 (1d6+8/17-20) and 3
in natural sunlight (not merely a daylight +1 short sword each +14/+9 (1d6+5/17-20)
spell) and flee from it. A remnant caught in Ranged mwk heavy crossbow +15 (1d10/19-20)
sunlight cannot attack and can only take a Base Atk +9; Grp +14
single move or attack action in a round. Atk Options Combat Reflexes, improved grab,
Unnatural Aura (Su) Animals, whether wild or Improved Multiweapon Fighting, Multiattack,
domesticated, can sense the unnatural presence Multiweapon Fighting, paralysis (DC 14)
of a remnant at a distance of 30 feet. They do Special Actions implant
not willingly approach the remnant and panic if Abilities Str 20, Dex 20, Con 18, Int 12, Wis 14, Cha 8
forced to do so. The animals remain panicked for SQ planewalk
as long as they are within the specified range. Feats Combat ReflexesB, Improved Critical (short sword),
Improved Initiative, Improved Multiweapon Fighting,
Xill Battle Dancer CR 10 MultiattackB, Multiweapon Fighting, Weapon Focus
Male xill monk 3/sorcerer 1 (short sword)B, Weapon Specialization (short sword)B
LE Medium outsider (extraplanar) Skills Balance +13, Climb +17, Escape Artist +13, Hide
Init +8; Senses darkvision 60 ft.; Listen +14, Spot +11 +13, Jump +9, Listen +12, Move Silently +13, Search
Languages Infernal +9, Sense Motive +10, Spot +12, Tumble +13
AC 28, touch 17, flat-footed 24 Possessions +1 short sword (4), bracers of armor
hp 56 (9 HD) +4, mwk heavy crossbow with 10 bolts
SR 21
Chapter Four:
Fort +9, Ref +11, Will +12; evasion, still mind
Spd 50 ft.
Darkness over
Melee unarmed strike +9/+4 (1d6+3) and
3 +1 kama each +9/+4 (1d6+2) or
Cristyne
Melee unarmed strike +7/+7/+2 (1d6+3) and 3 +1
kama each +7/+2 (1d6+2) with flurry of blows
Base Atk +7; Grp +10
Atk Options Combat Reflexes, improved Leaders and Personalities
grab, Improved Multiweapon Fighting,
Multiattack, Multiweapon Fighting, paralysis Adumbrant (Viktor Chiaroscuro) CR 18
(DC 14), Stunning Fist (4/day, DC 17) Male old shadow dragon
Special Actions implant CE Huge dragon
Sorcerer Spells Known (CL 1st, +11 melee Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen
touch, +11 ranged touch) senses, low-light vision; Listen +35, Spot +35
1st (4/day)—ray of enfeeblement, true strike Aura frightful presence (DC 39, 240 ft., HD 24 or fewer)
0 (5/day)—flare (DC 11), ghost sound (DC Languages Abanasinian, Common, Draconic,
11), resistance, touch of fatigue Elven, Ergot, Goblin, Ogre, Solamnic, Sylvan
Abilities Str 17, Dex 19, Con 14, Int 12, Wis 16, Cha 13 AC 36, touch 8, flat-footed 36
SQ planewalk hp 287 (25 HD); DR 10/magic
Feats Combat ReflexesB, Improved Initiative, Immune energy drain, paralysis, sleep
Improved Multiweapon Fighting, Improved SR 27
Unarmed StrikeB, MultiattackB, Multiweapon Fort +19, Ref +14, Will +21
Fighting, Stunning FistB, Weapon Finesse Spd 80 ft., fly 150 ft. (poor)
Skills Balance +17, Climb +11, Concentration +7, Melee* bite +21 (2d8+18) and 2 claws each +19 (2d6+14) and
Escape Artist +12, Hide +12, Jump +11, Listen 2 wings each +19 (1d8+14) and tail slap +19 (2d6+22)
+14, Move Silently +15, Search +9, Sense Motive * Includes adjustments for 10-point Power Attack
+11, Spellcraft +2, Spot +11, Tumble +12 Base Atk +25; Grp +41
Possessions +1 kama (3), bracers of armor +4 Space 15 ft. Reach 10 ft. (15 ft. with bite)
Atk Options Cleave, Power Attack
Xill warrior CR 10 Special Actions breath weapon (70-ft. cone, 5 negative
Male xill fighter 4 energy levels, Reflex DC 29 half, Fortitude DC 29 to
LE Medium outsider (extraplanar) remove), crush (2d8+12, Reflex DC 27 negates)
Init +9; Senses darkvision 60 ft.; Listen +12, Spot +12 Sorcerer Spells Known (CL 9th; +31 melee
Languages Infernal touch, +23 ranged touch)
AC 26, touch 15, flat-footed 21 4th (5/day)—greater invisibility, polymorph
hp 80 (9 HD) 3rd (8/day)—arcane sight, gaseous
SR 21 form, major image (DC 22)
Fort +12, Ref +10, Will +7 2nd (8/day)—blur, darkness, detect thoughts
Spd 40 ft. (DC 19), minor image (DC 21)
308 Appendix Two
1st (8/day)—charm person (DC 18), color spray (DC 20), Skills Climb +4, Concentration +8, Handle Animal +4,
mage armor, hypnotism (DC 18), silent image (DC 20) Heal +6, Intimidate +3, Jump +4, Knowledge (nature)
0 (6/day)—daze (DC 17), detect magic, ghost +11, Listen +17, Ride +8, Spot +8, Survival +18 (+20
sound (DC 19), mage hand, mending, in above ground natural environments), Swim +3
open/close, read magic, resistance Possessions combat gear plus +2 light fortification hide
Spell-Like Abilities (CL 9th) armor, +2 undead bane longspear, +1 shortbow with
3/day—mirror image, nondetection 20 arrows, ring of protection +2, amulet of health +2
2/day—dimension door Rage (Ex) When Amara rages, her
Abilities Str 27, Dex 10, Con 21, Int 24, Wis 24, Cha 25 statistics change as follows:
SQ shadow blend AC 17, touch 10, flat-footed 15
Feats Ability Focus (breath weapon), Astrological Forecasting†, hp 112
Cleave, Greater Spell Focus (illusion), Improved Initiative, Fort +14, Will +11
Multiattack, Power Attack, Spell Focus (illusion), Wingover Melee +2 undead bane longspear
† New feat from Appendix One. +19/+14/+9 (1d8+6/x3)
Skills Appraise +35, Bluff +35, Decipher Script +35, Grp +16
Diplomacy +39, Disguise +35 (+37 acting), Hide +20, Abilities Str 18, Con 18
Knowledge (arcana) +35, Knowledge (the planes) Skills Jump +10
+35, Listen +35, Search +35, Sense Motive +35, Spot
+35, Use Magic Device +35 (+37 with scrolls) Angelyn Starsinger CR 8
Female Silvanesti elf cleric 8 of Mishakal
Amara Moonhunter CR 14 NG Medium humanoid
Female Kagonesti elf barbarian 9/druid 5 of Chislev Init +0; Senses elvensight (darkvision 30 ft.,
N Medium humanoid low-light vision); Listen +5, Spot +5
Init +2; Senses elvensight (darkvision 30 ft., Languages Common, Elven, Sylvan
low-light vision); Listen +17, Spot +8 AC 10, touch 10, flat-footed 10
Languages Common, Elven, Sylvan hp 40 (8 HD)
AC 19, touch 14, flat-footed 17; Dodge, improved Immune sleep
uncanny dodge, Mobility, uncanny dodge Fort +6, Ref +4, Will +9 (+11 against enchantments)
hp 101 (14 HD); DR 1/- Weakness light blindness
Immune sleep Spd 30 ft.
Resist 25% chance to negate critical Melee unarmed strike +6/+1 (1d3
hit or sneak attack (armor) nonlethal plus sunblight)
Fort +12, Ref +6, Will +9 (+11 against enchantments; Base Atk +6; Grp +6
+13 against fey spell-like effects) Atk Options sunblight
Spd 30 ft. (hide armor); base 40 ft.; woodland stride Special Actions spontaneous casting (cure spells),
Melee +2 undead bane longspear turn undead 4/day (+5, 2d6+9, 8th)
+17/+12/+7 (1d8+5/x3) or Cleric Spells Prepared (CL 8th [9th for Good and
Ranged +1 shortbow +15/+10/+5 (1d6+1/x3) Healing spells], +6 melee touch, +6 ranged touch)
Space 5 ft.; Reach 10 ft. 4th—dismissal (DC 17), holy smiteDG
Base Atk +12; Grp +14 (DC 17; CL 9th), restoration
Atk Options Cleave, Power Attack 3rd—dispel magic (DC 16), magic circle against evilDG
Special Actions rage 3/day (7 rounds), (CL 9th), prayer, protection from evil, remove curse
wild shape 1/day (5 hours) 2nd—aidD, bull’s strength, hold person (DC
Combat Gear potion of cure serious 15), resist energy, silence (DC 15)
wounds (2), potion of haste 1st—bless, bless water, detect evil, protection from
Druid Spells Prepared (CL 5th, +14 melee evilDG (CL 9th), remove fear, shield of faith
touch, +14 ranged touch) 0—create water, detect magic, detect poison,
3rd—call lightning (DC 15) light, purify food and water, resistance
2nd—resist energy, summon nature’s D
: Domain spell; G: Good spell. Domain: Good, Healing
ally II, summon swarm Abilities Str 10, Dex 10, Con 12 (10
1st—calm animals, cure light wounds, current), Int 14, Wis 16, Cha 12
entangle (DC 13), obscuring mist SQ aura of good
0—cure minor wounds, detect poison, Feats Brew Potion, Lightning Reflexes, Skill Focus (Heal)
guidance, light, resistance Skills Concentration +11, Diplomacy +5,
Abilities Str 14, Dex 14, Con 14, Int 11, Wis 15, Cha 8 Heal +17, Knowledge (history) +4,
SQ trackless step, trap sense +3, wild Knowledge (religion) +7, Spellcraft +7
empathy +4 (magical beasts +0) Light Blindness (Ex) Abrupt exposure to bright
Feats Cleave, Dodge, Mobility, Power Attack, light (such as sunlight or a daylight spell) blinds
Weapon Focus (longspear) Angelyn for 1 round. In addition, she takes a
Characters and Creatures 309
–1 circumstance penalty to all attack rolls, saves, Base Atk +16; Grp +19
and checks while operating in bright light. Atk Options Great Cleave, Heroic Surge 4/day, improved
Sunblight Contact; DC 18; Incubation 3d4 weeks; Damage grab, Power Attack, Ride-By Attack, Spirited Charge
1d3 Con (see Appendix One). Angelyn has contracted Special Actions rage 3/day (6 rounds)
sunblight and has lost 2 Constitution due to the disease. Combat Gear potion of heroism
Abilities Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 10
Aracoe Pathfinder CR 17 SQ trap sense +2
Male wichtlani Kagonesti elf fighter 8/barbarian 8 Feats CleaveB, Great Cleave, Heroic Surge, Improved
NE Medium humanoid Critical (longspear)B, Improved InitiativeB,
Legends of the Twins (Heroic Surge Mounted Combat, Power Attack, Quick-Thinking,
feat, Quick-Thinking feat) Ride-By Attack, Spirited ChargeB, Weapon Focus
Init +8; Senses elvensight (darkvision 30 ft., low- (longspear)B, Weapon Specialization (longspear)B
light vision), scent; Listen +13 Spot +7 Skills Climb +8, Handle Animal +5, Jump +10,
Languages Common, Elven, Sylvan Listen +13, Ride +17, Spot +7, Survival +12
AC 24, touch 14, flat-footed 22; improved Possessions combat gear plus +3 elven chain, +2 shocking
uncanny dodge, uncanny dodge burst longspear, ring of protection +2, boots of speed
hp 149 (16 HD); DR 1/- Allomanya Addiction Aracoe is addicted to allomanya
Immune energy drain, paralysis, poison, sleep (see Appendix One for more details). If he does not
Resist cure spells ingest a vial of allomanya every 24 hours, he begins
Fort +15, Ref +6, Will +7 (+9 against enchantments) to suffer the effects of withdrawal. His addiction
Weakness allomanya addiction also means that he is resistant to cure spells, and
Spd 50 ft. cured by inflict spells. Aracoe’s increased ability
Melee* +2 shocking burst longspear scores and natural armor from allomanya addiction
+17/+12/+7/+2 (1d8+13/19-20 x3 plus are already factored into his statistics above.
1d6 electricity) and bite +9 (1d6+8) Improved Grab (Ex) To use this ability, Aracoe must hit with
* includes adjustments for a 5-point Power Attack his bite attack. He can then attempt to start a grapple as a
Space 5ft.; Reach 10 ft. free action without provoking an attack of opportunity.
Sunblight
M orgion has laid a curse upon the elves of Pashin,
a slow, wasting disease that forces them to hide
from the sun they have always revered. The disease is
Damage 1d3 Con (permanent). Note: If an individual
suffers 2 or more points of Constitution damage,
they must make another Fortitude save or else be
known as sunblight. It causes the skin to slowly lose permanently inflicted with light blindness. Once a
pigmentation and the eyes to become sensitive to light. character suffers a loss of 5 total points of Constitution,
Magic cannot detect this disease (nor can it be cured they are permanently inflicted with sun sensitivity.
magically), unless the spellcaster is at least 18th level. Light Blindness (Ex) Abrupt exposure to bright
Eventually, all those who are infected with sunblight light (such as sunlight or a daylight spell) blinds an
find that their eyes can no longer handle bright light individual for 1 round. In addition, he takes a –1
and are they far more susceptible to sunburn. circumstance penalty to all attack rolls, saves, and
All of the Silvanesti elves that lived in the Pashin checks while operating in bright light.
colony have been infected by this disease (although Sun Sensitivity (Ex) If the infected individual
most are still incubating the disease). It can be is exposed to bright sunlight, and is not properly
transferred to any other elf (including elven player covered, then he is in danger of severe sunburn. Every
characters). Any elf that comes into physical contact 10 minutes of exposure, the individual must make a
with another elf infected with sunblight must make a Fortitude save (DC 15, +1 for each previous check)
Fortitude check (DC 20), or else become infected by or take 1d4 points of damage. A character with the
the disease. If the check is successful, the elf does not Survival skill may receive a bonus on this saving throw
need to make another check for 24 hours (which is and may be able to apply this bonus to other characters
why almost all of the elves in the colony have become as well. Characters reduced to unconsciousness begin
infected, as over time, even the hardiest of individuals taking lethal damage (1d4 points per hour) and must
can become infected). Half-elves are also susceptible to make another DC 15 Fortitude save or suffer from sun
this disease, although their human ancestry grants them poisoning.
a +4 bonus to their saving throws to resist it and fight Sun Poisoning (Ex) Contact DC 15, initial and
off its effects. secondary damage 1d3 Con + 1 Cha (permanent).
Sunblight: Contact; DC 18; Incubation 3d4 weeks;
310 Appendix Two
If he wins the grapple check, he establishes a hold and dodge bonus to her AC. She loses this bonus if
can deliver bite damage automatically each round with a she is denied her Dexterity bonus to AC or if
successful grapple check. Aracoe can only use this ability she or her ally moves more than 5 ft. away.
on a creature one size smaller than himself or smaller. Dirty Strike (Ex) Imogen may choose to make a single
Rage (Ex) When Aracoe rages, his melee attack on her turn as a full round action
statistics change as follows: that deals an additional 1d4 points of damage.
AC 22, touch 10, flat-footed 20 The additional damage caused by a dirty strike is
hp 173 the same kind of damage as the weapon used in
Fort +16, Will +9 (+11 against enchantments) the attack. This ability has no effect on creatures
Melee* +2 shocking burst longspear without a discernable anatomy or that are immune
+17/+12/+7/+2 (1d8+17/19-20 x3 plus to critical hits, such as constructs, oozes, plants, or
1d6 electricity) and bite +9 (1d6+10) undead. Additional damage from a dirty strike is not
* includes adjustments for a 7-point Power Attack multiplied if Imogen scores a successful critical hit.
Grp +21 Sailor Lore (Ex) Imogen may make a special sailor
Abilities Str 20, Con 20 lore check at a +5 to see whether she knows some
Skills Climb +10, Jump +12 relevant information about local people or history,
far away places, or strange superstitions. This check
Captain Imogen Heliophan CR 12 will not necessarily reveal true information, as much
Female civilized human noble 5/mariner 5/fighter 2 of the time Imogen heard it from someone who
LN Medium humanoid heard it from a friend, who heard it from a guy,
Legends of the Twins (Charming feat, revised etc. Imogen may not take 10 or 20 on this check;
mariner class, Quick-Thinking feat) this sort of knowledge is essentially random.
Init +5; Senses Listen +6, Spot +11 Seamanship (Ex) Imogen gains a +2 competence bonus
Languages Common, Ergot to all Balance, Climb, and Profession (sailor) checks.
AC 19, touch 13, flat-footed 16; back-
to-back +1, Dodge, Mobility Captain Leomac Azcipoca CR 12
hp 72 (12 HD) Male nomad human fighter 12
Resist Honor-Bound CG Medium humanoid
Fort +9, Ref +11, Will +9 Init +3; Senses; Listen -1, Spot -1
Spd 30 ft. Languages Common, Nordmaaran
Melee +1 defending rapier +14/+9 (1d6/18-20) AC 19, touch 15, flat-footed 16; Dodge, Mobility
Base Atk +10; Grp +9 hp 78 (12 HD)
Atk Options dirty strike +1d4, Quick Draw Fort +9, Ref +9, Will +3
Special Actions inspire confidence 2/day Spd 20 ft. (scale mail); base 30 ft.; Spring Attack
Combat Gear potion of cure serious wounds (2) Melee +1 flaming rapier +16/+11/+6
Abilities Str 8, Dex 17, Con 12, Int 10, Wis 14, Cha 18 (1d6+3/18-20 plus 1d6 fire) or
SQ bonus class skill (Swim), coordinate +1, Melee +1 short sword +16/+11/+6 (1d6+3/19-20) or
favor +2, sailor lore, seamanship +2 Ranged +2 composite shortbow +17/+12/+7 (1d6+4/x3)
Feats Charming, DodgeB, Endurance , Honor- Ranged +2 composite shortbow +15/+15/+10/+5
BoundB, Iron Will, Leadership, MobilityB, Quick (1d6+4/x3) with Rapid Shot
DrawB, Quick-Thinking, Weapon FinesseB Base Atk +12; Grp +14
Skills Appraise +4, Balance +11, Bluff +13, Climb +5, Atk Options Mounted Archery, Mounted
Diplomacy +18, Disguise +4 (+6 to act in character), Combat, Point Blank Shot, Precise Shot, Rapid
Escape Artist +6, Gather Information +8, Listen +6, Shot, Ride-By Attack, Weapon Finesse
Profession (sailor) +2, Sense Motive +10, Sleight Combat Gear potion of cure moderate wounds
of Hand +5, Spot +11, Swim +12, Tumble +10 Abilities Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 14
Possessions +2 studded leather armor, +1 defending Feats AlertnessB, Dodge, Leadership, Lightning Reflexes,
rapier, amulet of natural armor +1, cloak of Charisma Mobility, Mounted ArcheryB, Mounted CombatB,
+2, gloves of Dexterity +2, ring of swimming Point Blank ShotB, Precise ShotB, Rapid ShotB, Ride-
Banquet For the banquet, Captain By AttackB, Spring Attack, Weapon FinesseB
Imogen is equipped as follows: Skills Diplomacy +8, Intimidate +10, Knowledge
AC 16, touch 13, flat-footed 13; back- (nobility and royalty) +5, Ride +18
to-back +1, Dodge, Mobility Possessions combat gear plus mwk scale mail, +2 composite
Possessions mwk leather armor, +1 defending rapier, shortbow (+2 Str) with 20 arrows, +1 flaming rapier,
amulet of natural armor +1, cloak of Charisma ring of protection +2, mwk short sword, light warhorse
+2, gloves of Dexterity +2, ring of swimming Banquet For the banquet, Captain
Back-to-Back (Ex) Whenever Imogen is adjacent Leomac is equipped as follows:
to an ally and using the fighting defensively or AC 17, touch 15, flat-footed 14; Dodge, Mobility
total defense combat options, she gains a +1 Spd 30 ft.
Characters and Creatures 311
Melee mwk short sword +16/+11/+6 (1d6+2/19-20)
Morris Bain CR 6
Possessions combat gear plus mwk leather armor, Male civilized human rogue 6
mwk short sword, ring of protection +2 N Medium humanoid
Init +3; Senses Listen +4, Spot +4
Ginerva Northwell CR 12 Languages Common
Female civilized human fighter 8/Knight of the Sword 4 AC 15, touch 13, flat-footed 12; Dodge,
LG Medium humanoid Mobility, uncanny dodge
Knightly Orders of Ansalon (revised Knight hp 36 (6 HD)
of the Sword prestige class) Fort +4, Ref +8, Will +1; evasion
Init +2; Senses Listen +2, Spot +2 Spd 30 ft.
Aura courage (10 ft., +4 morale bonus to saves against fear) Melee mwk dagger +8 (1d4+1/19-20)
Languages Common, Ergot, Solamnic Base Atk +4; Grp +5
AC 23, touch 11, flat-footed 23 Atk Options sneak attack +3d6
hp 83 (12 HD) Abilities Str 13, Dex 16, Con 14, Int 10, Wis 8, Cha 12
Immune fear SQ trap sense +2, trapfinding
Resist Honor-Bound Feats Dodge, Mobility, Weapon Finesse
Fort +13, Ref +5, Will +10 Skills Appraise +9, Bluff +9, Decipher Script +4,
Spd 20 ft. (banded mail); base 30 ft. Diplomacy +10, Disable Device +6, Disguise
Melee +1 axiomatic light mace +16/+11/+6 (1d6+5) or +7 (+9 to act in character), Forgery +4, Gather
Melee +1 dagger +15/+10/+5 (1d4+3/19-20) Information +9, Hide +7, Knowledge (local) +6,
Base Atk +12; Grp +14 Listen +4, Move Silently +7, Search +5, Sense
Atk Options Cleave, defend the weak +2, Motive +3, Sleight of Hand +5, Spot +4
Power Attack, smite evil (+2 attack, +4 Possessions leather armor, mwk dagger
damage) 1/day, Spirited Charge
Abilities Str 15, Dex 10, Con 12, Int 14, Wis 15, Cha 14 Lothian Shadowbrow
SQ divine grace, heroic initiative +2
Feats Cleave, Diehard, Endurance, Honor-BoundB,
(in possession of Naelathan) CR 20
LeadershipB, Mounted CombatB, Power Attack, Ride- Male bound spirit Silvanesti elf mystic
By AttackB, Spirited Charge, Weapon Focus (light 12 of Trickery/loremaster 6
mace)B, Weapon Specialization (light mace)B NE Medium humanoid
Skills Diplomacy +14, Handle Animal +11, Init +3; Senses elvensight (darkvision 30 ft.,
Intimidate +10, Knowledge (nobility and royalty) low-light vision), Listen +7, Spot +7
+12, Knowledge (religion) +6, Ride +15 Languages Common, Elven, Istaran, Ogre
Possessions +2 banded mail, +2 heavy steel shield, +1 AC 18, touch 14, flat-footed 16
axiomatic light mace, +1 dagger, ring of protection hp 50 (13 HD)
+1, cloak of Charisma +2, gauntlets of ogre power Immune sleep
Banquet For the banquet, Ginerva is equipped as follows: Fort +16, Ref +11, Will +24 (+26 against enchantments)
AC 11, touch 11, flat-footed 11 Spd 30 ft.
Spd 30 ft. Melee* +1 longsword +12/+7/+2 (1d8+3/19-20) or
Possessions +1 axiomatic light mace, +1 Ranged* +2 composite longbow +14/+9/+4 (1d8+4/x3)
dagger, ring of protection +1, cloak of * includes non-proficiency penalty
Charisma +2, gauntlets of ogre power Base Atk +13; Grp +15
Aura of Courage (Su) Ginerva is immune to fear (magical Mystic Spells Known (CL 18th, +15 melee
or otherwise). Allies within 10 feet of her gain a +4 touch, +14 ranged touch)
morale bonus on saving throws against fear. This 9th (3/day)—etherealness, time stopD
ability functions only while she remains conscious. 8th (5/day)—antimagic field, discern
Defend the Weak (Ex) Each round, Ginerva may location, polymorph any objectD
choose a single adjacent ally (within 5 feet) with 7th (6/day)—control weather, ethereal jaunt,
fewer effective character levels or hit dice than her. greater scrying (DC 21), screenD (DC 21)
Against any opponent who threatens that ally (i.e. 6th (6/day)—disjoin†, misleadD, spirit
who is capable of making a melee or ranged attack walk†, harm (DC 20)
against them), she gains a +2 bonus on melee attack 5th (6/day)—false visionD, dispel good (DC 19),
and weapon damage rolls, and her ally gains a +2 greater command (DC 20), mass inflict light
to AC for as long as she remains adjacent. These wounds (DC 19), slay living (DC 19)
bonuses only apply while she is adjacent to her ally. 4th (7/day)—confusionD (DC 19), cure critical wounds,
Divine Grace (Su) Ginerva gains a +2 inflict critical wounds (DC 18), poison (DC 18), sending
bonus to all saving throws. 3rd (7/day)—animate dead, bestow curse (DC
Heroic Initiative (Ex) Ginerva gains a +2 17), blindness/deafness (DC 17), locate
bonus on initiative checks. object, nondetectionD, speak with dead
312 Appendix Two
2nd (7/day)—bull’s strength, darkness, enthrall (DC Melee short sword +6 (1d6+1/19-20) or
17), hold person (DC 17), invisibilityD, shatter Ranged +1 composite longbow +10 (1d8+2/x3)
1st (7/day)—bane (DC 16), cause fear (DC Base Atk +5; Grp +6
16), cure light wounds, disguise selfD, inflict Atk Options Point Blank Shot, Precise
light wounds (DC 15), talons† Shot, Shot on the Run
0 (6/day)—cure minor wounds, detect magic, Abilities Str 12, Dex 17, Con 12, Int 8, Wis 14, Cha 10
detect poison, guidance, inflict minor wounds Feats Dodge, MobilityB, Point Blank ShotB,
(DC 14), light, read magic, resistance Precise Shot, Shot on the RunB
D
Domain spell. Domain: Trickery Skills Diplomacy +1, Intimidate +8,
† Spell from Dragonlance Campaign Setting. Listen +4, Search +1, Spot +4
Abilities Str 14, Dex 12, Con 10, Int 17, Wis 21, Cha 15 Possessions +1 studded leather armor, +1
SQ lore, secrets composite longbow (+1 Str) with 20 arrows,
Feats Brew Potion, Combat Casting, Empower Spell, short sword, lesser bracers of archery
Extend Spell, Skill Focus (Knowledge [religion]),
Spell Focus (Enchantment), Still Spell Ogrunkiner Twins CR 14
Skills Bluff +17, Concentration +15, Hide +16, Knowledge Male half-ogre rogue 7/inquisitor 7
(arcana) +25, Knowledge (history) +9, Knowledge (the NE Medium humanoid (ogre)
planes) +9, Knowledge (religion) +27, Listen +7, Search Legends of the Twins (Quick-Thinking feat)
+5, Spellcraft +6, Spot +7, Use Magic Device +8 Init +4; Senses low-light vision; Listen +12, Spot +14
Possessions +2 leather armor, +1 longsword, +2 Languages Common, Ergot, Ogre
composite longbow (+2 Str) with 30 arrows, AC 18, touch 12, flat-footed 16; Dodge, improved
lesser bracers of archery, ring of protection +2, uncanny dodge, Mobility, uncanny dodge
cloak of resistance +2, periapt of Wisdom +2 hp 55 (14 HD)
Lore (Ex) As bardic knowledge, +9 bonus. Fort +4, Ref +9, Will +9; evasion
Secrets Lothian has learned the following secrets as Spd 30 ft.
a result of his loremaster training: dodge trick, Melee +2 club +14/+9 (1d6+4)
secrets of inner strength, weapon trick. Base Atk +10; Grp +12
Atk Options sneak attack +4d6
Officer Guthrie Withers CR 5 Abilities Str 14, Dex 14, Con 10, Int 15, Wis 14, Cha 14
Male civilized human fighter 5 SQ erudite synergy, extreme focus,
NG Medium humanoid trap sense +5, trapfinding
Init +1; Senses Listen -1, Spot -1 Feats Alertness, Dodge, Investigator,
Languages Common, Dwarven, Ergot Mobility, Quick-Thinking
AC 17, touch 11, flat-footed 16; Dodge, Mobility Skills Appraise +12, Forgery +17, Gather Information
hp 37 (5 HD) +19, Hide +17, Intimidate +17, Knowledge
Fort +5, Ref +2, Will +0 (local) +17, Listen +12, Move Silently +17,
Spd 20 ft. Search +19, Sense Motive +19, Spot +14
Melee +1 glaive +10 (1d10+7/x3) Possessions +3 leather armor, +2 club, cloak of
Base Atk +5; Grp +8 Charisma +2, gloves of Dexterity +2
Atk Options Cleave, Power Attack Erudite Synergy (Ex) The Ogrunkiner Twins’
Abilities Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 14 understanding of Knowledge (local) gives them
Feats Cleave, DodgeB, Mobility, Power AttackB, Weapon a +4 synergy bonus on related skill checks.
Focus (glaive)B, Weapon Specialization (glaive)B
Skills Climb +7, Handle Animal +6, Ptah-Ulfus CR 10
Intimidate +10, Jump +7, Ride +5 Male half-elf ranger 10 of Habbakuk
Possessions amulet of natural armor CG Medium humanoid
+1, +1 glaive, +1 scale mail Init +2; Senses elvensight (darkvision 30 ft.,
low-light vision); Listen +16, Spot +16
Officer Kelemynas CR 5 Languages Common, Elven
Male Qualinesti elf fighter 5 AC 18, touch 12, flat-footed 16; Dodge,
NG Medium humanoid Two-Weapon Defense
Init +3; Senses elvensight (darkvision 30 ft., hp 59 (10 HD)
low-light vision); Listen +4, Spot +4 Immune sleep
Languages Common, Elven Fort +8, Ref +9, Will +5 (+7 against
AC 17, touch 13, flat-footed 14; Dodge, Mobility enchantments); evasion
hp 37 (5 HD) Spd 30 ft.; woodland stride
Immune sleep Melee +1 longsword +15/+10 (1d8+4/19-20) or
Fort +5, Ref +4, Will +3 (+5 against enchantments) Melee +1 longsword +13/+8 (1d8+4/19-20) and
Spd 30 ft. +1 short sword +13/+8 (1d6+2/19-20)
Characters and Creatures 313
Base Atk +10; Grp +13 Intimidate +29, Knowledge (arcana) +11, Knowledge
Atk Options favored enemy giant +2, favored (local) +10, Knowledge (nobility and royalty) +10,
enemy human +4, favored enemy undead +4, Listen +13, Ride +7, Search +5, Sense Motive +25,
improved combat style (two-weapon fighting) Sleight of Hand +4, Spellcraft +6, Spot +13
Combat Gear potion of cure moderate Possessions combat gear plus amulet of health +2, cloak
wounds, potion of haste of resistance +3, +2 dagger, +2 defending rapier, +3
Ranger Spells Prepared (CL 5th, +13 elven chain, gloves of Dexterity +2, helm of comprehend
melee touch, +12 ranged touch) languages and read magic, ring of protection +2
2nd—barkskin, bear’s endurance Banquet For the banquet, Regent
1st—delay poison, resist energy Belthanos is equipped as above.
Abilities Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 8
SQ animal companion (wolf), swift tracker, Sanuya Redcloud CR 13
wild empathy +9 (magical beasts +5) Male wichtlani Kagonesti elf barbarian 3/
Feats Dodge, EnduranceB, Improved Two-Weapon rogue 3/ranger 6 of Chemosh
FightingB, TrackB, Two-Weapon Defense, NE Medium humanoid
Two-Weapon FightingB, Weapon Focus Init +9; Senses elvensight (darkvision 30 ft., low-
(longsword), Weapon Focus (short sword) light vision), scent; Listen +11, Spot +8
Skills Hide +8, Knowledge (nature) +15, Listen Languages Common, Elven, Sylvan
+16, Move Silently +7, Search +14, Spot +16, AC 23, touch 16, flat-footed 18; Two-
Survival +15 (+17 in above ground natural Weapon Defense, uncanny dodge
environments and when following tracks) hp 75 (12 HD); Diehard
Possessions combat gear plus +2 chain shirt, Immune energy drain, paralysis, poison, sleep
+1 longsword, +1 short sword Resist cure spells
Banquet For the banquet, Ptah-Ulfus Fort +10, Ref +14, Will +9 (+11 against
is equipped as follows: enchantments); evasion
AC 14, touch 12, flat-footed 12; Dodge Weakness allomanya addiction
Melee +1 short sword +15/+10 (1d6+4/19-20) Spd 50 ft.
Possessions combat gear plus mwk Melee +2 long sword +18/+13/+8 (1d8+6/19-
leather armor, +1 short sword 20) and bite +10 (1d6+4) or
Animal Companion (Ex) Ptah-Ulfus has Melee +2 long sword ++16/+11/+6 (1d8+6/19-20) and +2
a wolf animal companion but does not dagger +16/+11 (1d4+4/19-20) and bite +10 (1d6+2)
have the wolf in town with him. Base Atk +11; Grp +15
Atk Options favored enemy human +4, favored
Regent Belthanos CR 16 enemy elf +2, improved combat style (two-weapon
Male Silvanesti elf noble 16 fighting), improved grab, sneak attack +2d6
LG Medium humanoid Special Actions rage 2/day (6 rounds)
Legends of the Twins (Stubborn feat) Combat Gear potion of haste
Init +2; Senses elvensight (darkvision 30 ft., Ranger Spells Prepared (CL 6th, +15
low-light vision); Listen +13, Spot +13 melee touch, +16 ranged touch)
Languages Common, Elven, Ergot, Sylvan; 1st—entangle (DC 13), resist energy
comprehend languages (helm) Abilities Str 18, Dex 20, Con 12, Int 9, Wis 16 Cha 8
AC 22, touch 14, flat-footed 20 SQ animal companion, trap sense +2, trapfinding,
hp 92 (16 HD) wild empathy +5 (magical beasts +1)
Immune sleep Feats Diehard, EnduranceB, Improved InitiativeB,
Fort +11, Ref +15, Will +16 (+18 against enchantments) Improved Two-Weapon FightingB, Iron Will, TrackB,
Spd 30 ft. Two-Weapon Defense, Two-Weapon FightingB,
Melee +2 defending rapier +16/+11/+6 (1d6+2/18-20) or Weapon Focus (dagger), Weapon Focus (longsword)
Melee +2 dagger +16/+10/+6 (1d4+2/19-20) Skills Climb +10, Handle Animal +8, Hide +17,
Base Atk +12; Grp +12 Jump +12, Knowledge (nature) +8, Listen +11,
Special Actions inspire confidence 4/ Move Silently +17, Spot +8, Survival +18 (+20 in
day, inspire greatness (2 allies) above ground natural environments), Swim +7
Combat Gear potion of cure serious wounds Possessions combat gear plus +2 studded leather
(2), potion of displacement armor, +2 long sword, +2 dagger, ring of
Abilities Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 18 protection +1, gauntlets of ogre power
SQ bonus class skill (Spot), coordinate +3, favor +5 Allomanya Addiction Sanuya is addicted to allomanya
Feats Great Fortitude, Leadership, Negotiator, (see Appendix One for more details). If he does not
Persuasive, Stubborn, Weapon Finesse ingest a vial of allomanya every 24 hours, he begins
Skills Appraise +9, Bluff +25, Diplomacy +31, Disguise to suffer the effects of withdrawal. His addiction
+4 (+6 to act in character), Gather Information +14, also means that he is resistant to cure spells and
314 Appendix Two
cured by inflict spells. Sanuya’s increased ability Towers of High Sorcery (Wizard of High
scores and natural armor from allomanya addiction Sorcery prestige class)
are already factored into his statistics above. Init +1; Senses elvensight (darkvision 30 ft.,
Animal Companion (Ex) Because of Sanuya’s wichtlani low-light vision); Listen +4, Spot +4
state, he does not have an animal companion. Languages Common, Draconic, Elven, Khurish, Sylvan
Improved Grab (Ex) To use this ability, Sanuya must AC 11, touch 11, flat-footed 10
hit with his bite attack. He can then attempt to hp 17 (10 HD)
start a grapple as a free action without provoking Immune sleep
an attack of opportunity. If he wins the grapple Fort +2, Ref +4, Will +11 (+13 against enchantments)
check, he establishes a hold and can deliver bite Weakness light blindness
damage automatically each round with a successful Spd 30 ft.
grapple check. Sanuya can only use this ability on a Melee unarmed strike +4 (1d3-1 nonlethal plus sunblight)
creature one size smaller than himself or smaller. Base Atk +5; Grp +4
Rage (Ex) When Sanuya rages, his Atk Options sunblight
statistics change as follows: Wizard Spells Prepared (CL 10th, +4
AC 21, touch 14, flat-footed 16 melee touch, +6 ranged touch)
hp 99 5th—break enchantment (2)
Fort +12, Will +11 (+13 against enchantments) 4th—stoneskin (4)
Melee +2 long sword +20/+15/+10 (1d8+8/19- 3rd—fireball (DC 17) (2), magic circle
20) and bite +12 (1d6+6/20) or against evil, protection from energy
Melee +2 long sword +18/+13/+8 (1d8+8/19- 2nd—invisibility (5)
20) and +2 dagger +18/+13 (1d4+8/19- 1st—shield (5)
20) and bite +12 (1d6+6/20) 0—read magic, resistance (3)
Grp +17 Abilities Str 8, Dex 12, Con 10 (8 current),
Abilities Str 22, Con 16 Int 18, Wis 14, Cha 12
Skills Climb +12, Swim +9 SQ arcane research +2, moon magic, order secret (magic
Banquet For the banquet, Sanuya is equipped as follows: of sustenance), summon familiar, tower resources
AC 18, touch 16, flat-footed 13; uncanny dodge Feats Eschew Materials, Extend Spell, Scribe SpellB,
Melee +2 dagger +17/+12 (1d4+5/19- Spell Focus (abjuration), Spell Mastery x2 (break
20) and bite +9 (1d6+1) enchantment, fireball, invisibility, magic circle against
Abilities Str 16 evil, protection from energy, resistance, shield, stoneskin)B
Possessions +2 dagger, ring of protection +1 Skills Concentration +14, Decipher Script +9,
Knowledge (arcana) +20, Knowledge (geography)
Sergeant Foolscap CR 7 +11, Knowledge (history) +17, Spellcraft +22
Male mad gnome fighter 7 Light Blindness (Ex) Abrupt exposure to bright
NG Small humanoid light (such as sunlight or a daylight spell) blinds
Init +0; Senses Listen +6, Spot +6 Shaylin for 1 round. In addition, she takes a
Languages Common, Gnome, Solamnic –1 circumstance penalty to all attack rolls, saves,
AC 19, touch 11, flat-footed 19 and checks while operating in bright light.
hp 60 (7 HD) Sunblight Contact; DC 18; Incubation 3d4 weeks; Damage
Fort +7, Ref +2, Will +3 1d3 Con (see Appendix One). Shaylin has contracted
Spd 15 ft. sunblight and has lost 2 Constitution due to the disease.
Melee +1 small longsword +12/+7 (1d6+5/19-20)
Base Atk +7; Grp +9 Sirdaripatinja (Sirdar),
Atk Options Improved Bull Rush, Improved
Shield Bash, Power Attack
Dragon of the Spring CR 17
Abilities Str 14, Dex 10, Con 14, Int 12, Wis 13, Cha 10 Male mature adult bronze dragon
Feats Alertness, Improved Bull RushB, Improved Shield LG Huge dragon (water)
BashB, Power AttackB, Toughness, Weapon Focus Init +0; Senses blindsense 60 ft., darkvision 120
(longsword)B, Weapon Specialization (longsword) ft., keen senses; Listen +34, Spot +34
Skills Climb +5, Craft (alchemy) +2, Disable Aura frightful presence (DC 27, 210 ft., HD 23 or fewer)
Device +2, Intimidate +6, Jump +5, Listen +6, Languages Common, Draconic, Dwarven,
Open Lock +2, Sense Motive +4, Spot +6 Elven, Solamnic, Sylvan
Possessions +2 scale mail, +1 light wooden AC 33, touch 8, flat-footed 33
shield, +1 small longsword hp 276 (24 HD); DR 10/magic
Immune electricity, paralysis, sleep
Shaylin Moonborn CR 10 SR 23
Female Silvanesti elf wizard 6/Wizard of High Sorcery 4 Fort +19, Ref +14, Will +19
CG Medium humanoid Spd 40 ft., fly 150 ft. (poor), swim 60 ft.
Characters and Creatures 315
Melee* bite +27 (2d8+14, bite) and 2 claws each +21 Combat Gear potion of cure moderate wounds
(2d6+9, 2 claws) and 2 wings each +21 (1d8+9, Abilities Str 12, Dex 17, Con 10, Int 13, Wis 14, Cha 10
2 wings) and tail slap +21 (2d6+23, tail slap) SQ death throe, draconian traits, sailor lore, seamanship +2
* Includes adjustments for 5-point Power Attack Feats Combat ExpertiseB, Combat Reflexes,
Space 15 ft.; Reach 10 ft. (15 ft. with bite) Improved DisarmB, Quick Draw, Quick-
Base Atk +24; Grp +41 Thinking, RunB, Weapon Focus (rapier)
Atk Options Cleave, Flyby Attack, Flyby Skills Balance +15, Bluff +5, Climb +7 (+9 involving
Breath, Power Attack, Snatch ropes), Hide +8, Jump +16, Listen +7, Move
Special Actions breath weapon (100 ft. line 14d6 lightning, Silently +8, Profession (sailor) +11, Search +7,
Reflex DC 27 half or 50 ft. cone repulsion gas, Will Spot +9, Survival +10 (+12 when following
DC 27), crush (2d8+13, Reflex DC 27 negates) tracks), Swim +9, Tumble +11, Use Rope +11
Sorcerer Spells Known (CL 9th, +31 melee Possessions combat gear plus leather armor
touch, +22 ranged touch) +2, +1 rapier, mwk light crossbow, boots of
4th (5/day)—charm monster (DC striding and springing, rope of climbing
19), confusion (DC 19) Back-to-Back (Ex) Whenever Skullface is adjacent to an
3rd (7/day)—dispel magic, haste, lightning bolt (DC 18) ally and using the fighting defensively or total defense
2nd (7/day)—detect thoughts (DC 17), protection combat options, he gains a +2 dodge bonus to his AC.
from arrows, resist energy, web (DC 17) He loses this bonus if he is denied his Dexterity bonus
1st (8/day)—charm person (DC 16), comprehend to AC or if he or his ally moves more than 5 ft. away.
languages, enlarge person (DC 16), mage armor, Death Throe (Su) When a venom draconian dies,
magic missile, protection from evil, true strike its body instantly dissolves into a 5-foot radius
0 (6/day)—daze (DC 15), detect magic, detect pool of acid. All within this area suffer 1d6 points
poison, ghost sound (DC 15), mending, message, of acid damage each round they remain in the
resistance, touch of fatigue (DC 15) pool. The acid evaporates in 1d6 rounds. All
Spell-Like Abilities (CL 9th) armor, weapons, and items carried by the venom
at will—speak with animals draconian suffer damage from the acid as well.
3/day—create food and water, fog cloud Dirty Strike (Ex) Skullface may choose to make a single
Abilities Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20 melee attack on his turn as a full round action
SQ alternate form, water breathing that deals an additional 2d4 points of damage.
Feats Alertness, Cleave, Flyby Attack, Flyby Breath, The additional damage caused by a dirty strike is
Improved Natural Armor (2), Improved the same kind of damage as the weapon used in
Natural Attack (bite), Power Attack, Snatch the attack. This ability has no effect on creatures
Skills Concentration +25, Diplomacy +34, Disguise without a discernable anatomy or that are immune
+32, Intimidate +19, Knowledge (arcana) +25, to critical hits, such as constructs, oozes, plants, or
Knowledge (nature) +34, Listen +34, Search undead. Additional damage from a dirty strike is not
+32, Sense Motive +32, Spot +34, Survival multiplied if Skullface scores a successful critical hit.
+34, Swim +36, Use Magic Device +25 Poison (Ex) Fort DC 12; 1d6 Con/1d6 Con. Only the
venom draconian’s bite is poisonous. A venom
Skullface CR 12 draconian is immune to its own poison.
Male venom draconian mariner 8 Sailor Lore (Ex) Skullface may make a special sailor
CG Medium dragon lore check at a +9 to see whether he knows some
Bestiary of Krynn (Venom Draconian), Legends of the relevant information about local people or history,
Twins (revised Mariner class, Quick-Thinking feat) far away places, or strange superstitions. This check
Init +5; Senses darkvision 60 ft., low- will not necessarily reveal true information, as much
light vision; Listen +7, Spot +9 of the time Skullface heard it from someone who
Languages Common, Draconic heard it from a friend, who heard it from a guy,
AC 19, touch 13, flat-footed 16; back-to-back +2 etc. Skullface may not take 10 or 20 on this check;
hp 59 (10 HD) this sort of knowledge is essentially random.
Immune disease, paralysis, sleep Seamanship (Ex) Skullface gains a +2 competence bonus
SR 19 to all Balance, Climb, and Profession (sailor) checks.
Fort +9, Ref +12, Will +7
Spd 40 ft; Run Sylvyana the Ghoul Queen CR 21
Melee +1 rapier +13/+8 (1d6+2/18-20) and Female tenacious soul Silvanesti elf druid 20 of Chemosh
bite +6 (1d6+1 plus poison) or NE Medium humanoid
Ranged mwk light crossbow +14 (1d8/19-20) Holy Orders of the Stars (tenacious soul template)
Base Atk +10; Grp +11 Init +1; Senses elvensight (darkvision 30 ft., low-
Atk Options Combat Expertise, Combat light vision) Listen +23, Spot +23
Reflexes, dirty strike +2d4, Improved Languages Common, Draconic, Druidic,
Disarm, Quick Draw, sneak attack +1d6 Elven, Istaran, Lahutian, Sylvan
316 Appendix Two
AC 30, touch 17, flat-footed 27; foresight returns to the last place it considered home (Silvanesti or
hp 125 (20 HD); fast healing 2 Cristyne, Sylvyana’s choice) with a successful DC 16 level
Immune death effects, energy drain, negative energy check (1d20 +20). Only the actions of a deity can grant
damage, poison, sleep; timeless body Sylvyana permanent release—even the use of a wish or
Resist +4 against fey spell-like abilities miracle spell serves only to delay Sylvyana’s return by 1d4
Fort +18, Ref +11 (+13 with foresight), Will weeks. In Sylvyana’s case, she may also choose to re-enter
+23 (+25 against enchantments) the River of Time instead of being rejuvenated, returning
Spd 30 ft.; woodland stride at a later date in the future at the whim of Chemosh.
Melee sylvan scimitar +20/+15/+10 (1d6+4/18-20) or Wild Shape (Su) Sylvyana is able to take on the form of
Melee sylvan scimitar +20/+15/+10 (2d6+4/18- any Tiny, Small, Medium, Large, or Huge animal or
20 plus Cleave) when outdoors plant of up to 20 HD for up to 20 hours, 6 times a day.
Base Atk +15; Grp +17 She may also take the form of any Small, Medium,
Special Actions wild shape 6/day (20 hours, Large, or Huge elemental for up to 20 hours, 3 times a
Tiny, Huge, plant; elemental 3/day) day. Changing to animal, plant, or elemental form is a
Combat Gear wand of contagion (CL 16th, 22 standard action and restores 20 hit points to Sylvyana,
charges), wand of poison (CL 16th, 20 charges) as if she had rested for a night. Sylvyana usually uses
Druid Spells Prepared (CL 20th, +17 melee this ability to assume the form of a treant (for added
touch, +16 ranged touch) strength) or a Huge air elemental (for flight speed).
9th—elemental swarm, empowered fire storm (DC
22), foresight*, storm of vengeance (DC 24) Minions, Monsters, and
8th—finger of death (DC 23) (2), whirlwind Minor Characters
(DC 23), word of recall
7th—control weather, creeping doom, heal, wind walk Allip Mob CR 8
6th—greater dispel magic, move earth, NE Gargantuan undead (incorporeal) (mob
transport via plants, wall of stone of Medium undead [incorporeal])
5th—baleful polymorph (DC 20) (2), call lightning Init +0; Senses darkvision 60 ft.; Listen +7, Spot +7
storm, tree stride, wall of fire, wall of thorns Languages Common, Goblin
4th—flame strike (DC 19) (2), ice storm (2), AC 11, touch 7, flat-footed 10
rusting grasp, spike stones (DC 19) hp 180 (30 HD)
3rd—dominate animal (DC 19, CL 21st), Immune incorporeal traits, undead traits
empowered produce flame (DC 16), protection Resist turn resistance +2
from energy (2), sleet storm, wind wall Fort +9, Ref +20, Will +17
2nd—bull’s strength, cat’s grace, fog cloud, hold animal Spd fly 20 ft. (perfect)
(DC 18, CL 21st), summon swarm, warp wood Melee mob (1d4 Wisdom)
1st—entangle (DC 16) (2), longstrider, Space 20 ft.; Reach 0 ft.
magic fang (2), speak with animals Base Atk +15; Grp +27
0—create water (2), guidance (2), read magic, resistance Atk Options babble, expert grappler, Improved Bull
* already cast Rush, Improved Overrun, madness, Wisdom drain
Spell-Like Abilities (CL 21st, granted by willstone) Abilities Str —, Dex 12, Con —, Int 10, Wis 10, Cha 10
3/day—dominate monster (DC 25) SQ mob anatomy, mob traits, undead traits
Abilities Str 15, Dex 13, Con 13, Int 18, Wis 20, Cha 20 Feats Improved Bull Rush B,Improved Initiative,
SQ animal companion (none at present), nature sense, Improved Overrun B, Lightning Reflexes
rejuvenation, resist nature’s lure, thousand faces, Skills Hide +8, Intimidate +7, Listen +7, Search +4,
trackless step, wild empathy +27 (magical beasts +23) Spot +7, Survival +0 (+2 following tracks)
Feats Brew Potion, Combat Casting, Craft Wand,
Education†, Empower Spell, Iron Will, Natural Spell Ant-ogre CR 8
Skills Bluff +5 (+9 with willstone), Concentration +24 (+28 Male insectile ogre warrior 6
with willstone), Diplomacy +27 (+31 with willstone), LE Large aberration
Handle Animal +17 (+21 with willstone), Intimidate +5 Savage Species (Insectile template)
(+9 with willstone), Knowledge (arcana) +22, Knowledge Init +2; Senses darkvision 60 ft.,
(nature) +22, Knowledge (nobility and royalty) +22, Listen tremorsense; Listen +5, Spot +8
+23, Search +6, Spellcraft +21, Spot +23, Survival +16 Languages Ogre
† New feat from Appendix One AC 21, touch 11, flat-footed 19; wide vision
Possessions combat gear plus +4 wild leather armor, +2 hp 85 (10 HD)
ironwood buckler, sylvan scimitar, amulet of natural armor Fort +12, Ref +7, Will +3
+4, ring of protection +4, cloak of resistance +4, willstone Spd 30 ft. (hide armor); base 40 ft.; climb 30 ft.
Rejuvenation (Ex) As a tenacious soul, Sylvyana never stays Melee large greatclub +13/+8 (2d8+13)
dead. If she is killed, she will restore herself in 2d4 weeks. * includes adjustments for a 2-point Power Attack
A tenacious soul that would otherwise be destroyed Space 10ft.; Reach 10 ft.
Characters and Creatures 317
Base Atk +9; Grp +19 AC 20, touch 7, flat-footed 19
Atk Options Improved Bull Rush, Power Attack Fort +19, Will +9
Abilities Str 22, Dex 14, Con 17, Int 6, Wis 13, Cha 6 Melee* bite +20 (3d8+22) or
Feats Improved Bull Rush, Lightning Reflexes, Melee* bite +20 (3d8+22) and 2 claws +18 (1d8+20)
Power Attack, Weapon Focus (greatclub) * includes adjustments for a 10-point Power Attack
Skills Climb +9, Listen +5, Spot +8 Base Atk +19; Grp +31
Possessions hide armor, large greatclub Abilities Str 34, Con 26
Tremorsense (Ex) An insectile creature can Skills Jump +20
automatically sense the location of anything
within 60 ft. that is in contact with the ground. Cristyne Griffon CR 8
Wide Vision (Ex) An insectile creature gains a +4 racial N Huge magical beast
bonus to Spot checks and cannot be flanked. Init +2; Senses darkvision 60 ft., low-light
vision, scent; Listen +12, Spot +16
Bloodrager Cristyne Griffon CR 10 AC 19, touch 9, flat-footed 18
NE Huge magical beast hp 200 (19 HD)
Bestiary of Krynn (Bloodrager template) Fort +16, Ref +12, Will +9
Init +2; Senses darkvision 60 ft., low-light Spd 30 ft.; fly 80 ft. (average)
vision, scent; Listen +12, Spot +16 Melee* bite +17 (3d6+19) and 2 claws each +15 (1d6+17)
AC 22, touch 9, flat-footed 21 * includes adjustments for a 10-point Power Attack
hp 238 (19 HD) ; DR 5/magic Space 15 ft.; Reach 10 ft.
Immune disease, poison Base Atk +19; Grp +36
Fort +18, Ref +12, Will +8 Atk Options Cleave, Flyby Attack, pounce,
Weakness allomanya addiction Power Attack, rake 1d6+2
Spd 40 ft.; fly 90 ft. (average) Abilities Str 28, Dex 13, Con 20, Int 5, Wis 13, Cha 8
Melee* bite +19 (3d8+21) and 2 claws each +17 (1d8+19) Feats Cleave, Flyby Attack, Improved Natural Armor, Iron
* includes adjustments for a 10-point Power Attack Will, Multiattack, Power Attack, Weapon Focus (bite)
Space 15ft.; Reach 10 ft. Skills Jump +13, Listen +12, Spot +16
Base Atk +19; Grp +38
Atk Options Blood-Fury, Cleave, Flyby Attack, Crows of the Endless Hunger CR 12
pounce, Power Attack, rake 1d8+5 Male wichtlani Kagonesti elf druid 11 of Chemosh
Special Actions rage (11 rounds) NE Medium humanoid
Abilities Str 32, Dex 13, Con 24, Int 5, Wis 11, Cha 8 Init +8; Senses elvensight (darkvision 30 ft., low-
Feats Cleave, Flyby Attack, Improved Natural Armor, Iron light vision), scent; Listen +20, Spot +20
Will, Multiattack, Power Attack, Weapon Focus (bite) Languages Common, Elven, Ergot, Sylvan
Skills Jump +19, Listen +12, Spot +16 AC 23, touch 14, flat-footed 19
Allomanya Addiction The bloodrager griffon is addicted hp 53 (11 HD)
to allomanya (see Appendix One for more details). Immune energy drain, paralysis, poison, sleep
If it does not ingest a vial of allomanya every 24 Resist cure spells
hours, it begins to suffer the effects of withdrawal. Its Fort +7, Ref +7, Will +11 (+13 against enchantments,
addiction also means that it is resistant to cure spells +15 against fey spell-like effects)
and cured by inflict spells. The griffon’s increased Weakness allomanya addiction
ability scores and natural armor from allomanya Spd 40 ft.; woodland stride
addiction are already factored into its statistics above. Melee +1 flaming scimitar +9/+4 (1d6+1/18-
Blood-Fury (Su) A bloodrager’s natural attacks can confer a 20 plus 1d6 fire) and bite +3 (1d6) or
supernatural disease known as blood-fury. The blood- Melee +1 flaming scimitar +7/+2 (1d6+1/18-20 plus
fury has a different effect, depending upon the creature 1d6 fire) and +1 frost scimitar +7 (1d6+1/18-
it attacks. For attacks against aberrations, dragons, fey, 20 plus 1d6 frost) and bite +2 (1d6)
giants, humanoids, or monstrous humanoids: Disease Base Atk +8; Grp +8
(Fort DC 26), incubation period 1d3 days, damage 1d3 Atk Options improved grab
Con and 1d3 Wis. For attacks against animals, magical Special Actions natural spell, rage 1/day (5
beasts, and vermin: if they fail their initial Fortitude rounds), wild shape (5/day, Large, Tiny)
saving throw (DC 26), they will transform into a Druid Spells Prepared (CL 11th, +8 melee
bloodrager within 1d3 days, unless they are treated with touch, +12 ranged touch)
a cure disease or similar effect. Once the transformation 6th—fire seeds (DC 20)
is complete, it cannot be reversed by any spell or 5th—call lightning storm (DC 20), drown (DC 19)
effect less than heal, limited wish, miracle, or wish. 4th—dispel magic (DC 18), flame strike (DC 19),
Rage (Ex) Once injured, the bloodrager enters ice storm (DC 19), spike stones (DC 18)
a frenzy, and its statistics are modified as 3rd—call lightning (DC 18) (2), dominate animal,
follows. It cannot end its rage early. poison (DC 17), spike growth (DC 17)
318 Appendix Two
2nd—bear’s endurance, flaming sphere (DC 17), hold hp 60 (10 HD); DR 5/cold iron, 10/silver and magic
animal (DC 16), resist energy, summon swarm Immune incorporeal traits, undead traits
1st—charm animal, entangle (DC 15), faerie fire (2), Resist turn resistance +4
faerie fire, obscuring mist, speak with animals Fort +5, Ref +12, Will +11
0—create water, detect magic, guidance, Spd 30 ft.
light, mending, resistance Melee dagger +11 (1d4/19-20) and touch +6 (1d6
Abilities Str 10, Dex 18, Con 10, Int 12, Wis 18, Cha 12 negative energy plus poison or paralysis) or
SQ animal companion, nature sense, trackless step, Ranged mwk longbow +12 (1d8/x3)
wild empathy +14 (magical beasts +10) Base Atk +5; Grp +5
Feats Combat Casting, Improved InitiativeB, Natural Spell, Atk Options elfstroke
Spell Focus (evocation), Track, Two-Weapon Fighting Special Actions create spawn, partial invisibility
Skills Concentration +14 (+18 casting defensively), Handle Sorcerer Spells Known (CL 6th, +11 melee touch,
Animal +10, Heal +14, Jump +4, Knowledge (nature) +11, +11 ranged touch; 1d20+8 to overcome SR)
Listen +20, Ride +14, Spellcraft +9, Spot +20, Survival +20 3rd (4/day)—vampiric touch (DC 20)
(+22 in above ground natural environments), Swim +6 2nd (6/day)—ghoul touch (DC 19), spectral hand
Possessions combat gear plus +3 leather armor, 1st (7/day)—chill touch (DC 18), magic missile,
+1 flaming scimitar, +1 frost scimitar, amulet ray of enfeeblement (DC 18), shocking grasp
of natural armor +2, druid’s vestments 0 (6/day)—daze (DC 16), detect magic, detect poison, flare
Allomanya Addiction Crows are addicted to allomanya (DC 14), light, message, touch of fatigue (DC 17)
(see Appendix One for more details). If they do not Spell-Like Abilities (CL 10th)
ingest a vial of allomanya every 24 hours, they begin at will—entangle (DC 13), poison (DC 21, may only
to suffer the effects of withdrawal. The addiction be used on a living creature without elven blood
also means that they are resistant to cure spells and that is hit by the wichtlin’s touch attack), speak with
cured by inflict spells. The Crows’ increased ability plants, suggestion (DC 21, may only be used on an
scores and natural armor from allomanya addiction elf or half-elf paralyzed by the wichtlin), tree shape
are already factored into their statistics above. 3/day—charm person (DC 13), deep
Animal Companion (Ex) Because of their wichtlani slumber (DC 15), tree stride
state, Crows do not have an animal companions. 1/day—suggestion (DC 15)
Improved Grab (Ex) To use this ability, the Crows must Abilities Str —, Dex 23, Con —, Int 10, Wis 15, Cha 23
hit with their bite attack. They can then attempt to SQ summon familiar, tree dependent, wild
start a grapple as a free action without provoking an empathy +12 (magical beasts +8)
attack of opportunity. If they win the grapple check, Feats Great Fortitude, Spell Focus (necromancy),
they establish a hold and can deliver bite damage Spell Penetration, Weapon Finesse
automatically each round with a successful grapple Skills Concentration +6, Escape Artist +13, Handle
check. They can only use this ability on a creature Animal +13, Hide +21, Knowledge (nature) +9,
one size smaller than themselves or smaller. Move Silently +21, Ride +10, Spellcraft +6, Spot
Rage (Ex) When the Crows rage, their +17, Survival +9 (+11 in above ground natural
statistics change as follows: environments), Use Rope +6 (+8 involving bindings)
AC 23, touch 12, flat-footed 17 Possessions dagger, mwk longbow with 20 arrows
hp 70 Create Spawn (Su) An elf or half-elf slain by a wichtlin
Fort +9, Will +13 (+15 against enchantments, rises in seven days as a wichtlin. Wichtlin created
+17 against fey spell-like effects) in this way are not under the control of the
Melee +1 flaming scimitar +10/+5 (1d6+3/18- wichtlin who spawned them, but will usually work
20 plus 1d6 fire) and bite +4 (1d6+2) or with other wichtlins in service to Chemosh.
Melee +1 flaming scimitar +8/+3 (1d6+3/18-20 plus Elfstroke (Su) Any elf of half-elf a wichtlin hits with its
1d6 fire) and +1 frost scimitar +8 (1d6+2/18- touch attack must succeed on a DC 21 Fortitude save or
20 plus 1d6 frost) and bite +4 (1d6+2) be paralyzed for 2d4 rounds. Remove paralysis or any
Grp +10 spell that can remove a curse can free the victim. The
Abilities Str 14, Con 14 effect cannot be dispelled. Anyone paralyzed by the
Skills Jump +6, Swim +8 wichtlin seems dead, though a DC 20 Spot check or a
DC 15 Heal check reveals that the victim is still alive.
Dryad Wichtlins CR 12 Partial Invisibility (Su) A wichtlin’s body is mostly
Female wichtlin dryad sorcerer 6 transparent, apart from its skeletal hands and its eyes.
NE Medium undead (incorporeal augmented fey) This grants the wichtlin concealment (20% miss chance).
Bestiary of Krynn (Wichtlin template, Opponents who cannot see the wichtlin ignore this effect
modified in Appendix One) (although they still suffer the penalties of fighting an
Init +6; Senses darkvision 60 ft.; Listen +2, Spot +17 unseen opponent). A wichtlin that kills a victim becomes
Languages Common, Elven, Sylvan visible for 1d4 rounds, temporarily negating this effect.
AC 22, touch 22, flat-footed 16 True seeing and see invisibility also negate this effect.
Characters and Creatures 319
Ergothian Marines CR 8 heard it from a guy, etc. He may not take 10 or 20 on
Male or female civilized human mariner 6/fighter 2 this check; this sort of knowledge is essentially random.
LN Medium humanoid Seamanship (Ex) A marine gains a +2 competence bonus
Legends of the Twins (revised Mariner class) to all Balance, Climb, and Profession (sailor) checks.
Init +6; Senses Listen +2, Spot +13
Languages Common, Ergot Free City Watch CR 1
AC 15, touch 12, flat-footed 13; back- Male civilized human warrior 2
to-back +1, Dodge, Mobility NG Medium humanoid
hp 41 (8 HD) Init +0; Senses special; Listen +2, Spot +2
Fort +10, Ref +8, Will +3 Languages Common
Spd 30 ft.; Spring Attack AC 15, touch 10, flat-footed 15
Melee +1 rapier +12/+7 (1d6+4/17-20) or hp 11 (2 HD)
Ranged mwk composite longbow (Str +3) +11 (1d8+3/x3) Fort +3, Ref +0, Will +0
Base Atk +8; Grp +11 Spd 20 ft. (scale mail); base 30 ft.
Atk Options Combat Expertise, dirty strike +2d4, Melee glaive +2 (1d10/x3) or
Improved Disarm, Whirlwind Attack Melee short sword +2 (1d6/19-20)
Combat Gear potion of cure serious Base Atk +2; Grp +2
wounds, potion of enlarge person Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10
Abilities Str 16, Dex 14, Con 12, Int 14, Wis 10, Cha 8 Feats AlertnessB, Toughness
SQ sailor lore, seamanship +2 Skills Handle Animal +5, Intimidate +5,
Feats Alertness, Combat ExpertiseB, Dodge, Listen +2, Ride +5, Spot +2
Improved DisarmB, Improved InitiativeB, Possessions scale mail, light wooden
Mobility, Spring Attack, Whirlwind AttackB shield, glaive, short sword
Skills Balance +11, Climb +10 (+12 using ropes),
Gather Information +6, Intimidate +7, Jump +10, Ghoul Mob CR 8
Knowledge (local) +7, Knowledge (nature) +9, CE Gargantuan undead (mob of Medium undead)
Listen +2, Profession (sailor) +9, Spot +13, Survival Init +0; Senses darkvision 60 ft.; Listen +0, Spot +5
+8 (+10 in above ground natural environments), Languages Common, Goblin
Swim +14, Tumble +15, Use Rope +7 AC 10, touch 8, flat-footed 8
Possessions combat gear plus mwk studded leather, hp 180 (30 HD)
+1 rapier, mwk dagger, mwk composite longbow Immune undead traits
(+3 Str) with 50 arrows, cloak of resistance +1 Resist turn resistance +2
Banquet For the banquet, the Ergothian Fort +9, Ref +11, Will +17
marines are equipped as follows: Spd 20 ft.
AC 12, touch 12, flat-footed 10; back- Melee mob (5d6 plus paralysis)
to-back +1, Dodge, Mobility Space 20 ft.; Reach 0 ft.
Possessions combat gear plus +1 rapier, Base Atk +16; Grp +28
mwk dagger, cloak of resistance +1 Atk Options expert grappler, ghoul fever, Improved Bull
Back-to-Back (Ex) Whenever a marine is adjacent to an ally Rush, Improved Overrun, paralysis, trample 2d6+1
and using the fighting defensively or total defense combat Abilities Str 13, Dex 15, Con —, Int 10, Wis 10, Cha 10
options, he gains a +1 dodge bonus to his AC. He loses SQ mob anatomy, mob traits, undead traits
this bonus if he is denied his Dexterity bonus to AC or Feats Improved Bull Rush B, Improved Overrun B, Multiattack
if the marine or the ally moves more than 5 ft. away. Skills Balance +6, Climb +5, Hide +6, Jump
Dirty Strike (Ex) A marine may choose to make a single +5, Move Silently +6, Spot +5
melee attack on his turn as a full round action that
deals an additional 2d4 points of damage. The Greater Wyvern CR 14
additional damage caused by a dirty strike is the same N Huge dragon
kind of damage as the weapon used in the attack. Init +0; Senses darkvision 60 ft., low-light
This ability has no effect on creatures without a vision, scent; Listen +27, Spot +30
discernable anatomy or that are immune to critical AC 21, touch 8, flat-footed 21
hits, such as constructs, oozes, plants, or undead. hp 220 (21 HD)
Additional damage from a dirty strike is not multiplied Immune paralysis, sleep
if the marine scores a successful critical hit. Fort +16, Ref +12, Will +13
Sailor Lore (Ex) A marine may make a special sailor lore Spd 20 ft., fly 60 ft. (poor)
check at a +8 to see whether he knows some relevant Melee sting +27 (2d6+8 plus poison [DC 26, 2d6
information about local people or history, far away places, Con/2d6 Con]) and bite +25 (4d8+8) and 2
or strange superstitions. This check will not necessarily wings +25 (2d6+4) and 2 talons +27 (4d6+8)
reveal true information, as much of the time the marine Space 15 ft.; Reach 10 ft.
heard it from someone who heard it from a friend, who Base Atk +21; Grp +37
320 Appendix Two
Atk Options Flyby Attack, improved grab Melee* mwk longsword +8/+3 (1d8+6/19-20)
Abilities Str 27, Dex 10, Con 19, Int 6, Wis 12, Cha 9 * includes adjustments for a 4-point Power Attack
Feats Ability Focus (poison), Alertness, Flyby Attack, Base Atk +8; Grp +10
Improved Natural Armor (x2), Improved Natural Atk Options Cleave, Mounted Combat,
Attack (bite), Improved Natural Attack (sting), Power Attack, Ride-By Attack
Improved Natural Attack (talon), Multiattack Special Actions strength of honor (+4
Skills Hide +16, Listen +27, Move Silently +24, Spot +30 Str for 4 rounds) 2/day
Improved Grab (Ex) To use this ability, a greater Abilities Str 14, Dex 9, Con 12, Int 10, Wis 8, Cha 12
wyvern must hit with its talons. It can then SQ fight to the death, heroic initiative +1,
attempt to start a grapple as a free action without honorable will, knightly courage
provoking an attack of opportunity. If it wins the Feats CleaveB, DiehardB, Honor-BoundB, Iron
grapple check, it establishes a hold and stings. Will, Mounted CombatB, Power AttackB, Ride-
By Attack, Weapon Focus (longsword)
House Protector Bodyguards CR 10 Skills Diplomacy +7, Handle Animal +7, Knowledge
Male Silvanesti elf paladin 3 of Mishakal/fighter 7 (nobility and royalty) +6, Ride +12
LG Medium humanoid Possessions chainmail, light steel shield, mwk longsword
Init +5; Senses elvensight (darkvision 30 ft., Banquet For the banquet, the Knights of the
low-light vision); Listen +4, Spot +4 Crown are equipped as follows:
Aura courage (10 ft., +4 morale bonus AC 9, touch 9, flat-footed 9
to saves against fear effects) Melee dagger +10/+5 (1d4+2/19-20)
Languages Common, Elven Possessions dagger
AC 18, touch 11, flat-footed 17 Fight to the Death (Ex) The Knights of the Crown
hp 73 (10 HD) gain the Diehard feat as a bonus feat.
Immune disease, fear, sleep Heroic Initiative (Ex) The Knights of the Crown
Fort +11, Ref +6, Will +6 (+8 against enchantments) gain a +1 bonus on initiative checks.
Spd 30 ft. Honorable Will (Su) The Knights of the Crown apply
Melee +2 merciful rapier +15/+10 (1d6+6/18- their Charisma modifier as a morale bonus on all
20 plus 1d6 nonlethal) saving throws against compulsion spells and effects.
Base Atk +10; Grp +12 Knightly Courage (Su) The Knights of the Crown
Atk Options Cleave, Improved Bull Rush, Power Attack, apply their Charisma modifier as a morale bonus
Quick Draw, smite evil 1/day (+3 damage) on all saving throws against fear effects.
Special Actions lay on hands (6 hp/day) Strength of Honor (Su) Twice a day as a free action,
Spell-Like Abilities the Knights of the Crown can gain a +4 morale
at will—detect evil bonus to their Strength score for 4 rounds.
Abilities Str 14, Dex 12, Con 12, Int 10, Wis 12, Cha 14
SQ aura of good Locust-Troll CR 10
Feats CleaveB, Improved Bull RushB, Improved InitiativeB, Male insectile troll warrior 5
Power Attack, Quick Draw, Toughness, Weapon CE Large aberration
Focus (rapier), Weapon Specialization (rapier)B Savage Species (Insectile template)
Skills Diplomacy +4, Handle Animal +6, Intimidate +6, Init +4; Senses darkvision 90 ft., low-light vision,
Knowledge (nobility and royalty) +4, Knowledge scent, tremorsense; Listen +6, Spot +11
(religion) +4, Ride +7, Sense Motive +3 Languages Giant
Possessions +2 elven chain, +2 merciful rapier AC 20, touch 13, flat-footed 16; wide vision
Banquet For the banquet, the House Protector hp 125 (11 HD); regeneration 5
bodyguards are equipped as above. Fort +15, Ref +7, Will +5
Spd 30 ft.; climb 30 ft.
Knights of the Crown CR 8 Melee 2 claws each +16 (1d6+7) and bite +10 (1d4+3)
Male civilized human fighter 4/Knight of the Crown 4 Space 10 ft.; Reach 10 ft.
LG Medium humanoid Base Atk +9; Grp +20
Knightly Orders of Ansalon (revised Knight Special Actions rend 2d6+10
of the Crown prestige class) Abilities Str 24, Dex 18, Con 23, Int 6, Wis 11, Cha 6
Init +0; Senses Listen -1, Spot -1 Feats Alertness, Iron Will, Track, Weapon Focus (claw)
Languages Common, Ergot, Solamnic Skills Climb +7, Jump +20, Listen +6, Spot +11
AC 15, touch 9, flat-footed 15 Rend (Ex) If the locust-troll hits with both claw
hp 50 (8 HD); Diehard attacks, it latches onto its target’s body and
Resist Honor-Bound tears its flesh. This attack automatically deals
Fort +9, Ref +1, Will +3 (+4 against fear an additional 2d6+10 points of damage.
and compulsion spells and effects) Regeneration (Ex) Fire and acid deal normal damage to a
Spd 20 ft. (chainmail); base 30 ft. troll. If a troll loses a limb or body part, the lost portion
Characters and Creatures 321
regrows in 3d6 minutes. The creature can reattach the
Raven Witches CR 12
severed member instantly by holding it to the stump. Female kyrie mystic 10 of Alteration
Tremorsense (Ex) An insectile creature can NE Medium monstrous humanoid
automatically sense the location of anything Bestiary of Krynn (Kyrie)
within 60 ft. that is in contact with the ground. Init +5; Senses darkvision 60 ft.; Listen +10, Spot +4
Wide Vision (Ex) An insectile creature gains a +4 racial Languages Auran, Elven, Kothian
bonus to Spot checks and cannot be flanked. AC 17, touch 15, flat-footed 12
hp 81 (14 HD)
Pashin Elven Warriors CR 5 Fort +11, Ref +12, Will +15
Male Silvanesti elf warrior 6 Spd 20 ft., fly 50 ft. (good)
CG Medium humanoid Melee 2 claws each +16 (1d6-1)
Init +1; Senses elvensight (darkvision 30 ft., Base Atk +11; Grp +10
low-light vision); Listen +1; Spot +1 Mystic Spells Known (CL 13th, +10 melee touch,
Languages Elven +16 ranged touch; 1d20+15 to overcome SR)
AC 11, touch 11, flat-footed 10; Dodge 6th (4/day)—blade barrier (DC 20), flesh to
hp 25 (6 HD) stoneD (DC 21; CL 14th), harm (DC 20)
Immune sleep 5th (6/day)—baleful polymorphD (DC 20;
Fort +4, Ref +3, Will +1 (+3 against enchantments CL 14th), dispel good (DC 19), flame
Weakness light blindness strike (DC 19), slay living (DC 19)
Spd 30 ft. 4th (7/day)—cure critical wounds, inflict critical
Melee unarmed strike +8/+3 (1d3+2 sounds (DC 18), poison (DC 18), polymorphD
nonlethal plus sunblight) (CL 14th), summon monster IV
Base Atk +6; Grp +8 3rd (7/day)—bestow curse (DC 17), dispel
Atk Options Power Attack, sunblight magic, gaseous formD (CL 14th), magic circle
Abilities Str 14, Dex 13, Con 10 (8 against good, protection from energy
current), Int 12, Wis 9, Cha 6 2nd (7/day)—alter selfD (CL 14th), bull’s
Feats Dodge, Power Attack, Weapon Focus (longsword) strength, darkness, desecrate, inflict moderate
Skills Climb +11, Jump +11, Ride +3, Swim +7 wounds (DC 16), owl’s wisdom
Light Blindness (Ex) Abrupt exposure to bright 1st (7/day)—bane (DC 15), cause fear (DC
light (such as sunlight or a daylight spell) blinds 15), detect good, doom (DC 15), enlarge
the elf for 1 round. In addition, he takes a personD (CL 14th), protection from good
–1 circumstance penalty to all attack rolls, saves, 0 (6/day)—create water, detect magic, detect
and checks while operating in bright light. poison, guidance, inflict minor wounds (DC
Sunblight Contact; DC 18; Incubation 3d4 weeks; 14), light, mending, read magic, resistance
Damage 1d3 Con (see Sunblight sidebar). The D
: Domain spell. Domain: Alteration
Pashin elven warriors have contracted sunblight Abilities Str 8, Dex 20, Con 12, Int 13, Wis 19, Cha 8
and have lost 2 Constitution due to the disease. Feats Combat Casting, Great Fortitude, Spell Focus
(Transmutation), Spell Penetration, Weapon Finesse
Qualimori Courtiers CR 4 Skills Concentration +11 (+15 casting defensively), Handle
Male or female Qualinesti aristocrat 3/expert 2 Animal +4, Knowledge (nature) +6, Knowledge
NG Medium humanoid (religion) +11, Listen +10, Spellcraft +11, Survival
Init +1; Senses elvensight (darkvision 30 ft., +9 (+11 in above ground natural environments)
low-light vision); Listen +4, Spot +4
Languages Common, Elven, Sylvan Rumorsmith Enforcer CR 8
AC 11, touch 11, flat-footed 10 Male or female civilized human rogue 8
hp 18 (5 HD) N Medium humanoid
Immune sleep Init +4; Senses Listen +8, Spot +8
Fort +0, Ref +2, Will +6 (+8 against enchantments) Languages Common, Ergot
Spd 30 ft. AC 14, touch 10, flat-footed 14; improved
Melee unarmed strike +3 (1d3 nonlethal) uncanny dodge, uncanny dodge
Base Atk +3; Grp +3 hp 35 (8 HD)
Abilities Str 10, Dex 12, Con 8, Int 11, Wis 11, Cha 12 Fort +3, Ref +6, Will +1; evasion
Feats Alertness, Negotiator Spd 30 ft.
Skills Diplomacy +12, Gather Information Melee +1 rapier +9/+4 (1d6+3/18-20) or
+10, Knowledge (history) +5, Knowledge Ranged mwk hand crossbow +7 (1d4/19-20)
(nobility and royalty) +12, Listen +4, Base Atk +6; Grp +8
Search +3, Sense Motive +11, Spot +4 Atk Options sneak attack +4d6
Banquet For the banquet, the Qualimori Abilities Str 14, Dex 10, Con 12, Int 10, Wis 8, Cha 12
courtiers are equipped as above. SQ trap sense +2, trapfinding
322 Appendix Two
Feats Improved Initiative, Investigator, 1st (6/day)—mage armor*, magic missile, obscuring
Persuasive, Skill Focus (Intimidate)B mist, ray of enfeeblement (DC 13), summon monster I
Skills Bluff +14, Diplomacy +16, Disguise +1 (+3 to act in 0 (6/day)—acid splash, daze, detect magic, flare,
character), Gather Information +16, Hide +6, Intimidate ghost sound, light, message, prestidigitation
+19, Knowledge (local) +10, Listen +8, Search +12, * already cast
Sense Motive +10, Sleight of Hand +2, Spot +8 Abilities Str 8, Dex 14, Con 15, Int 10, Wis 12, Cha 15
Possessions +1 studded leather, +1 rapier, SQ stonecunning
mwk hand crossbow with 5 bolts Feats Augment Summoning, Combat Casting,
Quick-Thinking, Spell Focus (conjuration)
Rumorsmith Elfkillers CR 10 Skills Concentration +14 (+18 casting defensively),
Male or female civilized human rogue 5/assassin 5 Knowledge (arcana) +6, Spellcraft +8
CE Medium humanoid Possessions mwk quarterstaff, amulet of natural armor +2
Init +5; Senses Listen +9, Spot +9
Languages Common, Elven, Ergot Rumorsmith Thug CR 4
AC 13, touch 11, flat-footed 12; Dodge, improved Male or female civilized human rogue 4
uncanny dodge, Mobility, uncanny dodge N Medium humanoid
hp 35 (10 HD) Init +4; Senses Listen +5, Spot +6
Fort +2 (+4 against poison), Ref +9, Will +3; evasion Languages Common, Ergot
Spd 30 ft. AC 13, touch 10, flat-footed 13; uncanny dodge
Melee +1 short sword +8 (1d6+1/19-20) hp 12 (4 HD)
Base Atk +6; Grp +6 Fort +1, Ref +4, Will +1; evasion
Atk Options death attack (DC 17), sneak attack +6d6 Spd 30 ft.
Assassin Spells Known (CL 5th, +6 melee Melee mwk short sword +5 (1d6+1/19-20)
touch, +7 ranged touch) Base Atk +3; Grp +4
2nd (3/day)—cat’s grace, darkness, invisibility Atk Options sneak attack +2d6
1st (4/day)—disguise self, feather fall, Abilities Str 12, Dex 10, Con 11, Int 10, Wis 10, Cha 11
ghost sound, true strike SQ trap sense +1, trapfinding
Abilities Str 11, Dex 13, Con 10, Int 14, Wis 9, Cha 8 Feats Improved Initiative, Investigator,
SQ poison use, trap sense +1, trapfinding Skill Focus (Intimidate)B
Feats Dodge, Improved Initiative B, Iron Will, Skills Bluff +7, Diplomacy +9, Disguise +0 (+2 to act
Mobility, Weapon Focus (short sword) in character), Gather Information +11, Hide +5,
Skills Appraise +8, Decipher Script +8, Disable Intimidate +12, Knowledge (local) +7, Listen +5, Search
Device +13, Disguise +10, Forgery +13, Gather +9, Sense Motive +7, Sleight of Hand +2, Spot +6
Information +10, Hide +14, Listen +9, Move Possessions mwk studded leather, mwk short sword
Silently +14, Open Lock +12, Search +12, Spot +9
Possessions mwk leather armor, +1 short sword Silvamori Courtiers CR 4
Male or female Silvanesti aristocrat 5
Rumorsmith Summoners CR 9 LG Medium humanoid
Male hill dwarf sorcerer 9 Init +1; Senses elvensight (darkvision 30 ft.,
CN Medium humanoid low-light vision); Listen +4, Spot +4
Legends of the Twins (Quick-Thinking feat) Languages Common, Elven
Init +4; Senses darkvision 60 ft.; Listen +1, Spot +3 AC 11, touch 11, flat-footed 10
Languages Common, Dwarven hp 18 (5 HD)
AC 18, touch 12, flat-footed 16; +4 against giant type Immune sleep
hp 41 (9 HD) Fort +0, Ref +2, Will +4 (+6 against enchantments)
Resist +2 save against spells and spell-like effects, Spd 30 ft.
stability (+4 against bull rush and trip) Melee unarmed strike +3 (1d3 nonlethal)
Fort +5 (+7 against poison), Ref +5, Will +7 Base Atk +3; Grp +3
Spd 20 ft. Abilities Str 10, Dex 12, Con 8, Int 13, Wis 11, Cha 10
Melee mwk quarterstaff +4 (1d6-1/20) Feats Alertness, Negotiator
Base Atk +4; Grp +3 Skills Bluff +9, Diplomacy +13, Gather Information
Atk Options +1 attack bonus against goblinoids +9, Knowledge (nobility and royalty) +12, Listen
Sorcerer Spells Known (CL 9th, +3 melee +4, Search +3, Sense Motive +11, Spot +4
touch, +6 ranged touch) Banquet For the banquet, the Silvamori
4th (4/day)—ice storm, summon monster IV courtiers are equipped as above.
3rd (6/day)—sleet storm, stinking cloud
(DC 16), summon monster III Silvanesti Wichtlin Cultists CR 10
2nd (7/day)—acid arrow, invisibility, Male or female wichtlin Silvanesti elf cleric 8 of Chemosh
summon monster II, summon swarm NE Medium undead (augmented humanoid)
Characters and Creatures 323
Bestiary of Krynn (Wichtlin template) miss chance). Opponents who cannot see the
Init +4; Senses elvensight (darkvision 60 ft., wichtlin ignore this effect (although they still suffer
low-light vision); Listen +5, Spot +13 the penalties of fighting an unseen opponent). A
Languages Common, Elven wichtlin that kills a victim becomes visible for
AC 22, touch 14, flat-footed 18 1d4 rounds, temporarily negating this effect. True
hp 52 (8 HD); DR 10/silver and magic seeing and see invisibility also negate this effect.
Immune undead traits
Resist turn resistance +2 Stag Rider Wichtlins CR 10
Fort +6, Ref +6, Will +9 (+11 against enchantments) Male wichtlin Kagonesti elf ranger 4/fighter 4
Spd 30 ft. NE Medium undead (augmented humanoid)
Melee +1 sickle +7/+2 (1d6+1) and touch +1 (1d6 Bestiary of Krynn (Wichtlin template)
negative energy plus poison or paralysis) Init +5; Senses elvensight (darkvision 60 ft., low-
Base Atk +6; Grp +6 light vision); Listen +5, Spot +14
Atk Options elfstroke Languages Elven, Sylvan
Special Actions create spawn, death touch 1/day (8d6), AC 22, touch 15, flat-footed 17
partial invisibility, spontaneous casting (inflict spells), hp 52 (8 HD); DR 10/silver and magic
rebuke or command undead 6/day (+5, 2d6+11, 8th) Immune undead traits
Cleric Spells Prepared (CL 8th, +6 melee touch, Resist turn resistance +2
+10 ranged touch; 1d20+10 to overcome SR) Fort +8, Ref +10, Will +2 (+4 against enchantments)
4th—inflict critical wounds (DC 18), poison Spd 30 ft.
(DC 18), unholy blight (DC 17, CL 9th) Melee longsword +9/+4 (1d8+1/19-20) and touch +4
3rd—animate deadE (CL 9th), bestow curse (DC (1d6 negative energy plus poison or paralysis) or
17), inflict serious wounds (DC 17), magic circle Ranged mwk composite longbow +14/+9 (1d8+2/x3) or
against goodE (CL 9th), searing light (DC 16) Ranged mwk composite longbow +12/+12/+7
2nd—death knellDE (DC 16, CL 9th), desecrateE (1d8+2/x3) with Rapid Shot
(CL 9th), hold person (DC 16), silence Base Atk +8; Grp +9
(DC 15), summon monster II Atk Options combat style (archery), elfstroke, favored
1st—bane (DC 15), curse waterE (CL 9th), detect enemy elf +2, Mounted Archery, Mounted
good, doom (DC 15), inflict light wounds Combat, Point Blank Shot, Precise Shot
(DC 15), protection from goodDE (CL 9th) Special Actions create spawn, partial invisibility
0—detect magic, detect poison, inflict minor wounds Spell-Like Abilities (CL 8th)
(DC 14), light, read magic, resistance at will—poison (DC 14, may only be used on a living
D
: Domain spell. E: Evil spell. Domain: Death, Evil creature without elven blood that is hit by the wichtlin’s
Spell-Like Abilities (CL 8th) touch attack), suggestion (DC 14, may only be used
at will—poison (DC 17, may only be used on an elf or half-elf paralyzed by the wichtlin)
on a living creature without elven blood Abilities Str 12, Dex 20, Con —, Int 5, Wis 10, Cha 10
that is hit by the wichtlin’s touch attack), SQ animal companion, wild empathy +6 (magical beasts +2)
suggestion (DC 17, may only be used on an Feats EnduranceB, Mounted ArcheryB, Mounted CombatB,
elf or half-elf paralyzed by the wichtlin) Point Blank Shot, Precise Shot, Rapid ShotB, TrackB, Weapon
Abilities Str 10, Dex 18, Con —, Int 7, Wis 16, Cha 17 Focus (longbow), Weapon Specialization (longbow)B
Feats Spell Focus (enchantment), Spell Focus Skills Handle Animal +9, Hide +13, Knowledge (nature)
(necromancy), Spell Penetration +5, Listen +5, Move Silently +13, Ride +16, Spot +14,
Skills Knowledge (religion) +8, Spellcraft +8, Spot +13 Survival +8 (+10 in above ground natural environments)
Possessions +1 studded leather, +1 sickle Possessions mwk studded leather, mwk composite
Create Spawn (Su) An elf or half-elf slain by a wichtlin longbow (+2 Str) with 20 arrows, longsword
rises in seven days as a wichtlin. Wichtlin created Create Spawn (Su) An elf or half-elf slain by a wichtlin
in this way are not under the control of the rises in seven days as a wichtlin. Wichtlin created
wichtlin who spawned them, but will usually work in this way are not under the control of the
with other wichtlins in service to Chemosh. wichtlin who spawned them, but will usually work
Elfstroke (Su) Any elf of half-elf a wichtlin hits with its with other wichtlins in service to Chemosh.
touch attack must succeed on a DC 17 Fortitude save Elfstroke (Su) Any elf of half-elf a wichtlin hits with its
or be paralyzed for 2d4 rounds. Remove paralysis or touch attack must succeed on a DC 14 Fortitude save or
any spell that can remove a curse can free the victim. be paralyzed for 2d4 rounds. Remove paralysis or any
The effect cannot be dispelled. Anyone paralyzed by spell that can remove a curse can free the victim. The
the wichtlin seems dead, though a DC 20 Spot check or effect cannot be dispelled. Anyone paralyzed by the
a DC 15 Heal check reveals that the victim is still alive. wichtlin seems dead, though a DC 20 Spot check or a
Partial Invisibility (Su) A wichtlin’s body is mostly DC 15 Heal check reveals that the victim is still alive.
transparent, apart from its skeletal hands and Partial Invisibility (Su) A wichtlin’s body is mostly transparent,
eyes. This grants the wichtlin concealment (20% apart from its skeletal hands and eyes. This grants the
324 Appendix Two
wichtlin concealment (20% miss chance). Opponents AC 18, touch 13, flat-footed 13
who cannot see the wichtlin ignore this effect (although hp 105 (14 HD)
they still suffer the penalties of fighting an unseen Fort +11, Ref +14, Will +5
opponent). A wichtlin that kills a victim becomes Spd 30 ft., climb 20 ft.
visible for 1d4 rounds, temporarily negating this effect. Melee bite +16 (3d6+7 plus poison)
True seeing and see invisibility also negate this effect. Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +26
Wichtlin Stag CR — Atk Options Combat Reflexes, poison (injury, DC
NE Large undead (augmented animal) 23, 1d6 Wis/2d6 Wis), sneak attack +1d6
Bestiary of Krynn (elk, wichtlin template) Special Actions web
Init +3; Senses low-light vision, scent; Listen +4, Spot +12 Abilities Str 21, Dex 20, Con 14, Int 7, Wis 12, Cha 7
AC 18, touch 12, flat-footed 15 Feats Ability Focus (poison), Alertness, Combat
hp 18 (3 HD); DR 10/silver and magic Reflexes, Improved FeintB, Improved
Immune undead traits Natural Attack, Weapon Focus (bite)
Resist turn resistance +2 Skills Bluff +3 (+7 feint), Climb +15, Hide +9 (+11
Fort +3, Ref +4, Will +1 in webs), Jump +13, Listen +4, Move Silently
Spd 50 ft.; Run +13 (+15 in webs), Spot +6, Survival +2
Melee gore +4 (1d6+2/20 plus 1d6 negative Tremorsense (Ex) A whisper spider can detect and pinpoint
energy plus poison or paralysis) or any creature or object within 60 feet in contact with the
Melee hoof +4 (1d4+2/20 plus 1d6 negative ground or within any range in contact with its web.
energy plus poison or paralysis) Web (Ex) A whisper spider can throw a web eight times
Space 10 ft.; Reach 5 ft. a day. This is similar to an attack with a net but has a
Base Atk +2; Grp +8 maximum range of 50 feet, with a range increment of
Atk Options elfstroke 10 feet, and is effective against targets of up to Large
Special Actions create spawn, partial invisibility size. An entangled creature can escape with a DC 19
Spell-Like Abilities (CL 3rd) Escape Artist check or burst through it with a DC 23
at will—poison (DC 11, may only be used on a living Strength check. Whisper spiders can also create sheets
creature without elven blood that is hit by the wichtlin’s of sticky webbing from 5 to 60 feet square. They can
touch attack), suggestion (DC 11, may only be used position these sheets to snare flying creatures or to
on an elf or half-elf paralyzed by the wichtlin) trap prey on the ground. Approaching creatures must
Abilities Str 14, Dex 16, Con —, Int 2, Wis 11, Cha 10 succeed on a DC 20 Spot check or become trapped as
Feats Alertness, RunB, Toughness though by a successful web attack. Attempts to escape
Skills Hide +11, Listen +4, Move Silently or burst through the webbing gain a +5 bonus if the
+11, Spot +12, Survival +6 trapped creature has something to walk on or grab
Create Spawn (Su) An elf or half-elf slain by a wichtlin rises in while pulling free. Each 5-foot section has 14 hit points
seven days as a wichtlin. Wichtlin created in this way are not and damage reduction of 5/-. Whisper spiders are also
under the control of the wichtlin who spawned them, but adept at fashioning their webs into flimsy shapes that
will usually work with other wichtlins in service to Chemosh. enable them to trick opponents. These shapes include
Elfstroke (Su) Any elf of half-elf a wichtlin hits with its false spiders, banners, twisting loops, and other useful
touch attack must succeed on a DC 11 Fortitude save or distractions. A whisper spider that uses its webbing in
be paralyzed for 2d4 rounds. Remove paralysis or any this manner gains a +4 circumstance bonus to Bluff
spell that can remove a curse can free the victim. The checks when feinting in combat. A whisper spider can
effect cannot be dispelled. Anyone paralyzed by the move across its own web at climb speed and pinpoint
wichtlin seems dead, though a DC 20 Spot check or a the location of any creature touching its web.
DC 15 Heal check reveals that the victim is still alive.
Partial Invisibility (Su) A wichtlin’s body is mostly transparent, Wichtlani Centaur CR 8
apart from its skeletal hands and eyes. This grants the Male or female wichtlani centaur ranger 3/barbarian 1
wichtlin concealment (20% miss chance). Opponents NE Large monstrous humanoid
who cannot see the wichtlin ignore this effect (although Init +7; Senses darkvision 60 ft., scent; Listen +5, Spot +6
they still suffer the penalties of fighting an unseen Languages Common, Sylvan
opponent). A wichtlin that kills a victim becomes AC 19, touch 7, flat-footed 16
visible for 1d4 rounds, temporarily negating this effect. hp 80 (8 HD)
True seeing and see invisibility also negate this effect. Immune energy drain, paralysis, poison, sleep
Resist cure spells
Whisper Spiders CR 8 Fort +10, Ref +10, Will +9
CE Huge magical beast Weakness allomanya addiction
Bestiary of Krynn (Whisper Spider) Spd 70 ft.
Init +5; Senses darkvision 60 ft., tremorsense Melee +2 large battleaxe +14/+9 (2d6+9/x3) and +1 large
60 ft.; Listen +4, Spot +6 handaxe +13 (1d8+4/x3) and bite +7 (1d8+3) or
Characters and Creatures 325
Ranged mwk large composite longbow +11/+6 (2d6+4/x3) Ranged +2 composite longbow +14/+9 (1d8+4/x3) or
Space 10 ft.; Reach 5 ft. Ranged +2 composite longbow +12/+12/+7
Base Atk +8; Grp +19 (1d8+4/x3) with Rapid Shot
Atk Options combat style (two-weapon fighting), Base Atk +7; Grp +10
favored enemy humans +2, Improved Bull Atk Options combat style (archery),
Rush, Improved Overrun, Power Attack Point Blank Shot, Precise Shot
Special Actions improved grab, rage 3/day (7 rounds) Special Actions favored enemy humans +2,
Abilities Str 25, Dex 17, Con 19, Int 8, Wis 15, Cha 12 improved grab, rage 2/day (5 rounds)
SQ wild empathy +4 (magical beasts +0) Abilities Str 16, Dex 20, Con 10, Int 10, Wis 15, Cha 10
Feats EnduranceB, Improved Bull Rush, Improved SQ trap sense +1, wild empathy +3 (magical beasts -1)
InitativeB, Improved Overrun, Power Attack, TrackB Feats EnduranceB, Great Fortitude, Improved Initative B,
Skills Jump +24, Listen +5, Search +2, Spot +6, Survival +7 Point Blank Shot, Precise Shot, Rapid ShotB, TrackB
Possessions combat gear plus +1 studded leather armor, Skills Hide +19, Knowledge (nature) +3, Jump +7,
+2 large battleaxe, +1 large handaxe, mwk large Listen +9, Move Silently +14, Spot +5, Survival +7
composite longbow (+4 Str) with 20 arrows Possessions mwk studded leather armor, +2
Allomanya Addiction All wichtlani creatures are addicted composite longbow (+2 Str) with 40 arrows, +1
to allomanya (see Appendix One for more details). longsword, mwk dagger, cloak of elvenkind
If they do not ingest a vial of allomanya every 24 Banquet For the banquet, the wichtlani
hours, they begin to suffer the effects of withdrawal. Kagonesti are equipped as follows:
Their addiction also means that they are resistant to AC 17, touch 15, flat-footed 12; uncanny dodge
cure spells. A wichtlani creature’s increased ability Melee mwk dagger +11/+6 (1d4+3/19-
scores and natural armor from allomanya addiction 20) and bite +5 (1d4+1)
are already factored into this template’s benefits. Possessions mwk dagger, cloak of elvenkind
Improved Grab (Ex) To use this ability, the wichtlani Allomanya Addiction All wichtlani creatures are addicted
centaur must hit with its bite attack. It can then attempt to allomanya (see Appendix One for more details).
to start a grapple as a free action without provoking If they do not ingest a vial of allomanya every 24
an attack of opportunity. If it wins the grapple check, hours, they begin to suffer the effects of withdrawal.
it establishes a hold and can deliver bite damage Their addiction also means that they are resistant to
automatically each round with a successful grapple cure spells. A wichtlani creature’s increased ability
check. A wichtlani creature can only use this ability scores and natural armor from allomanya addiction
on a creature one size smaller than itself or smaller. are already factored into this template’s benefits.
Rage (Ex) The above statistics assume that the Improved Grab (Ex) To use this ability, the wichtlani elf
wichtlani centaur is enraged. When not must hit with its bite attack. It can then attempt to
enraged, the statistics change as follows: start a grapple as a free action without provoking an
AC 21, touch 9, flat-footed 18 attack of opportunity. If it wins the grapple check,
hp 64 it establishes a hold and can deliver bite damage
Fort +8, Will +7 automatically each round with a successful grapple
Melee +2 large battleaxe +12/+7 (2d6+7/x3) and +1 check. A wichtlani creature can only use this ability
large handaxe +11 (1d8+3/x3) and bite +5 (1d8+2) on a creature one size smaller than itself or smaller.
Grp +17 Rage (Ex) When the Wichtlani Kagonesti hunter
Abilities Str 21, Dex 17, Con 15, Int 8, Wis 15, Cha 12 rages, its statistics change as follows:
Skills Jump +22 AC 18, touch 13, flat-footed 13; uncanny dodge
hp 63 (7 HD)
Wichtlani Kagonesti Hunters CR 8 Fort +11, Ref +9, Will +6
Male or female wichtlani Kagonesti Melee +1 longsword +13/+8 (1d8+6/19-
elf barbarian 4/ranger 3 20) and bite +7 (1d4+2)
NE Medium humanoid Grp +12
Init +9; Senses elvensight (darkvision 60 ft., low- Abilities Str 20, Con 14
light vision), scent; Listen +9, Spot +5 Skills Jump +9
Languages Elven, Sylvan
AC 20, touch 15, flat-footed 15; uncanny dodge Wichtlani Pixies CR 11
hp 49 (7 HD) Male wichtlani pixie sorcerer 6
Immune energy drain, paralysis, poison, sleep NE Small fey
Resist cure spells Init +9; Senses low-light vision, scent; Listen +5, Spot +5
Fort +9, Will +4 Languages Common, Draconic, Elven, Ergot, Sylvan
Weakness allomanya addiction AC 19, touch 16, flat-footed 14; Dodge, Mobility
Spd 40 ft. hp 15 (6 HD); DR 10/cold iron
Melee +1 longsword +11/+6 (1d8+4/19- Immune energy drain, paralysis, poison, sleep
20) and bite +5 (1d4+1) or Resist cure spells; SR 21
326 Appendix Two
Fort +2, Ref +7, Will +8
Wichtlani Satyrs CR 8/10
Weakness allomanya addiction Male wichtlani satyr bard 5
Spd 30 ft., fly 70 ft. (good) CE Medium fey
Melee short sword +3 (1d4-1/19-20) and bite -2 (1d4-1) or Init +6; Senses low-light vision, scent; Listen +20, Spot +16
Ranged small longbow +9 (1d6/x3) Languages Elven, Sylvan
Base Atk +3; Grp -2 AC 18, touch 12, flat-footed 16; Dodge, Mobility
Atk Options greater invisibility, improved hp 53 (10 HD); DR 5/cold iron
grab, special arrows Immune energy drain, paralysis, poison, sleep
Special Actions rage 1/day (5 rounds) Resist cure spells
Sorcerer Spells Known (CL 6th, +2 melee Fort +5, Ref +11, Will +10
touch, +8 ranged touch) Weakness allomanya addiction
3rd (4/day)—hold person (DC 18) Spd 50 ft.
2nd (6/day)—hideous laughter (DC Melee head butt +6 (1d6+1) and bite +1 (1d6+1) or
17), touch of idiocy (DC 17) Ranged shortbow +7 (1d6/x3)
1st (7/day)—charm person (DC 16), hypnotism Base Atk +5; Grp +6
(DC 16), magic missile, sleep (DC 14) Atk Options improved grab
0 (6/day)—daze (DC 15), detect magic, detect Special Actions bardic music 5/per day (countersong,
poison, flare (DC 14), light, message, open/close fascinate 2 creatures, inspire competence,
Spell-Like Abilities (CL8th) inspire courage +1), rage 1/day (6 rounds)
1/day—lesser confusion (DC 15), dancing lights, Bard Spells Known (CL 5th, +6 melee
detect chaos, detect good, detect evil, detect law, touch, +7 ranged touch)
detect thoughts (DC 16), dispel magic, entangle 2nd (2/day)—blindness/deafness (DC 15),
(DC 15), permanent image (DC 20; visual and enthrall (DC 13), mirror image
auditory elements only), polymorph (self only) 1st (4/day)—cause fear (DC 14), charm person (DC 14),
Abilities Str 9, Dex 20, Con 11, Int 16, Wis 17, Cha 19 hideous laughter (DC 14), lesser confusion (DC 14)
Feats Combat Casting, DodgeB, Improved InitiativeB, 0 (3/day)—dancing lights, daze (DC 13), flare
Mobility, Spell Focus (enchantment) (DC 13), light, mage hand, read magic
Skills Bluff +12, Concentration +9 (+13 casting Abilities Str 12, Dex 15, Con 12, Int 13, Wis 15, Cha 16
defensively), Craft (alchemy) +8, Disguise +4 SQ bardic knowledge
(+6 to act in character), Hide +11, Knowledge Feats AlertnessB, Dodge, Great Fortitude,
(arcana) +12, Sleight of Hand +7, Spellcraft +14 Improved InitiativeB, Mobility, Toughness
Possessions short sword, longbow with 10 normal arrows, Skills Bluff +10, Concentration +6, Diplomacy +10,
5 memory loss arrows (DC 16), 5 sleep arrows (DC 16) Disguise +3 (+5 to act in character), Escape
Allomanya Addiction All wichtlani creatures are addicted Artist +7, Hide +18, Jump +9, Knowledge
to allomanya (see Appendix One for more details). (nature) +7, Listen +20, Move Silently +18,
If they do not ingest a vial of allomanya every 24 Perform +19, Sleight of Hand +4, Spot +16
hours, they begin to suffer the effects of withdrawal. Possessions shortbow with 20 arrows
Their addiction also means that they are resistant to Allomanya Addiction All wichtlani creatures are addicted
cure spells. A wichtlani creature’s increased ability to allomanya (see Appendix One for more details).
scores and natural armor from allomanya addiction If they do not ingest a vial of allomanya every 24
are already factored into this template’s benefits. hours, they begin to suffer the effects of withdrawal.
Improved Grab (Ex) To use this ability, the wichtlani pixie Their addiction also means that they are resistant to
must hit with his bite attack. He can then attempt to cure spells. A wichtlani creature’s increased ability
start a grapple as a free action without provoking an scores and natural armor from allomanya addiction
attack of opportunity. If he wins the grapple check, are already factored into this template’s benefits.
he establishes a hold and can deliver bite damage Improved Grab (Ex) To use this ability, the wichtlani satyr
automatically each round with a successful grapple must hit with his bite attack. He can then attempt to
check. The wichtlani pixie can only use this ability on start a grapple as a free action without provoking an
a creature one size smaller than himself or smaller. attack of opportunity. If he wins the grapple check,
Rage (Ex) When the wichtlani pixie rages, he establishes a hold and can deliver bite damage
its statistics change as follows: automatically each round with a successful grapple
AC 17, touch 14, flat-footed 12 check. The wichtlani satyr can only use this ability on
hp 24 a creature one size smaller than himself or smaller.
Fort +4, Will +9 Pipes (Su) One in every six satyrs carries pipes (CR 10).
Melee short sword +5 (1d4+1/19- When he plays, all creatures within a 60 ft. spread (except
20) and bite +0 (1d4+1/20) satyrs) must succeed on a DC 15 Will save or be affected
Grp +0 by charm person, sleep, or fear (caster level 10th, the satyr
Abilities Str 13, Con 15 chooses the tune and its effect). In the hands of other
beings, these pipes have no special powers. A creature
Characters and Creatures 327
that successfully saves against any of the pipe’s effects restoration D (CL 12th), remove paralysis (CL
cannot be affected by the same set of pipes for 24 hours. 12th), shield other D, summon monster II
Rage (Ex) When the wichtlani Satyr rages, 1st (7/day)—bless, cure light wounds (CL 12th),
its statistics change as follows: divine favor, hide from undead, jump D, protection
AC 16, touch 10, flat-footed 14 from evil, remove fear D, sanctuary D
hp 68 0 (6/day)—cure minor wounds (CL 12th), detect
Fort +8, Will +13 magic, detect poison, guidance, light, purify food
Melee head butt +8 (1d6+3) and bite +3 (1d6+3) and drink, read magic, resistance, virtue
Grp +8 D
: Domain spell. Domains: Channeling,
Abilities Str 16, Con 16 Protection, Restoration
Skills Jump +11 Abilities Str 12, Dex 15, Con 10, Int 13, Wis 16, Cha 14
SQ apprentice, Legion knowledge +15, reputation +2/+4/+6
Chapter Five: The Feats Alertness, Combat Casting, Dodge,
Point Blank Shot, Stealthy
Doom of Daltigoth Skills Bluff +12, Climb +2*, Concentration +0 (+4 when
casting defensively), Diplomacy +8, Gather Information
+4, Heal +11, Hide +9*, Jump +2*, Knowledge (arcana)
Leaders and Personalities +11, Knowledge (nobility and royalty) +3, Knowledge
(religion) +9, Listen +5, Move Silently +15*, Open
Briony Thistleknot CR 14 Locks +4, Sleight of Hand +5*, Spellcraft +11, Spot +7
Female afflicted kender mystic 6 of Channeling/ * includes –1 armor check penalty
fighter 2/Citadel mystic 2/Legion mystic 4 Possessions combat gear plus +2 improved silent
NG Small humanoid moves chain shirt, +2 dancing merciful hoopak, 20
Age of Mortals (Citadel mystic), Knightly sling stones, ring of protection +4, slippers of spider
Orders of Ansalon (Legion mystic) climbing, ring of friend shield (linked to Emma’s)
Init +2; Senses Listen +5, Spot +7 Apprentice (Ex) As a Legionnaire, Briony has the option
Aura Legacy’s courage (30 ft. radius, +4 bonus of taking an apprentice, but she has none currently.
on saving throws against fear) Legacy’s Courage (Su) Briony is immune to fear, and those
Languages Common, Kenderspeak, Wemitowuk; allies within a 30 ft. radius of her who are aware of her
telepathic bond with Emma Xela presence gain a +4 bonus to saving throws against fear.
AC 23, touch 17, flat-footed 21; Dodge Legacy’s Strength (Su) Briony gains the ability to literally
hp 64 (14 HD) draw strength from self-knowledge as a move action. She
Immune fear may add her Charisma bonus to her Strength score as an
Fort +16, Ref +6, Will +16 enhancement bonus. This remains in effect for 4 rounds.
Spd 20 ft.; spider climb Legion Knowledge (Ex) Briony may make a special
Melee +2 dancing merciful hoopak +14/+9 Legion knowledge check with a +15 bonus to see
(1d4+3 plus 1d6 nonlethal) or whether she knows any relevant information about
Ranged +2 dancing merciful hoopak +15 local people, history, far away places, or recent
(1d3+3 plus 1d6 nonlethal) events. She may not take 10 or 20 on this check;
Base Atk +10; Grp +7 this sort of knowledge is essentially random.
Atk Options Point Blank Shot Protective Ward (Su) Once a day, Briony can grant
Special Actions protective ward 1/day (+11), someone she touches a +11 resistance bonus to
Legacy’s strength 1/day (+2 Str for 4 rounds) his next saving throw. This is an abjuration effect
Combat Gear potion of owl’s wisdom, potion with a duration of one hour or until discharged.
of cure moderate wounds, scroll of flame Reputation (Ex) Briony adds a +2 bonus on all Charisma-
strike (CL 10th), water elemental gem based skill checks when dealing with rulers and nobles,
Mystic Spells Known (CL 11th, +12 melee a +6 bonus on Bluff and Diplomacy skill checks when
touch, +13 ranged touch) dealing with working-class or poor individuals, and
5th (4/day)—atonement, greater heroismD, raise dead D a +2 bonus on all other Charisma-based skill checks
(CL 12th), righteous might (CL 12th), spell resistance D when dealing with working-class or poor individuals.
4th (6/day)—air walk (CL 12th), cure critical
wounds (CL 12th), divine power, restorationD Cang Balaurus CR 16
(CL 12th), spell immunity D, stoneskinD Male tiefling rogue 2/sorcerer 8/assassin 6
3rd (7/day)—cure serious wounds (CL 12th), CE Medium outsider (native)
haste D (CL 12th), protection from energy D, Init +6; Senses darkvision 60 ft.; Listen +16, Spot +16
remove disease D (CL 12th), searing light, water Languages Common, Draconic, Infernal, Ogre
breathing (CL 12th), water walk (CL 12th) AC 27, touch 19, flat-footed 21; improved
2nd (7/day)—aid, augury, bear’s endurance uncanny dodge, uncanny dodge
D
(CL 12th), bull’s strength (CL 12th), lesser hp 68 (16 HD)
328 Appendix Two
Immune energy drain, fatigue, paralysis, stunning
Dame Britta Moonsteel CR 10
Resist cold 5, electricity 5, fire 5 Female civilized human noble 3/fighter
Fort +8 (+11 against poison), Ref +19, Will +13; evasion 3/Knight of the Crown 4
Weakness allomanya addiction LG Medium humanoid
Spd 30 ft. Knightly Orders of Ansalon (revised Knight
Melee +3 keen short sword +18/+13 (1d6+6/17-20) of the Crown prestige class)
Base Atk +9; Grp +12 Init +0; Senses Listen +0, Spot +0
Atk Options death attack (DC 18), sneak attack +4d6 Languages Common, Ergot, Solamnic
Combat Gear allomanya vials (4) AC 18, touch 9, flat-footed 18
Assassin Spells Known (CL 6th) hp 74 (10 HD); Diehard
3rd (2/day)—deeper darkness, misdirection, nondetection Resist Honor-Bound
2nd (4/day)—alter self, pass without trace, Fort +10, Ref +4, Will +5 (+7 against fear
spider climb, undetectable alignment and compulsion spells and effects)
1st (4/day)—detect poison, feather fall, Spd 20 ft. (chainmail); base 30 ft.
obscuring mist, true strike Melee* +1 star metal longsword +12/+7 (1d8+6/19-20)
Sorcerer Spells Known (CL 8th, +12 melee * includes adjustments for a 2-point Power Attack
touch, +12 ranged touch) Base Atk +9; Grp +12
4th (3/day)—dimension door Atk Options Cleave, Mounted Combat,
3rd (6/day)—arcane sight, gaseous form, stinking cloud Power Attack, Ride-By Attack
2nd (7/day)—blur, detect thoughts, fog cloud, invisibility Special Actions inspire confidence 1/day, strength
1st (7/day)—chill touch (DC 14), comprehend of honor (+4 Str for 5 rounds) 2/day
languages, endure elements, ray of Combat Gear potion of cure moderate wounds (2)
enfeeblement, summon monster I Abilities Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 14
0 (6/day)—daze (DC 13), detect magic, disrupt undead, SQ bonus class skill (Handle Animal), favor
light, open/close, prestidigitation, ray of frost, resistance +2, fight to the death, heroic initiative +1,
Spell-Like Abilities (CL 16th) honorable will, knightly courage
1/day—darkness Feats Cleave, DiehardB, Honor-BoundB, Leadership,
Abilities Str 16, Dex 22, Con 12, Int 14, Wis 14, Cha 16 Mounted CombatB, Power Attack, Ride-By
SQ poison use AttackB, Weapon Focus (longsword)
Feats Acrobatic, Alertness, Combat Expertise, Combat Skills Diplomacy +14, Gather Information +8,
Reflexes, Improved Feint, Weapon Finesse Handle Animal +11, Intimidate +8, Knowledge
Skills Balance +8, Bluff +17, Climb +8, Concentration (nobility and royalty) +11, Knowledge
+11, Disguise +11 (+12 acting in character), Hide (religion) +5, Ride +14, Sense Motive +6
+16, Jump +15, Knowledge (local) +7, Listen +16, Possessions combat gear plus +2 chainmail, +1
Move Silently +14, Gather Information +10, Sleight light steel shield, +1 star metal longsword
of Hand +16, Spellcraft +7, Spot +16, Tumble +18 Fight to the Death (Ex) Britta gains the
Possessions combat gear plus bracers of armor +3, +3 Diehard feat as a bonus feat.
keen short sword, amulet of natural armor +3, cloak of Heroic Initiative (Ex) Britta gains a +1
resistance +3, ring of blinking, ring of protection +3 bonus on initiative checks.
Allomanya Addiction Cang is addicted to allomanya Honorable Will (Su) Britta applies her Charisma
(see Appendix One for more details). If he does not modifier as a morale bonus on all saving throws
ingest a vial of allomanya every 24 hours, he begins against compulsion spells and effects.
to suffer the effects of withdrawal. His addiction Knightly Courage (Su) Britta applies her Charisma modifier
also means that he is resistant to cure spells, and as a morale bonus on all saving throws against fear effects.
cured by inflict spells. Cang’s increased ability Strength of Honor (Su) Twice per day as a free
scores and natural armor from allomanya addiction action, Britta can gain a +4 morale bonus
are already factored into his statistics above. to her Strength score for 5 rounds.
Totem-Enhanced In Chapter Seven, Frost brings back
Cang with the power of his skull totem. When this Dictator Tdarnk CR 21
happens, his CR increases to 18 and some of his Male ogre titan noble 3/barbarian 5/righteous zealot 7
statistics change. These changes are as follows. NE Huge monstrous humanoid (augmented giant)
Male anarchic tiefling rogue 2/sorcerer 8/assassin 6 Init +2; Senses darkvision 60 ft., low-light
Planar Handbook (Anarchic template) vision, scent; Listen +15, Spot +15
fast healing 5; DR 5/magic Aura awe-inspiring presence (80 ft. radius,
Immune cold, energy drain, fatigue, paralysis, charm or fear, see below, DC 23)
polymorph, petrification, stunning Languages Common, Ergot, Ogre, Solamnic,
Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 Thanoi; titan language
Atk Options smite law (1/day, +16 damage) AC 36, touch 15, flat-footed 34; improved
uncanny dodge, uncanny dodge
Characters and Creatures 329
hp 225 (19 HD); DR 2/—; necromantic talent Spot checks, low-light vision and darkvision 60 ft.; scent
Resist cold 30 (breastplate); righteous indignation allows detecting opponents within 30 ft. by sense of smell.
3/day (+5 to any one saving throw) Inscrutable Intellect (Ex) Add his Intelligence bonus (+5) as
Fort +18, Ref +9, Will +13 (+21 against enchantment, a racial bonus to saving throws against mind-affecting
+18 against other mind-affecting spells and effects) spells and effects and attempts to discern his thoughts.
Spd 50 ft. (in breastplate), base speed 60 ft., fly 40 ft. (good) Necromantic Talent (Su) Tdarnk is healed by negative energy
Melee* +4 huge vicious flail +20/+15/+10 (3d6+19 plus 2d6 effects (including vicious weapons) and harmed by
negative energy) and claw +11 (1d8+15) and 2 bone positive energy effects, much as an undead creature is.
spurs each +11 (1d8+10) and bite +16 (2d6+15) or Rage (Ex) When Tdarnk rages, his statistics change as follows:
Melee* 2 claws each +21 (1d8+15) and 2 bone spurs AC 34, touch 13, flat-footed 32
each +11 (1d8+10) and bite +16 (2d6+15) or hp 263
Ranged soul blast +13 touch (1d4 damage Fort +20, Will +15 (+23 against enchantment, +20
per 2 hp spent, max 19d4) against other mind-affecting spells and effects)
* includes adjustments for a 5-point Power Attack Melee* +4 huge vicious flail +22/+17/+12 (3d6+21 plus 2d6
Space 15 ft.; Reach 15 ft. negative energy) and claw +13 (1d8+17) and 2 bone
Base Atk +13; Grp +31 spurs each +13 (1d8+12) and bite +18 (2d6+17) or
Atk Options Awesome Blow, Cleave, Combat Melee* 2 claws each +23 (1d8+17) and 2 bone spurs
Expertise, Improved Bull Rush, Improved each +13 (1d8+12) and bite +18 (2d6+17)
Disarm, Improved Trip, Power Attack *includes adjustments for 5-point Power Attack
Special Actions inspire confidence 1/day, oration 7/day Grp +33
(compelling argument [DC 22], condemning tirade [DC Abilities Str 34, Con 26
22], enthralling discourse), rage 2/day (11 rounds) Soul Blast (Sp) 60 feet ranged touch, 1d4 points of damage
Combat Gear potions of cause serious wounds (3) (CL for every 2 hit points sacrificed, 19d4 maximum, may
18th), potion of fly† (CL 18th), potion of greater make additional attacks based on base attack bonus
magic fang† +4 (CL 18th, usually applied to by splitting up damage dice between attacks.
bite), potion of shield of faith +5† (CL 18th) Stone and Steel Shaping (Sp) Tdarnk may use fabricate as
Spell-Like Abilities (CL 19th) a spell-like ability, CL 19th; limited to stone and metal,
At will—fabricate (as the spell; see stone fatiguing when used: –2 penalty to Strength and Dexterity,
and steel shaping below) cannot run or charge until rested for a length of time
† already taken equal to the time spent using the ability. If Tdarnk is
Abilities Str 30, Dex 14, Con 22, Int 20, Wis 16, Cha 20 further fatigued during this time, he becomes exhausted.
SQ bonus class skill (Concentration), favor +2, gather Titan Language (Ex) This requires twice as many
followers (+2 leadership), giant blood, trap sense +1 skill points to learn as other languages, and spells
Feats Awesome Blow, Cleave, Combat Expertise, such as comprehend languages and tongues require
Improved Bull Rush, Improved Disarm, a DC 20 Intelligence check on the part of the
Improved Trip, LeadershipB, Power Attack spellcaster to decipher the language’s structure.
Skills Bluff +17, Concentration +19, Diplomacy +31, Gather
Information +19, Intimidate +24, Knowledge (arcana) Emma Xela CR 14
+18, Knowledge (history) +11, Listen +15, Perform Female civilized human sorcerer 6/Academy
(oratory) +17, Search +8, Sense Motive +15, Spot +15 sorcerer 4/Legion sorcerer 4
Possessions combat gear plus +4 greater cold resistance NG Medium humanoid
star metal breastplate, +4 huge vicious flail (heals Age of Mortals (Academy sorcerer), Knightly
Tdarnk 1d6 hit points with every attack due to Orders of Ansalon (Legion sorcerer), Legends
necromantic talent), periapt of proof against poison of the Twins (Spellcasting Prodigy feat)
Awe-Inspiring Presence (Su) Ogres, half-ogres, trolls, and Init +0; Senses Listen +10, Spot +10
other creatures with the giant type within a 80 ft. radius Languages Abanasinian, Common, Draconic, Ergot;
of Tdarnk must make a DC 23 Will saving throw or telepathic bond with Briony Thistleknot
be charmed (as charm monster). While charmed, an AC 18, touch 14, flat-footed 18
affected creature gains a morale bonus to attack rolls, hp 40 (14 HD)
damage rolls, and saving throws against mind-affecting Resist +2 against fire spells and effects; canny spellcraft
effects equal to the ogre titan’s Charisma bonus for as Fort +4, Ref +4, Will +15
long as it remains within the effect’s radius. Creatures Weakness allomanya addiction (in withdrawal)
in the area of effect that are not affected by the charm Spd 30 ft.
(creatures that are not ogres, half-ogres, trolls, or giants) Melee +2 flaming burst light mace +9 (1d6+2 plus 1d6 fire)
must instead make a DC 23 Will saving throw or Base Atk +7; Grp +7
become shaken. A shaken creature must make a second Combat Gear elixir of fire breath (4), fire elemental gem,
Will save if the ogre titan attacks, charges, or otherwise necklace of fireballs VI, staff of fire (charges)
directly confronts the creature or become panicked. Sorcerer Spells Known (CL 13th, +7 melee touch, +7 ranged
Heightened Senses (Ex) +8 racial bonus to Listen, Search, and touch, 1d20+15 to overcome SR, 1d20+17 with fire spells)
330 Appendix Two
6th (4/day)—analyze dweomer (DC 21), greater dispel magic if she is flat-footed or otherwise surprised or unaware
5th (6/day)—dismissal (DC 18), overland (such as when she is blinded, panicked, or unconscious).
flight, telepathic bond* Cooperative Study (Ex) When she is aiding another
4th (7/day)—detect scrying, fire shield, scrying on Craft (alchemy), Knowledge (arcana),
(DC 19), wall of fire (DC 19) Spellcraft, or Use Magic Device skill checks, Emma
3rd (7/day)—fireball (DC 18), flame arrow, Palin’s grants a +3 bonus instead of a +2 bonus.
pyre† (DC 18), protection from energy Focused (Ex) Emma gains Spell Focus
2nd (7/day)—detect thoughts (DC 17), gust of wind (evocation) as a bonus feat.
(DC 15), locate object, scorching ray, see invisibility Legion Knowledge (Ex) Emma may make a special Legion
1st (7/day)—burning hands (DC 16), elemental dart† knowledge check with a +14 bonus plus her Intelligence
(DC 14, DC 16 if fire), feather fall, shield, true strike modifier to see whether she knows any relevant
0 (6/day)—dancing lights, detect magic, flare information about local people, history, far away places,
(DC 13), light, mage hand, open/close, or recent events. She may not take 10 or 20 on this
prestidigitation, read magic, resistance check; this sort of knowledge is essentially random..
* already cast Reputation (Ex) Emma adds a +4 circumstance
† new spell from Dragonlance Campaign Setting bonus on Bluff and Diplomacy skill checks when
Abilities Str 10, Dex 11, Con 12, Int 14, Wis 14, Cha 16 dealing with working-class or poor individuals.
SQ academy resources, apprentice (none), cooperative study, Shared Divination (Su) By casting a divination spell
focused (Spell Focus [evocation]), Legion knowledge +16, as a full round action, Emma can extend the effects
reputation +4, shared divination, summon familiar (none) of the spell to up to 13 other individuals in a 30-ft
Feats Combat Casting, Craft Wondrous ItemB, Empower Spell, radius. She is still considered the center of the spell’s
Heighten Spell, Magical Aptitude, Spell Focus (divination), effect radius, so any results of the spell depend on
Spell Focus (evocation) B, Spellcasting ProdigyB her location, not the individuals sharing the spell.
Skills Concentration +11 (+15 when casting defensively),
Craft (sculpting) +7, Gather Information +12, Goizarg CR 18
Knowledge (arcana) +19, Knowledge (nobility and Male ogre mage sorcerer 10
royalty) +4, Listen +10, Spellcraft +21 (+23 scrolls), NE Large giant
Spot +10, Use Magic Device +14 (+16 scrolls) Init +1; Senses darkvision 60 ft.; Listen +11, Spot +11
Possessions combat gear plus bracers of armor +4, ring of Languages Common, Draconic, Dwarven,
protection +4, rind of friend shield (linked to Briony’s), Elven, Goblin, Infernal, Ogre
small sapphire in golden loop (1500 stl value) AC 19, touch 10, flat-footed 18
Academy Resources (Ex) When she has access to an hp 96 (15 HD); regeneration 5
academy of sorcery, Emma only requires half the SR 19
time to create magic items and research new spells. Fort +12, Ref +7, Will +13; evasion (ring)
Allomanya Addiction (in withdrawal) Emma is an allomanya Spd 40 ft., fly 40 ft. (good)
addict and is currently suffering from her third day in Melee +1 dagger +12/+7 (1d6+5)
withdrawal when she is first encountered. Spells from Space 10 ft.; Reach 10 ft.
the conjuration (healing) school cast upon her inflict Base Atk +8; Grp +16
damage, rather than heal it, as if she were undead. This Combat Gear necklace of fireballs type IV, potion of
condition will remain for 4 more days, until Emma cure moderate wounds, potion of mage armor,
drinks more allomanya or is successfully restored by break staff of necromancy (21 charges remaining)
enchantment or remove curse. Emma must make a DC Sorcerer Spells Known (CL 10th, +11 melee touch,
20 Will save to avoid drinking another vial of allomanya +8 ranged touch; 1d20+12 to overcome SR)
every hour for six hours after the elixir loses its effect. 5th (4/day)—lesser planar binding (DC 21)
If Emma dies while in the process of shaking off the 4th (6/day)—enervation (DC 21), fear (DC 21)
addiction, she will rise in 24 hours as a dreadwraith. 3rd (7/day)—haste, ray of exhaustion (DC
Apprentice (Ex) As a Legionnaire, Emma has the option 20), stinking cloud (DC 19)
of taking an apprentice, but she has none currently. 2nd (7/day)—command undead (DC 19), ghoul
Arcane Thesis—Enhancement (Ex) Emma gains touch (DC 19), invisibility, summon swarm
a +2 competence bonus on Craft skill checks 1st (7/day)—cause fear (DC 18), chill touch (DC 18),
and Craft Wondrous Item as a bonus feat. magic missile, ray of enfeeblement, sleep (DC 17)
Arcane Thesis—Pyromancy (Ex) Emma gains a +2 bonus on 0 (6/day)—dancing lights, daze (DC 16), detect
saving throws against fire-based spells and effects. Spells she magic, mage hand, mending, message, read
casts with the fire subtype gain a +1 bonus to the save DC magic, resistance, touch of fatigue (DC 17)
and to caster level checks made to overcome spell resistance. Spell-Like Abilities (CL 9th)
Canny Spellcraft (Ex) Emma may add her Intelligence bonus at will—darkness, invisibility
to her caster level checks when attempting to overcome a 1/day—charm person (DC 17), cone of cold (DC
target’s spell resistance and to her own saving throws against 21), gaseous form, polymorph, sleep (DC 17)
spells and spell-like abilities. She loses the second benefit Abilities Str 18, Dex 12, Con 16, Int 18, Wis 17, Cha 23
Characters and Creatures 331
SQ summon familiar (quasit) Feats AlertnessB, Combat Casting, Combat ReflexesB,
Feats Brew Potion, Combat Casting, Craft DodgeB, Extra TurningB, Great Fortitude, Greater
Wondrous Item, Improved Familiar, Spell Spell Focus (necromancy), Greater Spell Penetration,
Focus (necromancy), Spell Penetration Improved InitiativeB, Lightning ReflexesB, Spell
Skills Bluff +24, Concentration +21 (+25 casting Focus (necromancy), Spell Penetration
defensively) , Diplomacy +12, Intimidate +8, Skills Bluff +15, Concentration +18 (+22 casting
Jump +8, Knowledge (arcana) +21, Listen +11, defensively), Diplomacy +17, Disguise +7 (+9 to act in
Sense Motive +10, Spellcraft +24, Spot +11 character), Hide +7, Jump +11, Knowledge (arcana)
Possessions combat gear plus +1 large dagger, +14, Knowledge (religion) +18, Knowledge (the
bracelet of friends, bracers of armor +4, planes) +14, Listen +24, Search +12, Sense Motive
cloak of resistance +2, ring of evasion +14, Sleight of Hand +5, Spellcraft +24, Spot +24
Possessions chain shirt +2, light wooden shield
Honnerstig CR 18 +2, +1 unholy large heavy mace, bracelet of
Male vampire ogre mage cleric 10 of Chemosh friends, ring of evasion, vial of allomanya
NE Large undead (augmented giant)
Holy Orders of the Stars (Undeath domain) Jow Balaurus CR 16
Init +7; Senses darkvision 60 ft., low- Male tiefling rogue 10/assassin 6
light vision; Listen +24, Spot +24 CE Medium outsider (native)
Languages Common, Dwarven, Goblin, Infernal, Ogre Init +6; Senses darkvision 60 ft.; Listen +14, Spot +14
AC 32, touch 12, flat-footed 29; Dodge Languages Common, Draconic, Infernal, Ogre
hp 93 (15 HD); fast healing 5; DR 10/silver and magic AC 30, touch 21, flat-footed 24; Dodge, improved
Immune undead traits uncanny dodge, Mobility, uncanny dodge
Resist cold 10, electricity 10, turn resistance +4; SR 19 hp 74 (16 HD)
Fort +13, Ref +9, Will +14; evasion (ring) Immune energy drain, fatigue, paralysis, stunning
Spd 40 ft., fly 40 ft. (good) Resist cold 5, electricity 5, fire 5
Melee +1 unholy large heavy mace +18/+13 Fort +9 (+12 against poison), Ref +21,
(2d6+9 plus 2d6 unholy) or Will +10; improved evasion
Melee slam +17 (1d8+8 plus energy drain) Weakness allomanya addiction
Space 10 ft.; Reach 10 ft. Spd 30 ft.; Spring Attack
Base Atk +10; Grp +22 Melee +3 keen kukri +20/+15/+10 (1d4+6/15-20) or
Atk Options Combat Reflexes, energy drain Melee +3 keen kukri +18/+13/+8 (1d4+6/15-20)
Special Actions blood drain, children of the night, and +3 keen kukri +18 (1d4+4/15-20)
death touch 1/day (10d6), dominate (DC 24), Base Atk +11; Grp +14
rebuke or command undead 14/day (+9, 2d6+17, Atk Options death attack (DC 18), sneak attack +8d6
10th), spontaneous casting (inflict spells) Combat Gear allomanya vials (4), potion of haste,
Cleric Spells Prepared (CL 10th, +17 melee touch, potion of cause moderate wounds (4)
+12 ranged touch; 1d20+14 to overcome SR) Assassin Spells Known (CL 6th)
5th—dispel good (DC 21), scrying, slay 3rd (2/day)—deeper darkness, misdirection, nondetection
livingD (DC 23), unhallow 2nd (4/day)—alter self, pass without trace,
4th—death wardD, divine power, poison spider climb, undetectable alignment
(DC 22), spell immunity, tongues 1st (4/day)—detect poison, feather fall,
3rd—animate deadD, contagion (DC 21), obscuring mist, true strike
invisibility purge, prayer, wind wall Spell-Like Abilities (CL 16th)
2nd—darkness, death knell (DC 20), desecrateD, 1/day—darkness
owl’s wisdom, silence (DC 18), sound Abilities Str 16, Dex 22, Con 12, Int 14, Wis 14, Cha 16
burst (DC 18), zone of truth (DC 18) SQ poison use, trap sense +3, trapfinding
1st—bane (DC 17), cause fearD (DC 19), curse Feats Dodge, Martial Weapon Proficiency (kukri), Mobility,
water (DC 19), entropic shield, protection from Spring Attack, Two-Weapon Fighting, Weapon Finesse
good, sanctuary (DC 17), shield of faith Skills Balance +18, Bluff +19, Climb +13, Disguise +13
0—detect magic, guidance, mending, (+15 acting in character), Gather Information +19,
read magic, resistance, virtue Hide +22, Jump +15, Knowledge (local) +12, Listen
D
: Domain spell. Domain: Death, Undeath +14, Move Silently +16, Search +12, Sleight of Hand
Spell-Like Abilities (CL 9th) +16, Spot +14, Tumble +16, Use Magic Device +13
at will—darkness, gaseous form, invisibility, Possessions combat gear plus +3 studded leather
spider climb (CL 5th) armor, +3 keen kukri (2), amulet of natural armor
1/day—charm person (DC 18), cone of cold +3, cloak of resistance +3, ring of protection +3
(DC 22), polymorph, sleep (DC 18) Allomanya Addiction Jow is addicted to allomanya (see
Abilities Str 26, Dex 16, Con —, Int 19, Wis 23, Cha 24 Appendix One for more details). If he does not ingest a
SQ alternate form, aura of evil, create spawn vial of allomanya every 24 hours, he begins to suffer the
332 Appendix Two
effects of withdrawal. His addiction also means that he Diplomacy +15, Handle Animal +7, Intimidate
is resistant to cure spells, and cured by inflict spells. Jow’s +10, Knowledge (nobility and royalty) +12,
increased ability scores and natural armor from allomanya Knowledge (religion) +10, Ride +12, Spellcraft +6
addiction are already factored into his statistics above. Possessions +3 chainmail of cold resistance, +3
Totem-Enhanced In Chapter Seven, Frost brings back light steel shield, +2 holy longsword, ring of
Jow with the power of his skull totem. When this protection +2, gloves of Dexterity +4
happens, his CR increases to 18 and some of his Aura of Courage (Su) Lady Riva is immune to fear
statistics change. These changes are as follows. (magical or otherwise). Allies within 10 feet of her gain
Male anarchic tiefling rogue 10/assassin 6 a +4 morale bonus on saving throws against fear. This
Planar Handbook (Anarchic template) ability functions only while she remains conscious.
fast healing 5; DR 5/magic Clerist spellcasting Lady Riva prepares her spells as a cleric
Immune cold, energy drain, fatigue, paralysis, does. However, to gain the additional 6 caster levels from
polymorph, petrification, stunning her levels in Knight of the Sword, she must spend one
Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 day per week in meditation and prayer to Kiri-Jolith.
Atk Options smite law (1/day, +16 damage) Divine Grace (Su) Lady Riva gains a bonus to all saving
throws of +3 from her Charisma modifier.
Lady Riva Silverblade CR 14 Heroic Initiative (Ex) Lady Riva gains a
Female civilized human fighter 4/cleric 3 of Kiri- +1 bonus on initiative checks.
Jolith/Knight of the Sword 7 [Clerist 1/4]
LG Medium humanoid Lord Efram uth Tromar CR 12
Knightly Orders of Ansalon (revised Knight Male civilized human fighter 8/Knight of the Crown 4
of the Sword prestige class) LG Medium humanoid
Init +5; Senses Listen +4, Spot +4 Knightly Orders of Ansalon (revised Knight
Aura courage (10 ft., +4 morale bonus to saves against fear) of the Crown prestige class)
Languages Common, Elven, Ergot, Solamnic Init +2; Senses Listen +0, Spot +0
AC 24, touch 12, flat-footed 24 Languages Common, Ergot, Solamnic
hp 39 (14 HD); Diehard AC 22, touch 13, flat-footed 21
Immune fear hp 95 (12 HD); Diehard
Resist cold 10 (armor), Honor-Bound Resist cure spells, Honor-Bound
Fort +12, Ref +11, Will +15 Fort +14, Ref +6, Will +5 (+7 against fear
Spd 20 ft. (+3 chainmail of cold resistance); base 30 ft. and compulsion spells and effects)
Melee +2 holy longsword +15/+10/+5 Weakness allomanya addiction
(1d8+3/19-20 plus 2d6 holy) Spd 20 ft. (+3 banded mail); base 30 ft.
Base Atk +13; Grp +12 Melee* +1 greataxe +14/+9/+4 (1d12+15/x3) or
Atk Options smite evil (+3, +7 damage) 2/day Melee* +1 lance +14/+9/+4 (1d8+13/x3)
Special Actions spontaneous casting (cure spells), * includes adjustments for a 5-point Power Attack
turn undead 6/day (+5, 2d6+10, 7th) Base Atk +12; Grp +17
Cleric Spells Prepared (CL 9th, +12 melee Atk Options Cleave, Mounted Combat, Power Attack,
touch, +13 ranged touch) Ride-By Attack, Spirited Charge, Tremendous Charge
5th—dispel evilDG (CL 10th, DC 18), true seeing Special Actions strength of honor (+4
4th—death ward, dismissal (DC 17), holy Str for 5 rounds) 2/day
smiteDG (CL 10th, DC 17), tongues Combat Gear potion of heroism
3rd—daylight, dispel magic (DC 16), magic circle Abilities Str 20, Dex 12, Con 14, Int 13, Wis 10, Cha 14
against evilDG (CL 10th), prayer, searing light SQ fight to the death, heroic initiative +1,
2nd—aidD, consecrate, eagle’s splendor, lesser honorable will, knightly courage
restoration, status, zone of truth (DC 15) Feats Cleave, DiehardB, Honor-BoundB, Mounted CombatB,
1st—bless, detect evil, divine favor, enlarge personD, Power Attack, Ride-By AttackB, Spirited ChargeB,
protection from evilG (CL 10th), remove fear Tremendous ChargeB, Weapon Focus (greataxe),
0—create water, detect magic, detect Weapon Focus (lance), Weapon Specialization
poison, guidance, light, mending (greataxe)B, Weapon Specialization (lance)
D
: Domain spell. G: Good spell. Domain: Good, Strength Skills Diplomacy +13, Intimidate +17, Knowledge
Abilities Str 9, Dex 10, Con 6, Int 15, Wis 19, Cha 17 (nobility and royalty) +10, Ride +16
SQ aura of good (CL 10th), Clerist spellcasting, Possessions combat gear plus +3 banded mail, +1 greataxe,
divine grace, heroic initiative +1 +1 lance, ring of protection +2, cloak of resistance +2
Feats Combat Casting, Diehard, Endurance, Honor- Allomanya Addiction Lord Efram is addicted to allomanya
BoundB, Improved InitiativeB, Leadership, (see Appendix One for more details). If he does not
Lightning Reflexes, Weapon Focus (longsword)B, ingest a vial of allomanya every 24 hours, he begins
Weapon Specialization (longsword)B to suffer the effects of withdrawal. His addiction
Skills Concentration +6 (+10 casting defensively), also means that he is resistant to cure spells and
Characters and Creatures 333
cured by inflict spells. Lord Efram’s increased ability SQ dark taint (abhorrent speed, malign cunning,
scores and natural armor from allomanya addiction pernicious insight, vile aspect), innate magic (prismatic
are already factored into his statistics above. spray, repulsion, teleport), secret of artifice (Craft
Fight to the Death (Ex) Lord Efram gains Staff, Craft Wand, Forge Ring), stonecunning
the Diehard feat as a bonus feat. Feats Augment Summoning, Brew Potion, Craft
Heroic Initiative (Ex) Lord Efram gains a StaffB, Craft WandB, Craft Wondrous Item, Forge
+1 bonus on initiative checks. RingB, Magical Aptitude, Scribe Scroll, Spell
Honorable Will (Su) Lord Efram applies his Charisma Focus (conjuration), Spell Penetration
modifier as a morale bonus on all saving throws Skills Concentration +25, Hide +4, Knowledge
against compulsion spells and effects. (arcana) +7, Listen +4, Move Silently +4, Spellcraft
Knightly Courage (Su) Lord Efram applies his +16 (+18 to decipher spells on scrolls), Use
Charisma modifier as a morale bonus on Magic Device +12 (+14 involving scrolls)
all saving throws against fear effects. Possessions combat gear plus bracelet of friends, bracers of
Strength of Honor (Su) Twice per day, as a free armor +4, cloak of Charisma +4, ring of protection +3
action, Lord Efram can gain a +4 morale Dark Taint (Ex) Individuals attempting to affect Novgozan
bonus to his Strength score for 5 rounds. with any spells of the healing subtype (or any spell-like
ability that duplicates such spells) have their effective
Novgozan CR 19 caster level reduced by 8. If this reduces their caster level
Male dark dwarf sorcerer 9/dark dwarf savant 10 below the level at which the spell would normally be
NE Medium humanoid available to the caster, the spell is wasted with no effect.
Towers of High Sorcery (Dark Dwarf Savant prestige class) Any cleric of 8th level or less will be unable to cure his
Init +2; Senses darkvision 120 ft.; Listen +4, Spot +2 corrupted body of injury without additional power.
Languages Common, Dwarven, Ogre Dark Taint (Abhorrent Speed) (Ex) Novgozan
AC 19, touch 15, flat-footed 17; +4 against giant type gains a +2 bonus to Dexterity. His arms and
hp 106 (19 HD) legs are lengthened and appear bestial.
Resist +2 save against spells and spell-like effects, Dark Taint (Malign Cunning) (Ex) Novgozan gains
stability (+4 against bull rush and trip) a +2 bonus to Intelligence. His head is elongated
Fort +13 (+17 against poison), Ref +8, Will +15 and swollen to half-again normal size.
Weakness dark taint, light sensitivity Dark Taint (Pernicious Insight) (Ex) Novgozan gains a +2
Spd 20 ft. bonus to Wisdom. His eyes are large and bulge out.
Melee unarmed strike +8/+3 (1d3-1nonlethal) Dark Taint (Vile Aspect) (Ex) Novgozan gains
Base Atk +9; Grp +8 a +2 bonus to Charisma. His facial features
Atk Options +1 attack bonus against goblinoids are exaggerated and prominent.
Combat Gear potion of barkskin +4, potion of displacement, Innate Magic (Sp) Novgozan has prepared three of his
potion of magic circle against good, ring of counterspells arcane spells (prismatic spray, repulsion, teleport) as
(fireball), staff of conjuration (28 charges remaining) spell-like abilities that can be used once per day. He
Sorcerer Spells Known (CL 16th, +8 melee touch, does not need to expend any mundane material
+11 ranged touch; 1d20+18 to overcome SR) components when casting the spell, though spells that
8th (3/day)—incendiary cloud (DC 24) carry an XP cost to cast have the XP paid each time
7th (5/day)—mass hold person (DC the ability is used, and spells requiring costly material
22), prismatic spray (DC 22) components exact 10 times their gp cost in XP.
6th (6/day)—planar binding (DC 22), repulsion Secret of Artifice Novgozan gains the following bonus
(DC 21), summon monster VI feats: Craft Staff, Craft Wand, and Forge Ring.
5th (7/day)—cloudkill (DC 21), lesser planar
binding (DC 21), teleport, wall of stone Qalboa the Fallen CR 15
4th (7/day)—illusory wall (DC 19), minor creation, Male half-fiend kolyarut
shout (DC 19), summon monster IV LE Medium outsider (extraplanar, lawful)
3rd (7/day)—displacement, fireball (DC 18), Init +1; Senses darkvision 60 ft., low-light
slow (DC 18), stinking cloud (DC 19) vision; Listen +13, Spot +13
2nd (7/day)—darkness, elemental dart (DC 18), Languages Abyssal, Celestial, Common, Infernal
scorching ray, summon monster II, summon swarm AC 30, touch 13, flat-footed 27
1st (8/day)—cause fear (DC 16), chill touch hp 97 (13 HD); fast healing 5; DR 10/chaotic, magic
(DC 16), grease, shield, unseen servant Immune construct traits, poison
0 (6/day)—acid splash, daze (DC 15), detect magic, Resist acid 10, cold 10, electricity 10, fire, 10; SR 22
ghost sound (DC 15), mage hand, message, open/ Fort +6, Ref +11, Will +7
close, resistance, touch of fatigue (DC 15) Spd 20 ft., fly 30 ft. (average)
Spell-Like Abilities (CL 16th) Melee vampiric touch (CL 13th) +13/+8 (5d6) or
1/day—prismatic spray (DC 22), repulsion (DC 21), teleport Melee +2 longsword +15/+10 (1d8+7/19-20) or
Abilities Str 8, Dex 14, Con 16, Int 12, Wis 15, Cha 21 Melee slam +13/+8 (1d6+5/20) and bite +13 (1d8+5/20)
334 Appendix Two
Base Atk +11; Grp +13
Shai-Horef CR 19
Atk Options enervation ray (CL 13th, +12 ranged Male savage vampire frost giant ranger 8 of Chemosh
touch), smite good (+13 damage) 1/day CE Large undead (augmented giant)
Spell-Like Abilities (CL 13th) Libris Mortis (Savage Vampire template)
at will—discern lies (DC 18), disguise self, Init +6; Senses darkvision 60 ft., low-light
fear (DC 18), invisibility, locate creature, vision; Listen +21, Spot +31
quickened suggestion (DC 17) Languages Common, Giant
1/day—blasphemy (DC 18), contagion (DC 18), AC 34, touch 11, flat-footed 32
desecrate (DC 18), hold monster (DC 18), mark hp 149 (22 HD); fast healing 5; DR 10/silver and magic
of justice, unhallow, unholy blight (DC 18) Immune cold, undead traits
3/day—darkness (DC 18), poison (DC 18), unholy aura Resist electricity 10, turn resistance +4
1/week—geas/quest Fort +15, Ref +14, Will +9
Abilities Str 18, Dex 17, Con —, Int 14, Wis 17, Cha 18 Weakness vulnerability to fire
Feats Alertness, Combat Casting, Great Fortitude, Lightning Spd 30 ft. (chainmail), base 40 ft.; woodland stride
Reflexes, Quickened Spell-Like Ability (suggestion) Melee* +3 large greataxe +25/+20/+15/+10 (3d6+41/x3) or
Skills Concentration +0 (+4 casting defensively), Melee* 2 claws each +21 (1d8+24 plus energy drain) or
Diplomacy +8, Disguise +15, Gather Information Ranged +3 composite longbow +22/+17/+12/+7 (2d6+13/x3) or
+15, Listen +13, Search +9, Sense Motive +14, Ranged +3 composite longbow +16 (6d6+39/
Spot +13, Survival +5 (+7 following tracks) x3) with Manyshot or
Possessions banded mail, +2 longsword Ranged +3 composite longbow +20/+20/+15/+10/+5
Note Qalboa’s weapons are considered lawful and magic (2d6+13/x3) with Rapid Shot
for purposes of overcoming damage reduction. * includes adjustments for a 10-point Power Attack
Space 10 ft.; Reach 10 ft.
Rombassa CR 17 Base Atk +18; Grp +36
Male ogre ranger 7 of Sargonnas/rogue 7 Atk Options Awesome Blow, Combat Reflexes, energy
CE Large giant drain, favored enemy elf +2, favored enemy
Init +3; Senses darkvision 60 ft.; Listen +15, Spot +15 human +4, Great Cleave, Improved Bull Rush,
Languages Common, Ogre improved combat style (archery), Improved
AC 22, touch +12, flat-footed 19; Dodge, Overrun, Improved Sunder, Power Attack
Mobility, uncanny dodge Special Actions blood drain, children of
hp 114 (18 HD) the night, rock throwing
Fort +13, Ref +14, Will +6; evasion Ranger Spells Prepared (CL 4th, +31 melee
Spd 40 ft.; Spring Attack, woodland stride touch, +19 ranged touch)
Melee Elfruin +24/+19/+14 (1d6+9 plus 1 Con) or 2nd—spike growth (DC 15)
Melee Elfruin +22/+17/+12 (1d6+9/20) and 1st—entangle (DC 14), magic fang
+2 dagger +22/+17 (1d6+5) or Spell-Like Abilities (CL 5th)
Ranged mwk dagger +19/+14/+9 (1d6+7) at will—gaseous form, spider climb
Space 10 ft.; Reach 10 ft. Abilities Str 39, Dex 15, Con —, Int 8, Wis 16, Cha 11
Base Atk +15; Grp +26 SQ alternate form, animal companion, create spawn,
Atk Options Combat Reflexes, favored enemy elf +4, swift tracker, wild empathy +8 (magical beasts +4)
favored enemy human +2, improved combat style Feats AlertnessB, Awesome Blow, Cleave, Combat ReflexesB,
(two weapon), Quick Draw, sneak attack +4d6 EnduranceB, Great Cleave, Improved Bull Rush,
Combat Gear potion of haste Improved InitiativeB, Improved Overrun, Improved
Ranger Spells Prepared (CL 3rd, +21 Sunder, Lightning ReflexesB, ManyshotB, Power Attack,
melee touch, +17 ranged touch) Rapid ShotB, TrackB, Weapon Focus (large greataxe)
1st—pass without trace, resist energy Skills Climb +24, Handle Animal +8, Hide +6, Intimidate
Abilities Str 24, Dex 17, Con 14, Int 10, Wis 12, Cha 4 +6, Jump +34, Knowledge (nature) +7, Listen +21,
SQ animal companion, trap sense +2, trapfinding, Move Silently +10, Search +7, Spot +31, Survival +13
wild empathy +4 (magical beasts +0) Possessions +3 chain mail, +3 large greataxe, +3 large
Feats Alertness, Combat Reflexes, Dodge, Mobility, composite longbow (+10 Str bonus) with 20 arrows
Quick Draw, Spring Attack, Weapon Focus (dagger) Energy Drain (Su) Living creatures hit by Shai-Horef’s
Skills Balance +17, Climb +18 Disable Device +4, claw attacks gain one negative level. For each negative
Gather Information +9, Hide +7, Jump +20, level bestowed, he gains 5 temporary hit points. He
Listen +15, Move Silently +10, Search +7, Sense can use his energy drain ability once per round.
Motive +9, Spot +15, Survival +8, Tumble +17
Possessions combat gear plus leather armor +3, Elfruin Shen Balaurus CR 16
(+2 large elf bane wounding dagger), +2 dagger, mwk Female tiefling rogue 2/mystic 8 of Time/assassin 6
daggers (8), bracelet of friends, gloves of Dexterity +2 CE Medium outsider (native)
Holy Orders of the Stars (Time domain)
Characters and Creatures 335
Init +10; Senses darkvision 60 ft.; Listen +15, Spot +15 happens, her CR increases to 18 and some of her
Languages Common, Draconic, Infernal, Ogre statistics change. These changes are as follows.
AC 31, touch 19, flat-footed 25; Dodge, improved Female anarchic tiefling rogue 2/
uncanny dodge, Mobility, uncanny dodge mystic 8 of Time/assassin 6
hp 82 (16 HD) Planar Handbook (Anarchic template)
Immune energy drain, fatigue, paralysis, stunning fast healing 5; DR 5/magic
Resist cold 5, electricity 5, fire 5 Immune cold, energy drain, fatigue, paralysis,
Fort +12 (+15 against poison), Ref +19, Will +14; evasion polymorph, petrification, stunning
Weakness allomanya addiction Resist acid 5, cold 5, electricity 5, fire 5, sonic 5
Spd 30 ft.; Spring Attack Atk Options smite law (1/day, +16 damage)
Melee +3 keen rapier +20/+15/+5 (1d6+6/15-20)
Base Atk +11; Grp +14 Shiver CR 19
Atk Options Combat Expertise, death attack (DC Female adult white dragon sorcerer 9
18), sneak attack +4d6, Whirlwind Attack CE Large dragon (cold)
Combat Gear allomanya vials (4), potions of blur (2) Init +4; Senses blindsense 60 ft., darkvision 120
Assassin Spells Known (CL 6th) ft., keen senses; Listen +24, Spot +24
3rd (2/day)—deeper darkness, misdirection, nondetection Aura frightful presence (DC 20, 180 ft., HD 18 or fewer)
2nd (4/day)—alter self, pass without trace, Languages Common, Draconic, Ogre, Solamnic
spider climb, undetectable alignment AC 26, touch 9, flat-footed 26
1st (4/day)—detect poison, feather fall, hp 248 (27 HD); DR 5/magic
ghost sound, obscuring mist Immune cold, paralysis, sleep
Mystic Spells Known (CL 8th, +14 melee SR 18
touch, +17 ranged touch) Fort +18, Ref +14, Will +17
4th (3/day)—freedom of movement D, Weakness vulnerability to fire
inflict critical wounds (DC 17) Spd 60 ft., fly 200 ft. (poor), swim 60 ft.; Flyby Attack
3rd (6/day)—haste D, inflict serious Melee* bite +18 (2d6+13) and 2 claws each
wounds (DC 16), water walk +13 (1d8+10) and 2 wings each +13
2nd (7/day)—death knell (DC 15), gentle reposeD, (1d6+10) and tail slap +13 (1d8+15)
inflict moderate wounds (DC 15), silence * includes adjustments for an 8-point Power Attack
1st (7/day)—bane (DC 13), cause fear (DC Space 10 ft.; Reach 5 ft. (10 ft. with bite)
13), deathwatch, entropic shield, inflict Base Atk +22; Grp +31
light wounds (DC 14), true strike D Atk Options Power Attack
0 (6/day)—cure minor wounds, detect magic, Special Actions breath weapon (40 ft. cone 6d6
guidance, inflict minor wounds (DC 13), light, cold, Reflex DC 27 half), Wingover
mending, read magic, resistance, virtue Sorcerer Spells Known (CL 10th, +26 melee touch,
D
: Domain spell. Domain: Time +21 ranged touch; 1d20+12 to overcome SR)
Spell-Like Abilities (CL 16th) 5th (3/day)—cone of cold (DC 21)
1/day—darkness 4th (6/day)—ice storm, wall of ice (DC 20)
Abilities Str 16, Dex 22, Con 12, Int 14, Wis 16, Cha 14 3rd (7/day)—dispel magic, gaseous
SQ poison use, trap sense +1, trapfinding form, lightning bolt (DC 19)
Feats Combat Expertise, Dodge, Improved InitativeB, Mobility, 2nd (7/day)—darkness, daze monster (DC
Spring Attack, Weapon Finesse, Whirlwind Attack 16), resist energy, summon swarm
Skills Balance +13, Bluff +7, Climb +8, Concentration 1st (7/day)—burning hands (DC 17), magic missile,
+11, Disguise +7 (+9 acting in character), Gather silent image, true strike, ventriloquism
Information +9, Heal +8, Hide +20, Jump +10, 0 (6/day)—arcane mark, dancing lights, detect
Knowledge (local) +7, Listen +15, Move Silently magic, flare (DC 16), light, mage hand,
+20, Spellcraft +7, Spot +15, Tumble +11 prestidigitation, ray of frost, read magic
Possessions combat gear plus +3 studded leather, Spell-Like Abilities (CL 10th)
+3 light steel shield, +3 keen rapier, cloak 3/day—fog cloud, gust of wind (DC 16)
of resistance +3, ring of protection +3 Abilities Str 21, Dex 10, Con 19, Int 14, Wis 13, Cha 18
Allomanya Addiction Shen is addicted to allomanya (see SQ icewalking
Appendix One for more details). If she does not ingest a Feats Alertness, Flyby Attack, Greater Spell Focus
vial of allomanya every 24 hours, she begins to suffer the (evocation), Improved Counterspell, Improved
effects of withdrawal. Her addiction also means that she Initiative, Persuasive, Power Attack, Spell Focus
is resistant to cure spells and cured by inflict spells. Shen’s (evocation), Spell Penetration, Wingover
increased ability scores and natural armor from allomanya Skills Bluff +23, Concentration +23, Escape Artist +21,
addiction are already factored into her statistics above. Hide +17, Knowledge (arcana) +21, Listen +24, Move
Totem-Enhanced In Chapter Seven, Frost brings back Silently +21, Search +23, Sense Motive +22, Spellcraft
Shen with the power of his skull totem. When this +20, Spot +24, Swim +26, Use Magic Device +25
336 Appendix Two
Sir Clive uth Rennard CR 11 Resist Honor-Bound
Male civilized human noble 3/fighter Fort +10, Ref +2, Will +3 (+4 against fear)
4/Knight of the Crown 4 Spd 20 ft. (half-plate); base 30 ft.
LG Medium humanoid Melee* +1 heavy flail +12/+7 (1d10+13/19-20) or
Knightly Orders of Ansalon (revised Knight Melee* +1 lance +12/+7 (1d8+9/x3)
of the Crown prestige class) * includes adjustments for a 3-point Power Attack
Init +0; Senses Listen +0, Spot +0 Base Atk +10; Grp +13
Languages Common, Ergot, Solamnic Atk Options Mounted Combat, Power Attack,
AC 19, touch 9, flat-footed 19 Ride-By Attack, Spirited Charge
hp 79 (11 HD); Diehard Special Actions strength of honor (+4
Resist Honor-Bound Str for 4 rounds) 1/day
Fort +11, Ref +4, Will +5 (+7 against fear Abilities Str 17, Dex 8, Con 14, Int 13, Wis 10, Cha 12
and compulsion spells and effects) SQ fight to the death, heroic initiative +1,
Spd 20 ft. honorable will, knightly courage
Melee* +1 battleaxe +12/+7 (1d8+9/x3) Feats Diehard, Honor-BoundB, Mounted CombatB,
* includes adjustments for a 3-point Power Attack Power Attack, Ride-By AttackB, Spirited
Base Atk +10; Grp +13 ChargeB, Weapon Focus (heavy flail), Weapon
Atk Options Cleave, Mounted Combat, Focus (lance), Weapon Specialization (heavy
Power Attack, Ride-By Attack flail)B, Weapon Specialization (lance)
Special Actions inspire confidence 1/day, strength Skills Diplomacy +11, Intimidate +14, Knowledge
of honor (+4 Str for 5 rounds) 2/day (nobility and royalty) +8, Ride +12
Combat Gear potion of cure moderate wounds (2) Possessions combat gear plus +2 half-plate mail,
Abilities Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 14 +1 heavy flail, +1 lance, ring of protection +2
SQ bonus class skill (Handle Animal), favor Fight to the Death (Ex) Sir Davic gains
+2, fight to the death, heroic initiative +1, the Diehard feat as a bonus feat.
honorable will, knightly courage Heroic Initiative (Ex) Sir Davic gains a
Feats Cleave, DiehardB, Honor-BoundB, Leadership, +1 bonus on initiative checks.
Mounted CombatB, Power Attack, Ride- Knightly Courage (Su) Sir Davic applies his
By AttackB, Weapon Focus (battleaxe), Charisma modifier as a morale bonus on
Weapon Specialization (battleaxe)B all saving throws against fear effects.
Skills Diplomacy +14, Gather Information +8, Strength of Honor (Su) Once per day, as a free
Handle Animal +12, Intimidate +10, Knowledge action, Sir Davic can gain a +4 morale bonus
(nobility and royalty) +11, Knowledge to his Strength score for 4 rounds.
(religion) +5, Ride +15, Sense Motive +6
Possessions combat gear plus +2 banded mail, Sir Feodore Rhymer CR 10
+1 light steel shield, +1 battleaxe Male civilized human fighter 7/Knight of the Crown 3
Fight to the Death (Ex) Sir Clive gains the LG Medium humanoid
Diehard feat as a bonus feat. Knightly Orders of Ansalon (revised Knight
Heroic Initiative (Ex) Sir Clive gains a of the Crown prestige class)
+1 bonus on initiative checks. Init +1; Senses Listen -1, Spot -1
Honorable Will (Su) Sir Clive applies his Charisma Languages Common, Solamnic
modifier as a morale bonus on all saving throws AC 20, touch 12, flat-footed 20
against compulsion spells and effects. hp 80 (10 HD); Diehard
Knightly Courage (Su) Sir Clive applies his Resist Honor-Bound
Charisma modifier as a morale bonus on Fort +10, Ref +3, Will +2 (+3 against fear)
all saving throws against fear effects. Spd 20 ft. (spling mail); base 30 ft.
Strength of Honor (Su) Twice per day, as a free Melee* +1 longsword +12/+7/+2 (1d8+9/19-20) or
action, Sir Clive can gain a +4 morale bonus Melee* +1 lance +12/+7/+2 (1d8+9/x3)
to his Strength score for 5 rounds. * includes adjustments for a 3-point Power Attack
Base Atk +10; Grp +13
Sir Davic diPayne CR 10 Atk Options Cleave, Mounted Combat, Power
Male civilized human fighter 7/Knight of the Crown 3 Attack, Ride-By Attack, Spirited Charge
LG Medium humanoid Special Actions strength of honor (+4 Str for 4 rounds) 1/day
Knightly Orders of Ansalon (revised Knight Abilities Str 17, Dex 10, Con 14, Int 13, Wis 8, Cha 12
of the Crown prestige class) SQ fight to the death, heroic initiative +1,
Init +0; Senses Listen +0, Spot +0 honorable will, knightly courage
Languages Common, Solamnic Feats Cleave, Diehard, Honor-BoundB, Mounted
AC 20, touch 11, flat-footed 20 CombatB, Power AttackB, Ride-By AttackB, Spirited
hp 80 (10 HD); Diehard ChargeB, Weapon Focus (lance), Weapon Focus
Characters and Creatures 337
(longsword), Weapon Specialization (lance)B, oath of loyalty or service. Whenever he is using
Weapon Specialization (longsword) magic to protect, defend, or support that ally, the
Skills Diplomacy +11, Intimidate +14, Knowledge saving throw DC of his spells is increased by +2. In
(nobility and royalty) +8, Ride +13 addition, all saving throws Sir Haley makes against
Possessions combat gear plus +2 splint mail, +1 mind-affecting spells and effects when defending or
longsword, +1 lance, ring of protection +2 protecting his designated ally gain a +2 bonus.
Fight to the Death (Ex) Sir Feodore gains Spellbook Prepared spells plus: all 0-level spells; 1st—
the Diehard feat as a bonus feat. burning hands, endure elements, feather fall, floating disk,
Heroic Initiative (Ex) Sir Feodore gains a mage armor; 2nd—continual flame, darkness, mirror
+1 bonus on initiative checks. image, protection from arrows, shatter; 3rd—fireball,
Knightly Courage (Su) Sir Feodore applies his haste, nondetection, wind wall; 4th—remove curse,
Charisma modifier as a morale bonus on shout, wall of fire; 5th—cone of cold, dismissal
all saving throws against fear effects.
Strength of Honor (Su) Once per day, as a free Sir Paladian Dragonhelm CR 11
action, Sir Feodore can gain a +4 morale Male civilized human noble 6/cleric 4 of Kiri-
bonus to his Strength score for 4 rounds. Jolith/Knight of the Sword 1 [Clerist 1]
LG Medium humanoid
Sir Haley Copperclasp CR 10 Knightly Orders of Ansalon (revised Knight
Male civilized human wizard 8 [Kingfisher of the Sword prestige class)
5]/Wizard of High Sorcery 2 Init –1; Senses Listen +9, Spot +4
LG Medium humanoid Languages Common, Solamnic
Knightly Orders of Ansalon (Kingfisher substitution AC 19, touch 9, flat-footed 19
class), Towers of High Sorcery (revised hp 75 (11 HD); Diehard
Wizard of High Sorcery prestige class) Resist Honor-Bound
Init +3; Senses Listen +1, Spot +1 Fort +10, Ref +5, Will +13
Languages Common, Draconic, Elven, Ergot, Solamnic Spd 20 ft. (chainmail); base 30 ft.
AC 18, touch 14, flat-footed 16 Melee +1 longsword +11/+6 (1d8+2/19-20) or
hp 37 (10 HD) Melee shield bash +9 (1d3) or
Fort +3, Ref +4, Will +10 Melee +1 longsword +7/+2 (1d8+2/19-
Spd 30 ft. 20) and shield bash +1 (1d3)
Melee +2 quarterstaff +6 (1d6+1) Base Atk +8; Grp +9
Base Atk +5; Grp +4 Atk Options Mounted Combat
Combat Gear potion of displacement Special Actions inspire confidence 2/day,
Wizard Spells Prepared (CL 10th, +4 melee touch, spontaneous casting (cure spells), turn
+7 ranged touch; 1d20+12 to overcome SR) undead (+4, 2d6+6, 4th) 5/day)
5th—break enchantment, cloudkill (DC 18) Combat Gear potion of cure moderate wounds (3)
4th—ice storm (DC 18), lesser globe of Cleric Spells Prepared (CL 7th, +9 melee
invulnerability, stoneskin touch, +7 ranged touch)
3rd—dispel magic, lightning bolt (DC 17), magic 4th—divine powerD, freedom of movement, restoration
circle against chaos, protection from energy 3rd—magic vestmentD, prayer, protection
2nd—flaming sphere (DC 16), fox’s cunning, from energy, searing light
resist energy, scorching ray, web (DC 15) 2nd—bull’s strengthD, hold person, owl’s wisdom,
1st—enlarge person, hold portal, magic missile, shield, sleep shield other, sound burst (DC 16)
0—detect magic, flare, light, resistance 1st—divine favor, enlarge personD, entropic
Abilities Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 10 shield, obscuring mist, protection
SQ arcane research +1, heroic initiative +1, magic of loyalty, from evil, sanctuary (DC 15)
moon magic, summon familiar, tower resources 0— detect magic, detect poison, guidance,
Feats Brew Potion, Combat CastingB, Scribe ScrollB, Spell Focus light, purify food and drink, resistance
(abjuration), Spell Focus (evocation), Spell Penetration D
: Domain spell. Domain: Strength, War
Skills Concentration +14 (+18 casting defensively), Abilities Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 14
Decipher Script +16, Intimidate +6, Knowledge SQ aura of good (CL 5th), bonus class skill
(arcana) +15, Knowledge (geography) +14, (Concentration), Clerist spellcasting, coordinate
Knowledge (history) +14, Ride +8, Spellcraft +19 +2, favor +3, feat of strength 1/day
Possessions combat gear plus +2 quarterstaff, Feats DiehardB, Endurance, Honor-Bound, Improved Shield
bracers of armor +4, ring of protection +2 Bash, Mounted Combat, Weapon Focus (longsword)B
Heroic Initiative (Ex) Sir Haley gains a Skills Concentration +17, Diplomacy +13,
+1 bonus on initiative checks. Gather Information +6, Knowledge (nobility
Magic of Loyalty (Su) At the beginning of combat, Sir and royalty) +6, Knowledge (religion) +9,
Haley may choose one ally with whom he has an Listen +9, Ride +8, Sense Motive +7
338 Appendix Two
Possessions combat gear plus +2 chain mail, +2 light Languages Common, Ergot
steel shield, +1 longsword, periapt of Wisdom +2 AC 24, touch 15, flat-footed 19; back-
Clerist Spellcasting Sir Paladian prepares his spells to-back +2, Dodge, Mobility
as a cleric does. However, to gain the additional hp 114 (16 HD)
3 caster levels from his levels in Knight of Fort +15, Ref +15, Will +8
the Sword, he must spend one day per week Spd 30 ft.
in meditation and prayer to Kiri-Jolith. Melee +2 rapier of wounding +24/+19/+14/+9
(1d8+2/15-20 plus 1 Con)
Stikhyamu the Razhak CR 14 Base Atk +16; Grp +16
LN Large elemental (earth) Atk Options Combat Reflexes, dirty strike +3d4,
Bestiary of Krynn (Razhak) Improved Disarm, Improved Feint, Quick Draw
Init +3; Senses darkvision 60 ft., telepathy Combat Gear potion of cure serious wounds (2)
100 ft.; Listen +13, Spot +18 Abilities Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 12
Languages Common, Terran SQ sailor lore, seamanship +3
AC 26, touch 8, flat-footed 26 Feats AlertnessB, Combat ReflexesB, Dodge, Improved Critical
hp 250 (20 HD); regeneration 10; DR 15/adamantine (rapier)B, Improved Disarm, Improved FeintB, LuckyB,
Immune elemental traits Mobility, Negotiator, Persuasive, Quick DrawB, Quick-
Fort +17, Ref +7, Will +9 Thinking, Weapon FinesseB, Weapon Focus (rapier)B
Spd 30 ft. Skills Balance +19, Bluff +12, Climb +15 (+17 involving
Melee* slam +17 (2d8+12/20) or climbing ropes), Diplomacy +5, Escape Artist +12 (+14
Melee* 2 slams each +17 (2d8+12/20) involving ropes), Gather Information +8, Intimidate
* includes adjustments for a 5-point Power Attack +14, Jump +9, Listen +4, Profession (sailor) +8, Sense
Space 10 ft.; Reach 10 ft. Motive +4, Spot +13, Survival +11, Swim +12, Tumble
Base Atk +15; Grp +26 +14, Use Rope +14 (+16 involving bindings)
Atk Options Cleave, Power Attack Possessions combat gear plus studded leather +3,
Abilities Str 25, Dex 8, Con 27, Int 14, Wis 13, Cha 16 buckler +2, +2 rapier of wounding, bracelet of friends,
SQ amorphous form, earth glide gloves of Dexterity +4, ring of water walking
Feats Cleave, Improved Initiative, Iron Will, Back-to-Back (Ex) Whenever Symacca is adjacent to an
Lightning Reflexes, Power Attack, Skill Focus ally and using the fighting defensively or total defense
(Sense Motive), Weapon Focus (slam) combat options, he gains a +2 dodge bonus to his AC.
Skills Diplomacy +20, Hide +12, Knowledge (history) He loses this bonus if he is denied his Dexterity bonus
+14, Listen +13, Sense Motive +21, Spot +18 to AC or if he or his ally moves more than 5 ft. away.
Amorphous Form (Su) Stikhyamu is able to alter its earthen Dirty Strike (Ex) Symacca may choose to make a single melee
shape. At will, it can turn into any sort of mineral shape. attack on his turn as a full round action that deals an
The effects allow the razhak to change itself in a manner additional 3d4 points of damage. The additional damage
that resembles the stone shape spell cast as a level 20 sorcerer. caused by a dirty strike is the same kind of damage as
As a full-round action, it can use this ability to shift its arms the weapon used in the attack. This ability has no effect
around and grow two more arms, gaining an additional on creatures without a discernable anatomy or that are
slam attack for each new arm when taking a full attack immune to critical hits, such as constructs, oozes, plants,
action. Each new arm also reduces its speed by 10 feet. or undead. Additional damage from a dirty strike is not
Earth Glide (Ex) Stikhyamu can glide through stone, dirt, or multiplied if Symacca scores a successful critical hit.
almost any other sort of earth, except metal, as easily as Sailor Lore (Ex) Symacca may make a special sailor lore
a fish swims through water. Its burrowing leaves behind check at a +10 to see whether he knows some relevant
no tunnel or hole, nor does it create any ripple or other information about local people or history, far away places,
signs of its presence. A move earth spell cast on an area or strange superstitions. This check will not necessarily
containing Stikhyamu flings it back 30 feet, stunning it for reveal true information, as much of the time Symacca
1 round unless it succeeds on a DC 15 Fortitude save. heard it from someone who heard it from a friend, who
Regeneration (Ex) Acid deals normal damage to Stikhyamu. heard it from a guy, etc. Symacca may not take 10 or 20 on
If it loses a limb or a body part, the lost portion reforms in this check; this sort of knowledge is essentially random.
1d6 rounds. If it is removed from contact with earth or any Seamanship (Ex) Symacca gains a +3 competence bonus
other mineral surface, such as by a levitate spell, all damage to all Balance, Climb, and Profession (sailor) checks.
suffered is normal damage, and it cannot reform limbs.
Minions, Monsters, and
Symacca Argyros CR 16 Minor Characters
Male civilized human mariner 10/fighter 6
LN Medium humanoid Advanced Winter Wolf CR 9
Legends of the Twins (Lucky feat, Quick- NE Huge magical beast
Thinking feat, revised Mariner class) Init +5; Senses darkvision 60 ft., low-light
Init +7; Senses Listen +4, Spot +13 vision, scent; Listen +10, Spot +10
Characters and Creatures 339
AC 18, touch 9, flat-footed 17; Dodge Wizard Spells Prepared (CL 2nd, +0
hp 189 (18 HD) melee touch, +1 ranged touch)
Immune cold 1st—burning hands (DC 13), magic missile (2)
Fort +16, Ref +12, Will +8 0—detect magic, flare, ray of frost (2)
Weakness vulnerability to fire Abilities Str 8, Dex 11, Con 10, Int 13, Wis 12, Cha 9
Spd 50 ft. Feats Combat Casting, Scribe ScrollB,
Melee bite +19 (2d6+17 plus 1d6 cold) Spell Focus (evocation)B
* includes adjustments for a 5-point Power Attack Skills Concentration +5 (+9 casting defensively), Decipher
Space 15 ft.; Reach 10 ft. Script +6, Knowledge (arcana) +6, Spellcraft +6
Base Atk +18; Grp +34 Possessions quarterstaff, bracers of armor +1
Atk Options breath weapon (15 ft., cone
4d6 cold, Reflex DC 26 half), trip Conservatory Arcanists CR 12
Abilities Str 26, Dex 13, Con 20, Int 9, Wis 14, Cha 10 Male ogre mage sorcerer 4
Feats Ability Focus (breath weapon), Alertness, NE Large giant
Dodge, Improved Initiative, Improved Init +0; Senses darkvision 60 ft.; Listen +11, Spot +11
Natural Armor, Power Attack, Track Languages Common, Draconic, Dwarven,
Skills Hide +2 (+9 in snow and ice), Listen +10, Move Elven, Goblin, Infernal, Ogre
Silently +7, Spot +10, Survival +5 (+10 tracking by scent) AC 18, touch 9, flat-footed 18
hp 72 (9 HD); regeneration 5
Air Elemental Minion CR 9 SR 19
Air elemental minion warrior 10 Fort +8, Ref +2, Will +8
LN Large elemental (Air, Extraplanar) Spd 40 ft., fly 40 ft. (good)
Bestiary of Krynn (Air Minion) Melee +1 large quarterstaff +9/+4 (1d8+5)
Init +8; Senses darkvision 60 ft.; Listen +11, Spot +11 Space 10 ft.; Reach 10 ft.
Languages Auran, Common Base Atk +5; Grp +13
AC 18, touch 13, flat-footed 14 Combat Gear potion of cure moderate wounds,
hp 92 (16 HD); fast healing 5 (air); DR 5/- wand of lightning bolt (5th)
Immune elemental traits Sorcerer Spells Known (CL 8th, +8 melee
Fort +10, Ref +12, Will +5 touch, +4 ranged touch)
Speed fly 90 ft. (perfect) 2nd (4/day)—ghoul touch (DC 18)
Melee +1 keen large rapier +19/+14/+9 (1d8+4/15-20) 1st (7/day)—chill touch (DC 17), mage
Space 10 ft.; Reach 10 ft. armor, ray of enfeeblement
Base Atk +14; Grp +25 0 (6/day)—dancing lights, daze (DC 16), detect
Atk Options Combat Reflexes, Flyby Attack magic, mage hand, mending, message, read
Special Actions air mastery magic, resistance, touch of fatigue (DC 16)
Abilities Str 16, Dex 19, Con 12, Int 14, Wis 10, Cha 12 Spell-Like Abilities (CL 9th)
Feats Combat Reflexes, Flyby Attack, Improved at will—darkness, invisibility
Initiative, Improved Natural Armor, Weapon 1/day—charm person (DC 17), cone of cold (DC
Finesse, Weapon Focus (rapier) 21), gaseous form, polymorph, sleep (DC 17)
Skills Bluff +11, Intimidate +15, Listen Abilities Str 18, Dex 10, Con 18, Int 18, Wis 17, Cha 22
+11, Sense Motive +9, Spot +11 SQ summon familiar (quasit)
Possessions small shield, +1 keen large rapier Feats Brew Potion, Combat Casting, Craft
Air Mastery (Ex) Airborne creatures take a –1 penalty Wondrous Item, Improved Familiar
on attack and damage rolls against an air minion. Skills Bluff +14, Concentration +15 (+19 casting
Elemental Healing (Su) Air minions are considered defensively), Diplomacy +12, Disguise +6 (+8 to act
to have fast healing 5 when they are fully in character), Intimidate +8, Jump +8, Knowledge
surrounded by or immersed in their element. (arcana) +11, Listen +11 , Sense Motive +10,
Sleight of Hand +2, Spellcraft +18, Spot +11
Auxiliary Mage-Adept CR 2 Possessions combat gear plus +1 large
Male civilized human wizard 2 quarterstaff, bracers of armor +4
LG Medium humanoid
Init +0; Senses Listen +1, Spot +1 Conservatory Artifact-Hunters CR 12
Languages Common, Ergot, Solamnic Male ogre mage rogue 4
AC 11, touch 10, flat-footed 11 NE Large giant
hp 7 (2 HD) Init +4; Senses darkvision 60 ft.; Listen +11, Spot +11
Fort +0, Ref +0, Will +4 Languages Common, Dwarven, Elven,
Spd 30 ft. Goblin, Infernal, Ogre
Melee quarterstaff +0 (1d6-1) AC 22, touch 13, flat-footed 18; Dodge,
Base Atk +1; Grp +0 Mobility, uncanny dodge
340 Appendix Two
hp 58 (9 HD); regeneration 5 (religion) +5, Ride +13, Sense Motive +5
SR 19 Possessions combat gear plus +1 chainmail,
Fort +7, Ref +9, Will +5; evasion +1 light steel shield, +1 longsword
Spd 40 ft., fly 40 ft. (good); Spring Attack Fight to the Death (Ex) The Crown Knight Officer
Melee +1 large short sword +14/+9 (1d8+8/19-20) or gains the Diehard feat as a bonus feat.
Ranged mwk large composite shortbow Heroic Initiative (Ex) The Crown Knight Officer
+10/+5 (1d8+5/x3) gains a +1 bonus on initiative checks.
Space 10 ft.; Reach 10 ft. Honorable Will (Su) The Crown Knight Officer applies
Base Atk +6; Grp +17 his Charisma modifier as a morale bonus on all
Atk Options sneak attack +2d6 saving throws against compulsion spells and effects.
Combat Gear scroll of blindness/ Knightly Courage (Su) The Crown Knight Officer
deafness, scroll of ghoul touch applies his Charisma modifier as a morale bonus
Spell-Like Abilities (CL 9th) on all saving throws against fear effects.
at will—darkness, invisibility Strength of Honor (Su) Twice per day, as a free action,
1/day—charm person (DC 14), cone of cold (DC the Crown Knight Officer can gain a +4 morale
18), gaseous form, polymorph, sleep (DC 14) bonus to his Strength score for 5 rounds.
Abilities Str 24, Dex 18, Con 14, Int 17, Wis 16, Cha 16
SQ trap sense +1, trapfinding Dictatorial Guard CR 4
Feats Dodge, Mobility, Spring Attack, Male ogre fighter 1
Weapon Focus (large short sword) CE Large giant
Skills Appraise +7, Decipher Script +11, Disable Init +1; Senses darkvision 60 ft.; Listen +5, Spot +4
Device +7, Hide +8, Jump +11, Listen +11, Move Languages Common, Ogre
Silently +12, Open Lock +8, Search +11, Spellcraft AC 21, touch 10, flat-footed 20
+11 (+13 to decipher spells on scrolls), Spot +11, hp 44 (5 HD)
Use Magic Device +11 (+13 involving scrolls) Resist cure spells
Possessions combat gear plus leather armor +2, +1 Fort +10, Ref +2, Will +1
large short sword, mwk large composite shortbow Weakness allomanya addiction
(+5 Str) with 20 arrows, gloves of Dexterity +2 Spd 30 ft. (scale mail); base 40 ft.
Melee* mwk large halberd +9 (2d8+11/x3) or
Crown Knight Officer CR 9 Melee* mwk large handaxe +9 (1d8+11)
Male civilized human noble 2/fighter * includes adjustments for a 3-point Power Attack
3/Knight of the Crown 4 Space 10 ft.; Reach 10 ft.
LG Medium humanoid Base Atk +4; Grp +16
Knightly Orders of Ansalon (revised Knight Atk Options Power Attack
of the Crown prestige class) Abilities Str 27, Dex 13, Con 18, Int 8, Wis 10, Cha 8
Init +0; Senses Listen +2, Spot +2 Feats Alertness, Power AttackB, Skill Focus (Intimidate)
Languages Common, Ergot, Solamnic Skills Climb +7, Intimidate +3, Jump +9, Listen +5, Spot +4
AC 17, touch 9, flat-footed 17 Possessions mwk scale mail, mwk large halberd,
hp 69 (9 HD); Diehard mwk large handaxe, vial of allomanya (2)
Resist Honor-Bound Allomanya Addiction The Dictatorial Guard is addicted to
Fort +9, Ref +4, Will +5 (+7 against fear allomanya (see Appendix One for more details). If he
and compulsion spells and effects) does not ingest a vial of allomanya every 24 hours, he
Spd 20 ft. (chainmail); base 30 ft. begins to suffer the effects of withdrawal. His addiction
Melee +1 longsword +13/+8 (1d8+4/19-20) also means that he is resistant to cure spells and cured
Base Atk +8; Grp +11 by inflict spells. The Dictatorial Guard’s increased
Atk Options Mounted Combat, Ride-By Attack ability scores and natural armor from allomanya
Special Actions inspire confidence 1/day, strength addiction are already factored into his statistics above.
of honor (+4 Str for 5 rounds) 2/day
Combat Gear potion of cure moderate wounds (2) Dictatorial Guard Officer CR 8
Abilities Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 14 Male ogre fighter 5
SQ bonus class skill (Handle Animal), favor CE Large giant
+1, fight to the death, heroic initiative +1, Init +1; Senses darkvision 60 ft.; Listen +5, Spot +4
honorable will, knightly courage Languages Common, Ogre
Feats Alertness, DiehardB, Endurance, Honor- AC 20, touch 10, flat-footed 19
BoundB, Leadership, Mounted CombatB, Ride- hp 82 (9 HD)
By AttackB, Weapon Focus (longsword) Resist cure spells
Skills Diplomacy +13, Gather Information +7, Fort +12, Ref +3, Will +2
Handle Animal +10, Intimidate +8, Knowledge Weakness allomanya addiction
(nobility and royalty) +10, Knowledge Spd 30 ft. (scale mail); base 40 ft.
Characters and Creatures 341
Melee* +1 large halberd +13/+8 (2d8+17/x3) or
Fire Elemental Minion CR 9
Melee*mwk large handaxe +12/+7 (1d8+14) Fire elemental minion warrior 10
* includes adjustments for a 5-point Power Attack LN Large elemental (extraplanar, fire)
Space 10 ft.; Reach 10 ft. Bestiary of Krynn (Fire Minion)
Base Atk +8; Grp +21 Init +3; Senses darkvision 60 ft.; Listen +11, Spot +11
Atk Options Cleave, Power Attack Languages Common, Ignan
Abilities Str 28, Dex 13, Con 18, Int 8, Wis 10, Cha 8 AC 18, touch 12, flat-footed 15; Dodge, Mobility
Feats Alertness, CleaveB, Power Attack, Skill hp 108 (16 HD); fast healing 5 (fire); DR 5/-
Focus (Intimidate), Weapon Focus (halberd)B, Immune elemental traits
Weapon Specialization (halberd)B, Fort +11, Ref +11, Will +5
Skills Climb +8, Intimidate +7, Jump Spd 40 ft.; Spring Attack
+10, Listen +5, Spot +4 Melee +1 flaming large longsword +18/+13/+8
Possessions scale mail +1, +1 large halberd, mwk (2d6+4/17-20 plus 1d6 fire) or
large handaxe, vial of allomanya (2) Melee slam +16 (1d6+3plus 2d4 fire) or
Allomanya Addiction The Dictatorial Guard Officer is Melee +1 flaming large longsword +18/+13/+8 (2d6+4/17-
addicted to allomanya (see Appendix One for more 20 plus 2d6 fire) and slam +11 (1d6+1plus 2d4 fire)
details). If he does not ingest a vial of allomanya Space 10 ft.; Reach 10 ft.
every 24 hours, he begins to suffer the effects of Base Atk +14; Grp +21
withdrawal. His addiction also means that he is Atk Options burn, heat
resistant to cure spells and cured by inflict spells. Abilities Str 17, Dex 16, Con 14, Int 14, Wis 10, Cha 12
The Dictatorial Guard Officer’s increased ability Feats Dodge, Improved Critical (longsword),
scores and natural armor from allomanya addiction Improved Natural Armor, Mobility, Spring
are already factored into his statistics above. Attack, Weapon Focus (longsword)
Skills Intimidate +20, Listen +11, Sense
Earth Elemental Minion CR 9 Motive +10, Spot +11
Earth elemental minion warrior 10 Possessions small shield, +1 flaming large longsword
LN Large elemental (earth, extraplanar) Burn (Ex) When a fire minion hits with its
Bestiary of Krynn (Earth Minion) slam attack, the opponent must succeed
Init +1; Senses darkvision 60 ft.; Listen +11, Spot +11 on a DC 15 Reflex save or catch fire.
Languages Common, Terran Elemental Healing (Su) Fire minions are considered
AC 18, touch 10, flat-footed 17 to have fast healing 5 when they are fully
hp 108 (16 HD); fast healing 5 (earth); DR 5/- surrounded by or immersed in their element.
Immune elemental traits Heat (Ex) Merely touching or being touched by a fire
Fort +14, Ref +6, Will +5 minion automatically deals 2d4 fire damage.
Spd 20 ft.; burrow 40 ft.
Melee* +1 mighty cleaving large warhammer Human Gladiator CR 10
+15/+10/+5 (2d6+11/x3) Male civilized human barbarian 10
* includes adjustments for a 5-point Power Attack CN Medium humanoid
Space 10 ft.; Reach 10 ft. Init +2; Senses Listen +8, Spot -1
Base Atk +14; Grp +23 Languages Common, Ergot
Atk Options Cleave, Improved Bull Rush, AC 18, touch 12, flat-footed 16; improved
Improved Sunder, Power Attack uncanny dodge, uncanny dodge
Special Actions earth mastery hp 89 (10 HD); DR 2/-
Abilities Str 20, Dex 12, Con 15, Int 14, Wis 10, Cha 12 Fort +8, Ref +5, Will +2
Feats Cleave, Improved Bull Rush, Improved Spd 40 ft.
Natural Armor, Improved Sunder, Power Melee +1 keen ranseur +15/+10 (2d4+5/19-20 x3)
Attack, Weapon Focus (warhammer) Space 10 ft.; Reach 5 ft. (10 ft. with +1 keen ranseur)
Skills Intimidate +20, Listen +11, Sense Base Atk +10; Grp +13
Motive +10, Spot +11 Atk Options Combat Expertise, Improved
Possessions +1 mighty cleaving large warhammer Disarm, Improved Trip
Earth Mastery (Ex) An earth minion gains a +1 Special Actions rage 3/day (6 rounds)
bonus on attack and damage rolls if both it and Abilities Str 16, Dex 14, Con 13, Int 13, Wis 8, Cha 10
its foe are touching the ground. If an opponent SQ illiteracy, trap sense +3
is airborne or waterborne, the minion takes Feats Combat Expertise, Improved Disarm, Improved
a –4 penalty on attack and damage rolls. Trip, ToughnessB, Weapon Focus (ranseur)
Elemental Healing (Su) Earth minions are considered Skills Climb +15, Intimidate +13, Jump +19, Listen
to have fast healing 5 when they are fully +8, Ride +11, Survival +12, Swim +9
surrounded by or immersed in their element. Possessions chain shirt +2, +1 keen ranseur
Rage (Ex) When the human gladiator rages,
342 Appendix Two
his statistics change as follows: Skills Diplomacy +5, Handle Animal +7, Knowledge
AC 16, touch 10, flat-footed 14 (nobility and royalty) +4, Ride +10
hp 101 Possessions chainmail, light steel shield, mwk longsword
Fort +10, Will +4 Heroic Initiative (Ex) A Knight of the Crown
Melee +1 keen ranseur +17/+12 (2d4+8/19-20 x3) gains a +1 bonus on initiative checks.
Grp +15 Knightly Courage (Su) A Knight of the Crown
Abilities Str 20, Con 17 applies his Charisma modifier as a morale bonus
Skills Climb +17, Jump +21, Swim +11 on all saving throws against fear effects.
Strength of Honor (Su) Once a day, as a free action,
Jolithan Cleric CR 2 a Knights of the Crown can gain a +4 morale
Male civilized human cleric 2 of Kiri-Jolith bonus to his Strength score for 4 rounds.
LG Medium humanoid
Init -1; Senses Listen +1, Spot +1 Ogre Gladiator CR 12
Languages Common, Solamnic Male ogre fighter 4/barbarian 5
AC 15, touch 9, flat-footed 15 CN Large giant
hp 16 (2 HD) Init +5; Senses darkvision 60 ft.; Listen +1, Spot +1
Fort +3, Ref -1, Will +4 Languages Common, Ogre
Spd 20 ft. (chainmail); base 30 ft. AC 20, touch 10, flat-footed 19; improved
Melee longsword +3 (1d8+1/19-20) uncanny dodge, uncanny dodge
Base Atk +1; Grp +2 hp 128 (13 HD); Diehard
Special Actions spontaneous casting (cure spells), Fort +16, Ref +4, Will +2
turn undead 3/day (+2, 2d6+2, 2nd) Spd 50 ft.
Cleric Spells Prepared (CL 2nd, +2 melee Melee* +1 large greataxe of wounding +13/+8/+3
touch, +0 ranged touch) (3d6+31/19-20 x3 plus 1 Con)
1st—bless, enlarge personD, protection from evil, shield of faith * includes adjustments for an 8-point Power Attack
0—guidance, light, resistance, virtue Space 10 ft.; Reach 10 ft.
D
: Domain spell. Domain: Strength, War Base Atk +12; Grp +24
Abilities Str 12, Dex 8, Con 11, Int 9, Wis 13, Cha 10 Atk Options Power Attack
SQ aura of good, feat of strength Special Actions rage 2/day (9 rounds)
Feats Combat CastingB, Toughness, Abilities Str 26, Dex 12, Con 18, Int 6, Wis 8, Cha 9
Weapon Focus (longsword)B SQ trap sense +1
Skills Concentration +5 (+9 casting defensively), Feats Diehard, Endurance, Improved Critical (large
Knowledge (history) +4, Knowledge (religion) +4 greataxe), Improved Initiative, Power AttackB,
Possessions chainmail, light steel shield, longsword Skill Focus (Intimidate), Weapon Focus (large
greataxe)B, Weapon Specialization (large greataxe)B
Knight of the Crown CR 6 Skills Climb +12, Intimidate +11, Jump +16,
Male civilized human fighter 4/Knight of the Crown 2 Listen +1, Spot +1, Survival +9
LG Medium humanoid Possessions studded leather armor +2,
Knightly Orders of Ansalon (revised Knight +1 large greataxe of wounding
of the Crown prestige class) Rage (Ex) When the ogre gladiator rages,
Init +0; Senses Listen -1, Spot -1 his statistics change as follows:
Languages Common, Ergot, Solamnic AC 18, touch 8, flat-footed 17
AC 15, touch 9, flat-footed 15 hp 148
hp 39 (6 HD) Fort +18, Will +4
Resist Honor-Bound Melee* +1 large greataxe of wounding +13/+8/+3
Fort +8, Ref +0, Will +2 (+3 against fear) (3d6+38/19-20 x3 plus 1 Con)
Spd 20 ft. (chainmail); base 30 ft. * includes adjustments for a 10-point Power Attack
Melee* mwk longsword +7/+2 (1d8+3/19-20) Grp +26
* includes adjustments for a 2-point Power Attack Abilities Str 30, Con 22
Base Atk +6; Grp +7 Skills Climb +14, Jump +18
Atk Options Cleave, Mounted Combat,
Power Attack, Ride-By Attack Ogre Slaver CR 9
Special Actions strength of honor (+4 Male ogre barbarian 6
Str for 4 rounds) 1/day CE Large giant
Abilities Str 13, Dex 9, Con 12, Int 10, Wis 8, Cha 12 Init +0; Senses darkvision 60 ft.; Listen +10, Spot +5
SQ heroic initiative +1, knightly courage Languages Common, Ogre
Feats CleaveB, Honor-BoundB, Iron Will, AC 17, touch 9, flat-footed 17; improved
Mounted CombatB, Power AttackB, Ride- uncanny dodge, uncanny dodge
By Attack, Weapon Focus (longsword) hp 90 (10 HD)
Characters and Creatures 343
Fort +12, Ref +3, Will +3 hp 130 (16 HD)
Spd 40 ft. (hide armor); base 50 ft. Fort +17, Ref +5, Will +13
Melee large greatclub +13/+8 (2d8+7) or Spd 30 ft. (+3 banded mail); base 40 ft.
Melee large greatclub +9/+4 (2d8+7 nonlethal) or Melee +2 large sickle +22/+17/+12 (1d8+11)
Ranged net +8 (entangle) Space 10 ft.; Reach 10 ft.
Space 10 ft.; Reach 10 ft. Base Atk +13; Grp +24
Base Atk +9; Grp +18 Atk Options Cleave, Improved Bull Rush, Power Attack
Special Actions rage 2/day (8 rounds) Special Actions rebuke or command undead 7/day (+0,
Abilities Str 21, Dex 10, Con 16, Int 6, Wis 10, Cha 6 2d6+6, 6th), spontaneous casting (inflict spells)
SQ illiteracy, trap sense +2 Combat Gear potion of cure moderate wounds,
Feats Alertness, Endurance, Exotic Weapon potion of haste, potion of heroism
Proficiency (net), Toughness Cleric Spells Prepared (CL 6th, +19 melee
Skills Climb +7, Jump +9, Listen +10, Spot +5, Survival +6 touch, +10 ranged touch)
Possessions hide armor, large greatclub, net 3rd—animate deadD, magic circle against good,
Rage (Ex) When the ogre slaver rages, his protection from energy, summon monster III
statistics change as follows: 2nd—bear’s endurance, bull’s strength, death knellD
AC 15, touch 7, flat-footed 15 (DC 18), hold person (DC 17), spiritual weapon
hp 105 1st—cause fear (DC 17), detect undeadD, divine favor,
Fort +14, Will +5 doom (DC 17), obscuring mist, shield of faith
Melee large greatclub +15/+10 (2d8+9) 0—cure minor wounds, detect magic, detect
Grp +16 poison, guidance, resistance
Abilities Str 25, Con 20 D
: Domain spell. Domain: Death, Undeath
Skills Climb +9, Jump +11 Abilities Str 24, Dex 6, Con 16, Int 6, Wis 20, Cha 10
SQ aura of evil
Qualinesti Wildrunners CR 8 Feats Cleave, Combat Casting, Endurance, Extra TurningB,
Male or female Qualinesti elf ranger 2/fighter 6 Improved Bull Rush, Improved InitiativeB, Lightning
CG Medium humanoid Reflexes, Power AttackB, Spell Focus (necromancy),
Init +3; Senses elvensight (darkvision 30 ft., Weapon Focus (sickle)B, Weapon Specialization (sickle)B
low-light vision); Listen +8; Spot +8 Skills Climb +3, Concentration +9 (+13 casting defensively),
Languages Common, Elven Intimidate +6, Jump +6, Listen +8, Spot +8
AC 18, touch 13, flat-footed 15; Dodge, Mobility Possessions combat gear plus +3 banded mail, +2 light
hp 42 (8 HD) wooden shield, +2 large sickle, periapt of Wisdom +2
Immune sleep
Fort +8, Ref +8, Will +3 (+5 against enchantments) Silvanesti Officer CR 11
Spd 30 ft. Male Silvanesti elf fighter 3/sorcerer 6/eldritch knight 2
Melee mwk longsword +9/+4 (1d8/19-20) or CG Medium humanoid
Ranged +1 longbow +13/+8 (1d8+2/x3) or Init +5; Senses elvensight (darkvision 30 ft.,
Ranged +1 longbow +11/+11/+6 (1d8+2/x3) with Rapid Shot low-light vision); Listen +1, Spot +1
Base Atk +8; Grp +8 Languages Common, Elven, Solamnic
Atk Options combat style (archery), favored enemy dragon AC* 19, touch 15, flat-footed 15
+2, Point Blank Shot, Precise Shot, Shot on the Run hp 43 (11 HD)
Combat Gear potion of cure moderate wounds (2) Immune sleep
Abilities Str 10, Dex 16, Con 10, Int 8, Wis 12, Cha 9 Fort +8, Ref +4, Will +5 (+7 against enchantments)
SQ wild empathy +1 (magical beasts -3) * includes adjustments for a 3-point Combat Expertise
Feats Dodge, Mobility, Point Blank ShotB, Precise ShotB, Spd 30 ft.
Rapid ShotB, Shot on the Run, TrackB, Weapon Focus Melee* +2 longsword +10/+5 (1d8+4)
(longbow)B, Weapon Specialization (longbow)B * includes adjustments for a 3-point Combat Expertise
Skills Handle Animal +5, Knowledge (nature) +4, Base Atk +8; Grp +10
Listen +8, Search +8, Spot +8, Survival +8 Atk Options Combat Expertise, Improved Disarm
Possessions combat gear plus +2 studded leather, Combat Gear potion of cure moderate
mwk longsword, +1 longbow with 40 arrows wounds, potion of haste
Sorcerer Spells Known (CL 7th, +10
Sanguinarium Agent CR 15 melee touch, +9 ranged touch)
Male or female ogre fighter 6/cleric 6 of Chemosh 3rd—haste, lightning bolt (DC 17)
CE Large giant 2nd—cat’s grace, gust of wind (DC 16), scorching ray
Holy Orders of the Stars (Undeath domain) 1st—burning hands (DC 15), enlarge person,
Init +2; Senses darkvision 60 ft.; Listen +8, Spot +8 magic missile, magic weapon, shield
Languages Common, Ogre 0—detect magic, detect poison, ghost sound,
AC 23, touch 7, flat-footed 23 flare (DC 14), light, mending, message
344 Appendix Two
Abilities Str 14, Dex 12, Con 10, Int 15, Wis 8, Cha 16
Thanoi Marines CR 8
Feats Combat Casting, Combat ExpertiseB, Improved Male or female thanoi mariner 6
DisarmB, Improved InitiativeB, Leadership, Spell NE Medium monstrous humanoid (cold)
Focus (evocation), Weapon Focus (longsword) Legends of the Twins (revised Mariner class)
Skills Bluff +9, Concentration +8 (+12 casting Init +3; Senses Listen +1, Spot +1
defensively), Decipher Script +4, Disguise +3 Languages Common, Thanoi
(+5 to act in character), Handle Animal +9, AC 20, touch 13, flat-footed 17; back-
Intimidate +11, Knowledge (arcana) +11, Ride +9, to-back +1, Dodge, Mobility
Sleight of Hand +3, Spellcraft +13, Swim +8 hp 83 (9 HD)
Possessions combat gear plus +2 longsword, Immune cold
bracers of armor +4, ring of protection +1 Fort +9, Ref +11, Will +6
Weakness vulnerability to fire
Solamnic Men-at-arms CR 3 Spd 20 ft.; Swim 40 ft.
Male civilized human fighter 3 Melee* +1 greatclub +12/+7 (1d10+13) or
LG Medium humanoid Melee* tusk +10 (2d4+7) or
Init +0; Senses Listen +2, Spot +2 Ranged mwk light crossbow +13/+8 (1d8/19-20)
Languages Common, Solamnic * includes adjustments for a 3-point Power Attack
AC 16, touch 10, flat-footed 16 Base Atk +9; Grp +13
hp 24 (3 HD) Atk Options Cleave, dirty strike +2d4, Power Attack
Fort +3, Ref +1, Will +1 Abilities Str 18, Dex 16, Con 18, Int 6, Wis 12, Cha 6
Spd 20 ft. (chainmail); base 30 ft. SQ great breath, sailor lore, seamanship +2
Melee mwk longsword +5 (1d8/19-20) Feats Cleave, Dodge, MobilityB, Power Attack,
Base Atk +3; Grp +3 ToughnessB, Weapon Focus (greatclub)
Atk Options Mounted Combat, Ride- Skills Balance +13 (+21 to avoid slipping on ice),
By Attack, Spirited Charge Climb +16 (+18 involving climbing ropes),
Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10 Profession (sailor) +6, Swim +18, Use Rope +9
Feats Alertness, Mounted CombatB, Ride-By AttackB, Possessions leather armor +1, +1 greatclub,
Spirited ChargeB, Weapon Focus (longsword) mwk light crossbow with 20 bolts
Skills Handle Animal +6, Intimidate +6, Ride +8 Back-to-Back (Ex) Whenever the thanoi marine is adjacent to
Possessions chainmail, light steel shield, mwk longsword an ally and using the fighting defensively or total defense
combat options, he gains a +1 dodge bonus to his AC.
Stormogre Regimental Soldier CR 3 He loses this bonus if he is denied his Dexterity bonus
Male ogre warrior 1 to AC or if he or his ally moves more than 5 ft. away.
CE Large giant Dirty Strike (Ex) The thanoi marine may choose to
Init +1; Senses darkvision 60 ft.; Listen +5, Spot +4 make a single melee attack on his turn as a full round
Languages Common, Ogre action that deals an additional 2d4 points of damage.
AC 19, touch 10, flat-footed 18 The additional damage caused by a dirty strike is
hp 43 (5 HD) the same kind of damage as the weapon used in the
Resist cure spells attack. This ability has no effect on creatures without
Fort +10, Ref +2, Will +1 a discernable anatomy or that are immune to critical
Weakness allomanya addiction hits, such as constructs, oozes, plants, or undead.
Spd 30 ft. (scale mail); base 40 ft. Additional damage from a dirty strike is not multiplied
Melee large halberd +11 (2d8+12/x3) or if the thanoi marine scores a successful critical hit.
Melee large handaxe +11 (1d8+8) Sailor Lore (Ex) The thanoi marine may make a special
Space 10 ft.; Reach 10 ft. sailor lore check at a +4 to see whether he knows
Base Atk +4; Grp +16 some relevant information about local people or
Abilities Str 27, Dex 13, Con 18, Int 6, Wis 10, Cha 10 history, far away places, or strange superstitions. This
Feats Alertness, Skill Focus (Intimidate) check will not necessarily reveal true information, as
Skills Climb +6, Intimidate +4, Jump +8, Listen +5, Spot +4 much of the time the marine heard it from someone
Possessions scale mail, large halberd, vial of allomanya who heard it from a friend, who heard it from a guy,
Allomanya Addiction The Stormogre regimental soldier etc. A thanoi marine may not take 10 or 20 on this
is addicted to allomanya (see Appendix One for more check; this sort of knowledge is essentially random.
details). If he does not ingest a vial of allomanya Seamanship (Ex) The thanoi marine gains a +2
every 24 hours, he begins to suffer the effects of competence bonus to all Balance, Climb,
withdrawal. His addiction also means that he is and Profession (sailor) checks.
resistant to cure spells and cured by inflict spells. The
Stormogre regimental soldier’s increased ability Thanoi Warrior CR 9
scores and natural armor from allomanya addiction Male or female thanoi barbarian 7
are already factored into his statistics above. CE Medium monstrous humanoid (cold)
Characters and Creatures 345
Init +2; Senses Listen +6, Spot -1 Skills Climb +11, Intimidate +10, Jump
Languages Common, Thanoi +11, Listen +2, Spot +3
AC 20, touch 12, flat-footed 18; improved Possessions hide armor +2, +2 large greatclub, net
uncanny dodge, uncanny dodge Rage (Ex) When the troll gladiator rages,
hp 93 (10 HD); DR 1/- his statistics change as follows:
Immune cold AC 20, touch 10, flat-footed 17
Fort +10, Ref +7, Will +4 hp 200
Weakness vulnerability to fire Fort +20, Will +4
Spd 30 ft.; Swim 40 ft. Melee* +2 greatclub +18/+13/+8 (2d8+28)
Melee* +1 greatclub +12/+7 (1d10+18) or * includes adjustments for a 5-point Power Attack
Melee* tusk +10 (2d4+10) or Grp +26
Ranged mwk shortspear +13 (1d6+5) Abilities Str 33, Con 30
* includes adjustments for a 5-point Power Attack Skills Climb +13, Jump +13
Base Atk +10; Grp +15
Atk Options Cleave, Improved Bull Rush, Power Attack Vampiric Winter Wolf CR 10
Special Actions rage 2/day (10 rounds) NE Huge undead (augmented magical beast)
Abilities Str 20, Dex 15, Con 21, Int 6, Wis 8, Cha 6 Init +7; Senses darkvision 60 ft., low-light
SQ great breath, illiteracy, trap sense +2, trapfinding vision, scent; Listen +15, Spot +15
Feats Cleave, Improved Bull Rush, Power AC 24, touch 11, flat-footed 21; Dodge
Attack, Weapon Focus (greatclub) hp 117 (18 HD); fast healing 2; DR 5/silver
Skills Balance +4 (+12 to avoid slipping on ice), Immune cold, undead traits
Climb +9, Listen +6, Survival +6, Swim +13 Resist electricity 10, turn resistance +2
Possessions combat gear plus leather armor Fort +11, Ref +16, Will +9
+2, +1 greatclub, mwk shortspear Weakness vulnerability to fire
Rage (Ex) When the thanoi warrior rages, Spd 50 ft.
his statistics change as follows: Melee bite +22 (2d6+16 plus 1d6 cold and energy drain)
AC 18, touch 10, flat-footed 16 * includes adjustments for a 5-point Power Attack
hp 108 Space 15 ft.; Reach 10 ft.
Fort +12, Will +6 Base Atk +18; Grp +37
Melee* +1 greatclub +14/+9 (1d10+21) or Atk Options breath weapon (15 ft. cone 4d6 cold, Reflex
Melee* tusk +12 (2d4+12) or DC 26 half), energy drain, Power Attack, trip
Ranged mwk shortspear +13 (1d6+7) Special Actions blood drain, dominate
* includes adjustments for a 5-point Power Attack Spell-Like Abilities (CL 6th)
Grp +17 at will—gaseous form, spider climb
Abilities Str 24, Con 25 Abilities Str 32, Dex 17, Con —, Int 11, Wis 16, Cha 14
Skills Climb +11, Swim +15 Feats Ability Focus (breath weapon), Alertness, Dodge,
Improved Initiative, Improved Natural Armor
Troll Gladiator CR 12 (2), Lightning ReflexesB, Power Attack, Track
Male troll barbarian 7 Skills Bluff +6, Hide +9 (+16 in snow and ice), Listen
CE Large giant +15, Move Silently +14, Search +4, Sense Motive
Init +3; Senses darkvision 60 ft., low-light +7, Spot +15, Survival +6 (+11 tracking by scent)
vision, scent; Listen +2, Spot +3
Languages Common, Giant White Dragon Scout CR 11
AC 22, touch 12, flat-footed 19; Dodge, improved Male juvenile white dragon barbarian 5
uncanny dodge, Mobility, uncanny dodge CE Medium dragon (cold)
hp 180 (13 HD); regeneration 5; DR 1/- Init +0; Senses blindsense 60 ft., darkvision 120 ft.,
Fort +18, Ref +7, Will +2 keen senses; Listen +17, Spot +17; Blind-Fight
Spd 40 ft.; Spring Attack Languages Draconic
Melee* +2 greatclub +16/+11/+6 (2d8+25) or AC 21, touch 10, flat-footed 21; improved
Ranged net +13 (entangle) uncanny dodge, uncanny dodge
* includes adjustments for a 5-point Power Attack hp 157 (17 HD)
Space 10 ft.; Reach 10 ft. Immune cold, paralysis, sleep
Base Atk +11; Grp +24 Fort +15, Ref +9, Will +9
Atk Options Power Attack Weakness vulnerability to fire
Special Actions rage 2/day (13 rounds) Spd 70 ft.; burrow 30 ft.; fly 200 ft. (poor); swim 60 ft.
Abilities Str 29, Dex 16, Con 26, Int 6, Wis 6, Cha 10 Melee* bite +16 (1d8+8) and 2 claws each +11
SQ illiteracy, trap sense +2 (1d6+6) and 2 wings each +10 (1d4+9)
Feats Dodge, Exotic Weapon Proficiency (net), * includes adjustments for a 5-point Power Attack
Mobility, Power Attack, Spring Attack Base Atk +17; Grp +20
346 Appendix Two
Atk Options Cleave, Flyby Attack, Languages Common, Draconic
Flyby Breath, Power Attack AC 19, touch 9, flat-footed 19
Special Actions breath weapon (30 ft. cone, 4d6 cold, hp 93 (7 HD); DR 5/magic
Reflex DC 18 half), rage 2/day (8 rounds) Immune cold, paralysis, sleep
Spell-Like Abilities (CL 4th) Fort +11, Ref +5, Will +6
3/day—fog cloud Weakness vulnerability to fire
Abilities Str 17, Dex 10, Con 16, Int 8, Wis 11, Cha 8 Spd 40 ft.; burrow 20 ft.
SQ icewalking, trap sense +1 Melee bite +13 (2d8+7/20) and 2 claws each +12
Feats Blind-Fight, Cleave, Flyby Attack, (2d6+3/20) and tail lash +11 (2d6+10/20)
Flyby Breath, Power Attack, Weapon Space 10 ft.; Reach 5 ft. (bite 10 ft.)
Focus (bite), Weapon Focus (claw) Base Atk +7; Grp +18
Skills Hide +15, Listen +17, Move Silently Sorcerer Spells Known (CL 5th, +13 melee
+15, Search +16, Spot +17, Swim +12 touch, +11 ranged touch)
Rage (Ex) When the white dragon scout rages, 2nd(4/day)—bull’s strength, cat’s grace
his statistics change as follows: 1st(7/day)—burning hands (DC 12), magic missile, ray
AC 19, touch 8, flat-footed 19 of enfeeblement (DC 12), shocking grasp (DC 12)
hp 182 0 (6/day)—detect magic, flare (DC 11), light,
Fort +19, Will +11 mage hand, read magic, resistance
Melee* bite +18 (1d8+10) and 2 claws each +13 Spell-Like Abilities (CL 5th)
(1d6+7) 2 wings each +12 (1d4+12) at will—pass without trace
* includes adjustments for a 5-point Power Attack 3/day—blur, invisibility
Grp +22 1/day—longstrider
Abilities Str 21, Con 20 Abilities Str 25, Dex 10, Con 23, Int 12, Wis 13, Cha 12
Skills Swim +14 Feats Alertness, Multiattack, Weapon Focus (claws)
Skills Concentration +16, Intimidate +11,
White Dragonspawn Raider CR 9 Knowledge (nature) +11, Listen +13,
Male white dragonspawn human fighter 8 Spellcraft +11, Spot +13, Survival +11
CE Medium dragon (augmented humanoid, cold)
Init +5; Senses darkvision 30 ft., low- Whitescale Society Fang CR 11
light vision; Listen +0, Spot +0 Male or female nomadic human rogue 2/
Languages Common mystic of Time 4/assassin 5
AC 18, touch 11, flat-footed 17 CE Medium humanoid
hp 65 (8 HD) Init +7; Senses Listen +3, Spot +7
Immune cold, paralysis, sleep Languages Common, Ergot
Fort +8, Ref +3, Will +2 AC 25, touch 15, flat-footed 22; Dodge, improved
Weakness vulnerability to fire uncanny dodge, Mobility, uncanny dodge
Spd 30 ft.; fly 60 ft. (average) hp 45 (11 HD)
Melee* +1 greatsword +9/+4 (2d6+12/17-20) or Immune energy drain, fatigue, paralysis, stunning
Melee bite +10 (1d4+2) and 2 claws each +5 (1d4+1) Fort +7 (+9 against poison), Ref +13, Will +9; evasion
* includes adjustments for a 3-point Power Attack Weakness allomanya addiction
Base Atk +8; Grp +10 Spd 30 ft.; Spring Attack
Atk Options Great Cleave, Improved Bull Rush, Power Attack Melee +2 keen rapier +12/+7 (1d6+5/15-20)
Special Actions breath weapon (30 ft. cone, Base Atk +7; Grp +10
2d6 cold, Reflex DC 16 half), death throes Atk Options Combat Expertise, death attack
(10 ft. radius, 1d6, Reflex DC 16 half) (DC 16), sneak attack +4d6
Abilities Str 15, Dex 12, Con 14, Int 9, Wis 11, Cha 8 Combat Gear allomanya vials (1d6), potion of blur
Feats CleaveB, Endurance, Great CleaveB, Improved Assassin Spells Known (CL 5th)
Bull Rush, Improved Critical (greatsword)B, 2nd (2/day)—alter self, invisibility
Improved InitiativeB, Power Attack, Weapon Focus 1st (4/day)—disguise self, feather fall,
(greatsword)B, Weapon Specialization (greatsword)B obscuring mist, true strike
Skills Intimidate +10, Jump +13 Mystic Spells Known (CL 4th, +10 melee
Possessions +1 greatsword touch, +10 ranged touch)
2nd (4/day)—gentle repose D, inflict
White Tylor Mount CR 6 moderate wounds (DC 14)
LE Large dragon (cold) 1st (7/day)—bane (DC 13), cause fear (DC 13),
Bestiary of Krynn (Tylor) inflict light wounds (DC 13), true strike D
Init +0; Senses darkvision 60 ft., low-light 0 (6/day)—cure minor wounds, detect magic, inflict
vision; Listen +13, Spot +13 minor wounds (DC 12), light, read magic, resistance
Aura frightful presence (DC 14, 60 ft., HD 6 or fewer) D
: Domain spell. Domain: Time
Characters and Creatures 347
Abilities Str 16, Dex 16, Con 10, Int 12, Wis 14, Cha 12 Hide +13, Jump +5, Knowledge (arcana) +5, Knowledge
SQ poison use, trapfinding, trap sense +1 (local) +6, Listen +3, Move Silently +13, Search
Feats Combat Expertise, Dodge, Improved +11, Spot +13, Tumble +13, Use Magic Device +7
InitativeB, Mobility, Spring Attack Possessions combat gear plus +2 leather armor, +2
Skills Balance +5, Bluff +6, Concentration +8, Diplomacy keen short sword, amulet of natural armor +2,
+7, Disguise +11 (+13 acting in character), Gather cloak of resistance +2, ring of protection +2
Information +13, Heal +6, Hide +13, Jump +5, Allomanya Addiction This Whitescale Society Talon is
Knowledge (local) +6, Move Silently +13, Search addicted to allomanya (see Appendix One for more
+6, Spot +7, Tumble +13, Use Magic Device +11 details). If he does not ingest a vial of allomanya every
Possessions combat gear plus +2 studded leather, 24 hours, he begins to suffer the effects of withdrawal.
+2 light steel shield, +2 keen rapier, cloak His addiction also means that he is resistant to cure
of resistance +2, ring of protection +2 spells, and cured by inflict spells. The Talon’s increased
Allomanya Addiction This Whitescale Society Fang ability scores and natural armor from allomanya
is addicted to allomanya (see Appendix One for addiction are already factored into his statistics above.
more details). If he or she does not ingest a vial of
Chapter Six:
allomanya every 24 hours, he or she begins to suffer
the effects of withdrawal. His or her addiction also
Devastation in Khimel
means that he or she is resistant to cure spells and
cured by inflict spells. The Fang’s increased ability
scores and natural armor from allomanya addiction
are already factored into his or her statistics above. Leaders and Personalities
Whitescale Society Talon CR 11 Barramus CR 15
Male or female nomadic human rogue Male thanoi barbarian 9/fighter 4
2/sorcerer 4/assassin 5 NE Medium monstrous humanoid (cold)
CE Medium humanoid Init +1; Senses Listen -1, Spot -1
Init +3; Senses Listen +3, Spot +13 Languages Common, Thanoi
Languages Common, Ergot AC 25, touch 11, flat-footed 24; improved
AC 23, touch 15, flat-footed 20; improved uncanny dodge, uncanny dodge
uncanny dodge, uncanny dodge hp 100 (16 HD); DR 1/-
hp 37 (11 HD) Immune cold
Immune energy drain, fatigue, paralysis, stunning Resist fire 10 (chain shirt)
Fort +4 (+6 against poison), Ref +13, Will +8; evasion Fort +12, Ref +8, Will +6
Weakness allomanya addiction Weakness vulnerable to fire
Spd 30 ft. Spd 20 ft.; swim 40 ft.
Melee +2 keen short sword +11/+6 (1d6+5/17-20) Melee* +3 greataxe +19/+14/+9 (1d12+22/19-
Base Atk +6; Grp +9 20/x3) and tusk +10 (2d6+10) or
Atk Options death attack (DC 16), Improved Melee* tusk +15 (2d6+10)
Feint, sneak attack +4d6 * includes adjustments for a 5-point Power Attack
Combat Gear allomanya vials (1d6), Base Atk +15; Grp +20
potion of protection from energy Atk Options Cleave, Great Cleave,
Assassin Spells Known (CL 5th) Improved Sunder, Power Attack
2nd (2/day)—invisibility, spider climb Special Actions rage 3/day (6 rounds)
1st (4/day)—disguise self, feather fall, Abilities Str 20, Dex 12, Con 13, Int 14, Wis 8, Cha 15
obscuring mist, true strike SQ great breath, trap sense +3
Sorcerer Spells Known (CL 4th, +9 melee Feats Cleave, Great Cleave, Improved Critical (greataxe)B,
touch, +9 ranged touch) Improved Natural Attack (tusk), Improved
2nd (7/day)—blur, detect thoughts, fog cloud, invisibility SunderB, Leadership, Power Attack, Weapon Focus
1st (7/day)—chill touch (DC 14), comprehend (greataxe), Weapon Specialization (greataxe)B
languages, endure elements, ray of Skills Balance +6* (+8* on ice), Climb +10*,
enfeeblement, summon monster I Handle Animal +16, Intimidate +20, Jump +6*,
0 (6/day)—daze (DC 13), detect magic, disrupt undead, Knowledge (local) +6, Swim +13*, Survival +13
light, open/close, prestidigitation, ray of frost, resistance * includes –1 armor check penalty (-2 to Swim)
Abilities Str 16, Dex 16, Con 10, Int 12, Wis 12, Cha 14 Possessions +3 fire resistance chain shirt, +3 greataxe,
SQ poison use, trapfinding, trap sense +1 amulet of natural armor +3, ring of sustenance
Feats Alertness, Combat Expertise, Combat Rage (Ex) When Barramus rages, his
Reflexes, Improved Feint statistics change as follows:
Skills Balance +5, Bluff +9, Concentration +8, Disguise AC 23, touch 9, flat-footed 22
+7 (+9 acting in character), Gather Information +14, hp 132
348 Appendix Two
Fort +14, Will +8 hp 60 (10 HD)
Melee* +3 greataxe +21/+16/+11 (1d12+25/19- Fort +11, Ref +9, Will +3
20/x3) and tusk +12 (2d6+12) or Spd 30 ft.; Spring Attack
Melee* tusk +17 (2d6+12) Melee +2 rapier +15/+10 (1d6+5/17-20)
* includes adjustments for a 5-point Power Attack Ranged +1 composite longbow (Str +3) +13 (1d8+4/x3)
Grp +22 Base Atk +10; Grp +12
Abilities Str 24, Con 17 Atk Options Combat Expertise, dirty strike +2d4,
Skills Climb +12*, Jump +8*, Swim +15* Improved Disarm, Quick Draw, Whirlwind Attack
* includes –1 armor check penalty (-2 to Swim) Combat Gear potion of cure serious
wounds, potion of enlarge person
Bluster CR 15 Abilities Str 16, Dex 14, Con 12, Int 14, Wis 10, Cha 8
Male old white dragon SQ sailor lore, seamanship +2
CE Huge dragon (cold) Feats Alertness, Combat ExpertiseB, Dodge, Improved
Init +4; Senses blindsense 60 ft., darkvision 120 ft., DisarmB, Improved InitiativeB, Mobility, Quick
keen senses; Listen +28, Spot +28; Blind-Fight Draw, Spring Attack, Whirlwind AttackB
Aura frightful presence (DC 23, 240 ft., HD 23 or fewer) Skills Balance +13, Climb +12 (+15 using ropes),
Languages Common, Draconic Gather Information +8, Intimidate +7, Jump +12,
AC 31, touch 8, flat-footed 31 Knowledge (local) +8 , Knowledge (nature) +11,
hp 276 (24 HD); DR 10/magic Listen +2, Profession (Sailor) +10, Spot +14, Survival
Immune cold, paralysis, sleep +10 (+12 in above ground natural environments),
SR 21 Swim +14, Tumble +16, Use Rope +9
Fort +19, Ref +14, Will +15 Possessions combat gear plus +2 studded leather,
Weakness vulnerability to fire +2 rapier, mwk dagger, +1 composite longbow
Spd 60 ft.; burrow 30 ft.; fly 200 ft. (+3 Str) with 50 arrows, cloak of resistance +1
(poor); swim 60 ft.; icewalking Back-to-Back (Ex) Whenever Captain Timarchos is
Melee* bite +22 (2d8+19) and 2 claws each adjacent to an ally and using the fighting defensively
+17 (2d6+14) and 2 wings each +16 or total defense combat options, he gains a +2
(1d8+14) and tail slap +16 (2d6+23) dodge bonus to his AC. He loses this bonus if he
* includes adjustments for a 10-point Power Attack is denied his Dexterity bonus to AC or if Captain
Space 15 ft.; Reach 10 ft. (15 ft. with bite) Timarchos or his ally moves more than 5 ft. away.
Base Atk +24; Grp +41 Dirty Strike (Ex) Captain Timarchos may choose to
Atk Options Cleave, Flyby Attack, Flyby make a single melee attack on his turn as a full round
Breath, Power Attack, Snatch action that deals an additional +2d4 points of damage.
Special Actions breath weapon (50 ft. cone, 8d6 cold, Reflex The additional damage caused by a dirty strike is
DC 27 half), crush (2d8+13, Reflex DC 27 negates) the same kind of damage as the weapon used in the
Sorcerer Spells Known (CL 5th, +31 melee attack. This ability has no effect on creatures without
touch, +22 ranged touch) a discernable anatomy or that are immune to critical
2nd (3/day)—protection from arrows hits, such as constructs, oozes, plants, or undead.
1st (7/day)—alarm, hold portal, protection from good Additional damage from a dirty strike is not multiplied
0 (6/day)—dancing lights, detect magic, light, if Captain Timarchos scores a successful critical hit.
message, open/close, prestidigitation Sailor Lore (Ex) Captain Timarchos may make a special
Spell-Like Abilities (CL 8th) sailor lore check at a +10 to see whether he knows
3/day—fog cloud, gust of wind, freezing fog some relevant information about local people or
Abilities Str 29, Dex 10, Con 21, Int 12, Wis 13, Cha 12 history, far away places, or strange superstitions. This
Feats Blind-Fight, Cleave, Flyby Attack, Flyby check will not necessarily reveal true information, as
Breath, Improved Initiative, Improved Natural much of the time Captain Timarchos heard it from
Armor, Power Attack, Snatch, Weapon someone who heard it from a friend, who heard it
Focus (bite), Weapon Focus (claw) from a guy, etc. He or she may not take 10 or 20 on this
Skills Concentration +32, Intimidate +28, Listen +28, check; this sort of knowledge is essentially random.
Search +28, Sense Motive +28, Spot +28, Swim + 36 Seamanship (Ex) Captain Timarchos gains a +2 competence
bonus to all Balance, Climb, and Profession (sailor) checks.
Captain Melas Timarchos CR 10
Male civilized human mariner 8/fighter 2 Captain Semeno Garin CR 12
LN Medium humanoid Male civilized human ranger 3/fighter 3/rogue 6
Legends of the Twins (revised Mariner class) CG Medium humanoid
Init +6; Senses Listen +2, Spot +14 Init +2; Senses Listen +11, Spot +11
Languages Common, Elven, Ergot, Ogre Languages Common, Elven, Ergot
AC 17, touch 12, flat-footed 15; back- AC 19, touch 123, flat-footed 17; Dodge, Mobility,
to-back +2, Dodge, Mobility Two-Weapon Defense, uncanny dodge
Characters and Creatures 349
hp 67 (12 HD) Rage (Ex) When Coldspike rages, his
Fort +9, Ref +11, Will +4; evasion statistics change as follows:
Spd 30 ft. AC 22, touch 8, flat-footed 22
Melee +1 flaming long sword +13/+8 hp 313
(1d8+3/19-20 plus 1d6 fire) or Fort +22, Will +15
Melee +1 flaming long sword +11/+6 (1d8+3/19-20 plus Melee* bite +21 (2d6+16) and 2 claws each
1d6 fire) and +1 short sword +11 (1d6+2/19-20) +19 (1d8+13) and 2 wings each +18
Base Atk +10; Grp +12 (1d6+13) and tail slap +18 (1d8+19)
Atk Options Quick Draw, sneak attack +3d6 * includes adjustments for a 10-point Power Attack
Abilities Str 14, Dex 15, Con 12, Int 12, Wis 10, Cha 14 Grp +31
SQ trap sense +2, trapfinding, wild Abilities Str 23, Con 22
empathy +5 (magical beasts +1) Skills Swim +18
Feats Combat ReflexesB, DodgeB, EnduranceB, Leadership,
Mobility, Negotiator, Persuasive, Quick Draw, TrackB, Dolmen Scalecarver CR 26
Two-Weapon DefenseB, Two-Weapon FightingB Male scion sorcerer 6/ambient tempest 4/
Skills Appraise +7, Balance +4, Bluff +10, Diplomacy +14, loremaster 10/archmage 5
Disguise +2 (+4 to act in character), Gather Information N Medium humanoid (dwarf)
+8, Handle Animal +5, Heal +5, Hide +13, Intimidate Bestiary of Krynn (ambient tempest prestige class)
+12, Jump +4, Knowledge (dungeoneering) +6, Listen Init +1; Senses Listen +5, Spot +5
+11, Move Silently +13, Ride +5, Search +6, Sense Languages Celestial, Common, Draconic, Dwarven, Elven,
Motive +8, Sleight of Hand +4, Spot +11, Survival +5 Ergothian, Ergot, Infernal, Istaran, Nerakese, Solamnic
(+7 when following tracks or underground), Tumble +8 AC 25, touch 16, flat-footed 24
Possessions +3 studded leather, +1 flaming long sword, +1 hp 189 (25 HD)
short sword, amulet of health +2, ring of protection +1 Immune aging, paralysis, sleep
Resist +2 racial bonus to saving throws against
Coldspike CR 18 spells and spell-like effects; stability (+4
Male young adult white dragon barbarian 10 against bull rush and trip); SR 36
CE Large dragon (cold) Fort +19 (+22 against poison), Ref +15, Will +31
Init +4; Senses blindsense 60 ft., darkvision 120 ft., Spd 20 ft.
keen senses; Listen +25, Spot +25; Blind-Fight Melee +3 spell storing punching dagger
Aura frightful presence (DC 17, 150 ft., HD 24 or fewer) +17/+12/+7 (1d4+4/x3)
Languages Draconic Base Atk +13; Grp +14
AC 24, touch 10, flat-footed 24; improved Special Actions spellshaping
uncanny dodge, uncanny dodge Combat Gear wand of cure critical wounds (CL
hp 263 (25 HD); DR 5/magic, 2/- 15, 50 charges), wand of slow (CL 15, 40
Immune cold, paralysis, sleep charges), dust of illusion (3 doses)
SR 16 Spells Prepared (CL 24th, +14 melee touch, +14
Fort +20, Ref +12, Will +13 ranged touch; 1d20+26 to overcome SR)
Weakness vulnerability to fire 9th (5/day)—disjunction, shapechange, weird (DC 27)
Spd 70 ft.; burrow 30 ft.; fly 200 ft. (poor); swim 60 ft. 8th (5/day)—discern location, irresistible dance, polar ray
Melee* bite +19 (2d6+14) and 2 claws each 7th (6/day)—forcecage, greater teleport
+17 (1d8+12) and 2 wings each +16 (DC 24), spell turning
(1d6+12) and tail slap +16 (1d8+16) 6th (6/day)—chain lightning (DC 23), globe
* includes adjustments for a 10-point Power Attack of invulnerability, greater dispel magic
Space 10 ft.; Reach 5 ft. (10 ft. with bite) 5th (6/day)—fabricate, feeblemind (DC 23), mind
Base Atk +25; Grp +29 fog (DC 23), mirage arcana (DC 23)
Atk Options Cleave, Flyby Attack, Flyby Breath, Power Attack 4th (13/day)—phantasmal killer (DC 22),
Special Actions breath weapon (40 ft. cone, 5d6 cold, polymorph, scrying (DC 21), stoneskin
Reflex DC 21 half), rage 3/day (9 rounds) 3rd (8/day)—arcane sight, lightning bolt (DC 20),
Spell-Like Abilities (CL 5th) major image (DC 21), suggestion (DC 21)
3/day—fog cloud 2nd (8/day)—detect thoughts, mirror image,
Abilities Str 19, Dex 10, Con 18, Int 8, Wis 12, Cha 10 misdirection (DC 20), scorching ray, see invisibility
SQ icewalking, trap sense +3 1st (8/day)—color spray (DC 19), comprehend
Feats Blind-Fight, Cleave, Flyby Attack, Flyby languages, ray of enfeeblement, shield, true strike
Breath, Improved Initiative, Improved Natural 0 (6/day)—acid splash, daze (DC 18), detect magic,
Armor, Multiattack, Power Attack, Weapon ghost sound (DC 18), mage hand, mending,
Focus (bite), Weapon Focus (claw) prestidigitation, ray of frost, touch of fatigue (DC 17)
Skills Hide +17, Listen +25, Move Silently Spell-Like Abilities (CL 24th)
+17, Search +20, Spot +25, Swim +16 2/day—quickened fireball (DC 20)
350 Appendix Two
1/day—disguise self, magic weapon, silent image True Lore Once per day, Dolmen may use his knowledge to
Abilities Str 13, Dex 13, Con 21, Int 24, Wis 20, Cha 24 gain the effects of a legend lore or analyze dweomer spell.
SQ ambient secrets, bonus languages, greater lore, lore
+17, loremaster secrets, shifting knowledge Glacisse (Glacier) CR 21
Feats Craft Wondrous Item, Empower Spell, Extend Female great wyrm white dragon
Spell, Maximize Spell, Quicken Spell, Skill Focus CE Gargantuan dragon (cold)
(Knowledge [arcana]), Skill Focus (Spellcraft), Spell Init +0; Senses blindsense 60 ft., darkvision 120
Focus (enchantment, illusion), Widen Spell ft., keen senses; Listen +40, Spot +40
Skills Appraise +7 (+9 with alchemy or runecarving), Bluff Aura frightful presence (DC 32, 360 ft., HD 35 or fewer)
+17, Concentration +33, Craft (alchemy) +27, Craft Languages Aquan, Common, Draconic, Ergot, Ogre, Solamnic
(runecarving) +27, Decipher Script +17, Diplomacy AC 41, touch 6, flat-footed 41
+9, Disguise +7 (+9 acting in character), Intimidate hp 522 (36 HD); DR 20/magic
+9, Knowledge (arcana) +38, Knowledge (history) +35, Immune cold, paralysis, sleep
Knowledge (religion) +24, Knowledge (the planes) +24, SR 27
Spellcraft +40, Use Magic Device +35 (+39 with scrolls) Fort +28, Ref +22, Will +24
Possessions combat gear plus +3 spell storing punching Weakness vulnerability to fire
dagger (slow), gray robe of the archmagi, ring Spd 60 ft.; fly 250 ft. (clumsy); swim 60 ft.; icewalking
of protection +5, ring of wizardry IV, amulet of Melee* bite +33 (4d6+25) and 2 claws each +31 (2d8+18) and
natural armor +5, gem of seeing, glove of storing 2 wings each +31 (2d6+18) and tail slap +31 (2d8+31)
Ambient Secrets Dolmen has learned a number of *includes adjustments for 12-point Power Attack
secrets as a result of his ambient tempest training. Space 20 ft. Reach 15 ft. (20 ft. with bite)
Improved Metamagic Dolmen may apply Base Atk +36; Grp +61
metamagic feats to his spells without Attack Options Cleave, Flyby Attack, Great
increasing the casting time to a full round. Cleave, Power Attack, Snatch
Improved Shifting Knowledge Dolmen’s ability Special Actions breath weapon (60 ft. cone, 12d6 cold,
to swap spells that he knows with new spells Reflex DC 36 half, 1d4 rounds between uses),
is increased to two spells per week. crush (4d6+19, Reflex DC 36 or pinned), tail sweep
Greater Lore (Ex) Dolmen may understand (30-ft. radius, 2d6+19, Reflex DC 36 half)
magic items as with the identify spell. Sorcerer Spells Known (CL 13th, +45 melee
High Arcana Dolmen has mastered a number of touch, +31 ranged touch)
eldritch secrets as a result of his archmage status. 6th (4/day)—contingency
Arcane Fire (Su) 800 ft range, +14 ranged 5th (6/day)—cone of cold (DC 19), teleport, wall of force
touch, 10d6 damage + 1d6/level of spell 4th (7/day)—ice storm, stoneskin, wall of ice
slot used (usually 4th-level). 3rd (7/day)—blink, gaseous form, haste, slow (DC 17)
Arcane Reach (Su) Cast touch spells as ranged 2nd (7/day)—cat’s grace, fox’s cunning,
touch spells with range of 30 feet. invisibility, mirror image, see invisibility
Mastery of Elements (Ex) Change any spell’s energy type 1st (7/day)—alarm, endure elements,
to another type (acid, cold, electricity, fire, or sonic). expeditious retreat, true strike
Mastery of Shaping (Ex) Create areas within any 0 (6/day)—arcane mark, dancing lights, detect
spell with a burst, cone, cylinder, emanation, magic, flare (DC 14), ghost sound, mage hand,
or spread area in which the spell does not prestidigitation, read magic, resistance
take effect (minimum 5-foot area). Spell-Like Abilities (CL 13th)
Spell-Like Ability (Sp) 2/day—quickened fireball 3/day—freezing fog, gust of wind (DC
Lore (Ex) 1d20+19, as the bardic knowledge ability. 14), wall of ice (DC 16)
Loremaster Secrets Dolmen has learned the following secrets 1/day—control weather, fog cloud
as a result of his loremaster training: applicable knowledge Abilities Str 37, Dex 10, Con 27, Int 18, Wis 19, Cha 18
(Empower Spell, Maximize Spell, Quicken Spell), dodge Feats Alternate Form†, Cleave, Combat Expertise,
trick (+1 AC), secrets of inner strength (+2 Will saves). Flyby Attack, Hover, Improved Initiative,
Shifting Knowledge (Ex) Once a week, Dolmen may Improved Trip, Lightning Reflexes, Multiattack,
swap out up to two spells that he knows of 7th level Negotiator, Power Attack, Snatch, Wingover
or lower for new spells of the same level from the Skills Bluff +24, Concentration +30, Diplomacy +30,
sorcerer/wizard spell list. For each spell that he shifts Intimidate +42, Knowledge (arcana) +25, Listen
in this manner, Dolmen must meditate for an hour. +40, Move Silently +36, Search +42, Sense Motive
Spellshaping (Ex) Dolmen may cast any spell he +14, Spellcraft +23, Spot +40, Survival +26
knows with the duration or size halved by using
a spell slot one level lower than the level of the Kuandan, Ice Mephit Prince CR 16
spell. He may only apply one of these effects to a Male ice mephit noble 9/sorcerer 4
spell and doing so counts as using metamagic (the NE Small elemental (air, cold, extraplanar)
inverse of his Extend and Widen Spell feats). Init +8; Senses Listen +6, Spot +6
Characters and Creatures 351
Languages Auran, Common Abilities Str 16, Dex 14, Con 14, Int 12, Wis 11, Cha 8
AC 20, touch 16, flat-footed 15 SQ trap sense +2, trapfinding
hp 60 (16 HD); fast healing 2 (if touching ice or if Feats Alertness, Dodge, Improved Critical (short
temperature is below freezing); DR 5/magic sword)B, Investigator, Leadership, MobilityB,
Immune cold NegotiatorB, Spring Attack, Weapon Focus (short
Fort +7, Ref +10, Will +12 sword)B, Weapon Specialization (short sword)B
Weakness vulnerability to fire Skills Appraise +7, Bluff +5, Climb +8, Diplomacy +11,
Spd 30 ft.; fly 50 ft. (perfect); Flyby Attack Disguise -1 (+1 to act in character), Gather Information
Melee +3 Small frost speed rapier +20/+20/+15/+10 +9, Handle Animal +8, Intimidate +10, Jump +7,
(1d4+2/18-20 plus 1d6 cold) and claw Knowledge (local) +7, Listen +8, Open Lock +8, Ride +13,
+12 (1d3-1 plus 1d4 cold) or Search +9, Sense Motive +8, Sleight of Hand +4, Spot +8
Melee 2 claws each +17 (1d3-1 plus 1d4 cold) Possessions combat gear plus leather armor +2,
Base Atk +11; Grp +6 buckler +1, +2 short sword, +1 light crossbow
Special Actions breath weapon (10 ft. cone, 1d4 cold and with 10 bolts, cloak of resistance +1
-4 AC and -2 attack for 3 rounds for those not immune
to cold, Reflex DC 12 half), inspire confidence 3/day Master Regilo uth Roseworth CR 9
Combat Gear wand of wall of ice (CL 13th, 40 charges), Male civilized human mystic 9 of Community
wand of dimension door (CL 13th, 20 charges), NG Medium humanoid
wand of ray of enfeeblement (CL 13th, 25 charges) Init +0; Senses Listen +5, Spot +5
Sorcerer Spells Known (CL 4th, +17 melee Languages Common, Elven, Ergot
touch, +17 ranged touch) AC 12, touch 10, flat-footed 12
2nd (3/day)—invisibility hp 53 (9 HD)
1st (7/day)—chill touch (DC 16), Fort +7, Ref +3, Will +9
enlarge person, obscuring mist Spd 30 ft.
0 (6/day)—dancing lights, detect magic, light, Melee unarmed strike +5/+0 (1d3-1 nonlethal)
message, prestidigitation, resistance Base Atk +6; Grp +5
Spell-Like Abilities Combat Gear potion of cure moderate wounds (3),
1/hour—magic missile (CL 3rd) potion of lesser restoration, potion of neutralize
1/day—chill metal (CL 6th, DC 17) poison, potion of remove paralysis
Abilities Str 9, Dex 20, Con 10, Int 15, Wis 12, Cha 20 Mystic Spells Known (CL 9th, +5 melee
SQ bonus class skill (Concentration), coordinate +2, touch, +6 ranged touch)
favor +3, summon familiar (none), summon mephit 4th (4/day)—cure critical wounds,
Feats Combat Casting, Dodge, Flyby Attack, Improved restoration (DC 13), statusD
Initiative, Leadership, Weapon Finesse 3rd (7/day)—cure serious wounds, invisibility
Skills Bluff +21, Concentration +13 (+16 cast purge, prayerD, searing light
defensively), Diplomacy +13, Disguise +2 (+4 2nd (7/day)—consecrate, cure moderate wounds,
acting), Escape Artist +9, Hide +13, Knowledge delay poison, lesser restoration, shield otherD
(nobility and royalty) +11, Listen +6, Move Silently 1st (7/day)—blessD, bless water (DC 14), cure light wounds,
+9, Spot +6, Use Rope +3 (+5 with bindings) divine favor, endure elements, sanctuary (DC 14)
Possessions combat gear plus bracers of armor +6, +3 0 (6/day)—create water, cure minor wounds,
small frost speed rapier, headband of intellect +4, ten detect poison, guidance, light, mending, purify
small 500 stl diamonds in a silk bag, runic talisman food and drink (DC 13), resistance
D
: Domain spell. Domain: Community
Layne Salvo CR 12 Spell-Like Abilities (CL 9th)
Female civilized human fighter 6/rogue 6 1/day—calm emotions (DC 14)
N Medium humanoid Abilities Str 9, Dex 10, Con 13, Int 12, Wis 16, Cha 14
Init +2; Senses Listen +8, Spot +8 Feats Alertness, EnduranceB, Leadership, Self-
Languages Common, Elven, Ergot Sufficient, Skill Focus (Heal)
AC 18, touch 12, flat-footed 16; Dodge, Skills Concentration +13, Diplomacy +16, Heal +20,
Mobility, uncanny dodge Knowledge (nature) +4, Knowledge (religion) +6,
hp 83 (12 HD) Listen +5, Spellcraft +5, Spot +5, Survival +5
Fort +10, Ref +10, Will +5; evasion Possessions combat gear plus bracers of
Spd 30 ft.; Spring Attack armor +2, ring of sustenance
Melee +2 short sword +16/+11 (1d6+7/19-20) or
Ranged +1 light crossbow +13 (1d8+1/19-20) Oncho, Dragonspawn Captain CR 19
Base Atk +10; Grp +13 Male white dragonspawn half-ogre fighter 18
Atk Options sneak attack +3d6 CE Medium dragon (augmented humanoid [ogre], cold)
Combat Gear potion of cure moderate Init +3; Senses darkvision 30 ft., low-
wounds, potion of heroism light vision; Listen +0, Spot +0
352 Appendix Two
Languages Common, Ogre
Parminder, Oncho’s Second CR 17
AC 36, touch 16, flat-footed 33; Dodge, Mobility Female white dragonspawn half-elf barbarian 10/bard 6
hp 157 (18 HD) CE Medium dragon (augmented humanoid [elf], cold)
Immune cold, paralysis, sleep Init +5; Senses elvensight (darkvision 30 ft.,
Resist fire 30 (armor) low-light vision); Listen +15, Spot +2
Fort +14, Ref +11, Will +8; evasion Languages Common, Elven
Weakness vulnerable to fire AC 26, touch 13, flat-footed 25; improved
Spd 20 ft. (armor), base 30 ft.; fly 60 ft. uncanny dodge, uncanny dodge
(average); Spring Attack hp 156 (16 HD); DR 2/-
Melee* +3 anarchic thundering bastard sword Immune cold, paralysis, sleep
+20/+15/+10/+5 (1d10+20/17-20) or Resist fire 10 (armor)
Melee* bite +15 (1d4+13) and 2 claws each +10 (1d4+10) Fort +13, Ref +9, Will +9 (+11 against enchantments)
* includes adjustments for an 8-point Power Attack Weakness vulnerability to fire
Base Atk +18; Grp +23 Spd 40 ft.; fly 80 ft. (average)
Atk Options Blind-Fight, Cleave, Combat Melee* +2 frost greataxe +16/+11/+6
Reflexes, Great Cleave, Power Attack (1d12+18/19-20 x3 plus 1d6 cold) or
Special Actions breath weapon (30 ft. cone, Melee* bite +13 (1d4+9) and 2 claws each +8 (1d4+7)
2d6 cold, Reflex DC 22 half), death throes * includes adjustments for a 5-point Power Attack
(10 ft. radius, 1d6, Reflex DC 22 half) Base Atk +14; Grp +18
Sorcerer Spells Known (CL 1st, +23 melee touch, Atk Options Cleave, Improved Sunder, Power Attack
+21 ranged touch, 40% arcane spell failure) Special Actions bardic music (countersong, fascinate,
1st (4/day)—obscuring mist, ray of enfeeblement inspire competence, inspire courage +1, suggestion
0 (5/day)—detect magic, flare (DC 11), ray of [DC 20]), breath weapon (30 ft. cone, 2d6 cold, Reflex
frost, touch of fatigue (DC 11) DC 22 half), death throes (10 ft. radius, 1d6, Reflex
Abilities Str 20, Dex 16, Con 16, DC 22 half), rage 3/day (9 rounds)
Int 8, Wis 10, Cha 12 Combat Gear horn of fog,
Feats Blind-Fight, CleaveB, Combat potion of cure serious wounds
ReflexesB, Dodge, Exotic Weapon (2), potion of haste
Proficiency (bastard sword)B, Bard Spells Known (CL 6th,
Great CleaveB, Greater +18 melee touch, +15 ranged touch)
Weapon Focus 2nd (3/day)—cat’s grace, mirror
(bastard sword)B, image, silence (DC 16)
Greater Weapon 1st (4/day)—charm person (DC
Specialization 15), cure light wounds, sleep (DC
(bastard sword)B, 15), ventriloquism (DC 15)
Improved Critical 0 (3/day)—detect magic, ghost
(bastard sword)B, sound (DC 14), light,
Iron Will, mending, message,
Lightning summon instrument
Reflexes, Sorcerer Spells
Mobility, Known (CL 1st, +16
Power AttackB, melee touch, +15 ranged touch)
Skill Focus 1st (4/day)—chill touch
(Intimidate), (DC 15), enlarge
Spring Attack, person (DC 15)
Weapon 0 (5/day)—
Focus (bastard mage hand,
sword)B, Weapon prestidigitation, read
Specialization magic, resistance
(bastard sword)B Abilities Str 18, Dex
Skills Intimidate +25 12, Con 18, Int 8,
Possessions +3 Wis 12, Cha 18
greater fire SQ bardic knowledge
resistance +5, trap sense +3
breastplate, +3 Feats Cleave, Improved
heavy steel shield, +3 Critical (greataxe),
anarchic thundering Improved Initiative,
bastard sword, ring of evasion, Improved Sunder, Power
ring of protection +3, runic talisman Attack, Weapon Focus (greataxe)
Characters and Creatures 353
Skills Concentration +10, Diplomacy +15, Gather Abilities Str 14, Dex 16, Con 10, Int 16, Wis 8, Cha 21
Information +9, Intimidate +20, Jump +13, Listen SQ inspired by dragons, low metabolism,
+15, Perform +19, Search +0, Spot +2, Survival +14 ranged legerdemain 2/day, summon
Possessions combat gear plus chain shirt of fire familiar, trap sense +1, trapfinding
resistance +2, +2 frost greataxe, belt of giant Feats Dodge, Mobility, RunB, Spell Focus
Strength +4, circlet of persuasion, cloak of Charisma (enchantment), Spring Attack, Weapon Finesse
+2, ring of protection +2, runic talisman Skills Bluff +12, Concentration +7, Decipher Script
Rage (Ex) When Parminder rages, her +10, Diplomacy +16, Disable Device +15, Escape
statistics change as follows: Artist +10, Gather Information +10, Intimidate +14,
AC 24, touch 11, flat-footed 23 Knowledge (arcana) +14, Listen +9, Open Lock +13,
hp 188 Search +10, Sense Movie +5, Sleight of Hand +13,
Fort +15, Will +11 (+13 against enchantments) Spellcraft +21, Spot +9, Use Magic Device +5 (+7
Melee* +2 frost greataxe +16/+11/+6 involving scrolls), Use Rope +3 (+5 involving bindings)
(1d12+25/19-20 x3 plus 1d6 cold) or Possessions combat gear plus +2 rapier, bracers of
Melee* bite +13/+8/+3 (1d4+13) and armor +4, cloak of Charisma +4, runic talisman
2 claws each +8 (1d4+10)
* includes adjustments for a 7-point Power Attack Sir Pavuk Illuminus CR 11
Grp +20 Male civilized human fighter 3/sorcerer
Abilities Str 22, Con 22 6/Knight of the Thorn 2
Skills Jump +15 LE Medium humanoid
Init +3; Senses Listen +2, Spot +2
Raskellion CR 15 Languages Common, Ergot, Nerakese
Male bozak draconian rogue 3/sorcerer 2/arcane trickster 5 AC 14, touch 11, flat-footed 14
NE Medium dragon hp 54 (11 HD)
Init +3; Senses darkvision 60 ft., low- Fort +6, Ref +4, Will +8
light vision; Listen +9, Spot +9 Spd 30 ft.
Languages Common, Draconic, Ergot, Solamnic Melee +1 longsword +10/+5 (1d8+3/19-20)
AC 17, touch 13, flat-footed 14; Dodge, Mobility Base Atk +7; Grp +9
hp 60 (14 HD) Atk Options Mounted Combat
Immune disease, paralysis, sleep Combat Gear potion of barkskin +4, potion
SR 24 of cure moderate wounds (2)
Fort +6, Ref +14, Will +11; evasion Sorcerer Spells Known (CL 8th, +9 melee
Spd 30 ft.; glide; Run; Spring Attack touch, +6 ranged touch)
Melee +2 rapier +14/+9 (1d6+4/18-20) and claw 4th (4/day)—fire shield, scrying (DC 19, CL 9th)
+7 (1d4+2) and bite +7 (1d6+1) or 3rd (6/day)—arcane sight (CL 9th), fireball
Melee 2 claws each +12 (1d4+2) and bite +7 (1d6+1) (DC 17), tongues (CL 9th)
Base Atk +9; Grp +11 2nd (7/day)—detect thoughts (DC 17, CL 9th), eagle’s
Atk Options impromptu sneak attack splendor, resist energy, see invisibility (CL 9th)
1/day, sneak attack +4d6 1st (7/day)—burning hands (DC 15), comprehend
Special Actions death throes (10 ft. radius, languages (CL 9th), expeditious retreat, identify
1d6, Reflex DC 14 half) (CL 9th), shield, true strike (CL 9th)
Combat Gear potion of cure moderate wounds 0 (6/day)—daze (DC 14), detect magic (CL 9th), detect
(2), potion of invisibility (2), potion of poison (CL 9th), flare (DC 14), mage hand, message,
resist cold 10, potion of spider climb prestidigitation, read magic (CL 9th), resistance
Sorcerer Spells Known (CL 11th, +11 Abilities Str 14, Dex 9, Con 12, Int 13, Wis 10, Cha 18
melee touch, +12 ranged touch) SQ armored spellcasting (-5%), diviner,
5th (5/day)—dominate person (DC read omens, summon familiar
21), feeblemind (DC 21) Feats AlertnessB, Combat Casting, Extend Spell,
4th (7/day)—confusion (DC 20), Improved InitiativeB, Lightning Reflexes,
polymorph, shout (DC 19) Mounted CombatB, Spell Focus (divination)
3rd (7/day)—haste, heroism, hold person Skills Concentration +13 (+15 casting defensively),
(DC 19), suggestion (DC 19) Diplomacy +6, Intimidate +10, Knowledge (arcana)
2nd (7/day)—blur, cat’s grace, hideous laughter (DC +9, Knowledge (religion) +5, Listen +2, Ride +5,
18), mirror image, touch of idiocy (DC 18) Spellcraft +13 (+15 to learn divination spells), Spot
1st (8/day)—charm person (DC 17), enlarge person +2, Use Magic Device +4 (+6 involving scrolls)
(DC 16), magic missile, shield, sleep (DC 17) Possessions combat gear plus padded armor
0 (6/day)—dancing lights, daze (DC 16), detect +2, +1 longsword, cloak of Charisma +2,
magic, flare (DC 15), light, mage hand, hat of disguise, ring of protection +2
message, prestidigitation, resistance
354 Appendix Two
Snowflake CR 16 Init +2; Senses darkvision 60 ft., low-light vision,
Advanced half-white dragon/half-umber hulk tremorsense 60 ft.; Listen +12, Spot +13
CE Huge dragon (cold) AC 23, touch 8, flat-footed 21
Init +0; Senses darkvision 60 ft., low-light vision, hp 200 (16 HD)
tremorsense 60 ft.; Listen +24, Spot +18 Fort +18, Ref +12, Will +6
Languages Common, Draconic, Terran Spd 30 ft.; burrow 20 ft.
AC 25, touch 8, flat-footed 25 Melee* bite +19 (4d8+22)
hp 310 (20 HD) * includes adjustments for a 10-point Power Attack
Immune cold, paralysis, sleep Space 20 ft.; Reach 15 ft.
Fort +18, Ref +6, Will +15 Base Atk +16; Grp +40
Weakness vulnerability to fire Atk Options Awesome Blow, Improved Bull Rush,
Spd 20 ft.; burrow 20 ft.; fly 40 ft. (average); Flyby Attack improved grab, Power Attack, swallow whole
Melee 2 claws each +30 (3d6+17) and bite +28 (4d6+8) Special Actions heat
Space 15 ft.; Reach 15 ft. Abilities Str 35, Dex 14, Con 25, Int 5, Wis 12, Cha 10
Base Atk +15; Grp +40 Feats Awesome Blow, Improved Bull Rush, Improved
Special Actions breath weapon (30 ft. cone, 6d8 cold, Natural Armor, Improved Natural Attack
Reflex DC 25 half), confusing gaze (DC 22) (bite), Power Attack, Weapon Focus (bite)
Abilities Str 44, Dex 10, Con 31, Int 12, Wis 13, Cha 17 Skills Listen +12, Spot +13
Feats Flyby Attack, Great Fortitude, Improved Natural Armor
x2, Improved Natural Attack (claw), Iron Will, Multiattack Bonewyrm Brother CR 15
Skills Climb +40, Jump +36, Listen +24, Sense Motive +25, Male white dragonspawn civilized human cleric
Speak Language (Common), Spot +18, Survival +18 10 of Chemosh/necrotheurge 4
CE Medium dragon (augmented humanoid, cold)
Stolos Evgevod CR 10 Holy Orders of the Stars (Necrotheurge
Male civilized human bard 4/fighter 6 prestige class, Undeath domain)
CE Medium humanoid Init +2; Senses darkvision 30 ft., low-
Init +6; Senses Listen +1, Spot +1 light vision; Listen +4, Spot +4
Languages Common, Ergot Aura animation 1/day (animate dead in a 20 ft. radius, CL 14th);
AC 18, touch 12, flat-footed 16; Dodge, Mobility desecration 1/day (desecrate in a 20 ft. radius for 1 minute)
hp 60 (10 HD) Languages Common, Draconic, Ergot
Fort +7, Ref +8, Will +5 AC 26, touch 12, flat-footed 24
Spd 30 ft. hp 63 (14 HD)
Melee* +1 falchion +10/+5 (2d4+19/15-20) Immune cold, paralysis, sleep
* includes adjustments for a 5-point Power Attack Resist fire 10 (armor); SR 26 (spell resistance)
Base Atk +9; Grp +13 Fort +12, Ref +6, Will +15
Atk Options Power Attack Weakness vulnerability to fire
Special Actions bardic music (countersong, fascinate, Spd 30 ft.; fly 60 ft. (average)
inspire competence, inspire courage +1) Melee +1 sickle +9/+4 (1d6)
Bard Spells Known (CL 4th, +13 melee Melee bite +8 (1d4-1) and 2 claws each +3 (1d4-1)
touch, +11 ranged touch) Base Atk +9; Grp +8
2nd (1/day)—cure moderate wounds, heroism Special Actions breath weapon (30 ft. cone, 2d6 cold,
1st (3/day)—charm person (DC 13), Reflex DC 18 half), death throes (10 ft. radius, 1d6,
grease (DC 13), unseen servant Reflex DC 18 half), death touch 1/day (14d6), rebuke
0 (3/day)—flare (DC 12), light, lullaby (DC 12), or command undead 11/day (+6, 2d6+18, CL 14th),
mage hand, message, summon instrument spontaneous casting (inflict spells, CL 15th)
Abilities Str 18, Dex 14, Con 12, Int 10, Wis 8, Cha 14 Combat Gear potion of cure moderate wounds (2),
SQ bardic knowledge +4 potion of invisibility, potion of owl’s wisdom, potion
Feats AlertnessB, DodgeB, Endurance, Improved Critical of protection from fire, potion of shield of faith +5
(falchion), Improved InitiativeB, MobilityB, Power AttackB, Cleric Spells Prepared (CL 14th, +8 melee touch, +11
Weapon Focus (falchion), Weapon Specialization (falchion) ranged touch; 1d20+18 to overcome SR)
Skills Appraise +7, Bluff +9, Intimidate +10, Jump 7th—blasphemyE (DC 21, CL 15th), destructionD
+9, Listen +1, Perform +9, Ride +8, Spot +1 (DC 23, CL 15th), repulsion (DC 21)
Possessions chain shirt +2, +1 falchion, gauntlets of ogre power 6th—create undeadDE (CL 16th), harm (DC 22, CL
15th), summon master VI, word of recall
Minions, Monsters, and 5th—dispel goodE (CL 15th), spell resistance*, slay
Minor Characters livingD (DC 21, CL 15th), unhallowE (CL 15th)
4th—cure critical wounds, death wardD (CL 15th),
Advanced Remorhaz CR 10 dismissal (DC 18), poison (DC 20, CL 15th), spell
N Gargantuan magical beast immunity, unholy blightE (DC 18, CL 15th)
Characters and Creatures 355
3rd—animate deadDE (CL 16th), bestow curse Melee mwk long sword +9/+4 (1d8+1/19-20) or
(DC 19, CL 15th), contagionE (DC 19, CL Ranged longbow +6/+1 (1d8/x3)
16th), magic circle against goodE (CL 15th), Base Atk +6; Grp +7
prayer, speak with dead (DC 19, CL 15th) Abilities Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10
2nd—aid, cure moderate wounds, death knellDE (DC Feats AlertnessB, Endurance, Improved
18, CL 16th), desecrateDE (CL 15th), enthrall Initiative, Weapon Focus (longsword)
(DC 16), silence (DC 16), zone of truth Skills Climb +9, Intimidate +9, Jump
1st—bane (DC 15), cause fear (DC 17, CL 15th), detect +9, Listen +2, Spot +2
good, detect undead, doom (DC 17, CL 15th), protection Possessions mwk chain shirt, mwk light wooden
from goodDE (DC 15, CL 15th), shield of faith shield, mwk long sword, longbow
0—cure minor wounds, detect magic, guidance,
light, read magic, resistance Ghost White Dragon CR 12
D
: Domain spell. E: Evil Spell. Domain: Death, Evil, Undeath Male ghostly adult white dragon
* already cast CE Large undead (incorporeal)
Abilities Str 8, Dex 14, Con 12, Int 13, Wis 18, Cha 14 Draconomicon (Ghostly Dragon template)
SQ Death domain, necromantic specialist, Init +4; Senses blindsense 60 ft., darkvision 120 ft.,
outer circle rite of Chemosh keen senses; Listen +26, Spot +26; Blind-Fight
Feats Brew PotionB, Combat Casting, Extra TurningB, Greater Aura frightful presence (DC 22, 180 ft., HD 17 or fewer)
Spell Focus (necromancy), Greater Spell Penetration, Languages Draconic
Spell Focus (necromancy), Spell Penetration AC 12 (26 when ethereal), touch 12 (9 when
Skills Concentration +18 (+22 when casting defensively), ethereal), flat-footed 12 (26 when ethereal)
Knowledge (religion) +18, Spellcraft +18 hp 153 (18 HD); DR 5/magic
Possessions combat gear plus chain mail of fire resistance Immune cold, paralysis, sleep, undead traits
+2, +1 sickle, cloak of Charisma +4, runic talisman Resist turn resistance +4; SR 18
Aura of Animation (Su) Once per day, as a standard action, Fort +11, Ref +11, Will +11
the bonewyrm brother may create an animate dead Weakness vulnerability to fire
effect that works like the spell but targets all corpses Spd fly 200 ft. (perfect); Flyby Attack
within a 20 ft. radius area centered on him (CL 14th). Melee incorporeal touch +17 (1d4 Str plus 1d4 Con
Aura of Desecration (Su) Once per day, as a free action, the [Fortitude DC 22 negates] plus energy drain) or
bonewyrm brother may create an effect that works like a Melee*† bite +19 (2d6+11) and 2 claws
desecrate spell in a 20 ft. radius centered on him. This aura each +14 (1d8+8) and 2 wings each +13
moves with him and lasts a number of minutes equal to (1d6+8) and tail slap +13 (1d8+14)
his Intelligence bonus. The aura negates the effects of a * includes adjustments for a 5-point Power Attack
consecrate spell if he moves within the spell’s area of effect. † affects only ethereal creatures
Death Domain (Su) The bonewyrm brother gains access Space 10 ft.; Reach 5 ft. (10 ft. with bite)
to the Death domain, including the granted power. Base Atk +18; Grp +28
His levels in necrotheurge stack with his cleric levels Atk Options Cleave, Flyby Breath, Power Attack
when determining the effects of the granted power. Special Actions breath weapon (50 ft. cone, 6d6 cold,
Necromantic Specialist (Su) The bonewyrm Reflex DC 19 half or 50 ft. cone, 6 points of Strength,
brother casts all necromancy spell as if his caster Dexterity, and Constitution drain, Fortitude DC 22
level was one higher than it actually is. negates), energy drain, manifestation, withering
Outer Circle Rite of Chemosh (Su) The bonewyrm Sorceror Spells Known (CL 1st, +23 melee
brother’s limit for controlling undead with spells touch, +17 ranged touch)
increases to 5 HD per caster level, rather than 4 HD 1st (5/day)—hold portal, protection from good
per level. The number of undead he can create with 0 (6/day)—dancing lights, detect magic, light, message
animate dead increases to three times his caster level. Spell-Like Abilities (CL 6th)
Rebuke Undead (Su) The bonewyrm brother’s 3/day—fog cloud, gust of wind
necrotheurge levels stack with his cleric levels for the Abilities Str 23, Dex 10, Con —, Int 10, Wis 11, Cha 16
purposes of rebuking or commanding undead. SQ icewalking, rejuvenation
Feats Blind-Fight, Cleave, Flyby Attack, Flyby
Brass Tiger Soldiers CR 5 Breath, Improved Initiative, Power Attack,
Male or female civilized human warrior 6 Weapon Focus (bite), Weapon Focus (claw)
CG Medium humanoid Skills Concentration +18, Hide +26, Listen +26, Search
Init +4; Senses Listen +2, Spot +2 +26, Sense Motive +18, Spot +26, Swim + 24
Languages Common, Ergot Breath Weapon (Su) In addition to the breath weapon
AC 15, touch 10, flat-footed 15 it had in life, a ghostly dragon gains a breath weapon
hp 27 (6 HD) that creates a cone-shaped cloud of gray mist. Any
Fort +5, Ref +2, Will +2 creature caught within is affected by a catastrophic
Spd 30 ft. ability drain, permanently losing 6 points of
356 Appendix Two
Strength, Dexterity, and Constitution. A creature Languages Common
that successfully saves against this effect cannot be AC 18, touch 11, flat-footed 17
affected by this breath weapon from the same ghostly hp 76 (10 HD); Diehard
dragon for 24 hours (although it can be affected Immune cold, paralysis, sleep
by the ghostly dragon’s other breath weapons as Fort +9, Ref +4, Will +3
normal). This breath weapon can be used once every Weakness vulnerability to fire
1d4 rounds and a maximum of three times per day. Spd 30 ft.; fly 60 ft. (average)
Energy Drain (Su) With a successful touch attack, Melee* +2 greatclub +9/+4 (1d10+18/19-20) or
a ghostly dragon bestows two negative levels on Melee bite +12 (1d4+2) and 2 claws each +7 (1d4+1)
the target. A ghostly dragon does not bestow * includes adjustments for a 6-point Power Attack
negative levels with any of its natural attacks. Base Atk +10; Grp +12
Rejuvenation (Su) A ghostly dragon that would Atk Options Great Cleave, Improved Bull Rush,
otherwise be destroyed returns to its old haunts with Improved Overrun, Power Attack
a successful level check (1d20+18) against DC 16. Special Actions breath weapon (30 ft. cone,
Withering (Su) A ghostly dragon’s touch acts as a 2d6 cold, Reflex DC 17 half), death throes
rod of withering, dealing 1d4 points of Strength (10 ft. radius, 1d6, Reflex DC 17 half)
damage and 1d4 points of Constitution damage Abilities Str 15, Dex 12, Con 14, Int 9, Wis 11, Cha 8
with a successful touch attack (Fortitude DC Feats CleaveB, Diehard, Endurance, Great CleaveB,
22 negates). If a ghostly dragon scores a critical Improved Bull Rush, Improved Critical
hit, the damage is ability drain instead. (greatsclub)B, Improved InitiativeB, Improved
OverrunB, Power Attack, Weapon Focus
Iceblood Minotaur CR 13 (greatclub)B, Weapon Specialization (greatclub)B
Male white dragonspawn abomination minotaur fighter 12 Skills Intimidate +12, Jump +15
CE Medium dragon (augmented humanoid, cold) Possessions +2 greatclub
Init +6; Senses darkvision 30 ft., low-
light vision; Listen +1, Spot +1 White Dragonspawn Arcanists CR 12
Languages Common, Kothian Male white dragonspawn human sorcerer 11
AC 27, touch 12, flat-footed 25 CE Medium dragon (augmented humanoid, cold)
hp 113 (12 HD) Init +7; Senses darkvision 30 ft., low-
Immune cold, paralysis, sleep light vision; Listen +1, Spot +1
Fort +12, Ref +6, Will +5 Languages Common, Ergot
Weakness vulnerability to fire AC 23, touch 13, flat-footed 20; Dodge
Spd 30 ft.; fly 60 ft. (average); Flyby Attack hp 51 (11 HD)
Melee* +1 frost greataxe +14/+9/+4 (1d12+28/19- Immune cold, paralysis, sleep
20 x3) and gore +6 (1d6+10) or Resist fire 10 (ring)
Melee gore +20 (2d6+9/x3) when charging Fort +5, Ref +6, Will +8
* includes adjustments for a 7-point Power Attack Weakness vulnerability to fire
Base Atk +12; Grp +18 Spd 30 ft.; fly 60 ft. (average)
Atk Options Cleave, Improved Bull Rush, Melee bite +4 (1d4-1) and 2 claws each -1 (1d4-1)
Improved Overrun, Power Attack Base Atk +5; Grp +4
Special Actions breath weapon (30 ft. cone, 2d6 Special Actions breath weapon (30 ft. cone, 2d6 cold, Reflex DC
cold, Reflex DC 20 half), death throes (10 ft. 17 half), death throes (10 ft. radius, 1d6, Reflex DC 17 half)
radius, 1d6, Reflex DC 20 half), Hover Combat Gear potion of cure moderate wounds
Abilities Str 23, Dex 14, Con 18, Int 8, Wis 12, Cha 6 (2), potion of gaseous form
Feats CleaveB, Flyby Attack, Greater Weapon Focus Sorcerer Spells Known (CL 12th, +4 melee touch, +8
(greataxe)B, Greater Weapon Specialization ranged touch); 1d20+14 to overcome SR)
(greataxe)B, Hover, Improved Bull Rush, Improved 5th (4/day)—cloudkill (DC 19), cone of cold
Critical (greataxe)B, Improved InitiativeB, 4th (7/day)—ice storm, summon monster IV, wall of ice
Improved Overrun, Power AttackB, Weapon Focus 3rd (7/day)—haste, lightning bolt (DC 19),
(greataxe), Weapon Specialization (greataxe)B slow (DC 17), stinking cloud (DC 17)
Skills Intimidate +8, Swim +15, Use Rope +4 2nd (7/day)—crackling sphere (DC 18), gust of wind
Possessions studded leather +3, +1 frost greataxe, amulet (DC 18), invisibility, mirror image, shatter (DC 18)
of health +2, gauntlets of ogre power, runic talisman 1st (7/day)—enlarge person, magic missile,
obscuring mist, shield, true strike
Slavemasters CR 11 0 (6/day)—detect magic, flare (DC 16), light,
Male white dragonspawn human fighter 10 mage hand, mending, ray of frost, read magic,
CE Medium dragon (augmented humanoid, cold) resistance, touch of fatigue (DC 14)
Init +5; Senses darkvision 30 ft., low- Abilities Str 8, Dex 16, Con 15, Int 10, Wis 12, Cha 18
light vision; Listen +0, Spot +0 Feats Combat CastingB, Dodge, Greater Spell
Characters and Creatures 357
Focus (evocation), Improved Initiative, Spell SQ alternate form, cloudwalking
Focus (evocation), Spell Penetration Feats Brew Potion, Cleave, Flyby Attack, Great Cleave,
Skills Concentration +16 (+20 when casting defensively), Hover, Improved Initiative, Lightning Reflexes,
Knowledge (arcana) +14, Spellcraft +16 Power Attack, Quicken Spell-Like Ability (fog
Possessions combat gear plus bracers of armor +3, cloud), Self-Sufficient, Track, Wingover
minor ring of fire resistance, runic talisman Skills Balance +12, Bluff +22, Concentration +26, Diplomacy
+38, Disguise +7 (+9 to act in character), Escape Artist
Chapter Seven: +24, Heal +24, Hide –8, Intimidate +9, Jump +46,
Knowledge (arcana) +31, Knowledge (history) +31,
Fury of the Gale Knowledge (nature) +31, Knowledge (religion) +31, Listen
+38, Search +38, Sleight of Hand +2, Spot +41, Survival
+38 (+40 in above ground natural environments)
Leaders and Personalities Totem-Enhanced (Bride of Gellidus variant) If Silvara
has been converted by the power of Frost’s skull
D’Argent (Silvara) CR 23 totem, her CR increases to 25 and some of her
Female very old silver dragon statistics change. These changes are as follows.
LG Huge dragon (cold) Female anarchic very old silver dragon
Init +4; Senses blindsense 60 ft., darkvision 120 CE Huge dragon (cold)
ft., keen senses; Listen +38, Spot +41 Planar Handbook (Anarchic template)
Aura frightful presence (DC 31, 270 ft., HD 31 or fewer) hp 387 (31 HD); fast healing 5; DR 15/magic
Languages Common, Draconic, Dwarven, Immune acid, cold, paralysis, polymorph, petrification, sleep
Elven, Ergot, Ogre, Sylvan Resist electricity 5, fire 5, sonic 5; SR 27
AC 38, touch 8, flat-footed 38 Atk Options smite law (1/day, +20 damage)
hp 387 (31 HD); DR 15/magic
Immune cold, paralysis, polymorph, sleep Minions, Monsters, and
SR 27 Minor Characters
Fort +23, Ref +19, Will +24
Weakness vulnerability to fire Advanced Frost Worm CR 19
Spd 40 ft.; fly 150 ft. (poor); Flyby Attack N Gargantuan magical beast (cold)
Melee* bite +30 (2d8+21) and 2 claws each +25 (2d6+15) and Init +4; Senses darkvision 60 ft., low-
2 wings each +25 (1d8+15) and tail slap +25 (2d6+26) light vision; Listen +10, Spot +10
* includes adjustments for a 10-point Power Attack AC 22, touch 6, flat-footed 22
Space 15 ft.; Reach 10 ft. (15 ft. with bite) hp 363 (29 HD)
Base Atk +31; Grp +50 Immune cold
Atk Options Great Cleave, Power Attack Fort +23, Ref +16, Will +9
Special Actions breath weapon (50 ft. cone 18d8 cold, Weakness vulnerability to fire
Reflex DC 31 half or 50 ft. cone paralysis [1d6+9 Spd 30 ft., 10 ft. burrow
rounds], Fortitude DC 31 negates), crush (2d8+16, Melee* bite +30 (3d8+36 plus 1d8 cold)
Reflex DC 31 negates), Hover, Wingover * includes adjustments for a 20-point Power Attack
Sorcerer Spells Known (CL 13th, +40 melee Space 20 ft.; Reach 15 ft.
touch, +31 ranged touch) Base Atk +29; Grp +53
6th (5/day)— find the path, heal Atk Options Power Attack, Snatch
5th (7/day)—cone of cold (DC 22), flame Special Actions breath weapon (30 ft. cone, 1/hour, 15d6 cold,
strike (DC 22), true seeing Reflex DC 24 half), cold (1d8 cold if attacked unarmed or
4th (7/day)—air walk, cure critical wounds, with natural weapons), death throes (12d6 cold and 8d6
divine power (DC 21), holy smite piercing, 100 ft., Reflex DC 24 half), trill (Will DC 19 or
3rd (8/day)—dispel magic (DC 20), gaseous be stunned for as long as the trill lasts plus 1d4 rounds)
form, haste, searing light Abilities Str 34, Dex 10, Con 24, Int 2, Wis 11, Cha 11
2nd (8/day)—cat’s grace, cure moderate wounds, detect Feats Ability Focus (trill), Alertness, Improved Initiative,
thoughts (DC 19), heat metal (DC 19), wind wall Improved Natural Armor (2), Improved Natural Attack
1st (8/day)—alarm, cure light wounds, (bite), Iron Will, Power Attack, Snatch, Weapon Focus (bite)
divine shield, magic missile, shield Skills Hide +8 (+18 in cold, white
0 (6/day)—arcane mark, cure minor wounds, environments), Listen +10, Spot +10
dancing lights, detect magic, guidance, message,
prestidigitation, read magic, resistance Allomanya-Addicted Noble CR 11
Spell-Like Abilities (CL 13th) Male or female civilized human noble 12
3/day—control winds (DC 20), quickened fog cloud LN Medium humanoid
2/day—feather fall Legends of the Twins (Quick-Thinking feat)
Abilities Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24 Init +3; Senses Listen +0, Spot +2
358 Appendix Two
Languages Common, Regional Language 1/hour—magic missile (CL 3rd)
AC 17, touch 11, flat-footed 16 1/day—chill metal (CL 6th, DC 14)
hp 58 (12 HD) Abilities Str 10, Dex 18, Con 10, Int 6, Wis 12, Cha 16
Resist cure spells SQ summon mephit, trap sense +2, trapfinding,
Fort +4, Ref +10, Will +7 wild empathy +6 (magical beasts +2)
Weakness allomanya addiction (in withdrawal) Feats Dodge, EnduranceB, Improved Initiative, Mobility,
Spd 30 ft. Point Blank Shot, Precise Shot, Rapid ShotB, TrackB
Melee +1 defending rapier +10/+5 (1d6+1/18-20) Skills Bluff +16, Diplomacy +8, Disguise +3 (+5 to act
Base Atk +9; Grp +9 in character), Escape Artist +7, Hide +21, Listen +14,
Special Actions inspire confidence 3/ Knowledge (nature) +5, Move Silently +17, Search +5,
day, inspire greatness (1 ally) Sleight of Hand +6, Spot +14, Survival +8 (+10 in above
Abilities Str 10, Dex 12, Con 10, Int 14, Wis 7, Cha 18 ground natural environments and when following tracks)
SQ bonus class skill (Sleight of Hand), coordinate +2, favor +4 Possessions +2 small longbow with 20 arrows
Feats AlertnessB, Deceitful, Negotiator, Persuasive,
Quick-Thinking, Skill Focus (Diplomacy) Gyrefiend CR 15
Skills Bluff +21, Diplomacy +28, Disguise +6 (+8 to act Half-white dragon/half-ice devil
in character), Forgery +4, Gather Information +21, LE Large dragon (evil, extraplanar)
Intimidate +23, Knowledge (local) +17, Knowledge Init +5; Senses darkvision 60 ft., low-light vision, see in
(nobility and royalty) +17, Listen +0, Ride +8, darkness, telepathy 100 ft.; Listen +25, Spot +25
Sense Motive +7, Sleight of Hand +11, Spot +2 Aura fear (CL 13th, 10 ft. radius, Will DC 23 negates)
Possessions studded leather armor +3, +1 Languages Celestial, Draconic, Infernal
defending rapier, cloak of Charisma +4 AC 36, touch 14, flat-footed 31
Allomanya Addiction (in withdrawal) Nobles in withdrawal hp 161 (14 HD); regeneration 5; DR 10/good
from allomanya will lose the benefits of the elixir and suffer a Immune cold, fire, paralysis, poison, sleep
–2 penalty to Strength, Dexterity, Wisdom, and Charisma for Resist acid 10; SR 25
24 hours. In addition, spells from the conjuration (healing) Fort +15, Ref +14, Will +15
school cast upon the noble inflict damage, rather than Spd 40 ft.; fly 80 ft. (average)
heal it, as if he or she were undead. This condition remains Melee* large spear +19/+14/+9 (2d6+23 plus slow) and
for 7 days, or until the noble drinks more allomanya, or bite +13 (2d6+10) and tail +13 (3d6+10plus slow) or
is successfully restored by break enchantment or remove Melee* 2 claws each +18 (1d10+15) and bite +13
curse. An allomanya addict must make a DC 20 Will save (2d6+10) and tail +13 (3d6+10 plus slow)
to avoid drinking another vial of allomanya every hour for * includes adjustments for a 5-point Power Attack
six hours after the elixir loses its effect. Allomanya addicts Space 10 ft.; Reach 10 ft.
who die while in the process of shaking off the addiction Base Atk +14; Grp +28
will rise in 24 hours as wraiths if they had 10 or fewer Hit Atk Options Cleave, Combat Reflexes, Power Attack, slow
Dice and dreadwraiths if they had 11 or greater Hit Dice. (CL 13, 1d6 rounds, Fortitude DC 24 negates)
Special Actions breath weapon (30 ft. cone,
Elite Mephit Feyhunter CR 13 6d8 cold, Reflex DC 20 half)
Male ice mephit rogue 7/ranger 3 Spell-Like Abilities (CL 13th)
CN Small outsider (air, cold, extraplanar) at will—cone of cold (DC 20), fly, greater teleport (self plus
Init +8; Senses darkvision 60 ft.; Listen +14, Spot +14 50 pounds of objects only), ice storm (DC 19), persistent
Languages Auran, Common image (DC 20), unholy aura (DC 20), wall of ice (DC 19)
AC 19, touch 15, flat-footed 15; Dodge, Mobility, uncanny dodge Abilities Str 31, Dex 21, Con 25, Int 24, Wis 22, Cha 22
hp 55 (13 HD); fast healing 5 (if touching ice or if Feats Alertness, Cleave, Combat Reflexes, Power
temperature is below freezing); DR 5/magic Attack, Weapon Focus (spear)
Immune cold Skills Bluff +23, Climb +27, Concentration +24, Diplomacy
Fort +8, Ref +15, Will +7; evasion +10, Disguise +6 (+8 to act in character), Intimidate
Weakness vulnerability to fire +28, Jump +31, Knowledge (arcana) +24, Knowledge
Spd 30 ft., fly 50 ft. (perfect) (religion) +24, Knowledge (the planes) +24, Listen +25,
Melee 2 claws each +10 (1d3 plus 1d4 cold) or Move Silently +22, Search +24, Sense Motive +23, Sleight
Ranged +2 small longbow +16/+11 (1d6/x3) of Hand +7, Spellcraft +24, Spot +25, Survival +6
Ranged +2 small longbow +14/+14/+9 (1d6/x3) with Rapid Shot
Base Atk +11; Grp +7 Mob of White Dragonspawn CR 11
Atk Options combat style (archery), favored enemy Male white dragonspawn human fighter 8
fey +2, Point Blank Shot, Precise Shot CE Gargantuan dragon (augmented humanoid, cold) (mob
Special Actions breath weapon (10 ft. cone, 1d4 cold and - of Medium dragon [augmented humanoid, cold])
4 AC and -2 attack for 3 rounds for those not immune Init +4; Senses darkvision 30 ft., low-
to cold, Reflex DC 12 half), sneak attack +4d6 light vision; Listen +0, Spot +0
Spell-Like Abilities Languages Common
Characters and Creatures 359
AC 14, touch 7, flat-footed 13 hp 150
hp 195 (30 HD) Fort +20
Immune cold, paralysis, sleep Melee* bite +24 (2d6+21) and 2 claws each +23
Fort +19, Ref +10, Will +9 (1d8+15) and 2 wings each +22 (1d6+15) and
Weakness vulnerability to fire tail slap +22 (1d8+26) and slam +22 (1d8+26)
Spd 20 ft.; fly 50 ft. (average) and tongue +22 melee touch (paralysis)
Melee mob (5d6) * includes adjustments for a 10-point Power Attack
Base Atk +30; Grp +44 Grp +29
Atk Options expert grappler, Great Cleave, Improved Abilities Str 38
Bull Rush, Improved Overrun, Power Attack, Skills Swim +23
trample 2d6+3 (Reflex DC 27 half)
Special Actions breath weapon (30 ft. cone, 2d6 cold, Reflex DC Ogre Reaver CR 13
16 half), death throes (10 ft. radius, 1d6, Reflex DC 16 half) Male ogre rogue 3/fighter 7
Abilities Str 15, Dex 12, Con 14, Int 9, Wis 10, Cha 8 CE Large giant
Feats CleaveB, Endurance, Great CleaveB, Improved Bull Rush, Init +2; Senses darkvision 60 ft.; Listen +7, Spot +6
Improved Critical (greatsword)B, Improved InitiativeB, Languages Common, Ogre
Improved OverrunB, Power Attack, Weapon Focus AC 24, touch 11, flat-footed 22
(greatsword)B, Weapon Specialization (greatsword)B hp 127 (14 HD)
Skills Intimidate +10, Jump +13 Fort +14, Ref +8, Will +3; evasion
Spd 40 ft.
Mohrg White Dragon CR 18 Melee* +2 large halberd +13/+8/+3 (2d8+27/x3) or
Male mohrg young adult white dragon barbarian 8 * includes adjustments for a 3-point Power Attack
CE Large undead (augmented dragon, cold) Space 10 ft.; Reach 10 ft.
Init +8; Senses blindsense 60 ft., darkvision 120 ft., low- Base Atk +12; Grp +22
light vision; Listen +25, Spot +25; Blind-Fight Atk Options Cleave, Combat Reflexes, Improved Bull Rush,
Aura frightful presence (DC 17, 150 ft., HD 23 or fewer) Improved Sunder, Power Attack, sneak attack +2d6
Languages Draconic Abilities Str 22, Dex 15, Con 18, Int 10, Wis 8, Cha 6
AC 36, touch 13, flat-footed 32; improved SQ trap sense +1, trapfinding
uncanny dodge, uncanny dodge Feats Alertness, CleaveB, Combat Reflexes, Improved Bull Rush,
hp 150 (23 HD); DR 5/magic, 1/- Improved Sunder, Power AttackB, Skill Focus (Intimidate),
Immune cold, paralysis, sleep Weapon Focus (halberd), Weapon Specialization (halberd)B
Resist turn resistance +4; SR 16 Skills Climb +14, Intimidate +18, Jump +17, Listen +7, Spot +6
Fort +18, Ref +15, Will +12 Possessions studded leather +3, +2 large halberd
Weakness vulnerability to fire
Spd 70 ft.; burrow 30 ft.; fly 200 ft. (poor); Totem-Enhanced
swim 60 ft.; Flyby Attack
Melee* bite +22 (2d6+19) and 2 claws each +21 (1d8+14) and Adult Gold Dragon CR 18
2 wings each +20 (1d6+14) and tail slap +20 (1d8+23) and Male anarchic adult gold dragon
slam +20 (1d8+23) and tongue +20 melee touch (paralysis) CE Huge dragon (fire)
* includes adjustments for a 10-point Power Attack Planar Handbook (Anarchic template)
Space 10 ft.; Reach 5 ft. (10 ft. with bite) Init +4; Senses blindsense 60 ft., darkvision 120
Base Atk +23; Grp +36 ft., keen senses; Listen +30, Spot +30
Atk Options Cleave, Flyby Breath, improved grab, Aura frightful presence (DC 26, 180 ft., HD 23 or fewer)
paralyzing touch (touch attack, paralysis 1d4 Languages Common, Draconic, Dwarven,
rounds, Fortitude DC 21 negates), Power Attack Elven, Nerakese, Ogre, Sylvan
Special Actions breath weapon (40 ft. cone, 5d6 cold, AC 30, touch 8, flat-footed 30
Reflex DC 20 half), rage 3/day (3 rounds) hp 264 (23 HD); fast healing 5; DR 5/magic
Spell-Like Abilities (CL 5th) Immune fire, paralysis, petrification, polymorph, sleep
3/day—fog cloud Resist acid 5, cold 5, electricity 5, sonic 5; SR 23
Abilities Str 29, Dex 18, Con —, Int 8, Wis 12, Cha 10 Fort +18, Ref +13, Will +18
SQ create spawn, icewalking, trap sense +2 Weakness vulnerability to cold
Feats Blind-Fight, Cleave, Flyby Attack, Flyby Breath, Spd 60 ft.; fly 200 ft. (poor); swim 60 ft.; Flyby Attack
Improved Initiative, Multiattack, Power Attack, Melee* bite +22 (2d8+21) and 2 claws each +17 (2d6+15) and
Weapon Focus (bite), Weapon Focus (claw) 2 wings each +17 (1d8+15) and tail slap +17 (2d6+26)
Skills Hide +17, Listen +25, Move Silently * includes adjustments for a 10-point Power Attack
+17, Search +16, Spot +25, Swim +21 Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Rage (Ex) When the mohrg white dragon Base Atk +23; Grp +42
rages, its statistics change as follows: Atk Options Power Attack, smite law (1/day, +20 damage)
AC 34, touch 11, flat-footed 30 Special Actions breath weapon (60 ft. cone, 12d10
360 Appendix Two
fire, Reflex DC 26 half or 60 ft. cone, weakening Spell-Like Abilities (CL 5th)
gas, Fortitude DC 26, 6 Str damage), crush 2/day—feather fall
(2d8+16, Reflex DC 26 negates), Wingover Abilities Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18
Sorcerer Spells Known (CL 7th, +32 melee SQ alternate form, cloudwalking
touch, +23 ranged touch) Feats Cleave, Flyby Attack, Flyby Breath, Improved
3rd (5/day)—searing light, suggestion (DC 18) Initiative, Multiattack, Power Attack, Wingover
2nd (7/day)—cure moderate wounds, Skills Balance +7, Bluff +15, Concentration +19, Diplomacy
fog cloud, resist elements +19, Disguise +23 (+25 to act in character), Heal +15,
1st (8/day)—charm person (DC 16), magic missile, Hide -4, Intimidate +6, Jump +27, Knowledge (arcana)
protection from evil, shield of faith, true strike +15, Knowledge (nature) +15, Listen +25, Search +25,
0 (6/day)—arcane mark, detect magic, flare (DC 15), Sleight of Hand +2, Spellcraft +27, Spot +25, Tumble +7
light, mage hand, prestidigitation, read magic
Spell-Like Abilities (CL 7th) White Dragon Invader CR 16
3/day—bless, luck bonus Male young adult white dragon barbarian 8
Abilities Str 33, Dex 10, Con 21, Int 20, Wis 21, Cha 20 CE Large dragon (cold)
SQ alternate form, water breathing Init +4; Senses blindsense 60 ft., darkvision 120 ft.,
Feats Alertness, Flyby Attack, Improved Initiative, Leadership, keen senses; Listen +25, Spot +25; Blind-Fight
Negotiator, Power Attack, Stealthy, Wingover Aura frightful presence (DC 17, 150 ft., HD 23 or fewer)
Skills Bluff +13, Concentration +20, Diplomacy +30, Disguise Languages Draconic
+28 (+30 to act in character), Hide -1, Intimidate +24, AC 23, touch 9, flat-footed 23; improved
Jump +46, Knowledge (arcana) +20, Knowledge (local) uncanny dodge, uncanny dodge
+25, Knowledge (nobility and royalty) +15, Listen +30, hp 242 (23 HD); DR 5/magic or 1/-
Move Silently +7, Search +28, Sense Motive +27, Sleight of Immune cold, paralysis, sleep
Hand +2, Spellcraft +28, Spot +30, Swim +19, Survival +19 SR 16
Fort +22, Ref +11, Will +12
Totem-Enhanced Young Adult Silver Weakness vulnerability to fire
Spd 70 ft.; burrow 30 ft.; fly 200 ft. (poor);
Dragon CR 23 swim 60 ft.; Flyby Attack
Male anarchic young adult silver dragon Melee* bite +17 (2d6+14) and 2 claws each +15 (1d8+12) and
CE Large dragon (cold) 2 wings each +14 (1d6+12) and tail slap +14 (1d8+16)
Planar Handbook (Anarchic template) * includes adjustments for a 10-point Power Attack
Init +4; Senses blindsense 60 ft., darkvision 120 Space 10 ft.; Reach 5 ft. (10 ft. with bite)
ft., keen senses; Listen +25, Spot +25 Base Atk +23; Grp +31
Aura frightful presence (DC 23, 150 ft., HD 19 or fewer) Atk Options Cleave, Flyby Breath, Power Attack
Languages Common, Draconic, Dwarven, Elven, Sylvan Special Actions breath weapon (40 ft. cone, 5d6 cold,
AC 27, touch 9, flat-footed 27 Reflex DC 20 half), rage 3/day (9 rounds)
hp 199 (19 HD); fast healing 5; DR 5/magic Spell-Like Abilities (CL 5th)
Immune acid, cold, paralysis, petrification, polymorph, sleep 3/day—fog cloud
Resist electricity 5, fire 5, sonic 5; SR 20 Abilities Str 19, Dex 10, Con 18, Int 8, Wis 12, Cha 10
Fort +15, Ref +11, Will +15 SQ icewalking, trap sense +2
Weakness vulnerability to fire Feats Blind-Fight, Cleave, Flyby Attack, Flyby Breath,
Spd 40 ft., fly 150 ft. (poor); Flyby Attack Improved Initiative, Multiattack, Power Attack,
Melee* bite +19 (2d6+12) and 2 claws each +17 (1d8+8) and Weapon Focus (bite), Weapon Focus (claw)
2 wings each +17 (1d6+8) and tail slap +17 (1d8+15) Skills Hide +17, Listen +25, Move Silently
* includes adjustments for a 5-point Power Attack +17, Search +16, Spot +25, Swim +16
Space 10 ft.; Reach 5 ft. (10 ft. with bite) Rage (Ex) When the white dragon invader
Base Atk +19; Grp +29 rages, his statistics change as follows:
Atk Options Cleave, Flyby Breath, Power Attack, AC 21, touch 7, flat-footed 21
smite law (1/day, +19 damage) hp 288
Special Actions breath weapon (50 ft. cone, 10d8 cold, Fort +24, Will +14
Reflex DC 23 half or 50 ft. cone, paralysis [1d6+5 Melee* bite +19 (2d6+16) and 2 claws each
rounds], Fortitude DC 23 negates), Wingover +17 (1d8+13) and 2 wings each +16
Sorcerer Spells Known (CL 5th, +24 melee (1d6+13) and tail slap +16 (1d8+19)
touch, +19 ranged touch) * includes adjustments for a 10-point Power Attack
2nd (5/day)—cure moderate wounds, wind wall Grp +29
1st (7/day)—alarm, cure light wounds, Abilities Str 23, Con 22
divine shield, magic missile Skills Swim +18
0 (6/day)—arcane mark, cure minor wounds, detect
magic, message, read magic, resistance
Characters and Creatures 361