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Dragons of Despair 3E Conversion

The document provides conversion notes for the first Dragonlance module, Dragons of Despair, from 1st edition to 3rd edition D&D. It summarizes the conversion and includes full stat blocks for encounters with creatures, traps, or treasure. Encounters in the first chapter are described, such as an ambush by hobgoblins on the road and disguised draconians blocking the party's path.

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0% found this document useful (0 votes)
53 views26 pages

Dragons of Despair 3E Conversion

The document provides conversion notes for the first Dragonlance module, Dragons of Despair, from 1st edition to 3rd edition D&D. It summarizes the conversion and includes full stat blocks for encounters with creatures, traps, or treasure. Encounters in the first chapter are described, such as an ambush by hobgoblins on the road and disguised draconians blocking the party's path.

Uploaded by

DjFunkMastah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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DRAGONLANCE

DL 1 Dragons of Despair
3rd Edition Conversion Notes

Dragons of Despair was the first official Dragonlance module. This conversion is the first in the series of
conversions for the DL modules.

Product Number: 9130 DL1 Dragons of Despair


Year Published: 1984

Converted from 1st Edition to 3rd Edition D&D


by Cam Banks, boymonster@mindspring.com
Last Updated: 5/2/2001

Summary of Conversion: Only encounters with creatures, treasure, or traps of some kind were
converted. This document has been designed to go hand-in-hand with a copy of either the original 1st
edition module DL1, or the 1st section of the 2nd edition revised collection Dragonlance Classics Vol. 1.
As such, no maps or module text have been included except where necessary as part of a conversion.
Please note that this module makes certain assumptions regarding the number of characters in the party
– it is designed for 8 characters of levels 4-6, and is best used with my Heroes of the Lance/Innfellows
pregenerated character conversions. The encounter levels and challenge ratings included in this
conversion are scaled for a party of 4, as described in the DMG, but assume that a party of 8 PCs can
handle an EL or CR of 2 levels higher than the average party level. For example, the average level of the
Heroes of the Lance is around 4.75 (rounded to 5), and thus an EL of 7 would be a Challenging
encounter. Some of the higher EL encounters, however, aren’t designed to be beaten by the players, or
require special means to handle (such as Khisanth, who is CR 18 and beyond the scope of the characters
to handle without divine help).
Full stat blocks are given for most encounters, even those which appear in the Monster Manual. The
exception to this is the Wandering Monster section, although monsters that aren’t included in the Monster
Manual do receive a full stat block in that section. I find having more than just the name and hit points
very helpful during the course of a game!

CHAPTER 1: The Road Travels East

Event 1: The Adventure Begins

Creatures (EL 7): This is an EL7 encounter because Toede will flee on his pony before the hobgoblins
attack. If for some reason he becomes part of the combat, raise the EL to 8.

Fewmaster Toede, Male Hobgoblin Ftr4: CR 4; Medium-Size Humanoid (Goblinoid) (5 ft. 5 in. tall); HD
4d10; hp 22; Init +4 (Improved Initiative); Spd 30 ft.; AC 14 (+3 studded leather, +1 small shield); Atk +6
melee (1d6+2, short sword) or +6 melee (1d4+2, dagger); SQ Darkvision 60 ft, leaping; AL LE; SV Fort
+6, Ref +1, Will +1; Str 16, Dex 10, Con 16, Int 8, Wis 11, Cha 6.
Skills: Intimidate +1 (+11 vs goblins, hobgoblins and ogres, includes Skill Focus feat), Jump +14
(includes Leaping ability bonus), Listen +2 (includes Alertness feat), Move Silently +4, Ride +3, Spot +2
(includes Alertness feat). Feats: Alertness, Improved Initiative, Mounted Combat, Skill Focus (Intimidate),
Trample.
SQ-Leaping (Ex): Toede has a +10 bonus to Jump checks.
SQ-Goblin Charm (Ex): Toede has a +10 bonus to Intimidate checks vs. goblins, hobgoblins and ogres.
Possessions: studded leather armor, small shield, short sword, dagger.

Hobgoblins (10): CR 1/2; Medium-Size Humanoid (Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1; Spd 30
ft.; AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk +1 melee (1d8, longsword); SQ Darkvision 60
ft; AL LE; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills: Hide +1, Listen +3 (includes Alertness feat), Move Silently +3, Spot +3 (includes Alertness feat).
Feats: Alertness.
Possessions: studded leather armor, longsword, small shield

Encounter 1a. Inn of the Last Home

Otik Sandath the Innkeeper, Male Human Ftr3: CR 3; Medium-Size Humanoid (6 ft. 1 in. tall); HD
3d10+12; hp 22; Init +1 (Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 leather apron); Atk +6 melee (1d6+2, club) or
+5 melee (1d4+2, dagger); AL LN; SV Fort +9, Ref +2, Will +3; Str 15, Dex 12, Con 18, Int 12, Wis 16,
Cha 15.
Skills: Craft (brewing) +5, Craft (cooking) +9 (includes Skill Focus feat), Listen +5 (includes Alertness
feat), Spot +5 (includes Alertness feat), Profession (innkeeper) +4. Feats: Alertness, Great Fortitude,
Improved Unarmed Strike, Skill Focus (Craft/cooking), Weapon Focus (club).
Possessions: tap handle (club), dagger, leather apron

Tika Waylan, Barmaid, Female Human Rog3/Ftr2: CR 5; Medium-Size Humanoid (5 ft. 8 in. tall); HD
3d6+2d10+5; hp 22; Init +3; Spd 30 ft.; AC 14 (+3 Dex, +1 leather apron); Atk +7 melee (1d8+2, heavy
frying pan); SA sneak attack +2d6; SQ uncanny dodge, evasion; AL NG; SV Fort +5, Ref +6, Will +2; Str
14, Dex 16, Con 13, Int 9, Wis 12, Cha 14.
Skills: Bluff +6, Climb +10, Disable Device +3, Hide +5, Intimidate +6, Jump +3, Move Silently +5, Open
Lock +7, Pick Pocket +9, Profession (barmaid) +5, Ride +4, Search +3, Sense Motive +5, Tumble +7.
Feats: Dodge, Mobility, Spring Attack, Weapon Focus (heavy mace/frying pan), Weapon Focus (short
sword).
Possessions: Frying pan, leather apron, gold ring (on chain around neck).

Townspeople , Male and Female Human Com1 (5): CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init
+0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10,
Con 10, Int 10, Wis 9, Cha 9.
Skills: Climb +2, Profession (varies) +3, Ride +1, Swim +2. Feats: Skill Focus (varies).

Encounter 4. New Haven Road

To spot the hidden draconians, characters must make a Spot check (DC 20). PCs who climb a tree gain a
+5 circumstance bonus to this check.

Creatures (EL 6): The draconians, if spotted or in an advantageous position, launch from the trees and
glide down to block the road back to Solace. A few of them may attempt charging attacks, while at least
one Baaz will blow a horn to warn any other Baaz in the area, as per module text.

Baaz Draconians (8): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
SA-Death throe (Su): On the round that a Baaz reaches 0 or fewer hit points, its body turns to stone.
The creature that struck the deathblow must roll a successful Dexterity check (DC 13) or have his weapon
fused to the draconian. The Baaz "statue" crumbles to dust after 1d4 minutes. Items carried by the Baaz
are unaffected by the petrification and subsequent dissolution. Any stuck weapons can be retrieved after
the Baaz crumbles away.
SQ-Disease immunity (Ex): Baaz are immune to all natural diseases.
SQ-Low metabolism (Ex): Baaz can survive on one-tenth the food and water it takes to sustain a
human.
SQ-Glide (Ex): A Baaz can use its wings to glide, negating any damage from a fall of any height and
allowing it to travel horizontally up to four times the vertical distance descended.
Possessions: Cloaks, robes, long sword

Encounter 5. Prayers Eye Peak


Randomly determine a character to make a Spot Check (DC 18), or have them all attempt it. If the party is
being pursued into the area, the DC is reduced to 13.

White Stag (1): CR 7; Large Magical Beast (7 ft. tall); HD 10d10+30; hp 77; Init +9 (Dex, Improved
Initiative); Spd 60 ft.; AC 24 (-1 size, +5 Dex, +10 natural); Atk +14 melee (1d12+4, antlers) or +12 melee
(1d6+2, hooves); SA death-curse; SQ spell-like abilities; AL LG; SV Fort +10, Ref +12, Will +6; Str 18,
Dex 21, Con 17, Int 14, Wis 16, Cha 16.
Skills: Hide +12, Listen +12 (includes Alertness feat), Move Silently +12, Spot +12 (includes Alertness
feat), Wilderness Lore +11. Feats: Alertness, Dodge, Improved Initiative, Mobility, Track.
SA-Death-curse (Su): If the White Stag is killed, its body disappears and dark thunderclouds form
overhead. These clouds follow the killers for seven days, during which time they suffer a –1 luck penalty
to their Armor Class.
SQ-Spell-like abilities (Sp): At will – detect good, detect thoughts, find the path, speak with animals.
3/day – bless. The white stag uses these abilities as if they were spells cast by an 11th level cleric (save
DC 18)

Encounter 6. Twin Flat

These draconians are disguised: hoods and black cloth masks cover their faces, their hands are wrapped
and they wear heavy robes. Seeing through their disguise is an opposed Spot check against the
draconian’s Disguise skill. In combat, a draconian can tear their robes free to allow greater movement;
this is a move-equivalent action. While disguised, they lose the benefit of their Run feat and can only
move at their standard rate.

Creatures (EL 8): The draconians won’t attack the party, choosing instead to extract some information
from them if possible. Refer to the module text for particulars. If the encounter does turn to combat, the
draconians fight to the death, hoping to drive the party further down the road to gain support and
reinforcements.

Baaz Draconian Leader (1): CR 2; Medium-Size Monstrous Humanoid (6 ft. tall); HD 3d8+6; hp 20; Init
+0; Spd 20 ft.; AC 16 (+6 natural); Atk +3 melee (1d4, claws) or +3 melee (1d8, long sword); SA death
throe; SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will
+2; Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +6, Disguise +5, Gather Information +6, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Baaz Draconians (10): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0;
Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe;
SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounters 13-15. North Seeker Reaches

There is a 15% chance per turn that the heroes find a typical farmer and his family moving to the south.
On the main road this happens 30% of the time in area 13, and a 70% of the time in area 14. In area 15
the heroes will always encounter the family.

Refugees, Male and Female Human Com1 (2-20): CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init
+0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10,
Con 10, Int 10, Wis 9, Cha 9.
Skills: Climb +2, Profession (varies) +3, Ride +1, Swim +2. Feats: Skill Focus (varies).
Encounter 16. Haven’s Vale

Refugees, Male and Female Human Com1 (2-20): CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init
+0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10,
Con 10, Int 10, Wis 9, Cha 9.
Skills: Climb +2, Profession (varies) +3, Ride +1, Swim +2. Feats: Skill Focus (varies).

Every game hour there is a 25% chance of a troop of Holy Guard passing. Half the time they are heading
away from Haven. Heroes can stop the guard leader by making a successful Diplomacy check (DC 10).

Creatures (EL 11): This shouldn’t turn into a combat encounter, but in the unlikely event the party attacks
the Holy Guards, they may find them to be more than a challenge.

Guardleader, Male Human Ftr5: CR 5; Medium-Size Humanoid (6 ft. tall); HD 5d10+5; hp 30; Init +5
(Dex, Improved Initiative); Spd 20 ft.; AC 18 (+7 half-plate, +1 small shield); Atk +8 melee (1d8+2, long
sword); AL CG; SV Fort +5, Ref +2, Will +1; Str 15, Dex 12, Con 12, Int 10, Wis 10, Cha 13.
Skills: Climb +5 (-2 in armor), Diplomacy +5 (includes Skill Focus feat), Listen +3, Ride +5, Search +3.
Feats: Cleave, Improved Initative, Power Attack, Skill Focus (diplomacy), Weapon Focus (long sword).
Possessions: Half-plate armor (-7 check penalty), small shield, long sword, Seeker symbols

Holy Guards, Male Human War4 (10): CR 3; Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp 15;
Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort +4,
Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, Wis 10, Cha 11.
Skills: Climb +5 (+0 in armor), Intimidate +3, Jump +5 (+0 in armor), Listen +2, Ride +4, Search +2.
Feats: Improved Initiative, Power Attack, Weapon Focus (long sword).
Possessions: Chainmail armor (-5 check penalty), small shield, long sword, Seeker symbols

Encounter 17. Lordcity of Haven

Refugees, Male and Female Human Com1 (2-20): CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init
+0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10,
Con 10, Int 10, Wis 9, Cha 9.
Skills: Climb +2, Profession (varies) +3, Ride +1, Swim +2. Feats: Skill Focus (varies).

Holy Guards, Male Human War4 (10): CR 3; Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp 15;
Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort +4,
Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, Wis 10, Cha 11.
Skills: Climb +5 (+0 in armor), Intimidate +3, Jump +5 (+0 in armor), Listen +2, Ride +4, Search +2.
Feats: Improved Initiative, Power Attack, Weapon Focus (long sword).
Possessions: Chainmail armor (-5 check penalty), small shield, long sword, Seeker symbols

Encounter 17a. Steel Tankard Tavern

Refugees, Male and Female Human Com1 (2-20): CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init
+0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 10, Dex 10,
Con 10, Int 10, Wis 9, Cha 9.
Skills: Climb +2, Profession (varies) +3, Ride +1, Swim +2. Feats: Skill Focus (varies).

Encounter 17b. Councilhall of Highseekers

Creatures: No EL is given for this encounter. The DM may choose to hand out XP for good or clever
roleplaying, but any combat is futile given the overwhelming numbers.
Holy Guards, Male Human War4 (100): CR 3; Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp 15;
Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort +4,
Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, Wis 10, Cha 11.
Skills: Climb +5 (+0 in armor), Intimidate +3, Jump +5 (+0 in armor), Listen +2, Ride +4, Search +2.
Feats: Improved Initiative, Power Attack, Weapon Focus (long sword).
Possessions: Chainmail armor (-5 check penalty), small shield, long sword, Seeker symbols

Master of the Highseekers, Male Human Clr7: CR 7; Medium-Size Humanoid (5 ft. 9 in. tall); HD 7d8;
hp 35; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +5 (1d8, heavy mace); AL CG; SV Fort +5, Ref +4,
Will +9; Str 11, Dex 14, Con 11, Int 13, Wis 15, Cha 15.
Skills: Bluff +8 (includes Skill Focus feat), Diplomacy +10, Knowledge (religion) +9, Sense Motive +6,
Spot +6. Feats: Dodge, Iron Will, Run, Skill Focus (Bluff).
Possessions: Highseeker robes, heavy mace, Seeker symbols, steel girdle
Note: Although the Master of the Highseekers is a Cleric, his Seeker gods are not real and he does not
gain any clerical powers. This includes his spellcasting and turning ability.

Highseeker Councilors, Male Human Clr5 (8): CR 5; Medium-Size Humanoid (5 ft. 7 in. tall); HD 5d8;
hp 22; Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +3 (1d8, heavy mace); AL CG; SV Fort +4, Ref +3, Will +5;
Str 11, Dex 14, Con 11, Int 11, Wis 13, Cha 13.
Skills: Bluff +5, Diplomacy +7 (includes Skill Focus feat), Knowledge (religion) +4, Sense Motive +3,
Spot +3. Feats: Dodge, Run, Skill Focus (Diplomacy).
Possessions: Highseeker robes, heavy mace, Seeker symbols, steel girdle
Note: Although the Highseekers are Clerics, their Seeker gods are not real and they do not gain any
clerical powers. This includes any spellcasting and turning ability.

Encounter 18. River White-rage

Those trying to walk or swim across the river apart from at the fords must make a successful Swim or
Strength Check (DC 15) to make their way back to the side of the river they started from or be swept
away for 100 feet dealing 2d6 points of damage. They must then make another Strength Check to avoid
this happening again, until they are back on shore. Even with a successful check, the character takes 1d6
points of subdual damage from the fast-moving water and rapids.

Encounter 19. Qualinesti Elflands

Creatures (EL 9): If attacked, these elves will fight to the death. See the module text for details of further
reinforcements and the consequences of being so reckless as to attack the elves in their homeland.

Qualinesti Elf Patrol, Male Elf War2 (15): CR 1; Medium-Size Humanoid (5 ft. 6 in. tall); HD 2d8+2; hp
17; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +3 melee (1d8+1, long sword) or +4 ranged
(1d8, longbow); SQ low-light vision, elf traits; AL LG; SV Fort +4, Ref +2, Will +0; Str 12, Dex 14, Con 12,
Int 11, Wis 11, Cha 11.
Skills: Climb +2, Hide +1, Listen +3, Search +3, Spot +2. Feats: Point-Blank Shot.
Possessions: Longbow, long sword, leather armor, quiver and 20 arrows.

Encounter 20. The White-rage Cut

Raft pilots must make Dexterity and Strength Checks (Difficulty 10 each) once per turn here. They cannot
take 10 on these checks. If a pilot fails a check the raft splinters on a rock and all passengers are thrown
into the rapids. Raft moves 2 miles/turn. Use swimming rules in Encounter 18 above. Survivors reach the
north shore and can make their way up to Encounter 22 via cliff paths.

Encounter 22. Spirit Forest

Creatures (EL 10): This is a tough encounter and involves dealing with incorporeal opponents. If the
party turns it into a stand-up fight, the spectral minions should make use of their Guardian traits and
military traning to attempt to flank and outnumber the PCs. They will not kill party members, satisfied with
incapacitating them and leaving them to be found by Darkenwood’s centaurs, dryads or other fey subjects
of the Forestmaster.

Spectral Minions (12): CR 3; Medium-Size Undead (Incorporeal) (6 ft. tall); HD 3d12; hp 17; Init +6 (Dex,
Improved Initiative); Spd 20 ft.; AC 19 (+5 breastplate, +2 Dex, +1 small shield, +1 deflection); Atk +6
(1d8, long sword); SA Guardian; SQ SR 16, turn resistance +4, undead; AL CE; SV Fort +3, Ref +3, Will
+1; Str -, Dex 14, Con -, Int 11, Wis 10, Cha 10.
Skills: Listen +6, Search +6, Spot +6. Feats: Dodge, Improved Initiative, Weapon Focus (long sword).
SA-Guardian (Su): Gains an additional attack of opportunity and a +2 dodge bonus to AC when
protecting or defending post.
SQ- Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armour. Always moves silently. Gains deflection bonus to AC
equal to Charisma bonus, minimum of +1.
SQ-Undead (Su): Immune to mind–influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Possessions: Long sword, breastplate, small shield (all incorporeal).

Encounter 23. Centaur Reaches

Creatures (EL 9): These individuals will fight to the death if resisted. It will probably bode poorly for the
party if they kill them.

Centaurs (8): CR 3; Large Monstrous Humanoid (9 ft. tall); HD 4d8+8; hp 26; Init +2 (Dex); Spd 50 ft.; AC
15 (-1 size, +2 Dex, +2 natural, +2 large shield); Atk +7 melee (1d8, shortspear) or +3 melee (1d6+2, 2
hooves); Face 5 ft. by 10 ft. ; AL CG; SV Fort +3, Ref +6, Will +5; Str 18, Dex 14, Con 15, Int 8, Wis 13,
Cha 11.
Skills: Hide +2, Listen +4, Move Silently +4, Spot +4, Wilderness Lore +5. Feats: Weapon Focus (hoof).
Possessions: Shortspear, large shield

Encounter 24. Dryad Forests

Creatures: No EL is given as these creatures will not engage the party in combat.

Dryads (1-6): CR 1; Medium-Size Fey (5 ft. 6 in. tall); HD 2d6; hp 7; Init +6 (Dex, Improved Initiative);
Spd 30 ft.; AC 12 (+2 Dex); Atk +1 melee (1d4, dagger); SA spell-like abilities; SQ symbiosis; AL CG; SV
Fort +0, Ref +5, Will +5; Str 10, Dex 15, Con 11, Int 14, Wis 15, Cha 18.
Skills: Animal Empathy +9, Knowledge (nature) +6, Escape Artist +7, Hide +7, Listen +9 (includes
Alertness feat), Move Silently +7, Sense Motive +7, Spot +9 (includes Alertness feat), Wilderness Lore
+7. Feats: Alertness, Dodge, Improved Initiative.
SA-Spell-like Abilities (Sp): At will – speak with plants, dimension door (as 7th level sorcerer, only
through trees, only to reach their own oak). 3/day: charm person (as 4th level sorcerer, Will save DC 15 or
be charmed for 4 hours).
SQ-Symbiosis (Su): Dryads who stray more than 300 yards from their oak tree become ill and die within
4d6 hours.
Possessions: Dagger.

Encounter 25. Starnight Canyon

15% chance per turn the party is in this area of encountering the pegasi. The creatures are docile and
easily mounted – they will flee if attacked for any reason.

Pegasi (1-12): CR 3; Large Magical Beast (6 ft. shoulder, wingspan 20 ft.); HD 4d10+12; hp 34; Init +2
(Dex); Spd 60 ft. fly 120 ft (average); AC 14 (-1 size, +2 Dex, +3 natural); Atk +7 melee (1d6+4, 2 hooves)
or +2 melee (1d3+2, bite); SQ scent, spell-like abilities; AL CG; SV Fort +7, Ref +6, Will +4; Str 18, Dex
15, Con 16, Int 10, Wis 13, Cha 13.
Skills: Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3. Feats: Iron Will.
SA-Spell-like Abilities (Sp): At will: detect good, detect evil 60 yard radius, as 5th-level sorcerer.

Encounter 26. Unicorn Grove

Creature (EL 8): While this is an EL 8 encounter, it should never come down to combat. The
Forestmaster will almost certainly have the almost immediate support of his subjects if she is attacked.
Roll on the random encounter table for Darkenwood to determine who shows up to defend her, and raise
the EL appropriately.

Forestmaster Unicorn: CR 8; Large Magical Beast (7 ft. tall, 10 ft long); HD 10d10+20; hp 60; Init +3
(Dex); Spd 60 ft.; AC 18 (-1 size, +3 Dex, +6 natural); Atk +17 melee (1d8+8, horn) or +10 melee (1d4+2,
2 hooves); Face/Reach 5 ft by 10 ft/5 ft (10 ft with horn); SQ magic circle against evil, spell-like abilities,
immunities; AL CG; SV Fort +12, Ref +10, Will +10; Str 20, Dex 17, Con 21, Int 20, Wis 21, Cha 24.
Skills: Animal Empathy +12, Knowledge (nature) +12, Knowledge (local) +12, Listen +12 (includes
Alertness feat), Move Silently +11, Sense Motive +11, Spot +12 (includes Alertness feat), Wilderness Lore
+10*. Feats: Alertness, Iron Will. *Receives a +3 competence bonus to Wilderness Lore in Darkenwood.
SA-Horn (Su): The Forestmaster’s horn is a +3 magical weapon (included in stats above)
SQ-Spell-like abilities (Sp): At will: detect evil as a free action. 3/day: cure light wounds as 5th-level
druid. 1/day: cure moderate wounds as 5th-level druid, neutralize poison as 8th-level druid, teleport
without error to anywhere within Darkenwood.
SQ-Immunities (Ex): The Forestmaster is immune to all poisons and to hold and charm spells or
abilities.

Flying out of the forest on pegasus back, the heroes must each make a Will saving throw (DC 18) every
10 minutes or fall asleep.

Encounter 30. Que-Teh

Characters with the Track feat can make a Wilderness Lore check (DC 10) to spot the tracks that lead to
Encounter 38.

Encounter 31. The Great Crossroads

Characters with the Track feat can make a Wilderness Lore check (DC 15) to determine that the tracks
that lead to the village of Que-Shu are draconian (provided they have encountered draconians
previously).

Encounter 32. Que-Kiri

Creatures (EL 8): Killing these guards will incur the wrath of the entire town, who will drive the party out
and most likely never let them within a hundred yards of the town limits again, let alone give them
information.

Que-Kiri City Guards, Male Human War2 (10): CR 1; Medium-Size Humanoid (6 ft. 2 in. tall); HD
2d8+4; hp 10; Init +0; Spd 30 ft.; AC 12 (+2 leather armor); Atk +3 melee (1d6+1, short sword); AL N; SV
Fort +4, Ref +0, Will +0; Str 13, Dex 11, Con 14, Int 9, Wis 12, Cha 10.
Skills: Climb +3, Handle Animal +2, Listen +3 (includes Alertness feat), Spot +3 (includes Alertness
feat), Swim +3, Wilderness Lore +3. Feats: Alertness, Track.
Possessions: Leather armor, short sword

Encounter 35. North Desolation


Characters with the Track feat can make a Wilderness Lore check (DC 10) to tell the tracks are
draconian, if they have previously encountered draconians. If the check also beat a DC of 18, it’s possible
to tell the prints first pass south, then return north.

Encounter 36. Que-Shu

Reading the writing on the shield requires a Decipher Script or Intelligence check (DC 20).

Encounter 38. Refugee

Creatures (EL 3): As these draconians see the party as a real threat, they will ignore Nightshade and
attack the party instead. See module text.

Baaz Draconians (3): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Nightshade the Refugee, Human Male War4: CR 3; Medium-Size Humanoid (6 ft. tall); HD 4d8+8; hp
21 (currently 6); Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +6 melee (1d3+2 subdual, fists); AL LG; SV
Fort +6, Ref +4, Will +2; Str 16, Dex 17, Con 15, Int 10, Wis 12, Cha 13.
Skills: Climb +7, Handle Animal +6, Jump +7, Listen +3 (includes Alertness feat), Spot +3 (includes
Alertness feat), Wilderness Lore +4. Feats: Alertness, Run, Weapon Focus (short bow).
Possessions: None.

Encounter 39. Oldroad Bridge

Creatures (EL 4): See module text for details of this encounter. The draconians attack the party on sight.

Baaz Draconian Guards (4): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init
+0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death
throe; SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will
+2; Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Baaz Reserves (10-20): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0;
Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe;
SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounter 40. Southway

Creatures (EL 9+): Another futile encounter, at least after the first wave of draconians. See the module
text for details.

Baaz Reserves (10-20): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0;
Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe;
SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounter 41. Sageway East

Characters with the Track feat can make a Wilderness Lore check (DC 10) to spot tracks of human
plainsman mixed in with heavier tracks. If the check also made DC 15, it’s possible to tell the heavy prints
are draconian if the character has encountered draconians before.

Encounter 42. Cursed Lands of Newsea

Each turn, there is a 15% chance the trail the heroes are on dead-ends and they must cross 5-9 feet
(1d4+5) of water to continue.

Encounter 43. Dragonlands

Creatures (EL 7): While the party could probably take on this outpost, going ay further north is a very bad
idea. See module text.

Bozak Draconian Guardleader: CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26;
Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2,
long sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run
SA-Death throe (Su): When reduced to 0 hit points, a Bozak’s flesh shrivels on its bones and crumble
into dust, and then the bones explode for 1d6 damage within a 10 ft radius (Reflex negates, DC 14).
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: charm person, magic missile, shield. 2nd-level:
invisibility, mirror image.
SQ-Disease immunity (Ex): Bozaks are immune to all natural diseases.
SQ-Low metabolism (Ex): Bozaks can survive on one-tenth the food and water it takes to sustain a
human.
SQ-Glide (): A Bozak can use its wings to glide, negating any damage from a fall of any height and
allowing it to travel horizontally up to four times the vertical distance descended.
Possessions: Long sword.

Baaz Draconian Guards (2): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init
+0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death
throe; SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will
+2; Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Hobgoblins (6): CR 1/2; Medium-Size Humanoid (Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1; Spd 30
ft.; AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk +1 melee (1d8, longsword); SQ Darkvision 60
ft; AL LE; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills: Hide +1, Listen +3 (includes Alertness feat), Move Silently +3, Spot +3 (includes Alertness feat).
Feats: Alertness.
Possessions:
Baaz Reserves (10-20): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0;
Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe;
SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

CHAPTER 2: Lost City of the Ancients

Encounter 44a. Swamp Ruins

Characters with the Track feat can make a Wilderness Lore check (DC 15) to tell the tracks are
draconian, if they have previously encountered draconians.

Encounter 44c. Vine Bridges

Heroes who cross the bridge and fail a Reflex save (DC 20) fall into the water.

Encounter 414. Battle of the Fallen Ironclaw

Creatures (EL 10): This is a very tough encounter, potentially lethal for one or more heroes, though the
bozaks are trying to capture the party, not kill them. Refer to module text for details. Those heroes
attacked by web and who fail their saving throws by 5 or more become snared in the trees behind them,
making all checks to escape the webs penalized by –2.

Bozak Draconians (6): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init +1
(Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: magic missile, shield, sleep. 2nd-level: darkness, web.
Possessions: Long sword

Encounter 44e. Broken Bridge

Creatures (EL 2): A minor encounter at best, and one that should pose little trouble.

Baaz Draconians (2): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounter 44f. Temple of Baaz

Creatures (EL 7): This encounter offers many opportunities for fun, as recounted in Dragons of Autumn
Twilight. It is also substantially more difficult when some or all of the party are prisoners.

Bozak Draconian ‘Priest’ (1): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init
+1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: charm person, magic missile, shield. 2nd-level:
invisibility, mirror image.
Possessions: Long sword

Baaz Draconians (7): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

The chance of anyone inside the wicker dragon accidentally knocking it into the bonfire is 30%.
Characters inside the burning wicker dragon must make a Reflex save (DC 14) to escape, or take 1d6
points of fire damage each round. The chance of the draconian guarding the bamboo cage falling asleep
is 10% during the day, 30% at night. The cage is made of bamboo (Hardness 5, hp 10, Break DC 15).

Encounter 44h. Breeding Pool

Creatures (EL 7): As this is possibly the first encounter the party has with dragons, it may offer a good
opportunity to showcase their abilities. Try the use of the snatch attack, and have at least two or three
dragons sneak up on the party and flank characters in the rear. They will also use their breath weapons to
good effect.

Black Dragon Hatchlings (5): CR 2; Tiny Dragon (Water) (2 ft. long); HD 4d12+4; hp 20; Init +0; Spd 60
ft., fly 100 ft (average), swim 60 ft; AC 15 (+2 size, +3 natural); Atk +6 melee (1d4, bite) or +1 melee (1d3,
2 claws); Face 2.5 ft by 2.5 ft; Reach 5 ft (greater than usual for size); SA breath weapon; SQ keen
senses, immunities, blindsight 30 ft; AL ; SV Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int 8, Wis
11, Cha 8.
Skills: Escape Artist +4, Hide +4, Listen +6 (includes Alertness feat), Move Silently +4, Spot +6
(includes Alertness feat), Search +3. Feats: Alertness.
SA-Breath weapon (Su): 30 ft long stream of acid, 2d4 acid damage, Reflex DC 13, usable once every
1d4 rounds.
SQ-Keen senses (Ex): Sees 4 times as well as humans in low-light conditions and twice as well in
normal light; darkvision 100 ft.
SQ-Immunities (Ex): Immune to acid, and to sleep and paralysis spells and spell-like effects.
SQ-Blindsight (Ex): Range 30 ft.

Encounter 44j. Fallen Obelisk

Reading the writing on the obelisk requires a Decipher Script or Intelligence check (DC 20).

Encounter 44k. Plaza of Death

Creatures (EL 18): Obviously, this is a potentially deadly encounter and Khisanth as presented here is
even more powerful than in previous versions of this module. Be very strict with how you play her at this
point – follow the module’s guidelines for her activity, and keep her use of high-level spells to a minimum.
You can pull out all the stops later, for now have her resort to her frightful presence for the first round,
magic missiles and sleep spells from the air for a couple of rounds, followed by a round of acid breath.
Onyx then flies back down the well. It is very likely that one or more PCs will die or be very near death –
this is what the Staff of Mishakal (and the statue inside the Temple) are for.

Khisanth (Onyx), Female Ancient Black Dragon: CR 18; See stat block at encounter 70k, Court of the
Balance.

CHAPTER 3: Descent into Darkness

Encounter 42d. North Worship Room

Creatures (EL 3): Defeating these draconians provides an opportunity for extracting information. Of
course, killing them won’t loosen their lips at all.

Baaz Draconians (3): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Treasure: The scroll is a scroll of lightning bolt (caster level: 10th).

Encounter 46e. Southern Holy Circle

Creatures (EL 5): While technically an EL5 encounter, these dwarves are more of a roleplaying
encounter than a combat one. They flee if attacked, or huddle into small balls, and DMs should not award
XP for attackin helpless and frightened foes like these.

Glup Clan Gully Dwarves, Male Aghar Com2 (5): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 47b. Southern Crypts

Creatures (EL ?): Again, not a combat/XP award encounter. Despite their numbers, the gully dwarves
run if attacked.

Glup Clan Gully Dwarves, Male Aghar Com2 (30): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 47c. Going Down


Creatures (EL 2 or EL 6): A potentially tough encounter if the reinforcements arrive, even moreso since
the party is near a very long drop. Having a draconian bullrush a character towards the holes should give
them something to worry about, but otherwise it’s a fairly average fight.

Baaz Draconian Overseers (2): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 18;
Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death
throe; SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will
+2; Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Baaz Draconians (6): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounter 47f. Watch Room

Due to the slippery floor, all physical actions here (such as combat or movement) suffer a –2
circumstance penalty.

Encounter 47g. Treasury

Creatures (EL 3): The spectral minion is not likely to attack the party, and will attempt to parley as
described in the module text.

Guardian Spectral Minion: CR 3; Medium-Size Undead (Incorporeal) (6 ft. tall); HD 3d12; hp 17; Init +6
(Dex, Improved Initiative); Spd 20 ft.; AC 19 (+5 breastplate, +2 Dex, +1 small shield, +1 deflection); Atk
+6 (1d8, long sword); SA Guardian; SQ SR 16, turn resistance +4, undead; AL CE; SV Fort +3, Ref +3,
Will +1; Str -, Dex 14, Con -, Int 11, Wis 10, Cha 10.
Skills: Listen +6, Search +6, Spot +6. Feats: Dodge, Improved Initiative, Weapon Focus (long sword).
SA-Guardian (Su): Gains an additional attack of opportunity and a +2 dodge bonus to AC when
protecting or defending post.
SQ- Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armour. Always moves silently. Gains deflection bonus to AC
equal to Charisma bonus, minimum of +1.
SQ-Undead (Su): Immune to mind–influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Possessions: Long sword, breastplate, small shield (all incorporeal).

Treasure: Six +1 long swords are interred in the coffins with the skeletons.

Encounter 48. Sewer Entrance

Without both hands free, heroes climbing down the slippery shaft need to succeed at a Balance check
(DC 20) or slide all the way down the shaft to area 49.

Glup Clan Gully Dwarves, Male Aghar Com2 (5): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 51a. Cellar Above

Creature (EL 1): Not a very difficult encounter at all, unless only one or two party members end up in this
room, and even then this shouldn’t pose much of a threat. The poison is a potential annoyance, however.

Monstrous Hunting Spider, Medium: CR 1; Medium-Size Vermin (6 ft. long); HD 2d8+2; hp 14; Init +3
(Dex); Spd 30 ft. climb 20 ft; AC 14 (+3 Dex, +1 natural); Atk +4 melee (1d6, bite); SA poison (DC 14, 1d4
Str); SQ vermin; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2.
Skills: Climb +12, Hide +10, Jump +6, Spot +15. Feats: Weapon Finesse (bite).

Encounter 51c. Ceiling Cooks

Creatures (EL 6): Strictly speaking, this encounter probably isn’t worth any experience. These spectral
minions might try and scare the party out of the kitchen, but aren’t particularly combat-trained (they’re 3rd
level commoners with the spectral minion template).

Spectral Minion Cooks (3): CR 3; Medium-Size Undead (5 ft 9 in. tall); HD 3d12; hp 15; Init +0; Spd 30
ft.; AC 11 (+1 deflection); Atk +1 (1d3 subdual, unarmed); SA none; SQ SR 16, bound, turn resistance +4,
undead; AL CE; SV Fort +3, Ref +1, Will +1; Str --, Dex 10, Con --, Int 11, Wis 10, Cha 10.
Skills: Listen +6, Profession (Cook) +8 (includes Skill Focus feat), Spot +6. Feats: Dodge, Great
Fortitude, Skill Focus (Profession/Cook).
SQ- Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armour. Always moves silently. Gains deflection bonus to AC
equal to Charisma bonus, minimum of +1.
SQ-Undead (Su): Immune to mind–influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Possessions: Cook’s implements (wooden spoon, ladle, etc)

Encounter 55. Bottoms Down

Creatures (EL 12): Again, unless the PCs manage to corner these spectral minion revellers, they will
scatter and flee from the party and not engage in combat.

Spectral Minions (20): CR 3; Medium-Size Undead (5 ft 9 in. tall); HD 3d12; hp 15; Init +4; Spd 30 ft.; AC
11 (+1 deflection); Atk +1 (1d3 subdual, unarmed); SA none; SQ SR 16, bound, turn resistance +4,
undead; AL CE; SV Fort +1, Ref +1, Will +1; Str --, Dex 10, Con --, Int 11, Wis 10, Cha 10.
Skills: Listen +6, Perform +6, Spot +6. Feats: Dodge, Improved Initiative, Run.
SQ- Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armour. Always moves silently. Gains deflection bonus to AC
equal to Charisma bonus, minimum of +1.
SQ-Undead (Su): Immune to mind–influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Possessions: Expensive (but incorporeal) clothing.

Encounter 54b. Sage’s Court

Creatures (EL 3): Ossamis will answer one question about Xak Tsaroth, including any query about the
Disks of Mishakal, before he vanishes. He should not be considered a typical encounter.
Ossamis, Sage Spectral Minion: CR 3; Medium-Size Undead (5 ft 9 in. tall); HD 3d12; hp 15; Init +0;
Spd 30 ft.; AC 11 (+1 deflection); Atk +1 (1d3 subdual, unarmed); SA none; SQ SR 16, bound, turn
resistance +4, undead; AL CN; SV Fort +1, Ref +1, Will +3; Str --, Dex 10, Con --, Int 16, Wis 10, Cha 10.
Skills: Alchemy +9, Decipher Script +9, Diplomacy +6, Gather Information +6, Knowledge (history) +11
(includes Skill Focus), Knowledge (arcane) +9, Listen +6, Spot +6, Use Magical Device +6. Feats: Dodge,
Iron Will, Skill Focus (Knowledge/history).
SQ- Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armour. Always moves silently. Gains deflection bonus to AC
equal to Charisma bonus, minimum of +1.
SQ-Undead (Su): Immune to mind–influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage

Encounter 55. Treasury Court

Wading across the river requires a Strength check (DC 10). For Small sized characters, the DC is 15.
Failure means the hero travels 10 ft down the hall towards the falls at area 56, taking 1d6 subdual
damage. The hero must continue to check until he succeeds or goes over the falls.

Encounter 56. View from the Falls

Climbing down the vines requires making two Climb checks (DC 15). Failure means a long drop and 20d6
damage, as well as attracting the attention of the draconians.

Glup Clan Gully Dwarves, Male Aghar Com2 (8): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 57a. Outer Treasury

Creatures (EL 8): Since this could easily turn into a fight, the EL here more or less represents the
challenge to the party.

Clerk Spectral Minion (1): CR 3; Medium-Size Undead (5 ft 9 in. tall); HD 3d12; hp 15; Init +0; Spd 30
ft.; AC 11 (+1 deflection); Atk +1 (1d3 subdual, unarmed); SA none; SQ SR 16, bound, turn resistance +4,
undead; AL CN; SV Fort +1, Ref +1, Will +3; Str --, Dex 10, Con --, Int 13, Wis 10, Cha 10.
Skills: Appraise +7, Decipher Script +7, Diplomacy +6, Gather Information +6, Listen +6, Profession
(clerk) +9 (includes Skill Focus feat), Spot +6. Feats: Dodge, Iron Will, Skill Focus (Profession/clerk).
SQ- Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armour. Always moves silently. Gains deflection bonus to AC
equal to Charisma bonus, minimum of +1.
SQ-Undead (Su): Immune to mind–influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Possessions: Clerk’s instruments and writing tools.

Guardian Spectral Minions (4): CR 3; Medium-Size Undead (Incorporeal) (6 ft. tall); HD 3d12; hp 17; Init
+6 (Dex, Improved Initiative); Spd 20 ft.; AC 19 (+5 breastplate, +2 Dex, +1 small shield, +1 deflection);
Atk +6 (1d8, long sword); SA Guardian; SQ SR 16, turn resistance +4, undead; AL CE; SV Fort +3, Ref
+3, Will +1; Str -, Dex 14, Con -, Int 11, Wis 10, Cha 10.
Skills: . Feats: Dodge, Improved Initiative, Weapon Focus (long sword).
SA-Guardian (Su): Gains an additional attack of opportunity and a +2 dodge bonus to AC when
protecting or defending post.
SQ- Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armour. Always moves silently. Gains deflection bonus to AC
equal to Charisma bonus, minimum of +1.
SQ-Undead (Su): Immune to mind–influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Possessions: Long sword, breastplate, small shield (all incorporeal).

Encounter 57b. Vault

Reading the inscriptions here requires a Decipher Script or Intelligence check (DC 15).

Encounter 59b. Dance on the Wall

Moving from one curtain to another to cross the room requires a successful Climb check (DC 13). Failure
means the character falls to the floor (3d6 falling damage) and is attacked by the snakes.

Creatures (EL 8): This could be quite deadly to solitary characters who drop to the floor. Avoiding this
room’s inhabitants by safely crossing over the curtains may deserve an experience award, depending on
the whim of the DM.

Snakes, Medium-sized Vipers (10): CR 1; Medium-Size Animal (5 ft. long); HD 2d8; hp 9; Init +3 (Dex);
Spd 20 ft, climb 20 ft, swim 20 ft; AC 16 (+3 Dex, +3 natural); Atk +4 melee (1d4-1 and poison, bite); SA
poison (DC 11, 1d6 temporary Con damage); SQ scent; AL N; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17,
Con 11, Int 1, Wis 12, Cha 2.
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9. Feats: Weapon Finesse (bite).

CHAPTER 4: Lair of the Dragon

Encounter 63. North Mall

Wading across the water within 50 ft of the chasm requires a Swim check (DC 10) and a Balance check
(DC 10). For Small sized characters, the DC is 15. Failing either check means the hero travels 10 ft
towards the twisting whirlpool, taking 1d6 subdual damage. The hero must continue to check until he
succeeds or disappears into the chasm, where he or she will likely drown (or, in the case of characters
who have a spell, potion, or device of water breathing, find themselves at the bottom of a 1000 ft cliff,
floating out into the Newsea).

Encounter 64. Palace Guard Hall

Reading the runes here requires a Decipher Script or Intelligence check (DC 10).

Encounter 64a. Entry

Working out the party’s position on the map requires succeeding at an Intelligence check (DC 15) or an
Intuit Direction check (DC 10).

Encounter 64c. North Armory

Creatures (EL 5): These Baaz fight to the death.

Baaz Draconians (5): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounter 614. Assembly

Creatures (EL 2): The draconian is drunk, and confused by the characters as it is, so the EL of this
encounter has been substantially lowered.

Drunk Bozak Draconian (1): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init
+1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: magic missile, shield, sleep. 2nd-level: darkness, web.
Possessions: Long sword

Being drunk incurs a –2 penalty to the bozak’s attack rolls, weapon damage rolls, and skill rolls.

Encounter 64g. Quarters

Heroes moving in this room need to succeed at a Move Silently check (DC 15) to avoid waking up the
draconians.

Creatures (EL 8): Being trapped in this room with 15 angry newly awoken draconians is not a pleasant
experience (as has been learned in playtest).

Baaz Draconians (15): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0;
Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe;
SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounter 64h. Mess Hall

Creatures (EL 3): Three more Baaz who will fight to the death.

Baaz Draconians (3): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Encounter 65a. Larder Office

Creatures (EL 7): This could be an amusing encounter, but also a dangerous one. The Bozak draconians
are keen on keeping Hugon captive, and will fight to the death.
Bozak Draconians (3): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init +1
(Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: magic missile, shield, sleep. 2nd-level: darkness, web.
Possessions: Long sword

Hugon Barker, Male Kender Rog3: CR 3; Small Humanoid (3 ft 7 in. tall); HD 3d6; hp 14; Init +2; Spd 20
ft.; AC 15 (+2 leather armor, +2 Dex, +1 size); Atk +3 melee (1d4, dagger); SA taunt, sneak attack +2d6;
SQ uncanny dodge, evasion, fear immunity; AL CG; SV Fort +1, Ref +5, Will +0; Str 11, Dex 15, Con 10,
Int 13, Wis 9, Cha 13.
Skills: Bluff +7, Disable Device +7, Hide +12 (includes Skill Focus), Intuit Direction +3, Listen +7, Move
Silently +10, Open Lock +8, Pick Pocket +8, Search +5, Spot +7. Feats: Run, Skill Focus (Hide).
SA-Taunt (Ex): A kender can enrage foes by taunting them with verbal abuse. This is a mind-influencing
effect and a free action that affects only one opponent at a time. It requires a Will save (DC 10 + 1/2
kender level + Cha modifier = 12). If the opponent fails the saving throw, they suffer a –2 morale penalty
to AC and attacks for as long as the kender taunts them. Every round after the first another Will saving
throw (DC 12) can be attempted to overcome the taunting.
SQ-Kender traits (Ex): Kender are immune to fear, small-sized (+1 to AC, +1 attack bonus, +4 Hide skill
checks), receive a +2 racial bonus to Listen, Move Silently and Spot checks. Kender also receive a +2
bonus to saving throws against poison, spells, and spell-like effects.
Possessions: Leather armor, dagger, various bits and pieces in pockets and pouches.

Encounter 65b. Larder

Treasure: The elven weapons are not magical although they are finely crafted. The cache consists of
three masterwork long swords , a masterwork longbow, and twelve masterwork arrows.

Encounter 66. Court of Reception

Creatures (EL 7): This encounter would be much more challenging if the draconians weren’t on their way
up the chain elevator. As it is, you should consider lowering the EL of this fight to 1 if the robed draconian
is alone at any point when attacked.

Robed Baaz Draconian (1): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init
+0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death
throe; SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will
+2; Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

Baaz Draconians (8): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd
20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death throe; SQ
spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10,
Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword
Glup Clan Gully Dwarves, Male Aghar Com2 (15): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 67. Great Plaza

Creatures (EL 4): Despite the brief appearance by Khisanth, this is a minor encounter, especially since
the Bozak is in no hurry to fight heroes just yet.

Khisanth, Female Ancient Black Dragon: CR 18; See stat block at encounter 70k, Court of the
Balance.

Slud Clan Gully Dwarves, Male Aghar Com2 (7): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Bozak Leader (1): CR ; CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init +1
(Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: magic missile, shield, sleep. 2nd-level: darkness, web.
Possessions: Long sword

Encounter 67a. East Falls

Climbing up the vines requires making two Climb checks (DC 15), once halfway up and again at the top to
climb to the ruins of the treasury. Failing the first means a drop dealing 10d6 damage. Failing the second
means a longer drop and 20d6 damage.

Encounter 67b. West Falls

Sunstar, Que-Shu Survivor, Female Human War2: CR 1; Medium-Size Humanoid (5 ft. 8 in. tall); HD
2d8+2; hp 8; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor); Atk +2 melee (1d4, dagger); AL
CG; SV Fort +3, Ref +1, Will +1; Str 11, Dex 13, Con 13, Int 10, Wis 12, Cha 15.
Skills: Bluff +4, Handle Animal +6, Profession (shepherd) +3. Feats: Dodge, Run.
Possessions: Leather armor, dagger.

Encounter 68c. Slud Clan Rooms

Heroes entering this room must make a Move Silently check (DC 20) to avoid waking up the Aghar.
Creatures (EL 8): These creatures would rather run away than stay and fight. In fact, they probably
surrender, making this an almost routine encounter.

Slud Clan Gully Dwarves, Male Aghar Com2 (15): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 68f. Guards Post

Creatures (EL 3): These crack Aghar guards turn tail and run for the Throne Room of the Highbulp to
announce the arrival of a “small army”.

Bulp Clan Gully Dwarf Guards, Male Aghar War2 (3): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall);
HD 2d8-2; hp 10; Init +1 (Dex); Spd 20 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor); Atk +2 melee (1d6-
1, short sword); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort +2, Ref +1, Will -2; Str 9, Dex 13, Con 9,
Int 7, Wis 7, Cha 7.
Skills: Climb +2, Hide +7, Listen +0, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty leather armor, short sword, assorted junk

Encounter 68h. Treasury

Creatures (EL 2): An information-gathering scene, worth around EL 2 or 3, perhaps.

Bulp Clan Gully Dwarf Guards, Male Aghar War2 (2): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall);
HD 2d8-2; hp 10; Init +1 (Dex); Spd 20 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor); Atk +2 melee (1d6-
1, short sword); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort +2, Ref +1, Will -2; Str 9, Dex 13, Con 9,
Int 7, Wis 7, Cha 7.
Skills: Climb +2, Hide +7, Listen +0, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty leather armor, short sword, assorted junk

Bozak Draconian (1): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init +1
(Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: charm person, magic missile, sleep. 2nd-level:
darkness, web.
Possessions: Long sword

Encounter 68i. Messy Mess

Creatures (EL 6): These Aghar are throwing around some foul-smelling stew. Each round there is a 70%
that a character will be hit with Aghar stew. If so, for 1d20 minutes the character will stink horribly and all
characters unafflicted must make successful Fortitude saving throws (DC 10) to stand near him.
Bulp Clan Gully Dwarves, Male Aghar Com2 (8): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 68j. Bulp Clan Room

Creatures (EL6): These gully dwarves would rather flee than stay and talk. The EL is provided here in
case the party gets particularly belligerent.

Bulp Clan Gully Dwarves, Male Aghar Com2 (8): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall); HD
2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1,
dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7,
Wis 7, Cha 7.
Skills: Climb +2, Craft (junk) +1, Hide +7, Listen -1, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty clothes, club or dagger, assorted junk

Encounter 68m. Court of the Aghar

Phudge Highbulp, High King of the Aghar, Male Ftr1/Rog1: CR 2; Small Humanoid (4 ft. tall); HD
1d10+1d6; hp 16; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 12 (+1 Dex, +1 size); Atk +1
melee (1d6-1, short sword); SA sneak attack +1d6; SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort +1,
Ref +3, Will -1; Str 9, Dex 13, Con 11, Int 9, Wis 9, Cha 9.
Skills: Bluff +3, Climb +6, Craft (junk) +1, Hide +7, Listen +3, Move Silently +5, Spot +3, Tumble +7.
Feats: Dodge, Improved Initiative.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Crown, robes, short sword, various regal items, mostly dirty.

Highbulp Gully Dwarf Guards, Male Aghar War2 (4): CR 1; Small Humanoid (dwarf) (3 ft. 6 in. tall);
HD 2d8-2; hp 10; Init +1 (Dex); Spd 20 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor); Atk +2 melee (1d6-
1, short sword); SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort +2, Ref +1, Will -2; Str 9, Dex 13, Con 9,
Int 7, Wis 7, Cha 7.
Skills: Climb +2, Hide +7, Listen +0, Spot –1, Tumble +3. Feats: Dodge, Run.
SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus on Climb, Craft (junk), Hide and Tumble checks, +2
racial bonus on saving throws against poison, spells and spell-like effects.
Possessions: Dirty leather armor, short sword, assorted junk

Encounter 69b. The Secret Way

Up to four characters at once may attempt to lift the trap door. This requires a successful Strength check
(DC 25). One character makes the roll, while the others make Strength checks against DC 10 and each
add a +2 circumstance bonus to the main character’s roll if they succeed. Characters cannot take 10 on
this roll.

Encounter 70c. First Hall

Creatures (EL 6): These guards sound an alarm once the combat is joined.
Bozak Draconian Guards (2): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init
+1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: magic missile, shield, sleep. 2nd-level: darkness, web.
Possessions: Long sword

Encounter 70d. Palace Treasury

Treasure: Characters who make a Search check (DC 15) will find, amongst the worthless clay Culli, one
or more of the following items: two +3 daggers, one pair of gloves of swimming and climbing, one wizard
spellbook containing the spells arcane lock, knock and invisibility, and a +1 small steel shield.

Encounter 70g. Prisoner Cell

Raven-Eye, Que-Shu Warrior, Male Human War2: CR 1; Medium-Size Humanoid (5 ft 10 in. tall); HD
2d8+2; hp 16; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +4 melee (1d3+2 subdual, unarmed); AL CG;
SV Fort +4, Ref +2, Will -1; Str 14, Dex 14, Con 12, Int 12, Wis 9, Cha 12.
Skills: Craft (leatherworking) +4, Handle Animal +6, Jump +6, Swim +7. Feats: Power Attack, Run.
Possessions: Ragged clothing.

Encounter 70h. Bozak Commander

Creatures (EL 4): This draconian is a sly and cunning individual, and will attempt to lead the party to the
dragon if outnumbered.

Bozak Draconian Commander (1): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp
30; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee
(1d6+2, long sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine
grace, glide, immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int
15, Wis 12, Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: charm person, magic missile, shield. 2nd-level:
invisibility, mirror image.
Possessions: Long sword

Encounter 70j. Hall of Sound

A rogue using Search (DC 15) will notice the traps in the floor, as will anyone who makes a successful
Spot check (DC 20).

Encounter 70k. Court of the Balance

Creatures (EL 18): Obviously, since this is the big finish, you don’t need to pull as many punches.
However, it won’t be any fun for the players if you wipe them all out, so have Onyx switch targets
frequently, just short of killing them. The only real way to kill Onyx is to strike her with the Blue Crystal
Staff, but this is actually much simpler than it sounds – her AC against touch attacks (which is all that is
needed) is only 8. Of course, the other characters can attempt to take her out, but her Damage Reduction
is substantial and she has a great number of hit points – assuming they can land blows at all.
Khisanth (Onyx), Female Ancient Black Dragon: CR 18; Huge Dragon (Water) (32 ft. long); HD
31d12+186; hp 387; Init +4 (Improved Initiative); Spd 60 ft., fly 150 ft (poor), swim 60 ft; AC 38 (-2 size,
+30 natural); Atk +40 melee (2d8+11, bite) or +36 melee (2d6+5, 2 claws) or +35 melee (1d8+5, 2 wings)
or +35 melee (2d6+16, tail slap) or crush (Reflex DC 31 to avoid being pinned, Small size opponents or
smaller only, 2d8+16 damage/round); Face 10 ft by 20 ft; Reach 10 ft; SA breath weapon, spells (cast as
Sor11); SQ SR 25, Damage Reduction 15/+2, frightful presence (Will save DC 28), spell-like abilities,
darkvision 1000 ft, immunities, blindsight 300 ft; AL CE; SV Fort +22, Ref +16, Will +19; Str 31, Dex 10,
Con 23, Int 16, Wis 17, Cha 16.
Skills: Bluff +23, Concentration +26, Diplomacy +23, Escape Artist +20, Hide +12, Jump +30,
Knowledge (arcane) +23, Listen +36 (includes Alertness feat), Move Silently +20, Sense Motive +29, Spot
+36 (includes Alertness feat), Search +34. Feats: Alertness, Cleave, Flyby Attack, Improved Initiative,
Quicken Spell-Like Ability, Weapon Focus (claws).
SA-Breath weapon (Su): 100 ft long stream of acid, 20d4 acid damage, Reflex DC 31, usable once
every 1d4 rounds.
SQ-Spell-like abilities (Sp): 3/day: insect plague, darkness (100 ft radius); 1/day: corrupt water, plant
growth. All cast as 11th-level sorcerer. Khisanth’s Quicken Spell-Like Ability feat allows her to use one of
these abilities as a free action each round.
Sorcerer Spells (6/7/7/7/6/4), chosen from the following list: 0 (DC 13) arcane mark, daze, detect magic,
ghost sound, light, open/close, prestidigitation, read magic, resistance; 1st (DC 14) charm person, magic
missile, protection from good, shocking grasp, sleep; 2nd (DC 15) blur, detect thoughts, fog cloud, melf’s
acid arrow, summon swarm; 3rd (DC 16) gaseous form, haste, slow, stinking cloud; 4th (DC 17) evard’s
black tentacles, minor globe of invulnerability, polymorph self. 5th (DC 18) feeblemind, teleport

Development: Once the dragon is destroyed by the Blue Crystal Staff, the cavern walls begin to collapse.
Every ten minutes the characters remain in the sunken city, have them make saving throws to avoid
taking damage from falling rock and debris (1d12 damage, Reflex saves (DC 13) for no damage)

Treasure: The dragon’s hoard includes the Disks of Mishakal, a cloak of invisibility, and a large amount of
coins (1000 platinum pieces) and gems (fifty-six 200 gold piece value precious stones).

APPENDICES

Blue Crystal Staff of Mishakal:

The staff holds up to 20 charges at any one time. It regains one charge per day from the combined light of
Krynn’s 3 moons. It can be recharged fully and immediately in the arms of the statue of Mishakal. Further
information is provided under the Goldmoon character conversion (detailed elsewhere, see Innfellows
Conversion Notes q.v.)

Disks of Mishakal:

These platinum disks are 18 inches in diameter and one-sixteenth inches thick. There are 160 disks in all,
bound together by a bolt allowing individual disks to be swiveled out. Anyone of Lawful Good or Neutral
Good alignment may examine the plates. Others take 4d6 points of electrical damage (no saving throw)
each time they try to touch or read them. Clerics who study the disks learn about the Gods of Good and
may acquire all the normal powers and abilities of a cleric if they choose to worship these gods (i.e. they
can cast spells, turn undead, etc). This will also allow non-cleric characters the ability to multiclass into
the cleric class when opportunity and experience points present.

Random Encounter Listing

1. Townspeople , Male and Female Human Com1 (3-30): CR 1/2; Medium-Size Humanoid; HD 1d4; hp
3; Init +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 10,
Dex 10, Con 10, Int 10, Wis 9, Cha 9.
Skills: Climb +2, Profession (varies) +3, Ride +1, Swim +2. Feats: Skill Focus (varies).
2. Baaz Draconians (6-12): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init
+0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death
throe; SQ SR 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 10, Dex
11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

3. Plainsmen, Male Human War2 (1-10): CR 1; Medium-Size Humanoid (6 ft. 2 in. tall); HD 2d8+4; hp
10; Init +0; Spd 30 ft.; AC 12 (+2 leather armor); Atk +3 melee (1d6+1, short sword); AL N; SV Fort +4,
Ref +0, Will +0; Str 13, Dex 11, Con 14, Int 9, Wis 12, Cha 10.
Skills: Animal Handling +2, Wilderness Lore +2. Feats: Track.
Possessions: Leather armor, short sword

4. Qualinesti Elves, Male Elf War2 (1-4): CR 1; Medium-Size Humanoid (5 ft. 6 in. tall); HD 2d8+2; hp
17; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +3 melee (1d8+1, long sword) or +4 ranged
(1d8, longbow); SQ low-light vision, elf traits; AL LG; SV Fort +4, Ref +2, Will +0; Str 12, Dex 14, Con 12,
Int 11, Wis 11, Cha 11.
Skills: Climb +2, Hide +1, Listen +3, Search +3, Spot +2. Feats: Point-Blank Shot.
Possessions: Longbow, long sword, leather armor, quiver and 20 arrows.

5. Townspeople , Male and Female Human Com1 (2-20): CR 1/2; Medium-Size Humanoid; HD 1d4; hp
3; Init +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 10,
Dex 10, Con 10, Int 10, Wis 9, Cha 9.
Skills: Climb +2, Profession (varies) +3, Ride +1, Swim +2. Feats: Skill Focus (varies).

6. Seeker Guards, Male Human War4 (1-6): CR 3; Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp
15; Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort
+4, Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, Wis 10, Cha 11.
Skills: Climb +5 (+0 in armor), Intimidate +3, Jump +5 (+0 in armor), Listen +2, Ride +4, Search +2.
Feats: Improved Initiative, Power Attack, Weapon Focus (long sword).
Possessions: Chainmail armor (-5 check penalty), small shield, long sword, Seeker symbols.

7. White Stag (1): CR 7; See stat block at encounter 5, Prayer’s Eye Peak. The Stag will lead the PCs on
the right path, staying just ahead of them for 3-6 hexes on the wilderness map before disappearing.

8. Giant Eagles (2-8): HP 26 each; see Monster Manual 102.

9. Dire Boars (1-4): HP 52 each; see Monster Manual 57.

10. Riding Dogs, Wild (4-16): HP 13 each; see Monster Manual 196.

11. Baaz Draconians (1-10): CR 1; Medium-Size Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init
+0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) or +2 melee (1d8, long sword); SA death
throe; SQ spell resistance 11, glide, disease immunity, low metabolism; AL LE; SV Fort +2, Ref +3, Will
+2; Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10.
Skills: Bluff +5, Disguise +5, Gather Information +5, Listen +5 (includes Alertness feat), Spot +4
(includes Alertness feat). Feats: Alertness, Run.
Possessions: Cloaks, robes, long sword

12. Bozak Draconians (1-8): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init
+1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: magic missile, shield, sleep. 2nd-level: darkness, web.
Possessions: Long sword

13. Monstrous Hunting Spiders, Medium (1-10): HP 14 each; see Monster Manual 210.

14. Ogres (2-12): HP 26 each; see Monster Manual 144.

15. Wraiths (2-12): HP 32 each; see Monster Manual 185.

16. Trolls (2-8): HP 63 each; see Monster Manual 180.

17. Will-o-wisps (1-3): HP 40 each; see Monster Manual 183.

18. Snakes, Medium-sized Vipers (1-6): HP 9 each; see Monster Manual 202.

19. Khisanth (Onyx), Female Ancient Black Dragon: CR 18; See stat block at encounter 70k, Court of
the Balance. Onyx will not attack the PCs directly, preferring to stay in the air, though she will allow her
Fearsome Presence ability to take hold of them. If attacked by the party, she will use her breath weapon
on them once, and fly off.

20. Bozak Draconians (1-10): CR 4; Medium-Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init
+1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, long
sword) or +4 melee (1d6+1, bite); SA death throe, spells; SQ spell resistance 14, divine grace, glide,
immunities, low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, Wis 12,
Cha 14.
Skills: Bluff +8, Diplomacy +8 (+12 with draconians), Hide +7, Intimidate +4, Knowledge (religion) +6,
Listen +3 (includes Alertness feat), Move Silently +7, Spot +9 (includes Alertness feat). Feats: Alertness,
Combat Casting, Multiattack, Run.
SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: magic missile, shield, sleep. 2nd-level: darkness, web.
Possessions: Long sword

21. Catoblepas (1): CR 5; Large Aberration (9 ft. long); HD 6d8+18; hp 45; Init +0; Spd 20 ft.; AC 13 (-1
size, +4 natural); Atk +7 melee (1d6+6 and stun, tail slap); SA Death gaze, stun; SQ Heavy head,
darkvision 60 ft; AL N; SV Fort +5, Ref +2, Will +6; Str 18, Dex 10, Con 16, Int 4, Wis 12, Cha 14.
Skills: Listen +9, Search +7, Spot +5.
SA- Death Gaze (Su): 60 feet, Fortitude save (DC 17) or die. Even if the save is successful, the target
takes 3d6+6 points of damage.
SA-Stun (Ex): A creature hit with the catoblepas’ tail must succeed at a Fortitude save (DC 17) or be
stunned for 1d3 rounds. Stunned creatures cannot act and lose any Dexterity bonus to AC. Attackers get
a +2 bonus on attack rolls against a stunned opponent.
SQ-Heavy head (Ex):The catoblepas must succeed at a Strength check (DC 15) each round to lift its
head high enough to use its gaze attack. If the target is smaller than the catoblepas, lower the DC by –1
for each size category difference. If the target is larger, add +1 to the DC for each size category
difference. If the catoblepas has to swing its head back and forth to follow a target (such as one that is
constantly moving) the DC is increased by +4. If the catoblepas is aware of its enemies and can attack in
the surprise round, one target automatically meets its gaze and must make a successful Fortitude save
(DC 17) or die.

22. Black Dragon Hatchlings (1-10): CR 2; Tiny Dragon (Water) (2 ft. long); HD 4d12+4; hp 20; Init +0;
Spd 60 ft., fly 100 ft (average), swim 60 ft; AC 15 (+2 size, +3 natural); Atk +6 melee (1d4, bite) or +1
melee (1d3, 2 claws); Face/Reach 2.5 ft by 2.5 ft/5 ft; SA breath weapon; SQ keen senses, immunities,
blindsight; AL ; SV Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Skills: Escape Artist +4, Hide +4, Listen +6 (includes Alertness feat), Move Silently +4, Spot +6
(includes Alertness feat), Search +3. Feats: Alertness.
SA-Breath weapon (Su): 30 ft long stream of acid, 2d4 acid damage, Reflex DC 13.

23. Snakes, Medium-sized Vipers (1-6): HP 9 each; see Monster Manual 202.

24. Wraiths (2-12): HP 32 each; see Monster Manual 185.

The Darken Wood Random Encounter Table

1. Griffons (1-12): HP 59 each; see Monster Manual 113.

2. Treants (1-20): HP 66 each; see Monster Manual 178.

3. Satyrs (2-8): HP 22 each; see Monster Manual 160.

4. Centaurs (1-12): HP 26 each; see Monster Manual 33.

5. Brownie (1): CR 1; Tiny Fey (1 1/2 ft. tall); HD 1/2d6; hp 2; Init +8 (Dex, Improved Initiative); Spd 20 ft.;
AC 17 (+2 size, +4 Dex, +1 natural); Atk +6 melee (1d4-2, short sword); SA spell-like abilities; SQ SR 16,
low-light vision; Face 2 1/2 ft by 2 1/2 ft; Reach 0 ft; AL LG; SV Fort +0, Ref +6, Will +4; Str 7, Dex 18,
Con 11, Int 14, Wis 14, Cha 16.
Skills: Bluff +6, Craft (woodworking) +6, Craft (leatherworking) +6, Craft (metalworking) +6, Escape Artist
+7, Hide +12*, Move Silently +8, Listen +9, Search +5, Sense Motive +5, Spot +10. Feats: Dodge,
Improved Initiative, Weapon Finesse (short sword).
SA-Spell-like Abilities (Sp): 1/day— confusion, continual flame, dancing lights, dimension door, magic
circle against evil, mirror image, and ventriloquism. These abilities are as the spells cast by a 7th-level
sorcerer (save DC 13 + spell level).
SQ-Skills- (Ex): Brownies receive a +2 racial bonus to Listen and Spot checks (in addition to the normal
+2 bonus granted to all sprites, See page 172 in the Monster Manual). They also receive a +5 racial
bonus to Hide checks in a forest setting.

6. Sprites (Pixies) (10-100): HP 3 each; see Monster Manual 172.

7. Nymph (1): HP 10; see Monster Manual 143.

Catoblepas and Brownie stat blocks converted by Scott Greene. Visit Scott Greene’s Creatuer Catalog
website for other creature conversions and original creature creations
(http://www.rpgplanet.com/dnd3e/creaturecatalog/)

White stag, gully dwarf and spectral minion stat blocks originally converted by James O’ Rance (dragon-
dreamer@geocities.com). Some modifications may have been made for this adventure conversion.
All encounter conversions and NPC conversions created by Cam Banks (boymonster@mindspring.com)

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