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  1. #81
    Creature Cataloguer
    Enchanter (Lvl 12)

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    shade and i can edit it. however, i don't happen to have that fifty hours of free time, and i can't speak for shade.
    don't quote me on that.

    I am the D&D guru on Wikipedia (because no one else wanted the job!) so check out the D&D Wikiproject!

 

  • #82
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    I was just wondering, what started the whole sorted by CR?
    @RPG.StackExchange.com

  • #83
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    Gallant (Lvl 3)

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  • #84
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    The Grand Druid (Lvl 20)

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    Quote Originally Posted by Ferret
    I was just wondering, what started the whole sorted by CR?
    Practicality of use. There's no better way to sort them, imho. When I'm looking for a weird monster to use on my players that they will have never heard of, I know about what CR I'm looking for.
    the Jester

    The Monster Project

    Buy my first self-published weird sci-fi novel from Amazon here!

  • #85
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    good point - alphabetical sort works better in books, but i can see why the CR-sort works well here, since all these creatures are basically unknown.
    don't quote me on that.

    I am the D&D guru on Wikipedia (because no one else wanted the job!) so check out the D&D Wikiproject!

  • #86
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    Hey J,

    Just thought I'd point out that many of my old creations from the "Humanoids + Templates = Fun" thread are being updated in this thread...

    http://www.enworld.org/showthread.php?t=129394

    I see that you have all the 2005 entires in the Index, but I'm not sure if you saw the correlation between some of the old v.3.0 entries and the new v.3.5 entries.

    This includes the following: Chulataur, Djilot, Equinan, Feral Kobold, Go’lok, Insectile Gnoll, Lupitaur, Nom-Ti, Rut-Kin, Scalefolk, and Scorpogle.

    The Rut-Kin is basically the new version (and name) for the Half-Satyr Minotaur. The "new" Epascro updates the old one from the old "Animals & Vermin + Templates = Sadistic Fun" thread. The "new" Ember Lion updates from that thread as well. Also, the "new" Crystkyn and Lacertatoise entries there are re-imaginings of old "H+T=F" critters with very different designs.

    Cheers!

    KF72
    Last edited by Knightfall; Tuesday, 8th August, 2006 at 07:48 AM.
    Robert Blezard

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    ø Ignore tiamat5774
    DIABOLIC GENESIS: ORIGINS OF EVIL

    By

    Daniel Wood





    Chapter 1: Gate Activity

    Diabolic Genesis: Origins of Evil is a DUNGEONS AND DRAGONS adventure suitable for a party of five average D&D
    characters who begin the adventure at or near 6th level. It is recommended that at least one of the player characters
    has some clerical ability and at least one have access to arcane spells. The adventure can be adjusted to play with very
    large, very small, higher level or lower-level groups.

    PREPARATION
    You, the DM, should have a copy of the Player’s Handbook 3.5, the Dungeon Master’s Guide 3.5, and the Monster
    Manual 3.5 to use this adventure. Familiararity with the FORGOTTEN REALMS campaign setting is recommended
    but not essential.
    Text that appears in shaded boxes is player information, which you can read aloud or paraphrase to players when
    appropriate. Unshaded boxes contain important background information for the DM. Monster and NPC statistics
    are provided with each encounter in abbreviated form, full stats for the monsters and NPCs can be found in the

    Monster Appendix: 1 or, for more detailed statistics, the monsters in the book can be looked up in the MONSTER

    MANUAL 3.5, MONSTER MANUAL 2, and MONSTERS OF FAERUN. Page numbers and the source book are
    provided at the end of each monster entry for easier referencing.
    Individual encounters possess an overall rating called the encounter level (EL). The encounter level is a tool for
    the DM to calculate total experience points for each encounter and as a point of information to the DM, allowing him
    or her to gauge the strength of any particular encounter at a glance.

    ADVENTURE BACKGROUND
    On a beautiful island in Faerun called Genesica, a red dragon named Colossus ruled with an iron claw. She just
    laid her clutch of eggs then went to sleep. During her slumber, the dragon goddess Tiamat blessed one of her eggs,
    for she believed that through this offspring great deeds of evil would be wrought.
    When the eggs finally hatched, five red wyrmlings were crawling around in the lair and one egg still remained. The
    next day the last egg began to crack open. First a tiny red head poked out, then a black head, a green, then a blue.
    A final head poked out, white as snow or ice, and as this head became visible the shell cracked completely open and
    Colossus was amazed but at the same time dismayed to see that the wyrmling was deformed for all five heads was
    connected to the same body.
    She was further dismayed that the wobbling reptile could not coordinate and decide which way to crawl, but the last
    straw was when it finally zeroed each head in on one of his siblings and burned, zapped, poisoned, chilled, and partially
    digested with acid five of the red babies. Each one went down lifeless and he began to feast upon each carcass.
    The new mother was infuriated with the tiny death bringer and picked him up, carried him out into the morning sunlight,
    and tossed him away as so much refuse. Colossus had no idea of the implications that these events held and did not
    care, nor did she know of the consequences that were soon to follow.
    Tiamat soon made her self known to Colossus and called her from her lair. When Colossus made her exit, she was
    shocked to see her son held ever so gently in the hands of Tiamat. The tiny deformity, diminished by the Dragon God’s
    size, began hissing and spitting vile things in draconic at his mother and almost vomiting fire, poison, and sparks of
    lightning at her. Tiamat put down the baby dragon and went to war with Colossus for two score and nine days
    and slew her by freezing her with an icy blast from her white head. Colossus fell, and great was the fall of her.
    A millennium had come and gone. When all creatures thought they were free of the tyrannical rule of dragons, the
    dreaded son of Colossus, reared and trained by Tiamat herself, *Sver’ir* (in the common tongue means Dark One)
    rose on the horizon of a new terrible era of rule over Genesica. He ruled as his mother once did and was venerated as
    a demigod unofficially. He made a volcano his lair for he had grown accustomed to the fires of Ba’ator, the home of
    Tiamat. He named his new home Sverthicasver (Mountain of Darkness, or as it has come to be known, Mt. Darkest).
    As the Dark One’s rule continued over Genesica, an evil plan for domination formed in his sinister mind and began
    making preparations at once. He took a half wyvern, half dragon named *Lorea’renk* as his mate and her clutch of
    eggs numbered in the area of one score and ten.
    His plan was simple enough. Through his ability to charm masses of creatures, he brought together mammoth armies
    and commanded archways to be built so he may construct portals and gates to all the planes and realms as an
    eternal fixture in his land to be used as the instrument of his dominance of all creation in any plane, and to stand
    forever more as monuments thereafter to his superiority.
    The time had come for him to strike. His children were old enough to find prey on their own though a few had fallen
    prey to other creatures already. Almost all the portals had been created.
    One of the gates was opened to the astral plane by mistake in the Dark One’s rush for supremacy (Tiamat tried
    to teach patience, but that lesson fell on deaf ears) resulting in a tragic end for the beautiful island Genesica.
    The other end of the astral portal opened into the pathway of an asteroid belt. Great rocks from this plane hurtled
    and smashed their way through the gate. Without an atmosphere to slow or stop the onslaught of rocks, three
    quarters of the land was laid to waste. One third of all life was destroyed including the Dark One’s mate and all
    but five of his children.
    The gate to the astral plane was ruined in the fray and the other gates and portals became unstable for use. They
    functioned only to anchor this island to a fractal zone it has teleported to in the outsider plane. The link with other
    planes and realms were fortunate for repopulation purposes but unsteady at best.
    With the Dark One’s legacy still intact, he vows to try again. He gathers his armies even as you read this. He has
    created five new portals. He’s poised for the attack and he must be stopped. The fate of the realms, even yours,
    is at stake.

    Adventure Synopsis
    The heroes become involved when they are asked to investigate or happen upon a strange magical cabin fading in
    and out of existence. There they will find four doors leading to a portal at the end of a room the door opened to.
    There are clues to what lies on the other side of the portals lying on the table: The Book of Unwritten Chronicles
    a magically intelligent book possessed with the spirit of an epic bard, and a map of an unknown island surrounded by
    a sea of desert. The best information can be gathered from the Guardian, an old elf behind one of the doors who
    believes he is only guarding one gate and is unaware of any others. He is however aware of what is on the other side
    of the portal he guards and that is why he has kept a constant vigil over it for so long.
    The five dragons: Zazbeth, Shaysbeth, Darmatair, Wolvertain, and Phraughstbight, await their master’s command
    to rise and lead his armies into the gates for conquest. The humanoids that have become trapped in this world
    survive only as long as they pay tribute to the dragons in the given territory, serve as minions, or make human
    sacrafices.
    The human settlements are Kamosa, Sebria, Cabaya, and a military outpost that was recently razed, Cordyan.
    All settlements are lightly defended by conscripts and archers. If a dragon attacks, they will retreat and rebuild.
    Only once has anyone risen up against a dragon and his arrows and melee weapons are the things of legends.
    When the Heroes defeat their first dragon, they will be revered as dragon slayers and the people of the settlements
    will call on them for all their dragon related problems. As payment, the deed for the land that was the Cordyan
    settlement will be given to the heroes as a base of operations or to use as they see fit (stronghold, a holy refuge, etc.).
    By defeating the dragons, the heroes cripple the morale and the proverbial magic glue holding the armies made
    up of chaotic creatures and natural enemies together. The armada will dwindle and the efficiency of their tactics
    will suffer making it easier to defeat the Dark One’s plans.
    The heroes will learn more and more about the Dark One as they travel and adventure throughout the land and if
    you think he will tolerate the destruction of his legacy, you’re wrong. At the end of the adventure the Dark One will
    send wave after wave of creatures after the heroes, then finally confront them himself.
    After his destruction, all will be magically restored and Genesica will return to its original place in Faerun.

    Character Hooks
    The heroes can become involved in the beginning of this adventure in one of the ways described below. Each hook
    Is an easy way to bring the characters to the Fading House and through one of the portals leading to Diabolic Genesis.
    Of course, you can always use a hook that is more appropriate for your campaign or your group’s player characters.
    These adventure hooks can take place in any part of Faerun, since the heroes will be magically transported to their
    next destination.

    Rumors
    Several points of light appear south of the fortifying walls of a city in Faerun. Children from this city go to explore
    and find this phenomenon and play in the area trying to catch the lights thinking they were fire flies. A couple of
    swift flashes from these points of illumination scared these children almost half to death and they went screaming back
    the city with wild stories of ogres and a black dragon, and one child recalled a half dead man. A zombie, maybe?
    All but the governor of the city dismiss these stories as childish fantasy for his scouts have brought back reconnaissance
    reports on the lights taking form of something big and their accounts confirm the children’s stories of the flashes of light.
    The party is somewhere in the city and they hear the rumblings and rumors of something significant happening outside
    the city. The governor knows of their presence in the city and their fame from the last quest they took precedes them.
    The governor calls for an audience with the party and requests a closer investigation of the disturbance and to ascertain
    any threats to the city and its people. If the party are hesitant he promises one +2 magic item or weapon to each of the
    party members to start with and they will be well paid upon their return with information on the incident taking place
    outside the city. He offers free room and board for tonight and 1000 gold pieces per party member on their return.

    A Lost Child
    While traveling home from a gruesome battle between good and evil, you hear stories from a merchant caravan
    traveling in the same direction as the party. They tell of a house that has appeared magically about half a mile
    outside the party’s home city and keeps fading in and out of existence. They also tell the adventurers that the
    governor of the city has made it unlawful to approach the house until they return, because the governor wishes
    for them to investigate the disturbance.
    When the party makes it back to the city, the governor summons the group to his office and makes his request. An
    unknown woman busts into the room in tears interrupting the meeting yelling, “he’s gone, my son is missing!”
    The governor being a kind and gentle man calms the woman then asks in a firm voice to tell him what happened.
    She tells him that her son was trying to join a gang or impromptu “guild” and his initiation took place last night
    without her knowledge. The children who put the group together told her that his initiation involved going into the
    fading house to find something of value and bring it out to pay it as a club due. They say that no sooner did he enter,
    the house faded away and they ran in fear. She pleads to the adventuring party for help in finding her son. The
    governor vows to deal with this new guild himself and offers the party a reward of 1000 gold pieces to each of the
    party members upon the safe return of her son.

    Attempted Invasion
    On the group’s way home they happen upon a house that magically appears outside their home town. The house
    glows with a powerful magic property that apparently makes the house fade in and out of the material plane. As the
    house materializes again the door opens and a group of 8 ogres exit stealing toward the party’s home town during the night (spot DC 15 or survival DC 10 to track ogres if first check fails).
    Creatures: (8) Ogres EL 8-
    Ogre: Large Giant; CR 2; AC 16 (hide); HD 4d8+8; hp 26; Init -1
    When they are caught trying to invade your town 5 retreat back to the house and 3 stay to fight to ensure the
    escape of the others. The party will have the choice to give pursuit into the house or wait until morning to report
    last night’s happenings to the governor who will give a scroll of hold monster, a potion of invisibility, and a +2
    weapon or protective item to each of the party if they go into the house and seek out and eliminate any and all
    threats to the town. All treasures found are theirs to keep and 1000 gold pieces await each of them upon their
    return.

    DM should read or paraphrase the following:
    You find yourselves in a grassy meadow, less than a100 yards from a small cottage slowly fading in and out
    of existence. This house is lit with a magical light like none of you have ever seen.












    Chapter 2
    ENTERING THE FADING HOUSE


    1. Upon investigation of the cabins interior DM should read or paraphrase the

    following:



    You find yourselves in a soft white room with four continuously glowing and fading

    doors. The doors and a large table with chairs are the only features in this room and

    they appear to be made of wood. The door you entered through seems to have

    disappeared! On the table, to the right, is a large piece of parchment and upon closer

    examination, you see that it is a map of an unknown land. There is also a large leather

    bound book entitled "Unwritten Book of Chronicles".



    (SIDE BAR)

    If the book is opened and examined, tell the player examining it that there is only one

    page written so far. If the player reads the page, DM should read the following:

    “All others have failed and I was the last. My spirit is bound here for my time is past.

    Unspeakable evil lies behind each door. Take care you don’t end up like others before.

    Five colors, five heads is all I know of your fate. If you must know more, ask the guardian

    of the gate. To what I have written you must take heed and I will record your actions, your

    words and your deeds. For in you must go. There’s no way to turn back. Defeat your

    greatest foe before he attacks.”

    Then ask, "Are such adventurers present and ready to undertake this task?" When the

    players answer "yes" tell them that the book starts writing itself, "Then choose a door and your

    destiny." At any time the book is opened during the adventure, the DM should tell the

    player reading it that it details the players' actions up to that point and their discoveries.

    At the end of the adventure the book's title magically changes to "Genesica: The Restoration”.


    When the players start opening doors and entering the four rooms to look around,

    roll a D6 for each of the rooms that are entered. The results are as follows:


    2. roll (1-2)

    Read or paraphrase the following:


    This room is brightly lit and white. You see an old man sitting in a chair in a corner on the far

    end of the room on the right hand side. He sits on a rocking chair, patiently waiting

    for you to address him. He seems to be an old wizard, though you've seen nothing of his

    likeness before. There is a glowing keystone archway, apparently a portal of some sort,

    next to his rocker. Upon closer examination, you find him to be an elf, old even by Elven

    standards of age.





    NPC: (1) elf wizard-
    Guardian, male elf (high) Wiz20: CR 20; Size M (5 ft., 2 in. tall); HD 20d4+80; hp 139; AC 14 (+4 Dex)



    The players may want to ask the wizard questions, but he will answer only 10

    because, although he seems fine, he’s tired and weary for rest. After the 10 questions

    have been asked, the players witness the old wizard fade away into nothingness. He

    dies of old age so healing won't do much good, but there is a 30% chance that it will

    buy time for one more question. The wizard should make a point to tell the players

    that he is the last of the Gate Guardians and that these gates need to be destroyed.

    He will help the players if they ask him by making his treasure chest visible and

    unlocking it. The players may have its contents. The chest contains Guardian's

    possessions as listed in the Creature Stat Appendix.

    DM reads:

    The wizard begins to fade out of existence but manages to say," This gate, you

    must go through! A domain of evil it is, but it is your only hope of escape! Once gone,

    am I, this place goes shortly after............now go!"



    When the players witness him fade out, his passing leaves something of benefit behind.

    All players who witness his passing rise 1d4 levels (DM rolls).



    3. Roll (3-4)

    Room of "Doom"- White room gives feeling of foreboding. (as spell Doom cast by 10th

    level cleric. Will save DC 21.)


    DM reads:

    The room is white, but the feeling is dark. You see a keystone archway that glows as if it

    is a portal.






    4. roll (5)

    Creature: (1) Black Dragon EL6

    Shaysbeth, Dragon, Black, Juvenile: Medium Dragon (Water); CR 6; AC 22; HD 13d12+26; hp 110

    Treasure: 2,192 gp, brandeen (67.8 gp, orange-red garnet (481 gp), arcane scroll (75 gp)-

    Magic Weapon (l1, cl1), Erase (l1, cl1), Identify (l1, cl1), dwarven war axe +1 (2,330 gp).








    DM reads:

    A black dragon that stands as tall as the tallest one of all of you blocks your way. It

    looks at you with fury in her eyes for your intrusion. Beyond the dragon is an arched doorway that

    glows magically and to the right is a respectively large horde.


    The dragon’s position is marked by the encounter mark on the map in this room.
    Whether the party tries to attack the dragon or not Shaysbeth will try to retreat through
    the portal at the end of the room. She will breathe once to repel the party back and allow her to
    escape. If she is able she will scoop as much of her horde into her mouth as possible before leaving.
    The portal in this room is unstable and time will seem to be effected next time the party encounters
    her for she will have grown to a mature adult and have her own lair in an underwater cave close to
    Phraughstbight’s island.



    5. roll (6)

    Creatures: (5) Ogres EL7
    Ogre: Large Giant; CR 2; HD 4d8+8; hp 26; AC 16 (-1 size, -1 dex, +3 hide, +5 natural)

    DM reads:

    Five ogres guard the arched doorway at the end of this room with their lives.



    All ogres have hide armor but two have 10 sp in their coin pouch each.
    The ogres attack on sight of an enemy with javelins as a first attack.
    The ogres' position is marked on the map.

    Players can enter the Diabolic Genesis realm through any of the afore mentioned

    portals in the four rooms. They all lead to the same destination.

    Chapter 3
    Entering Diabolic Genesis

    AREA - A


    Trap: The Volcano EL10
    DM READS:

    You step through the portal and, in a flash of brilliant light, you find yourselves in a

    whole new place. An imposing, cone shaped shadow looms far past you, even farther

    than the canyon up ahead. You’ve just exited the portal around 20 ft. away from the

    base of a volcano. You feel the ground rumble beneath your feet and hear the rising

    crescendo of a roar coming from the black mountain behind you!



    If the players don’t move immediately, read the following:

    You see the beginning flow of lava come down the mountainside, and is about to cover

    the portal you just came through! What do you do?


    A sheet of graph paper or battle mat may be useful for the following:

    Roll 2d10 to determine how fast the lava is moving. If lava comes within 5 ft. or

    touches a character, that player’s character takes 2D6 fire damage (REF save

    DC15 + 1 for each check after the first or catch on fire taking 1D6 damage per round). If a

    player’s character is immersed (up to their waist in lava and being carried away by the

    flow), that character takes 20D6 fire damage. PCs take half as much damage after

    escaping exposure or immersion for 1D3 rounds (1D6 or 10D6). Use table below. All

    characters should make initiative rolls and the DM should roll initiative for the lava.


    % LAVA SPEED (PER ROUND) % LAVA SPEED (PER ROUND)*

    1-20 30 ft. 61-80 50 ft.

    21-40 40 ft. 81-90 70 ft.

    41-60 45 ft. 91-100 75 ft.

    *If roll is this high, there is a 25% chance of the volcano to explode doing 10d6 fire damage

    and 2d6 subdual damage for any character within 80 ft. radius of blast point. Reflex save

    DC 20 negates 1/2 damage. If save is failed, character is knocked to the ground (full round

    action to get up).



    DM READS:

    The lava lunges forward closer, and closer toward you. You’re not out of danger yet.

    Your only hope is the rope bridge that stretches the 180 ft. gap from land mass to

    land mass.



    If characters are still on the bridge when the lava reaches the ropes of the bridge, the

    ropes catch fire and snap 1D3 rounds later. Any characters still hanging on need to

    make a balance check DC 10 or fall 250 ft. down taking 25D6 damage only to await

    the hot lava shower to follow. DM may offer another balance check to catch the bridge

    during the fall, DC 15. Climb check DC 10 or take 10 to climb the bridge like a ladder

    at half of player’s movement rate.



    (SIDE BAR):

    RANDOM ENCOUNTERS

    Roll on the random encounter table in back of the book to create encounters

    for the party in the forest where marked "RE". Also, this table can be used throughout

    the adventure. The monsters can be found in the monster appendix or, for more detailed

    statistics, the monsters in the table can be looked up in the MONSTER MANUAL,

    MONSTER MANUAL 2 and MONSTERS OF FAERUN.





    Chapter 4

    ROAD TO KAMOSA

    AREA - B THROUGH C


    DM READS:

    On the other side of the canyon, you see a lush forest in the far off distance and the path

    you are on now plunges deep into its heart. The path grows darker as it is covered by a dense forest

    canopy. This forest is overgrown with giant oaks, redwoods, firs and pines making the roof about

    80 ft high. You also see large mountainous peaks ahead to the southeast. A cloud of black darkness

    hovers menacingly over the mountain range casting shadows like an oncoming storm.

    As of yet, there is no sign of civilization or beings of any kind.



    As the characters make their way into the forest, read the following:


    The further you go into this forest, all the more pitch black it becomes. The roof of twig,

    leaf and needle allows no light to filter through. The only natural light is from where you

    came in and that will soon disappear in time.


    6. The forest entrance-

    DM reads:

    The forest entrance is dimly lit and gets darker as you travel on. It becomes almost pitch

    Black a mile in. The ceiling is about 80 ft high and the pathway is an average of ½ a mile

    to a full mile wide at any time. You hear the loud sounds of wildlife deep in these woods.


    7. Northern dead-end -

    DM reads:

    You find that you can no longer go forward. The sounds of wildlife are much louder here, as if

    some creature is right on top of you!



    8. North eastern dead-end -

    DM reads:

    Light peeks in from the canopy above as you see now that you cannot go any further in

    this direction. The smell of a dead animal disturbs your senses (fort save DC 10

    be nauseated), but at least you can see a little. The dead animal looks half eaten.



    9. South eastern dead-end -

    DM reads:

    It is so dark here, you wouldn't know if your eyes were shut or not unless you have a

    light. Above your head you hear the rustling of the trees. The wildlife is active here. A

    strong breeze blows through. (any fire light is blown out)





    10. South western dead-end -

    DM reads:

    Light peeks in from the canopy above as you see now that you cannot go any

    further in this direction. The smell of a dead animal disturbs your senses (fort save DC 10

    be nauseated), but at least you can see a little. The dead animal looks half eaten.


    11. Forest exit -

    DM reads:

    The path winds on through the trees and the features of the forest become clearer and

    clearer. Soon you see a way out and the path continues on. You have made it out.




    If nobody in the group has and is using a light source of some kind, with exception of

    characters with dark vision, PCs take a -4 penalty on spot and search checks while in the

    forest if they have neither.


    Chapter 5
    KAMOSA CITY

    AREA - D



    Kamosa City is a small town, the first city you visit. The people here are unpredictable

    so there is no telling what kind of situations the PCs will get themselves into.

    The upper class residents, including the higher forms of government, are the most

    polite and hospitable (as long as you are rich). The military are mostly greedy and

    dishonest but believe in the cause of protecting the city. In fact, all the lower class believe

    this so much that all 16 year old males are required to join the City Guard or be exiled

    from the city with a "C" branded on their cheek, marking them as a coward! The lower

    classes are mostly farmers but a select few are merchants that pay a high tax for owning

    two buildings, a house and a store, but they make a sight more money than the farmers.



    12. The guarded Gate -

    DM reads:

    You see a structure like a large fort and upon closer inspection you find it has only one

    set of gates. Two burly guards stand in front of the gates. While one guard gives a

    toothy grin, the other says,” By order of the governor of Kamosa, all newcomers must pay

    a toll of 10 gold per head, if they wish to gain entrance!"



    The party can just pay the toll or use a sense motive check against his bluff

    (DC 11). If successful, they will start a fight. PCs might want to make quick work of these

    guards because every 4 rounds of combat brings 10 archers who stand at the top of the

    wall firing arrows down on the PCs. This also is bad for there are now witnesses to the

    the bad deeds of the PCs (The residents of Kamosa do not trust outsiders. In a trial, PCs

    are guilty until proven innocent, which is no small feat). If the PCs escape they will not be

    welcome back but they could use the disguise skill or spells to alter the appearance of the

    party.

    On the other hand, if the check fails, they will still have to pay and there is a

    20% chance the guards will double the toll "just for giving us trouble about it!"

    NPC:Human fighters (2) EL7 -

    Devon Pyre, male human Ftr5: CR 5; Size M (6 ft., 3 in. tall); HD 5d10+5; hp 37; AC 18 (+1 Dex, +7 half plate)

    Chazas Calloway, male human Ftr5: CR 5; Size M (5 ft., 9 in. tall); HD 5d10+10; hp 51; AC 16 (+3 Dex, studded

    leather +3)

    NPC: Archers (10) EL13 -
    Archer (lvl 6), male elf (high) Ftr6: CR 6; Size M (4 ft., 11 in. tall); HD 6d10+12; hp 53; AC 13 (+3 Dex)


    13. Military training grounds -

    DM reads:

    You see cadets training for battle and parents encouraging their children to play here.

    Ten practice dummies line the southern wall. A well worn area about 50 square feet is

    in the middle of the yard in circular formation. There is a double door as you enter the

    city and a sign that reads, "Militia personnel only". There is also a door way into

    the city on the eastern side of the round militia building and a discreet exit from this

    area to the southeast.



    SIDE BAR:

    If PCs use the exit to the southeast in area 13, it might cause a problem because all

    newcomers are supposed to register their arrival and surrender all weapons until they

    leave or become residents and part of the city guard. PC's could be turned in and put on

    trial or the DM could just let it go. Ultimately, it' s up to the DM.



    14. Barracks -

    DM reads the following if PCs go snooping:

    As you enter the door, to the left is the military barracks complex. Inside is 21 living

    quarters and a kitchen with mess hall. If you take your first right or left from the door way

    of the barracks, and follow the path around to the back you'll find two staircases leading

    up. The living quarters are the same in most ways. All rooms have 5 bunk beds, 2 bunks

    each, a personal effects chest per bunk, a shower, 5 toilets (holes in the ground with a

    seat that has a hole in it), and 5 sinks (and no privacy).



    The troops like the little bit of privacy they do get so if the PCs are caught snooping

    around, then there is a 30% chance a battle will start right there in the room with 10

    troops. Two troops will lock the door so nobody can get in or out. An open lock

    check (DC 20) will open the door.


    NPC: MILITARY TROOPS (10) EL11 -

    Militia (city guard), male human War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 44; AC 20 (+2 Dex, +8 full plate)


    15. City Council Building-

    DM reads:

    A sign above the door of a building straight ahead reads in common: "Visitor

    check point- All weapons must be checked here!"


    This is the legal heart of Kamosa. All activities pertaining to the city take place

    here. Court hearings and town meetings go on here as well as the acquisition of new

    guards and residents. Guests to the city must check there weapons at the guards office.


    15a. Armory-

    This is where the guards get weapons for emergency situations and where

    guest's weapons get stored separately. There is a locked door to this room. The head

    guard has the key. To pick the lock requires an open lock skill check (DC 40).


    DM reads:

    The room is lit with two torches. It is a 20 ft. by 50 ft. room with a 15 ft. ceiling. The wall

    to the right is lined with master work martial weapons and the left wall is lined with

    ammunitions and master work ranged weapons. On the back wall, hang the weapons of

    guests to the city.


    (SIDE BAR)

    BREAKING THE LAW

    There is a 40% chance the PC’s will be caught during night time (the best time to burgle),

    however, during the day, there is a 75% chance of being caught by the guards or being

    turned in by a resident witness. If the PC’s are caught, 10 guards show up to make the

    arrest. If the PC’s put up a fight, every 2 rounds of combat bring 10 more guards. The

    guards fight until the PC’s surrender.


    NPC: MILITARY TROOPS (10) EL 11 -

    Militia (city guard), male human War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 44; AC 20 (+2 Dex, +8 full plate)

    15b. Pub and Inn -

    In this room, there are 6 tables in the center with 4 seats placed around each. To the left and

    towards the back of the pub are 9 rooms (8 singles and 1 double bed) that go for 1 gold a

    night and 2 gold for the larger room. The pub also serves food. A small snack is 1

    silver, a meal is 2 silver, a large meal is 5 silver and a banquet is 5 gold which includes all

    the ale the party can drink. Ale is 1 silver by the pint and wine is 5 silver per mug. Add 5

    silver for carbonation. The bar is located at the right side of the room.





    DM reads:

    The pub is dark and foul. Everyone here appears to be under the influence of their own

    vice. You may assume that the bartender doesn’t want anyone to know his name

    because when someone needs a drink at the bar, they yell, "Hey barkeep, I need

    another down here and keep'em comin' !"

    The smell is not for those with weak stomachs for the aroma of stale smoking pipes and

    old spilt ale is enough to turn the stomach of an orc. (fortitude save DC 15 or be

    nauseated). You see rooms to the left and towards the back of the pub. There are close

    to 20 people in the bar at this time eating, drinking or shooting the fowl breeze with

    someone else.



    NPC: Human bar patrons (7) -

    Civilian/ City Commoner, male or female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)


    NPC: Elven bar patrons (2) -

    Seth Salisar: Male Half-Elf War10; Medium Humanoid; HD 10d8+30 (Warrior) ; hp 65; AC 17 (+2 dex. +3 studded

    leather, +2 ring)
    Saivauth Navina: Female Elf, High Sor8; Medium Humanoid, CR8; HD 8d4+16 (Sorcerer) ; hp 19; AC 15 (+3 dex,
    +2 ring)

    NPC: Gnome bar patrons (3) -

    Civilian/ City Commoner, male or female gnome (rock) Com1: CR 1; Size S (3 ft., 5 in. tall); HD 1d4+1; hp 5; AC 13 (+2 Dex, +1 Size)
    Edgar Magernot, male gnome, Com1/Adp4/Exp15: CR 17; Size S (3 ft., 6 in. tall); HD 1d4+2 + 4d6+8 + 15d6+30;
    hp 100; AC 24 (+5 Dex, +1 Size, +4 cloak, ring +4)


    NPC: bar service (4) -
    Kliege Yaris, male human Com5/Exp10; CR 13; Size M (5 ft., 9 in. tall); HD 5d4+10 + 10d6+20 (hp 60); AC 13 (+3 Dex)
    Civilian/ City Commoner, (bar wenches) female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)

    If the PC’s talk to any of the named NPC’s, give them the following information:

    Seth Salisar-

    He brags about all the orcs and ogres he’s killed in the past year and grumbles that he

    has been taken off patrol and made a archer for the city guard. He was always happier

    abroad. He says it may have something to do with his company’s failure to help the city

    of Cordyan during a preemptive attack on Zazbeth the Red Dragon. He goes on to describe

    her if the PC's ask for more information and tells of her reign of terror in the south.





    Saiyvauth Navina-

    She is a beautiful but crafty mage and a higher class resident of the city. She will most

    likely (65% chance) come over to the PC’s table to start a conversation to find out all that

    she can about them. She will tell the party about the dangers of the portals and warns

    them not to go into the desert. "The portals are unpredictable and there is no guarantee

    that you will be able to go back through and the desert is full of them. You won’t even

    know they are there until it is too late. The portals in the desert are hidden by mirages.

    Only the dragons of this world can escape the desert with their lives. Oh, and one more

    thing, be careful who you talk to in this town, not everyone is trustworthy."

    She will ask that you keep an eye out for her sister Likka who has been missing for aweek.

    “She fancies herself a rogue but, I don’t believe she has the craftiness to avoid danger or cheat

    death. She might do something foolish like enter one of the nearby caves. Please, bring her home.”

    Edgar Magernot-

    He has a few tricks up his sleeve and is the Mayor's most trusted friend. He is

    knowledgeable about most lore in this world. The key bit of information he can give

    is "Beware the Great Red Wyrm's Egg". He will go on to explain that the he believes

    the mountain range was a copper dragon that died in the early days of this world.

    "It was killed by the mother of the Dark One and laid her egg close to the body

    of the copper dragon so it could eat its corpse but when the Dark One hatched, the baby
    dragon was deformed, and its mother rejected it. It is said that the deformity was that the
    dragon was born with five heads and Tiamat, the Queen of Dragons, was offended

    by the rejection. You see, the deformity was meant as a blessing, for she was marking

    her future mate. Tiamat killed the dragon’s mother. The people of this world believe the

    mountain range is her and named the mountain range after the baby dragon’s mother. The

    mountain is rich in copper, however, which is why I believe otherwise. Oh well, pay us no mind. Its

    all just hearsay and theories anyway. No one knows for sure one way or the other.” He will bid you

    farewell and suggest that the party head south.


    Kleige Yaris-

    He knows drinks and patrons. That's about it. The only information he has for you is,

    "Listen to the stories people tell. You'll find they contain more truth than one might

    think." He Will also point the party to some of the more colorful patrons in the bar

    and tell you to hit them up for information (the afore mentioned named patrons).


    16. Courtyard and Recreation area-

    DM reads

    As you exit the main city building a paved walk way, banked with grass, forks

    left and right. In the triangular grassy area, children of the city play games

    and parents look on from the benches.



    This also is where hangings and coward branding sentences are carried out.

    Follow the paved path to the right to reach the upper class housing area. Go

    left to reach the lower class and merchant housing.

    17. Lower Class and Merchant Housing-

    DM reads:

    As you enter the domed building to the left of the recreation area, you see a floor

    with smooth cut squares. The support beams are little more than 12 in. by 12 in.

    pylons fastened to the wooden roof. There are also three concession booths with

    picture signs. The three pictures are: a crossed hammer and spike, a filled flask,

    and two swords crossed over a shield. The residences are small apartment sized

    houses linked together. There is very little ornamentation or luxury in this area.



    The houses are apartment like and small. Usually, each house has two bedrooms,

    a bathroom and a den. In the middle of this area are three stores; a general store

    that sells mundane items and equipment and tool kits, an alchemist shop that sells

    potions, and a weapons and armor shop.

    None of the items sold in these three shops are over 800 gp.


    18. Upper class and Noble housing -

    DM reads:

    When you enter the domed enclosure to the right of the recreation area, you see a

    beautifully tiled floor and carved support beams. Along the walls are the entrances

    to the incredibly ornate and large apartments the upper crust calls home.


    The houses here are much larger and nicer looking than lower class residence. They are

    also better guarded as well. Archers on the west wall have the bonus job of authorizing

    entrance to any who do not live there. All players who wish to gain entrance here must

    have a written invitation or be able to sneak around extremely well.


    19. Archer Walk Way -

    This is the archer's station for defense of the city inside and out. The archers have a

    bird's eye view on all threats within a mile of the city. They enter this walk from a double

    staircase in the barracks.





    Chapter 6
    CABAYA CITY

    AREA - E


    (SIDE BAR)

    The players must navigate through the Cabyan Labyrinth to reach the city. It's up to the

    DM if he/she wishes to allow the players to reach the city in any other way.

    1. The DM can allow players to climb the mountain. to save time on climb checks, ten

    successful climb checks DC 25 will allow the players to reach the summit of the

    mountain and ten more checks, also DC 25, to scale down the mountain. If any

    of the checks are missed, have player make a balance check DC 20 to catch

    themselves or fall and take 1D6 per 10 ft fallen of damage. If climb check is missed

    by 5 or more, player falls.


    2. The walls in the labyrinth are 80 ft high and 10 ft thick hewn stone walls. There are only

    two ways to circumvent these obstacles: break them or climb them. Break DC 50;

    climb DC 22; hardness 8; HP 1080.


    DM reads:

    Up ahead is a strange sight. A rather large dome has been created by bending

    huge trees towards a common center. A bright illumination, originating from the peak

    of the dome, acts as a beacon in the in the darkness of the labyrinth. Almost closed off

    from sight, there is the hint of stone walls, covered in moss and roots from plants and the trees

    trying to squeeze their way into the stone. The most visible form of stone is the entrance to the

    city. There is a stone archway, 10 ft tall and 15 ft wide with double iron doors. Also with closer

    inspection, there is whole sections cut out of the trees above and archers stand guard.

    One of the archers yells down at the party," Identify yourselves and we may let you pass

    through our gates. Any wrong moves and you will be dead where you stand!"


    NPC: Archers (20) EL 14 -

    Archer (lvl 6), male elf (high) Ftr6: CR 6; Size M (4 ft., 11 in. tall); HD 6d10+12; hp 53; AC 13 (+3 Dex)

    If anyone in the party tries to cast a spell, draw a weapon, or says the wrong thing, all

    archers open fire. The only acceptable action here is truthful identification of all in the

    party. Only then will the party gain entrance.

    20. Archer' s Guard Post -

    Slotted by trees, this area is crawling with 20 - 40 archers at any time to defend all sides

    of the city. This is the archer's station for defense of the city inside and out. The archers

    have a bird's eye view on all threats within a 1/2 mile of the city.





    DM reads:

    Upon entrance into the city you see that the city's stone walls form a square inside the

    dome of trees. At the apex of the dome is a magical illumination created by an enchanted

    crystal. Straight ahead is a building with a sign which says," Guest check point". Below the

    sign is a single door.

    21. government offices -

    As the players enter the building, read the following:

    There are two doors in front of you, two marked exits to the left and right and two

    corridors with signs on both that read, “military personnel only". The door in front,

    to the left of you has a sign that reads, “City Registry". The door to the right is

    unmarked.



    21a. Military Armory -


    This is where the guards get weapons for emergency situations. There is a locked door

    to this room. The head guard has the key. To pick the lock requires a pick lock skill

    check (DC 40).


    The light from the crystal brightens and dims with the passage of time simulating

    day and night light levels. There is a 40% chance the PC' s will be caught during night time

    (the best time to burgle), however, during the day, there is a 75% chance of being caught by

    the guards or being turned in by a resident witness. If the PC’s are caught, 20 guards show

    up to make the arrest. If the PC’s put up a fight, every 2 rounds of combat brings 10 more

    guards. The guards fight until the PC’s surrender.


    NPC: MILITARY TROOPS (20) EL16 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)


    If for any reason the players are able to get into this room, DM reads the following:


    The room is lit with two torches. It is a 40 ft. by 80 ft. room with a 15 ft. ceiling. The wall

    to the right is lined with master work martial weapons and the left wall is lined with

    ammunitions and master work ranged weapons.


    21b. City Registry -

    All activities pertaining to the city take place here. Court hearings and town meetings go

    on here as well as the acquisition of new guards and residents. Guests to the city must

    check there weapons at the guards office. City historical records are also kept here as well

    as a full consensus of the residents who live here.


    21c. Weapon Reservation room -

    This is the room that all visitors’ weapons are stored. The room is 40 ft by 80 ft and has a

    15 ft ceiling. This room has 500 lockers in which the guests of the city are stored. For the

    higher lockers there is a rolling staircase ladder that rolls on a track on the wall and floor.

    Guests receive an inventory slip that they must keep in order to get their belongings back.

    22. Barracks -

    DM reads:

    As you enter either of the corridors is the military barracks. Inside is 10 living

    quarters. The living quarters are the same in most ways. All rooms have 5 bunk beds 2

    bunks each, a personal effects chest per bunk, a shower, 5 toilets (holes in the ground

    with a seat that has a hole in it), and 5 sinks (and no privacy).




    The troops like the little bit of privacy they do get so if the PCs are caught

    snooping around, then there is a 50% chance a battle will start right there in the room

    with 15 troops. Two troops will lock the door so nobody can get in or out. A pick locks

    check (DC 20) will open the door.


    NPC: MILITARY TROOPS (15) EL15 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)



    23. Prison -

    The prison is guarded by two guards. Only they have the key to the door in which they

    stand guard over. It requires good diplomacy, a bribe or a pick lock check DC 25 to

    get in the jail.

    DM reads:

    There are two burly, rough and ready looking military personnel standing to the left and

    right of the door leading to the interior of the prison. As you approach the door, they step

    sideways to block the door completely. One of the guards asks, "What business do you

    have here?"


    Regardless of the players answer, the following takes place. DM Reads:


    The other guard steps up to whisper, "If ya think you're getting in without lining me

    pockets, you and your friends are sadly mistaking." The other guard stays at his post

    and says, "Without prior notification, no one gains entrance to the prison for visitation,

    so run along now and don't make any trouble." As he finishes speaking he smiles

    and looks up at the archers' battle post.

    It is not a good idea for the players to start a fight, especially unarmed, but just in case

    there is a rebel amongst the party that didn't turn in every weapon or can cast offensive

    spells, remind the players there are 40 archers on the wall at the moment and they

    weren't able to hear all of what was said and will view your party as a threat if any of you

    decide to attack.


    MILITARY TROOPS (2) Archers (20) EL15 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)

    Archer (lvl 6), male elf (high) Ftr6: CR 6; Size M (4 ft., 11 in. tall); HD 6d10+12; hp 53; AC 13 (+3 Dex)
    If the two prison guards are vanquished, the city alarm will sound and 10 more will show up every

    round.

    Which brings to mind one more way to get into the jail; if the party survives long enough

    to be arrested for disturbing the peace, they will have their own cell in prison.

    What ever means to enter the prison the party uses, the DM reads:


    The jail is dark and putrid, everyone here appears to be miserable and in bad health.

    The smell is not for those with weak stomachs for the aroma of stale urine and

    old sweaty bodies is enough to rival the stench of a troglodyte. (fortitude save DC 15 or

    be nauseated). You see 10 cells in this stink hole of a prison. There are two inmates in a

    cell together shooting the fowl breeze with each other.


    If any characters died this would be a good place to put replacement players to wait and

    join the party. The two men in the cell say they were arrested for stealing two magic

    items of great value and someone must pay 200 gp for their fine to bail them out. They

    tell the party that if they were to bail them out they would show them where the items were

    hid and let them keep the items as repayment. If the party frees the men (400 gp), then

    the men are true to their word and show them to the spot where they hid the two items.


    (SIDE BAR)

    PRISONERS' TREASURE

    The treasure is in a dead end area, north of the secret door that opens the path

    to Cabaya. 25 % chance of random encounter taking place here.

    -item 1 is a ring of 3 wishes (1 wish remaining) as spell WISH cast by 9th level caster.

    -item 2 jewel of true seeing as spell cast by 9th level caster.


    Stats are for the inmates after being freed:
    Abbot Malfus, male human Com2: CR 1; Size M (5 ft., 8 in. tall); HD 2d4+2; hp 8; AC 12 (+2 Dex)
    Kahn Sithstone, male dwarf, Com3/War4; CR 5; Size M (4 ft., 2 in. tall); HD 3d4-3 + 4d8-4; hp 26; AC 12 (+2 Dex)

    24. Upper class and Noble Housing -

    DM reads:

    When you enter either one of the two multifaceted enclosures across the passageway from the

    pub and restaurant, you see a beautifully tiled floor and carved support beams. Along the walls

    are the entrances to the incredibly ornate and large apartments the upper crust calls home.


    The houses here are much larger and nicer looking than lower class residence. They

    are also better guarded as well. Archers on the all walls have the bonus job of authorizing

    entrance to any who do not live there. All players who wish to gain entrance here must

    have a written invitation or be able to sneak around extremely well. 51 of Cabaya's

    residents live here.


    25. Commoner residence -

    DM reads:


    This area is made up of quadroplex huts. There are 24 living quarters and 72 of Cabaya’s

    residents live here. The houses are apartment like and small. Usually, each house has

    two bedrooms, a bathroom, and a den.


    26. Pub and Restaurant -

    DM reads:

    This place is clean and nicely run. Even the bartender is dressed well. The barmaids

    are very beautiful and made up. This establishment has 9 large tables and 5 of them

    are occupied. Most of the patrons are quiet and don’t really want to be bothered while

    they are eating. They look like the important sort and their conversation, if any, is good

    for any adventurer that would like to take a good snooze.

    There does, however, seem to be a more lively table, closest to the bar, with 4 men and

    2 women that appear to be having a real good time. The other patrons appear annoyed

    by their noise.


    NPC: bar patrons (17) -
    Civilian/ City Commoner, male or female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)
    Rowdy Bar Patrons (6) -
    (4)Commoner (bar wench), female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)
    (2) Militia (city guard), male human War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 44; AC 20 (+2 Dex,
    +8 full plate)

    This group, if you ask for information, will insist that you join in their revelry. The only

    info that can be gathered is a legend of a banshee around these parts that used to

    be the only daughter of the Shursite family. It's said that she was left for dead and

    was tortured to death by the demons that infest the valley. They then tell you that

    they are having a wake for their dear departed friend who was killed by the wail of the

    banshee. If you wish to join them, you are welcome to do so.


    bar sevice (4) -

    Phison Barris, human (Bartender), Com5/Exp10: CR 13; Size M (5 ft., 4 in. tall); HD 5d4+5 + 10d6+10; hp 79; AC 14

    (+1 Dex, +3 Amulet of protection)
    (3) Commoner (bar wench), female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)

    27. Merchant Square -

    DM reads:

    The road forks but both roads lead to the same place. As you enter a building at the very

    end of the city, you see three signs above open doorways that read as follows:"Shursite's

    Armor and Weapon shop", "Munce's Mundane", "Apothecary & Enchantments".


    27a. Shursite's Armor and Weapon shop -

    NPC: Blythe Shursite (merchant)-

    Blythe Shursite, male human Exp6/War4: CR 8; Size M (5 ft., 2 in. tall); HD 6d6+6 + 4d8+4; hp 63; AC 14 (+4 Dex)

    Run by the grandson of Kelvin Shursite, this store specializes in making armor from

    hide, dragon scales, and different metals. He is well trained in the art of bow and arrow

    crafting. If asked and paid well he can make other items too (up to the DM what items

    and at what price).

    His name is Blythe Shursite and he is very free with his information about the city and

    who his grandfather was. If asked, he will tell the story (introduction to the Cabayan

    Labyrinth, found below) of his family and this city's history.



    27b. Munce' s Mundane -

    Robin Munce is a dealer in trail gear and sometimes carries tool kits and labs

    for the more intricate details of any job or adventure. Anything that is not magical

    and 3000 gp ( see side bar ) or lower can be found here.


    27c. Apothecary & Enchantments -

    Small time operation that sells mostly healing potions and enchants items with minor

    spells (up to 5th level caster). Every thing here can be bought for 3000 gp or less.


    (SIDE BAR)
    CABAYA' S ECONOMY

    This city, for the most part, is cut off from the outside. Therefore, all items sold here are

    a 1/4 of the price listed in the DM' s Guide unless otherwise changes are made by the DM.


    28. Town treasury -

    Two guards protect the door to this room. There is no telling what is in the room for there

    is no sign. The guards won’t budge from their post unless you provoke them, or when

    the guards change shift.

    The open lock check is DC 40. There is a 40% chance the PC’s will be caught during

    night time (the best time to burgle), however, during the day, there is a 75% chance of

    being caught by the guards or being turned in by a resident witness. If the PC’s are

    caught, 10 guards show up to make the arrest. If the PC’s put up a fight, every 2 rounds

    of combat brings 10 more guards. The guards fight until the PC’s surrender.

    Two guards protect the contents of the room at all times. Stats for all guards are the

    same. If the players are caught, they go to jail for attempted theft and murder.


    NPC: MILITARY TROOPS (2)EL 9 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)


    Contents of the room are:

    - 2 chests filled with 1000 sp, 1000 cp, and 200 gp worth of precious stones.



    Chapter 7

    CABAYAN LABYRINTH

    AREA - F

    The Cabayan Labyrinth, as it has come to be called, was built to protect the city of

    Cabaya. The family that founded Cabaya was moving south to Cordyan and took a wrong

    turn into a dense forest that was surrounded by the mountain range. They were lost in

    the great forest and though they tried every summer to escape, they found no way out.

    The parents had three sons and one daughter and in their attempts to escape they lost all

    but one son to the unnatural creatures that were so prevalent in the thick woods. The

    remaining son grew up and had learned from his father the art and trade of building with

    any material and built Cabaya, which was then a small hamlet, for his family and all

    others who were lost here in the Valley of the Wyrm. Ten years after the city was built, a

    dragon named Wolvertain attacked the people of Cabaya and a lone warrior named

    Kelvin Shursite shot the dragon with three arrows crafted by his own hands. This lone

    warrior was also the builder of the city. He then set off to build a great and crafty labyrinth

    to prevent monsters from finding the city again. It is said that the Dark One struck back

    and created a portal in the maze to allow his evil minions in but it also let Kelvin the

    Dragon slayer out, never to be heard from again.


    (SIDE BAR)
    LABYRINTH GAME FEATURES

    THERE SHOULD BE A RANDOM ENCOUNTER AT EACH OF THE DEADENDS IN THE

    MAZE. ROLL ENCOUNTERS USING RANDOM ENCOUNTER CHART IN BACK OF

    BOOK. The monsters can be found in the monster appendix or, for more detailed

    statistics, the monsters in the table can be looked up in the MONSTER MANUAL,

    MONSTER MANUAL 2 and MONSTERS OF FAERUN. The top surface of the walls
    in the labyrinth are enchanted with a permanent widened Beholder's Eye spell (see New Spells
    and Magic Items appendix in back of book). The spell effect is a 300 ft cone of antimagic
    directed upward. There is also a colossal cloud of seemingly unnatural (maybe magical)
    darkness that hides the features of the labyrinth from within and above.
    If nobody in the group has and is using a light source of some kind, with exception of

    characters with dark vision, PCs take a -4 penalty on spot and search checks while in the

    forest if they have neither.

    ------------------------------------------

    There are five points of interest in the Cabayan Labyrinth other than the city itself. A brief

    description of each:


    THE FOREST ILLUSION- as MIRAGE ARCANA cast by 5th level wizard. Looks and

    sounds like an extremely dense forest. Detect magic will find the illusion and dispel

    magic will cancel the effect and reveal the exit. The location is at the entrance to the

    Valley of the Wyrm.


    Secret door #1 - 10% for elves and 25% for dwarves to notice an anomaly in the stone

    work. Search DC 18 discovers the door. Inside is a large courtyard and in the middle

    is a locked treasure chest. Open lock check DC 30. Inside is 20 pp, 2 large polyhedral

    diamonds (180 gp each). Chest is guarded by a host of demons. Knowledge Religion

    check DC 12 to identify creatures as Tann'ari.


    Creatures: (1) Jarilith, (7) Jovocs EL14-
    Jarilith (Tanar’ri), large outsider, CR 13; HD 10d8+80 (125 hp); Init +9; SPD 60 ft; AC 32 (-1 size, +9 dex, +14 natural)
    Jovoc (Tanar’ri), small outsider, CR 5; HD 4d8+18 (40 hp); Init +2; SPD 30 ft; AC 16 (+1 size, +2 dex, +3 natural)

    Portal - Writing on the wall, by the portal says,

    "The man who knows where this portal goes has left his home to find,

    He’s taken his bow to hunt his foe and is curious about what lies behind.

    -K.S."

    Beyond the portal to the dead end northward is a treasure chest. Let the players find

    out on their own that it' s really a mimic.


    Creature: (1) Mimic EL4-
    Mimic, Lg Aberration, CR 4; HD 7d8+21 (52 hp); AC 15 (-1 size, +1 dex, +5 natural)
    Treasure: 20 gp, 8 med. facetted rubies (100 gp).

    (SIDE BAR)
    ARCHWAY PORTALS


    This portal can lead anywhere the DM wishes it to, though it is advisable to make the

    destination one of the safer portals in this realm. These portals could also lead to other

    realms in the Dungeons and Dragons books.


    Secret Door #2 - This door is cleverly disguised as part of the stone work. 10% for an elf

    and 25% for dwarves to notice any oddities about the hewn stone. There is also a hand

    print etched into the stone 2 ft. to the right of the door. Search check DC 18 to discover

    the door and DC 10 find the hand print in the stone. The hand print is how to open the

    door, for it triggers a knock spell. This trigger works 100% for humans, 75% for elves,

    and 25 % for dwarves. A player must put their hand in the impression and the door

    will slide downward revealing a path. A mages may use their own knock spell to open

    the door as well. The door will stay open for 3 rounds then close again (slide up).

    The players will find this door opens the path to Cabaya.


    Worm Hole - Past Cabaya is a secluded dead end. In this area, there is a huge hole. The

    dirt that is displaced is in a pile 6 ft. high around the hole. Only those with dark vision,

    low-light vision or a good light source will be able to tell, without descending into the hole,

    that the hole goes down 20 ft. then opens up into a den or cavern of some kind 20 more

    feet. The worm hole will be described more in depth in the section "Wyrm Hole Dungeon

    Area F-k".

    In this dead end area is where the Banshee is. The Banshee is a horrible creature that

    wails to shatter the souls of the living.

    Creature: (1) Banshee EL17-
    Banshee, undead (incorporeal), CR17; Size M; HD26D12 (169 hp); AC 16 (+3 dex, +3 deflection)

    Chapter 8
    Wyrm Hole Dungeon

    Area F - K

    Area F -

    The hole that leads to this cavern is 20 ft down and 20 ft from the ceiling of the cavern

    to the floor. Climb check is 18 to move at half players' movement rate. If a player misses

    by 5 or more, player falls and takes 1d6 per 10 ft fallen in damage. Otherwise, If failed,

    balance check 10 to catch themselves or fall. Players that make their balance check

    make no progress that round.

    DM reads:

    This cavern is too dark to see anything without a light source. Strange sounds

    and far off dripping gives you an idea of how big this area is.


    Unless there is a character with low light vision, dark vision, or a light source, all players

    without benefit of the afore mentioned advantages take a -4 penalty on spot and search checks

    and are flatfooted if checks fail in case of encounter.


    If light source is used DM reads:


    The walls are natural cavernous rock. Stalactites and stalagmites reach out to each other

    in peppered areas of this cave.

    29.

    DM reads:

    A small amount of light trickles down from the hole you came down from. The area is

    large and unthreatening though the wild sounds you hear may be otherwise.

    29a.

    The following assumes that a light source is being used or someone has dark vision.

    DM reads:

    Through two natural walls of cave rock, you find yourselves standing in an area with very

    little hindrance to the walkway. There is a scattering of stones in the narrow dead end

    passage to the left. There are four chests in front up against the rock wall. The room is

    roughly 35ft by 95 ft with a 40ft ceiling.


    Trap: Falling rock traps EL9-

    Spiked blocks from the ceiling: CR6; mechanical; touch trigger (any 1 of 4 chests opened);
    repair reset; 4 hidden switch bypasses (pressure floor plates; search DC 25); attack +20 melee
    (6d6, spikes); multiple targets (all targets in a 10ft-by-40ft area); Search DC 24; Disable Device
    DC 20.
    Treasure for each chest:

    Chest 1- ring of protection +1 (AC), 70gp

    Chest 2- potion of Misdirection, 75 gp

    Chest 3- scroll with 2 spells: Expeditious retreat, enlarge person. 2nd level caster, 71 gp

    Chest 4- scroll with 3 spells: Cause fear, endure elements, and color spray. 2nd level

    caster, 53 gp.

    29b.

    If the players head south of this area into the chamber, have the players roll spot checks

    against the dark mantles' hide check (hide +14). Any player who does not spot the

    Dark mantles are unaware and flatfooted.

    Creature: (3) Dark mantles EL5-
    Dark Mantle, Med Magical beast, CR 2; HD 6d10+6 (50 hp); AC 17 (+1 dex, +6 natural)
    29c.

    DM reads:

    This chamber is open and spacious. A path opens up in the northern corner of the

    chamber leading downhill into the bowels of the ground.

    AREA G -
    30.

    The path opens into another level of the cavern, large as the previous one was.

    There is a pool of clear water that has natural healing properties. If the players drink

    from this pool, they heal as if they drank a cure light wounds potion healing 1D8+3

    points of damage. If any players have empty flasks, they can bottle the water.

    This water will stagnate in 1D3 days if bottled, so it must be used by that time.

    As players round the corner from the entrance, the wall appears solid to them unless

    a player tries to lean on the wall or a mage uses detect magic to detect the illusion.

    Wall is really a spell called major image which conceals a giant centipede in area 31.

    Touching or penetrating the wall will cause the wall to disappear and the centipede will

    attack. If the players take the narrowing path straight across the cave they will find a path

    that takes them further down into the dungeon to area H.

    DM reads:

    This cave appears unfettered by obstacles. The one obvious feature is a pool of crystal

    clear water towards the north eastern wall. There is a wide open chamber to the north

    west and a narrowing passage also in that direction. In this passage a archway leads

    downward to another chamber.


    31.

    There is a 40% chance the centipede will attack the players through the illusionary

    wall, but battle will begin if the wall disappears. If the players run the centipede will

    give pursuit and bite as many as it can get in range of. The centipede will also use its

    size to block off exits. The players are food to it and it won't give up!


    DM reads:

    The cave rock was an illusion and has been brought down and a huge and dark chamber is

    revealed. Also revealed is the biggest centipede the party has ever seen and is advancing

    towards you with dripping mandibles.


    Creature: (1) Monsterous Centipede EL6-
    Centipede, Monstrous, Garg Vermin, CR 6; HD 30d8 (125 hp); Init +2; SPD 40 ft; AC 18 (-4 size, +2 dex, +10 natural)


    AREA H -

    32.

    DM reads:

    The downward path opens up into another large chamber in the cave. This chamber is

    125 ft by 90 ft and has a 25 ft ceiling. There are pathways leading from this area in the

    south east, north east and to the north of where you entered this room. The area in

    which you are in is unlit (unless party is using a light source).


    Have players make a listen check DC 15. DM tells those who made it:


    You hear sounds of creatures echoing throughout the room. Some of the sounds are

    close by, maybe within 55 ft or so.


    Trap: Spiked pit trap EL4-
    Spiked pit trap: CR4; mechanical; location trigger, no reset; ref save DC 20 to avoid; 50ft deep
    (5d6, fall); pit spikes (attack +10 melee, 1d4 spikes per target for 1d4+5 each);. Search DC 20; Disable
    device DC 20.


    33.

    The path dead ends with a cluster of beholders. Roll move silently checks against the

    beholders' listen check (1D20 + 18). If the Beholders hear the players coming (or if they

    tripped the trap leading up to this point), they attack without warning with their eye rays.


    If players are too loud DM reads:
    Three bulbous bodies streak around the corner with open mouths and closed central

    eyes and the smaller wriggling eyes on stalks take aim at you!

    If players manage to be quiet, DM reads:

    As you round the corner, you find yourselves at a dead end and a cluster of bulbous

    bodies with eye stalks are alerted to your presence. They turn and roar, a mouth full of

    dagger like teeth spread wide open, and a central eye closes. All eye stalks take aim at

    the party.



    Creature: (1) Beholder, (5) Gauths EL14
    Beholder, Large Abberation, CR 13; size Lg; HD 11d8+11 (60 hp); AC 20 (-1 size, +11 natural)
    Gauth, Med aberration, CR 6; HD 6D8+18 (45 hp); Init +6; SPD 5ft, fly 20ft (good); AC 19 (+2 dex, +7 natural)

    34.

    DM reads:

    Straight ahead is a natural cavern wall created by stalactites and stalagmites that

    reached for each other over years of formation and created a huge column. This

    pylon of cave rock starts 95 ft from the party’s point of entry. A winding cavernous

    path leads off to the south.


    The path leads up to a natural wall that points SW on the map. Around the corner are

    4 well built orcs. Before the party reaches this point of the path, and if they are trying to

    be quiet, have players roll a move silently check against the orcs' listen (1D20+4).




    If players are not quiet enough or not trying to be stealthy, they will encounter the orcs

    ready to do battle. Roll listen checks for the players to see if they hear the orcish

    banter going on (listen check DC 10). Unless players state they are ready for battle or

    they hear the orcs, the players should be considered unaware and flat footed.


    DM reads:

    The smell of cooked meat meets your noses and the flicker of fire light dances on the

    wall. Strange mixture of sounds echo through the cave sounding near and at the same

    time far away.


    As PCs round the SW point read the following:

    You find the source of the light and the smell of the meat. A make shift rotisserie

    roasting an unknown animal over an open fire. There are four dark skinned and

    muscular creatures sitting around the fire with weapons close at hand. The two facing

    your direction yell, "INTRUDERS! ATTACK INTRUDERS!"


    Creature: (4) orcs, (4) orc mages EL
    Orc (Alternate), Med humanoid, War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 49; AC 20 (+4 Dex, +6 Splint Mail)
    Orc Mage, Med Humanoid, War5/Sor5: CR 9; Size M (6 ft., 2 in. tall); HD 5d8+5 + 5d4+5; hp 42; Init +4 (+4 Dex); Spd 30 ft.; AC 19 (+4 Dex, +5 Ring of Protection); Possessions: 1d6x10 sp, 4 flasks of Alchemists fire, 4 Acid flasks, 4 potions of Cure Light Wounds (2d8+3). Sorcerer Spells Known (6/7/4): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Ray of Frost, Resistance. 1st -- Burning Hands, Mage Armor, Magic Missile, Shield, Spider Climb. 2nd -- See Invisibility, Web.
    35.

    There is secret door in this area well camouflaged with the cavern wall. A search check

    DC 20 is needed to find it. Elves get + 2 to search for secret doors. The secret door leads to 35a and out

    of this dungeon level.

    DM reads:

    This cavity is dimly lit from the south passage. Fire light is reflected off the glistening,

    damp surface of the eastern wall. This chamber is roughly 30 ft by 75 ft and has a

    15 foot ceiling. The walk way appears to be free of obstacles. The smell of cooking meat

    drifts on the clammy air. Strange mixture of sounds echo through the fissure sounding near

    and, at the same time, far away.


    If the PCs reach this area first from the north pathway, events above in area 34 take

    place if entering that area for the first time.

    35a.

    DM reads:

    This chamber is unlit and 25 ft by 70 ft with a 10 foot ceiling. A hewn channel has been cut

    into the stone and the corridor leads steadily downward.


    AREA I -


    This level of the dungeon is lit mildly with sporadic patches of phosphorescent fungus of

    different kinds. Fox fire fungus glows with a golden yellowish orange and stalks of

    giant mushrooms, solitary or in scattered patches give off a purple to blue glow.


    36.


    DM reads:

    This chamber is lit by glowing fungus all around. There is a narrow 5 ft wide passage to

    the east and to the south. You hear a growling sound echoing throughout the room. A

    strong smell of acidic chlorine stings your nose. The chamber is 50 ft by 60 ft and

    has a 8 ft ceiling.


    37.

    DM reads:

    The stinging smell of chlorine still hangs in the air and seems to be getting worse. The

    growling has gotten louder and you can now hear the sound of crunching bone and

    ripping flesh echoing in this cavernous maze. This room is 45 ft by 45 ft with a 10 ft

    ceiling. There is a pathway to the east.

    A growling, hissing voice is heard once the bone crunching sounds cease saying,

    "Welcome trespasser. Keep advancing to your demise!"





    38.

    (SIDE BAR)
    NEW AND FALLEN PCS

    The PCs may find a fallen comrade or two in this area, for the hole in the ceiling is the pit

    trap from area H. If no one tripped the trap the hole won’t be there. If those players are

    smart and don't move, they are found tending their wounds (if any) and resting from their

    fall. This is a good place to pick up new characters that join the game.

    There is a pool of clear water that has natural healing properties. If the players drink

    from this pool, they heal as if they drank a cure light wounds potion healing 1D8+3

    points of damage. If any players have empty flasks, they can bottle the water.

    This water will stagnate in 1D3 days if bottled, so it must be used by that time.


    DM reads:

    As you enter from the narrow passage way, a cluster of sharpened stalagmites stand

    upright in the middle of the room. One of the most obvious features is a pool of crystal

    clear water towards the south western corner. You hear a growling voice say,

    "It has been a long time since I've received tribute! You are lucky I have eaten

    already. If you trespass without bringing gifts worthy of my splendor, you will

    serve as a after meal snack and your most precious items I will keep as my due!"


    39.

    If the PCs reach area 39 from area 37 then they won't get far if they don’t watch where

    they step. A circular area of 15ft by 15ft is magically enchanted and hard to see.

    This spot is a Permanent Teleportation circle platform. There are no other features to

    describe other than that. Search DC 34 to find circle and disable device DC 34 to

    thwart it (rogues only). Detect magic will show a magic aura and if the spell caster

    has enough rounds to study it, a spell craft check DC 24 will reveal the school of

    magic is conjuration (teleportation). If detected the party have a 5 ft wide path to

    the right they can safely traverse. If PCs step on circle, they are teleported to the

    desert (area J).

    There is also a green dragon hidden behind a semicircle of giant green capped

    phosphorescent mushrooms. Search DC is 20 to see dragon. If a battle with

    the dragon begins, the dragon will use the circle to escape if it is losing the

    fight.






    DM reads following if PCs step on Permanent Teleportation circle:


    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. Sun blurred images in the distance are

    all you see.



    If PCs wind up in the desert, the green dragon follows and starts a battle with the

    players there in the desert.

    If PCs manage to avoid the circle or enter from area 38 DM reads:

    You know danger is near for the ground is littered with remains of unknown,

    partially digested, corpses and various bones lying about. Some unrecognizable

    bodies lay in pools of bubbling green fluid. A patch of giant phosphorescent

    green mushrooms form a half circle at the north eastern most corner of the

    room. The mushrooms appear to cover an area in the corner 50ft by 40 ft.

    The chamber is 150ft by 140ft and has a domed ceiling 28 ft in the center.





    If PCs come in contact with the pool of acid, PCs take 1D6 acid damage per round

    of exposure. If immersed (i.e. player falls in to pool) PC takes 10D6 acid damage

    per round. PCs within 5 ft of a pool of acid, immersed, or exposed must make FORT

    save DC 13 or take 1 point of constitution damage then make another save 1 min.

    later or take 1D4 constitution damage. Acid pool is 3 ft deep at center.


    If PCs offer any kind of tribute, the dragon uses its suggestion (Will DC 16) to have

    a PC set the offering by the mushrooms. Otherwise, the dragon will try any reasonable

    suggestion he can to get the PCs closer. DM can also use harmless conversation,

    riddles or promises of gifts in exchange for gifts.


    If the PCs enter within 10 ft of the mushrooms the DM reads:


    A thundering voice echoes with a growling reverberation that seems to be coming

    from behind the mushroom cluster saying, "Damnedable trespassers! You think

    I care what you can do or what you say?! Your doom was sealed when you

    entered my lair, fools!" At that the mushrooms melt and dissolve quickly away

    and a green gas jets toward you and spreads out!


    All PCs in the area of the breath weapon take 12D6 damage from a cone of

    corrosive gas (reflex save 25 for half damage).


    DM reads:

    A green dragon stands and stomps in defiance of you readying itself for battle with

    a draconic grin on its spiked face.


    Creature: Green dragon EL14-
    Darmatair, Huge adult Green Dragon, CR 14; HD 20d12+100 (230 hp); init +0; spd 40ft, swim 40ft, fly 150ft (poor);
    AC 32 (DEX +0, size -2, natural +19, ring of protection +5) touch 8, flat footed 27.

    Chapter 9

    The Desert

    Area J



    The following is a percentile table for what the PCs experience if they find themselves

    in the desert. A description, readable to the PCs, is provided and any monster

    encounters that follow. If PCs enter the desert prepared, they may be able to

    escape.

    PCs, while in the desert, are subject to extreme heat effects (111 degrees F).

    Therefore, every 10 mins. the PCs are in the desert, they must make a Fort save

    (DC 15, +1 for each previous check) or take 1D4 non-lethal damage. If

    PC becomes unconscious, that character begins taking 1D4 lethal damage each

    10 min. period. Fatigue and exhaustion rules apply (DMG pg. 300-301).


    A cleric or mage who can create water is helpful. The Fly spell is invaluable.

    The portals can be indicated by detect magic. Don’t forget to roll survival checks for PCs

    (DC 12 or lost and DC 15 +2 for every hour of random travel to try and correct the PCs

    course). The following table assumes the PCs are traveling through the desert on foot. If

    the PCs are flying DM should still roll survival checks per hour of travel to see if they know

    where they are going. Roll percentile dice and read DM description and follow through

    with any encounters listed when PCs travel at least 100 ft in any direction (distance

    allowed to travel without encountering a portal is up to DM).


    % Features and Encounters


    1-5 DM reads:


    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. Just tumble weeds and a few scattered

    cacti are in veiw. As you walk you see small patches of shrubbery.


    6-10 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. Tall 15 ft to 25 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the landscape ahead. Two blurred,

    side winding lines come into view and the mirage effect of the desert falls

    away and reveals two vipers as long as any of you and half as thick. They are

    heading for the party' s front man at full speed sliding down a steep dune.

    Creatures: Vipers (2) EL3-

    Snake, Medium Viper: Medium Animal; CR 1; HD 2d8; hp 9; AC 16 (+3 dex, +3 natural)

    11-15 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. The sandy flat wasteland is blurred by

    the heat waves. The ground is full of holes, about 1 hole every 20 ft in any

    direction. Out of four of the holes crawls a pony sized scorpion, stings glistening

    with venom.


    Creatures: (4) Monsterous scorpions EL7-
    Monstrous Scorpion, Large: Large Vermin; CR 3; HD 4d8+8; hp 26; AC 16 (-1 size, +7 natural)


    16-20 DM reads:

    In a flash of white light, you find yourselves in a immense desert, sand everywhere,

    and the mainland nowhere in sight. Light patches of plant life become more

    thick creating light debris in the half hard, half soft sand as you find a pool

    of water, an oasis!



    The water of this oasis not only stops the non-lethal damage, but heals 1D3+1

    damage taken.


    21-30 DM reads:

    In a twinkle of white light, you find yourselves in a vast desolate tract, sand everywhere,

    and the mainland nowhere in sight. 15 ft to 25 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the setting ahead. A scattered trail of

    what appears to be volcanic rock reveals 3 spiders, each strangely colored a

    swirling mix of orange, yellow, and grey. Each of the three spiders stands on

    their four back legs and hiss as black smoke exits from between their

    fangs.


    Creatures: (5)flame spiders EL10-

    Flame Spider, med vermin, CR5; HD 4d8+12 (38 hp); Init +3; SPD 20ft, 50ft climb; AC 19 (+3 dex,

    +6 natural)


    31-35 DM reads:

    In a flare of white light, you find yourselves in a immeasurable mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. Between two tall towers of stone, in the shade

    of one of the rock faces is a woman, crying. She wears a grey dress and a

    red head cloth. Her face is buried in her white gloved hands.


    The first character to approach her to try and help or find out what is the matter

    with her, experiences the following:

    "Oh, (sob), thank you for your caring!" Then in a more sinister voice she (or is it

    the snakes?) hisses, "Let me repay you for your kindness!"

    She lifts her face from her hands and looks directly into the PC's eyes and

    uses petrifying gaze (fort save DC 15 or turns to stone permanently). On

    their initiative, four manticores swoop down and take lead positions and

    start their attack with 6 spikes each. The medusa tries to use the cover of some

    of the towers to take a flanking position and create a little cross fire with her bow.

    If the PCs are wary and stand-offish, the medusa reveals herself and tries to use

    her gaze (the PCs must be within 30 ft to be affected), but any attack signals her

    pet manticores to begin attack.

    Creatures: (1) Medusa, (4) Manticores EL12-
    Medusa, Med female Monstrous humanoid, Adp5: CR 11; Size M (5 ft., 10 in. tall); HD 6d8+12 + 5d6+10; hp 77; AC 20 (+3 Dex, +3 Natural, ring of protection +4)
    Manticore, Lg magical beast, CR5; HD 6d10+24 (57 hp); Init +2; SPD 30 ft, fly 50 ft; AC 17 (-1 size, +2 dex, +6 natural)

    36-45 DM reads:

    In a flicker of white radiance, you find yourselves in a immense barren region,

    sand everywhere and the mainland nowhere in view. Just tumble weeds and a few

    scattered cacti are in view. As you walk you see small patches of undergrowth. Light

    patches of plant life become more dense creating light rubble in the half hard,

    half soft sand as you find a pool of water, an oasis!

    The water of this oasis not only stops the non-lethal damage, but heals 1D3+1

    damage taken.


    46-50 DM reads:

    In a flash of white light, you find yourselves in a vast mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. From atop of two of these stone walls and one of

    the mesas, three manticores swoop down on you, their daily victim!

    Creature: Manticore (4) EL9-

    Manticore, Lg magical beast, CR5; HD 6d10+24 (57 hp); Init +2; SPD 30 ft, fly 50 ft; AC 17 (-1 size, +2 dex, +6 natural)



    51-60 DM reads:

    In a flash of white light, you find yourselves in a vast mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. The rocky flat wasteland is blurred by

    the heat waves. The ground is full of holes, about 1 hole every 30 ft in any

    direction. Out of six of the holes crawls a pony sized scorpion, stings glistening

    with venom.

    Creature: Monstrous scorpions (6) EL8-

    Monstrous Scorpion, Large: Large Vermin; CR 3 HD 4d8+8; hp 26; AC 16 (-1 size, +7 natural)


    61-69 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. 15 ft to 25 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the landscape ahead. The dunes are

    are to the party’s left and an uneven sandy plain full of hills and valleys to the

    right.

    Trap: Quicksand EL6-

    After players travel 80 ft any direction, they come to a spot of loose, soft

    sand that acts like quicksand. Survival check DC 8 if character(s) are moving at

    a normal pace finds this patch of quicksand. Running PCs will blunder in 1D2x5

    feet towards the center of the quicksand. The quicksand patch is 20 ft in

    diameter. To stay put but keep PC’s head above the surface is swim check

    DC 10. For the PCs caught to move 5 ft is in desired direction is a swim check

    DC 15. If either check is missed by 5 or more, player sinks beneath the surface

    and begins to drown (DMG pg. 304, Drowning; DMG pg.88 Quicksand)).


    70 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. 25 ft to 50 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the landscape ahead. As you travel you

    you see huge tracks that lead to holes and funnel shapes in the sand. The

    sand appears to be moving up and down in the distance. The movement of

    the sand seems to be getting closer. The ground rumbles slightly.

    A huge sand worm bursts through the surface in search of its prey!

    Creature: (1) Megapede EL-
    Megapede, Colossal Vermin, CR 20; HD 32d8+256 (400 hp); Init -2; SPD 80 ft, Burrow 20 ft; AC 18
    (-8 size, -2 dex, +18 natural)

    71-80 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland is in sight just 230 ft away. Just tumble weeds and a few

    scattered cacti are in view. As you walk you see small patches of shrubbery.

    The mainland is to the west of the party’s position. You hear the beating of

    leathery wings from afar and 3 large, black, bat-like blots flying in towards you.

    Creatures: (3) Wyverns EL9-
    Wyvern: Huge Dragon sub type; CR 6; HD 7d12+14; hp 59; AC 18(-1 size, +1 dex, +8 natural)

    81-85 DM reads:

    In a flash of white light, you find yourselves in a vast mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. The rocky flat wasteland is blurred by

    the heat waves. The ground is full of holes, about 1 hole every 30 ft in any

    direction. It is night. A ghostly moan and a woman’s screams echo off

    the stone walls. Seemingly, out of nowhere appears an incorporeal being

    with feminine features rushes in at you.

    Creature: (1) Banshee EL
    Banshee, undead (incorporeal), CR17; Size M; HD26D12 (169 hp); init +7; SPD: fly 80 feet (good); AC 16
    (+3 dex, +3 deflection);Wail: (night) 30 ft centered or 60 ft cone. Kills up to 18 creatures.
    Fort save (DC 26).



    86-95 DM reads:

    In a flash of white light, you find yourselves in a vast flat grassy plain. There is a

    large wall of hewn stone that stands roughly 80 ft tall and the portal you came

    through is visible as a keystone archway portal (like the one you exited at the

    volcano). There is writing on the wall to the right of the portal that says, "The

    man who knows where this portal goes has left his home to find, He’s taken his

    bow to hunt his foe and is curious about what lies behind. -K.S."

    The PCs have exited in the far west side of the Cabayan labyrinth.


    96-100 DM reads:

    In a flash of white light, you exit the portal into a dark area lit only by the light

    of the portal behind you. This portal is visible as an archway portal of familiar

    design. Your surroundings have all the makings of an underground cavern.

    You hear sounds both far and near of water dripping, bones crunching, and

    wild animal sounds.

    The PCs have exited to level 4 of the Great Wyrm's Egg in area 46 (Zazbeth's

    Cave).

    Chapter 10

    GREAT WYRM' S EGG ( ZAZBETH' S CAVE )

    AREA K - N



    A stone mesa located in the extreme east on the world map is home to a powerful

    dragon. Inside through the cave entrance there is a maze of hewn cave walls using the

    stalactites and stalagmites present. In the lower levels of the dungeon, the chambers are

    not lit and are natural cave rock. The descriptions that follow assume the PCs have a

    source of light.



    40.

    DM reads:

    The foyer is well lit with braziers up against the walls. A square support beam splits

    your path to the right and left only to meet again on the other side. Your path then opens

    up to a anteroom 35 ft by 30 ft with a torch on the west and east wall. The ceiling is

    18 ft.


    In the anteroom, is a concealed corridor hidden by Mirage Arcana in the north wall that

    leads to area 40a. Search DC 20 finds it.



    40a.

    DM reads:

    A 10 ft section of the wall disappears and you find yourself in a hallway 10 ft by 30 ft lit

    by a torch on the left wall. The hall opens up into a room, the left and right walls lined

    with three torches on each side. Two fountains gurgle with crystal clear water at the far

    end of the room. There is a stone door 20 ft in front of the fountain on the right, on

    the south wall. The room itself is 30 ft by 100 ft with a 20 ft ceiling.




    The two fountains have different kinds of water pouring from them. The one on the right

    heals damage like a Cure Moderate Wounds potion, healing 2D8+3 damage. If this water

    is taken from the fountain and bottled for future use it will stagnate in 1D3 days.
    Trap: Poisoned fountain EL7-
    The fountain on the left spews out poisoned water that, if consumed, PC must make

    a fortitude save DC18 or be poisoned by water that has been contaminated by Dark

    Reaver Powder (initial damage 2D6 CON and secondary 1D6 CON + 1D6 STR).

    The door to the right, in front of the right hand fountain is locked and trapped.

    Open lock DC 30. Break DC 28.


    Trap: Acid Fog EL7-

    The door is trapped so that if anything but the correct key is inserted into the

    keyhole to open the door, the trap is triggered.


    Acid fog; CR7; magic device; touch trigger (keyhole); automatic reset; spell effect

    (acid fog, 11th level wizard, 2D6/round acid for 11 rounds); search DC 31,

    Disable device DC 31.


    40b.

    DM reads:

    Through the door you enter a hallway that runs to the left and right leading

    to corridors that both lead south. hallway is 5 ft wide and southward

    corridors are 10 ft wide. The corridor floors have diagonal slits running from

    wall to wall.

    Trap: Scything blade floor trap EL2-

    Scything blade floor trap: CR2 mechanical; location trigger (5 ft square before entering

    corridors); timer reset (10 rounds); switch bypass (search DC 25); attack +8

    melee (1D8/x3); search DC 21, disable device DC 20.


    DM reads:

    At the end of the corridor is a 10 ft wide hall that leads south and has a

    90 degree turn to your left. At the end, in the south eastern corner, is

    a ladder coming up through the floor out a hole that is 5 ft in diameter.


    The ladder leads to area L.

    41.

    DM reads:

    There is a large formation of rock hewn to look made for that spot 30 ft by 15 ft. There is

    a door at the west wall and in the southeastern corner area, there is a set of stairs on the

    east side of a support beam. The stone stairway leads down. This room is

    roughly measured at 30 ft by 50 ft with a 20 ft ceiling.


    The door to the west is locked and leads to 41a. The open lock DC is 25. The "large formation of rock"

    in the middle of the room has four entrances leading to area 41b. There is one secret door in each of the

    two 30 ft sides and one open entrance hidden by Mirage Arcana on each of the two 15 ft sides. The two

    doors slide to the side. The search DC is 20 for all entrances. The stairway leads down to area L.

    41a.

    If PCs make little to no noise, orcs are flat footed and DM reads:


    You successfully unlock and open the door. When you enter the room, an orc looks up

    from what he is doing, which appears to be starting a fire. He makes a loud grunting

    noise and shoves some dirty old rags around which move quickly on their own after that.

    The noise in the room rises to a crescendo as orcs grab weapons and toss the rags they

    were resting under to the side. The first orc you saw has tossed down his flint and

    grabbed his great axe.


    If PCs make too much noise (orcs listen D20 +2 vs. PC’s move silently), DM reads:

    You successfully unlock and open the door only to find angry orcs ready to do battle with

    Whoever comes through the door. The noise in the room rises to a crescendo as orcs grab weapons

    And charge the party.


    There are three orc warriors that are easily seen and one orc

    mage hiding around the corner to the north.

    Creature: (4) Orcs, (4) Orc mages EL-
    Orc (Alternate), Med humanoid, War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 49; AC 20 (+4 Dex, +6 Splint Mail)
    Orc Mage, Med Humanoid, War5/Sor5: CR 9; Size M (6 ft., 2 in. tall); HD 5d8+5 + 5d4+5; hp 42; Init +4 (+4 Dex); Spd 30 ft.; AC 19 (+4 Dex, +5 Ring of Protection); Possessions: 1d6x10 sp, 4 flasks of Alchemists fire, 4 Acid flasks, 4 potions of Cure Light Wounds (2d8+3). Sorcerer Spells Known (6/7/4): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Ray of Frost, Resistance. 1st -- Burning Hands, Mage Armor, Magic Missile, Shield, Spider Climb. 2nd -- See Invisibility, Web.

    After the battle, DM reads:

    All orcs present lay gravely wounded or dead at your feet. The room is roughly 40 ft

    by 20 ft and the ceiling 15 ft. There is an open chest in the south west corner, and

    around the corner to the north is a corridor with 2 cages, housing livestock. In the

    cages are 4 goats and a manger full of hay.


    If the PCs search the chest ( DC 8), they find dirty rags, 5sp, 2 cp, and a flask of oil

    fuel.



    41b.

    DM reads:

    The room is quite sparse with the main feature being a chest in the middle of the floor.

    This room is roughly the same size as its outer dimensions.


    The chest in the middle of the floor is locked. Open lock DC is 40.

    Chest contents:

    - 10 gold, 20 sp, 25 cp, wand of magic missile (3rd level caster, 4 charges), 2 portable

    holes.

    AREA L



    The descriptions start with area 42 as if the PCs went down the stairs from area 41. There

    is another way to reach this level of the dungeon from a ladder in area 42d. The majority

    of this level is lit by torches on the wall.


    42.

    DM reads:

    The room is well lit. Six torches are mounted to three of the walls; two on the north wall,

    two on the east wall, and two on the south wall. Four stone formations hewn into square

    shapes may have been made that way to split the 115 ft by 45 ft room into cubicles.

    These formations run from floor to ceiling 18 ft high.


    If the PCs make too much noise or investigate the west end of this room they encounter

    seven ogres and one ogre mage.


    Creatures: (2)Ogre Mages, (2) Ogre Brb, (4) Ogres EL12-
    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex, +4
    Improved initiative); Sorcerer Spells Known (6/7): 0th -- Detect Magic, Ghost Sound, Light, Mage Hand, Read Magic.
    1st - Mage Armor, Magic Missile, Shield.
    Ogre, Lg giant, Bbn4: CR 7; HD 4d8+12 + 4d12+12; hp 81; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+3 Dex, -1 Size,
    +5 Natural, +5 Chain mail)
    Ogre: Large Giant; CR 2; HD 4d8+8; hp 26; AC 16 (-1 size, -1 dex, +3 hide, +5 natural)

    There are 8 secret doors in this room, two in each of the four walls leading to areas

    42a, 42b, 42c, 42d and 42e. The search DCs for each is 20 to find them. All secret

    doors are down sliding and close in 1D3 rounds.


    42a.

    DM reads:

    You enter a passageway barely furnished with any finery. The passage leads west and is

    5 ft to 10 ft wide at any given time and has an 18 ft ceiling. This hall is not lit.




    There is an Illusory wall hiding a path to the south on the southern wall.

    Search DC 20. Illusory wall path leads to area 42e.


    When PCs reach the end of the hall DM reads:


    You see that this path dead ends or rather it loops around and sends you

    back the way you came.


    If entering from 42e, DM reads:

    You enter an intersecting hallway that runs east and west and is 5 ft to 10 ft wide

    at any given moment. The hallway is not pre-lit by torches or any other light source.

    To the west, you may see a support pylon that appears to create a loop and to the

    East, an almost immediate 90 degree left turn into a meandering passageway.


    There is a Illusory wall hiding a path to the south on the southern wall.

    Search DC 20. Illusory wall path leads to area 42e.


    When PCs reach the end of the hall DM reads:

    You see that this path dead ends or rather it loops around and sends you

    back the way you came.


    42b.


    DM reads:

    You find a sparse and winding hall that ranges in width from 5 ft to 10 ft wide.


    DM reads the following when the PCs reach the other end of the hall:

    The hall has a loop roughly 45 ft from where you entered the hallway. This hall way

    ends suddenly after walking at least 130 ft through the winding passage.


    At each end of the hall is a secret door that leads to or from area 42.


    42c.


    DM reads:

    You find a sparse and winding hall leading west (or east if coming from area 42e) that

    ranges in width from 5 ft to 10 ft wide. Graffiti in orcish curses line the walls of this passage.


    DM reads the following when the PCs reach the other end of the hall:


    The hall has a loop roughly 45 ft from where you entered the hallway. This passage way

    ends suddenly after walking at least 90 ft through the winding passage.


    At the ends of this hall is a secret door leading to area 42 and an illusory wall leading to 42e.


    42d.

    DM reads:

    You find a bare and snaking passage leading east (or south/south west if coming from northern

    secret door leading to same corridor) that ranges in width from 5 ft to 10 ft wide. The ceiling is

    20 ft high. Graffiti in orcish curses line the walls of this passage. Also, writings in draconic mark

    the walls about 40 ft from your point of entry. A loop is formed by a pylon in the corner of the

    passage and in the Southeast corner there are two ladders. One ladder leads up and one leads

    down into a hole in the ground.


    The ladder going up leads to the first level of this dungeon in area 40b. The ladder leading

    Downward goes to the third level in area 43.


    The following writings are found on the wall 10 ft before the trap marks on the map.

    Any PC that has draconic as one of their languages can read the warnings on the wall:


    “Warning too all who trespass: Danger is directly, right under your nose!” (If party uses southern

    secret door).
    OR
    “Warning to all that trespass: Left is not right towards your continued life!” (If party uses north

    Eastern secret door).


    Trap: Death blade wall scythe EL8-

    Death blade wall scythe: CR8 Mechanical; touch trigger; manual reset; Attack +16 melee (2D4+8 plus

    Poison, scythe); poison (death blade, DC 20 fort resists, 1D6 CON/ 2D6 CON); Search DC 24;

    Disable device DC 19.


    The 5 ft squares before the trap markers and after the draconic warnings are the trigger for the

    trap. The trap is reset by touching the 5 ft square touch triggers again.

    42e.

    The two secret doors both lead to area 42. There is an illusory wall (search DC 20)

    to the north.

    DM reads:

    The hall way is 5 ft wide at any given spot with a 18 ft ceiling. You can see straight across

    and notice there are two intersecting corridors running east to west.




    Trap: Fire ball trap EL5-

    Fire ball trap: CR 5; Magical device; location trigger; automatic reset; spell effect ( fire ball,

    10th level wizard, 10D6 fire, REF save DC 16 for ½ damage); Search DC 29; Disable

    device DC 29.

    The marked spot for the trap is the trigger.



    AREA - M



    This level of the dungeon is unlit. There are Three exits in this dungeon to be aware of:

    a ladder leading up to area 42d, ladder leading down from 43b to 44 in level M, and a slippery

    pit trap that leads down also to area 44 on level M.


    43.

    DM reads:

    You dismount the ladder in the corner of a lower level of the caverns in which you are exploring

    to find ornate walls leading to the east and south. This level is unlit by any other source but

    what you carry with you. The east passage can be gauged roughly at 200 ft long and 10 ft

    wide. The south passage can be roughly estimated to be 80 ft long and 5 ft wide. Both

    passages have a 15 ft rough cavernous rock ceiling.


    35 ft past the corner going south, is a trapped secret door. The search DC is 20 to find the door.

    Break DC is 29. The door is upward sliding to open.

    Trap: Crushing stone door EL6-

    Crushing stone door: CR6; mechanical; location trigger; automatic reset; door slams down (12d6 crush);

    Switch bypass (search DC 25); Multiple targets (any target in 10ft by 5ft area under door);

    Never miss; onset delay (1 round); search DC 20; disable device DC 22.

    Trap is triggered by opening door. One hidden switch (10 ft to the right of the door) opens the

    secret door, and a second hidden switch bypasses the trap (10 ft to the left of the door).

    Search check DC 25 required in finding each switch.

    South corridor-

    DM reads:

    A 10 ft wide unlit corridor leads east. The walls are rougher than hewn stone but

    smoother than natural cave rock. You see what appears to be a left turn or

    indention to the left up ahead. The corridor is roughly 200 ft in distance.


    Fountain-

    The water of this fountain heals 2D8+3 damage just as a cure moderate wounds potion.

    If water is stored, water will stagnate in 1D3 days and loses its healing abilities.


    DM reads:

    To your left, in a 10 ft by 25 ft recess in the wall, is a fountain full of crystal clear water.

    The water gurgles up from the middle. Water overflows from the fountain and trickles

    down the left side, in the corner of the hall, down to the hall’s end. You hear water

    trickling and splashing down the hall in the distance. As you walk further east down

    this corridor, the ground grades down 1 ft every 5 ft past the fountain.




    At the end of the hall is a pit trap. A hole that drains cave moisture and the fountain water

    out of this level. A dangerous area surrounds the pit. Slippery algae lines the rim which

    makes the ground slick. A balance check DC 15 is required or PC falls down the hole.


    Trap: Yellow mold, spiked pit trap EL 7-

    Spiked pit trap: CR4; mechanical; location trigger (slick algae); automatic reset; DC 20 REF save avoids,

    Balance check DC 15 or PC falls; 50 ft deep (5D6, fall); pit spikes (ATT + 10 melee, 1D4 spikes per

    target for 1D4+5 damage each); Yellow mold: CR6;(Fort save DC 15 for all targets within 10ft of mold burst
    or take 1d6 con damage. Fort save DC 15 required 1 min later even if 1st save succeeded or take 2d6 con
    damage) search DC 20; Disable device DC 20.

    This pit leads to area 44a of level n.


    43a.

    DM reads:

    You find yourself in a small anteroom 10 ft by 15 ft. A stone door to the next room is in the east

    Wall.


    This door is free but slides to the side (left). A strength check DC 10 is needed to open this door.


    43b.

    This area of the dungeon has four separate listings as follows: north hall, south hall, east corridor,

    west corridor.

    West corridor-

    DM reads:

    You are in the middle of a passage that leads roughly 22 ft north and 23 ft south in travel

    distance. The corridor is 10 ft wide and has an 18 ft ceiling. To the north and south is support

    beams that create loops in the corners of the halls.

    North hall -

    DM reads:

    You see a 5 ft (at times 10 ft) winding hall way. Very little in the way of finery but the hall

    littered with the remains of creatures or people who rested here before you. The litter ranges

    from scraps of paper or decaying food to a heap of diverse rubbish.

    Using the DMG, ask PCs to make periodic search checks in the 10 ft areas of this section of hall.

    10% chance PCs find a magic item and 25% chance PCs find a mundane (non-magical) item.

    Then roll percentile dice to come up with item on tables in the DMG (pg. 66, 216-251). Roll

    on minor column only.


    South hall-

    Have PCs roll listen checks DC 10. If any PCs succeed, they hear the sounds of a group

    Approaching from the eastern end of the hall. If no one hears the creatures approach,

    the PCs are flatfooted.


    DM reads:

    A marching group of orcs block your path. They ready themselves for battle.

    One of the orcs speaks in common, “Mistress orders. Kill trespassers!”


    Creature: (6) Orcs EL-

    Orc (Alternate), Med humanoid, War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 49; AC 20 (+4 Dex, +6 Splint Mail)
    There are two illusory walls in this hall. The first is on the left 10ft into the hall (hides a locked

    Treasure chest; Open lock DC 25).

    Treasure - 5D4 gp, 4D4 sp, and a +2 dagger.

    The second illusory wall, 95 ft down the hall on the left, leads to area 43c.


    115 ft down the hall DM reads:

    You see an indention to the right. A 15 ft. section of wall conceals a small space behind.

    You hear a squeaking and something rummaging through trash. The unmistakable smell

    of old, decaying refuse meets your nose.

    If the PCs disturb the dire rats on the other side of the wall, they will defend their rights to

    their lavish find.


    creature: Dire rats (5) EL5 -

    Dire rat, small animal, CR 1; HD 3d8+3 (13 hp); init +3 (dex); SPD 40ft, climb 20ft; AC 15 (+1 size, +3 dex, +1 natural)

    Treasure- Search DC 10 to find:

    Backpack (contents: 3 candles, 2 daggers, 1 rusty short sword, 1 flask, flint and tender,

    and edible trail rations)



    East corridor-

    DM reads:

    You find a hallway that leads at least 40 ft either north or south, depending on which end

    of the hall you are on. The hall is litter sparsely with dust and trash of diverse types.

    A strange wind blows up from a staircase in the southern end of the corridor. The

    staircase leads downward. The sound of splashing water is carried on the wind.


    The stairs that are mentioned above lead to area 44 of level N.


    43c.

    DM reads:

    As you pass through the false wall, you find yourself in a hidden chamber 10 ft wide.

    There is an immediate left turn that leads to a long and narrow hall that is just 5 ft

    wide. The left and right wall are scored in orcish graffiti down through the passage

    ending in pictograms of red dragons on both the left and right walls. There appear

    to be at least two chests, maybe three, towards the end of the hall.





    Trap: (3) Burning Hands EL9-


    All three traps are the same; maximized burning hands. The flame comes from the

    pictograms of red dragons when within its proximity. All three chests are in the middle

    of two dragon pictograms.


    Maximized burning hands trap: CR 6 magic device; proximity trigger (dragon pictograms);

    Automatic reset; spell effect (maximized burning hands, 5th level wizard, 5D4 (20 MAX)

    fire, REF save DC 13 half damage); search DC 26; disable device 26.

    Chest 1- Coin: 323 gold coins (323 gp), scroll (caster level 3 on all spells): arcane (325 gp),

    Fox's Cunning, Shroud of Undeath, Flame Bolt
    Chest 2- coin: 311 gold coins
    Chest 3- 362 gp, grossularite (colorless to faint green garnets) (73 gp), obsidian (9 gp),2 Potions of ghoul touch
    (300 gp each).

    AREA - M
    44.
    This is the final level of the dungeon. Zazbeth is in area 46b waiting on her tribute or prey.
    PCs need to make a spot check before exiting the stairway DC 13 or be flatfooted
    against two cloaker lords.

    DM reads:
    As you exit the stairway, you see a natural cavernous setting, dark, moist, and sounds
    All around. Water splashes down somewhere to the south.
    If the PCs don’t spot the cloaker lords DM reads:
    You also hear disturbing moaning sounds from above.
    PCs must make a FORT save DC 16 or be nauseated for 1D4+1 rounds.
    One of the cloaker lords emit a moan directed at the highest level mage (FORT save
    DC 16 or be affected as by a Hold Monster spell).
    Creature: (1)Cloaker lord, (4) Cloakers EL -
    Cloaker lord, Hg Aberration, CR 7; HD 9d8+45 (85 hp); Init +5 (+1 dex, +4 Improved initiative);SPD 10ft, fly 50ft; AC 17 (+1 dex, *natural, -2 size)
    Cloaker, Lg Aberration, CR 5; HD 6d8+18 (45 hp); init +7 (+3 dex, +4 improved initiative); SPD 10ft, fly 40ft; AC 19
    (-1 size, +3 dex, +7 natural)
    Search DC 15 finds: large steel shield +1 (1,170 gp), potion of cure light wounds (50 gp),
    potion of invisibility (300 gp), club +1 (2,300 gp), and decayed flesh and bones of 4 humanoids.
    44a.
    DM reads:
    You see a small chamber 26 ft by 20 ft with a 20 ft ceiling. Water pours down in an almost
    perfect circle around an out cropping of mold covered topaz colored stalagmites. In between
    the spikes are the bones and remains of at least three humanoids for there are three skulls
    visible. A short sword, a gold ring, an amulet, and at least 20 gp and 40 silver are noticeable within
    the stalagmite area. There is nothing special about the sword, ring or the amulet. An appraise check
    DC 15 will find each are worth no more than 50 gp a piece.


    Trap: yellow mold EL 6-
    This area is where fallen PCs from the pit trap in area 43 will be found. There is yellow mold
    covering the stalagmites in this area. PCs that fell in the pit trap must make Fort save DC 15.
    Yellow mold- 10 square ft of mold; location trigger (stalagmites); Fort save DC 15 (all targets
    Within 10 ft of burst) or take 1D6 CON damage, second save one minute later (first one
    succeeded or not) FORT save DC 15 or take 2D6 CON damage.

    45. Chamber-
    DM reads:
    You are in a chamber of this cave that measures roughly 20 ft by 25 ft. The ceiling is
    about 20 ft high. You see a column to the north of the chamber that splits the path
    into two corridors.

    Left corridor-
    DM reads:
    A path leads around the corner. You hear a wild growling coming from up ahead.
    A spot check DC 10 is needed to see a demon sentinel waiting to attack and/or run
    to sound the alarm to his comrades in the south of the cavern.


    Creature: (1) Abishai, Red EL8-
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21
    Right corridor-
    DM reads:
    A very thin path leads south. The pathway is barely 5 ft wide. The corridor winds right
    then left. A chamber opens up to the south and a path leads off to the north east.
    47.
    DM reads:
    In a dark corner to the south of the cavern, a chamber opens up and reveals five red
    demons, draconic in appearance and ready for battle.

    Creature: (5) Abishai, red (baatezu) EL13-
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21

    These demons should travel north east to area 46 if warned by the abishai in area 45
    In order to bottle neck the party into the tight entrance of area 46. These Baatezus
    are guards for Zazbeth and her most trusted minions.

    46.
    DM reads:
    You stand at the entrance of a large cavernous room 40 ft by 30 ft and an elevated
    ceiling 25 ft high. A huge column joins the ceiling to the floor in the north east of
    this room creating a circular path. To the south is a door plug made of mud wattle.
    You hear a growling voice coming from the eastern side of the room but can’t
    make out the source. The voice says, “By the twiddling of my thumbs, something
    delicious this way comes. By the twitching of my tail, come trespassers, welcome
    to hell”.

    Northern loop-
    DM reads:
    You happen upon two scrawny looking teens, one male and one female. The
    female notices you and pulls back to give you view of her male companion.
    She addresses the party in a hushed voice, “Please, can any of you help my
    brother? He injured himself badly and is unconscious. Please help.”
    From a distance he has no visible injuries.
    This is a ploy to catch the PCs off guard. The two are actually wererats trying to
    lure a meal. If a PC gets close enough to examine the male, that PC witnesses the change
    to animal form close up. The female changes at the same time.


    Creature: Male and female wererats (2) EL11-
    Male or female human Com10: CR 9; Size M (5 ft., 5 in. tall); HD 10d4+30; hp 51; Init +2 (+2 Dex); Spd 30 ft.;
    AC 12 (+2 Dex)
    OR
    Animal form, hybrid Rat humanoid, CR 9; HD 10d4+30; hp 51;Init +3; SPD 30 ft; AC 16 (+3 dex, +3 natural)

    Portal-
    DM reads:
    You see in the northern most area of the loop of cavernous stone, a portal of
    Familiar design. A keystone archway has been built into the wall and a magic
    gate illuminates from within the confines of stone.
    Trap -
    This trap is camouflaged with an illusory wall on the floor.
    Magically camouflaged spiked pit trap- magical; location trigger; automatic reset; spell
    effect (illusory wall, 10 level sorcerer); REF save DC 20 to avoid; 100 ft deep (10D6, fall);
    pit spikes (ATT +10 melee, 1D4 spikes per target for 1D4+5 each);
    search DC 27; disable device DC 18.
    46a.
    The mud door is secured from the other side. To enter area 46a a strength check DC 18 is needed
    to pull open the door.
    DM reads:
    The door opens up to a narrow path 5ft wide and leads 30 ft around a mildly curved bend.
    A spot check DC 15 is needed or be flat footed against a cloaker lord and a cloaker.
    Creature: Cloaker lord (1) and Cloaker (1) EL -
    Cloaker lord, Hg Aberration, CR 7; HD 9d8+45 (85 hp); Init +5 (+1 dex, +4 Improved initiative);SPD 10ft, fly 50ft;
    AC 17 (+1 dex, *natural, -2 size)
    Cloaker, Lg Aberration, CR 5; HD 6d8+18 (45 hp); init +7 (+3 dex, +4 improved initiative); SPD 10ft, fly 40ft; AC 19
    (-1 size, +3 dex, +7 natural)
    Treasure: 2 large steel shields +1 (1,170 gp), large wooden shield +1 (1,157 gp),
    studded leather armor +1 (1,175 gp), greataxe +2 (8,320 gp) sheds light in a 20 ft
    radius (as a torch), Bloodied Onyx (500 gp), 583 gp. The treasure is what is left of the cloakers
    last victims.

    46b.
    The entrance to this area is hidden by an illusory wall. The wall reaches north and south 20 ft across.
    A search DC finds the wall. On the other side the PCs will meet Zazbeth the red dragon.
    DM reads:
    You pass through a wall that isn’t really there and step into a large dimly lit chamber
    roughly 60 ft by 90 ft. You feel a dull heat from above. You notice the ceiling grades
    steeply upwards about 100 ft. A tiered column in the north east corner reaches up to
    the limits of the roof and on one of the ledges, 80 ft above you, sits a red dragon,
    glaring menacingly at the party. The dragon addresses you in a calm but sinister
    voice, “Your trespass is unimportant but I warn you that if one item of my impressive
    collection is stolen, I will repay the deed by destroying another city and the deaths
    will begin with your insignificant band of comrades. I can surely bide my time and wait
    for this realm to kill you. Why waste my time? You will definitely perish if you oppose my
    master. Oh, as my due tribute, you can leave your weapons and precious valuables here
    or I will set ablaze your bodies and leave you as cinders where you stand.”
    She chuckles in a wicked way as if she heard a good joke then eyes the party hungrily
    and says, “That sounds too good to pass up!”

    At this point Zazbeth uses her breath weapon. WILL save DC 24 or if failed PCs are shaken.
    If Zazbeth is losing the fight she will fly down and take human form to escape through an exit on
    The eastern wall to the right of the corner column. This exit leads to the desert.
    Creature: Zazbeth, Red Dragon, EL16-
    Zazbeth, Adult fiendish red dragon: CR 16; Huge Dragon (Fire); HD 23d12+115; hp 264; Init +4; Spd 40 ft, fly 150 ft (poor); AC 29 (-2 size, +21 natural)
    Dragon horde:
    200 pp, 500 gp, 3000 sp, 2000 cp, potion of aid (300 gp), potion of cat's grace (300 gp),
    potion of charisma (300 gp), ring of minor elemental resistance (ice) (16,000 gp),
    ring of protection +1 (2,000 gp), arcane scroll (375 gp)- Hold Person (caster level 5),
    wand of Lightning Bolt (caster level 5, 47 charges) (10,575 gp).

    Chapter 11
    CORDYAN
    AREA - O

    Cordyan is less like a city and more like a military base. There are four buildings destroyed beyond
    recognition. The buildings used to be two barracks, one mess hall, and one basic exchange.
    The afore mentioned buildings are listed in order of appearance from left to right.

    48.
    DM reads:
    As you enter the thorp sized dwelling, you step past and around the door which is
    hanging on just barely by one of its rusty hinges. Four large heaps of rubble and
    still smoking cinders are all that is left of the buildings that once was. Scorched
    to black skeletons litter the ground along with burnt, melted, or broken weapons.
    One thing is certain; they went out with their boots on! The complex is 100 ft
    by 150 ft and open to the sky. There are a set of huge foot prints left by some
    kind of reptilian creature and a flattened humanoid body in the imprint.

    As the party makes its way to the back of the military complex, the DM reads:

    This place was reduced to scorched craters and crumbling walls. In the north east
    corner of the complex, a portal of familiar design stands close to piece of crumbled
    wall.

    The following takes place only if it is night:

    You begin to hear the sounds of battle and spectral beings begin to appear.
    They seem to be reenacting the battle that took place here but they are aiming at
    you! Shouts can be heard, "To arms, to arms, we're under attack!"

    Creature: Spectral Archers (11) EL-
    Spectral Archers, Med undead, (Incorporeal); CR 8; HD 7d12 (45 hp); AC 15 (+3 dex, +2 deflection)
    Five archers show up first round and then two more each round after one has
    been "killed" or turned.
    Treasure: DM should roll spot checks for PCs to see if they discover the following:
    DC ITEM(S)
    10 Gold plated, scorched hip bone of a victim
    12 1D4 gp
    13 Coin pouch w/ 1D6 silver and 1 diamond (20 gp)
    14 Ring of armor +2 (still on finger bone of a skeleton)
    15 Ring of armor +3 (half buried in ashes)
    25 portable hole w/ locked chest inside (buried under a pile of rubble)
    (Open lock DC 30) inside chest is a bow of brilliant energy.
    48a.
    Left staircase-
    DM reads:
    An intact set of steps lead up to a watch tower. The pathway then turns 90 degrees to
    the right onto a cat walk meant for the archers that lived here. The cat walk is 5 ft
    wide and 150 ft long.
    Right staircase-
    DM reads:
    A near crumbled set of steps lead up to a watch tower. The pathway then turns 90 degrees to
    the left onto a cat walk meant for the archers that lived in and guarded the complex. The cat walk
    is 5 ft wide and would be 150 ft long if not for the 20 ft gap of wall that has collapsed about halfway
    down the path.



    Chapter 12
    WOLVERTAIN CAVERNS
    AREA P

    Wolvertain’s cave is lit on the first level and unlit for the last three. The main quest here is to
    retrieve the three Arrows of Dragon Slaying created by Kelvin Shursite.
    51.
    DM reads:
    A tiled look has been cut into the cavern floor. You find yourselves in a foyer 20 ft by 30 ft.
    Light from torches mounted to walls comes down two 10 ft wide corridors to the left and
    right.
    51a.
    Beyond an Illusory wall, requiring a search check DC 20 to find, DM reads:
    An unlit, winding path leads to a pile of rubbish that is arranged in a way
    like someone had once camped here. The skeleton and backpack are also
    clues to this. There is a scorch mark in the middle of the room. You hear a
    loud screeching and the rubbish along the northern wall begins to rustle about.

    Creature: Dire rats (4) EL4 -

    Dire rat, small animal, CR 1; HD 3d8+3 (13 hp); init +3 (dex); SPD 40ft, climb 20ft; AC 15 (+1 size, +3 dex, +1 natural)
    Treasure- Search DC 20 to find:

    Backpack (contents: 3 candles, 2 daggers, 1 rusty short sword, 1 flask, flint and tender,

    and edible trail rations), 20 sp, silver javelin +1.

    The backpack is a wondrous item known as a Heward’s handy haversack.

    52.
    DM reads:
    A 10 ft wide path lit with staggered torches mounted to the wall leads east. The path
    then opens up into a chamber 30 ft by 35ft with a 15 ft ceiling. The chamber is lit with
    four torches; two on the north wall and two on the south wall. An unlit path leads on
    further east. Also on the north and south walls of the chamber are tapestries, blue in
    color and draconic in design. These wall hangings are hung like curtains on a rod
    mounted to the wall and brass rings holding the tapestries.
    Secret door-
    The door is concealed behind the tapestry on the south wall. The door slides to the left
    when curtain is drawn back to the right (the tapestry is the switch). Search DC 20 for the
    door. Search DC 25 for the switch.
    Trap- Wall scythe trap EL-
    The trap is in the unlit 10 ft wide corridor to the east. The tapestry on the north wall is the
    switch to bypass the trap safely. The curtain must be drawn back to the right.

    (5) Wall scythe trap-mechanical; location trigger (either 5 ft square before 1st trap marker);
    automatic reset; hidden switch bypass (search DC 25); ATT +20 melee (2D4+8/x4, scythe);
    Search DC 21; Disable device DC 18.

    52a.
    The following assumes that the PCs are entering this area from area 52 or 53. If PCs are entering
    from area 54, rephrase to fit.
    DM reads:
    As you enter a small room about 10 ft by 20 ft, you disturb the meal of several dire rats, the half
    devoured corpse of a humanoid. They charge the party to defend their territory and food.
    Creature: Dire rats (4) EL4 -


    Dire rat, small animal, CR 1; HD 3d8+3 (13 hp); init +3 (dex); SPD 40ft, climb 20ft; AC 15 (+1 size, +3 dex, +1 natural)
    Treasure- Search DC 20 to find:

    Backpack (contents: 3 candles, 2 daggers, 1 rusty short sword), 5 cp, 5 sp.
    The sounds of battle bring ogres two rounds later, armed and ready for battle. The ogres
    were sleeping in the other room to the east and were roused and alarmed by the rat’s
    screeching sounds.
    Creature: (2) Ogre mages and (4) Ogres EL-


    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex,

    +4 Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, -1 Size, +5 Natural, +2 Ring of protection)
    Ogre: Large Giant; CR 2; HD 4d8+8; hp 26; AC 16 (-1 size, -1 dex, +3 hide, +5 natural)

    These ogres each have 10D4 sp in their coin pouches. Search (DC 15) to find each ring of protection.
    Search (DC 15) to find a chest key on each of the ogre mages.
    Ogre’s chamber-
    DM reads:
    In the middle of the larger chamber, a stair case leads downward into darkness.
    Two chests sit in the two west wall corners. The room is a perfectly square 35 ft
    by 35 ft. with a 17 ft ceiling.
    An illusory wall leads to area 54 and a door (not secret on this side) leads to area 53
    in the smaller chamber on the south wall.
    Treasure chest 1- 5 small sapphire dragon statues (275 gp each). Open lock DC 20 or use key.

    Treasure chest 2- mithral shield +1 of minor elemental resistance (Res 10, acid), 20 gp. Chest 2 is trapped.
    Trap- Lightning bolt trap (chest) EL6-
    Lightning Bolt trap: CR6; magic device; touch trigger; automatic reset; spell effect (lightning bolt, 10th level
    wizard, 10D6 electricity, REF save DC 14 half damage); search DC 28; disable device DC28.

    53.
    DM reads:
    A 10 ft wide path lit with staggered torches mounted to the wall leads east. The path
    then opens up into a chamber 25 ft by 35ft with a 17 ft ceiling. The chamber is lit with
    four torches; two on the north wall and two on the south wall. An unlit path leads on
    further east. Also on the north wall of the chamber is a tapestry, blue in color . These wall
    hangings are hung like curtains on a rod mounted to the wall and brass rings holding the tapestries.
    The one displayed here depicts a man firing three arrows into the sky and lightning striking the arrows.
    Secret door-
    The door is concealed behind the tapestry on the north wall. The door slides to the left
    when the torch to the right of the wall hanging is removed. Search DC 20 for the
    door. Search DC 25 for the switch.

    54.
    DM reads:
    You have exited a 10 ft wide corridor leading north and south into an unlit chamber that is
    30 ft by 35 ft. Refuse litters the stone tile floor and ogre curses line the west wall while
    small colored pictograms of chromatic dragons create a mosaic portrait of the Dark One on
    the east wall.
    An illusory wall leads to area 52a from the west wall into the ogre’s chamber.

    AREA - Q
    55.
    DM reads:
    As you exit the staircase, you find yourself in an unlit 25 ft by 55 ft room. The floor is littered
    with the remains of creatures that became the meals for resting adventurers or other humanoids.
    Grizzly trophies of bones, skulls, and untreated skins are all that were left behind. A weak air
    current blows from the east, creating a moaning whistle from a 10 ft wide corridor in the east wall.
    Search check DC 15 finds an illusory wall at the end of the corridor.
    56.
    DM reads:
    The illusory wall gives way to what appears to be a treasure or storage room of some kind. Scattered
    about are seven wooden chests in the large 50 ft by 95 ft chamber. The walls are detailed in script and
    art showing the worship or praise of a dragon god. The dragon god depicted in the stone etchings
    depict a five headed dragon with the center largest head emitting a massive lightning bolt from its
    single horn and from its draconic maw.
    If a PC uses the decipher script skill (DC 13), there are three phrases repeated over and over throughout
    the room. The phrases are, “Show me favor and fortune, Oh Dark One, over my draconic kin!”
    “Praise be to the Dark One who has given our master his gift of power!” and, “I pray of you, Dark One,
    to bless me with the clout to vanquish your enemies so that I might gain your favor!”
    Of the seven chests, all but one is protected by a deadly arrow trap. The arrows come
    from the trap marks on the map of this room.
    Trap- Black lotus poisoned arrow trap EL9-
    Poison arrow trap: CR 9 Mechanical; touch trigger; automatic reset; hidden lock bypass (Search
    DC 25, open lock DC 30); ATT +10 ranged (1D6/x3 plus poison, arrow); poison (black lotus
    extract, fort save DC 20 or 3D6 con primary, 3D6 secondary); search DC 20; disable device
    DC 20.
    When a locked chest is opened or a open lock check fails on a chest covered by a trap, an arrow
    is fired.
    Treasure in order from door:
    Chest 1- 20 gp, 80 sp, 100 cp, ring of time stop (3 charges/day, ring is etched with a picture of an hourglass
    with three small diamonds at the top. Each time the ring is used a diamond relocates itself to the bottom and
    becomes a small black onyx. The stones turn back into diamonds in 24 hours)
    Chest 2- 500 gp
    Chest 3- +2 dragon slayer (+2 long sword of greater dragon slaying, fort save DC 20 on a critical hit or dragon dies);
    DM reads: The sword’s scabbard changes colors from red, to black, to white, to green, to blue, and back to red
    repeatedly. The handle is ebony and dragon shaped and has five dragons etched into a round hand guard.
    Chest 4- ring of minor elemental resistance (Res 10, cold), 4 potions of cure serious wounds (3D8+10),20 gp.
    Chest 5- Bracers of armor +3, 2 potions of cure light wounds (1D8+3).
    Chest 6- a pair of friend shield rings.
    Chest 7- five diamonds (worth a total of 10,000 gp), two rubies (400 gp each), Quartz crystal Powder (spell craft
    check (DC 20) to recognize as a spell component for the Wall of Force spell).
    Secret door-
    There is a secret door at in the east wall of this room, requiring a search DC 20 to find and
    a strength check DC 18 to open. The door leads to area 56a.


    56a.
    DM reads:
    You find yourself in a 10 ft wide corridor that leads to a 20 ft by 50 ft room. In the middle
    Of the room is a staircase that leads downward. The room is unlit and sparsely furnished
    or decorated.

    AREA - R

    57.
    DM reads:
    You’re in a small recess of which the staircase behind you takes up more than half of.
    The area is unlit and the walking space is roughly 15 ft by 20 ft. The walls are cave rock
    A small 5 ft path lead off to the east.
    58.
    DM reads:
    The path leads you to a larger chamber of the cave about 45 ft by 45 ft with an immense
    ceiling reaching up in excess of 35 ft high. Paths lead to the east and north east. Light
    is reflected off the glistening moist cavern walls of the north east passageway.

    Around the end of the north east passage a carrion crawler awaits its meal.
    As the PCs near this area the DM reads:
    You smell the stink of rotten meat which now fills the area.
    Creature: (1)Carrion Crawler EL4-
    Carrion Crawler, Lg aberration, CR 4; HD 3d8+6 (19 hp); init +2; SPD 30ft, climb 15ft; AC 17 (-1 size, +2 dex,
    +6 natural)
    59.
    Basically a cavernous intersection. DM reads:
    There are two passages; one to the north and one to the south west. Both paths are unlit.
    60.
    DM reads:
    A pathway leads off to the east as the way to the west dead ends. A door made of mud
    wattle plugs a passage or chamber to the south.

    A strength check DC 18 is needed to pull open the door.
    60a.
    The 30 ft by 40 ft chamber is the home of an encampment of ogres. When the door is pulled

    open, the ogres will be ready to fight. They attack at the first sight of intruders. The room
    is sparsely furnished with two tables located in the north west and south west corners of the
    room, 9 bedding pads lined up against the walls and two chests under the tables. There are
    also 8 crudely made wooden stools, 4 at each table. The chest under the south west corner
    table is trapped.


    Creature: (2) Ogre mages and (7) Ogre barbarians EL15-
    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex,
    +4 Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, -1 Size, +5 Natura, +2 Ring of protectionl)
    Ogre, Lg giant, Bbn4: CR 7; HD 4d8+12 + 4d12+12; hp 81; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+3 Dex, -1 Size,
    +5 Natural, +5 Chain mail)

    These ogres all have 10D4 sp in their coin pouches. Search check (DC 15) to find each ring of
    protection on the ogre mages.
    Treasure chest 1- 5 small sapphire dragon statues (275 gp each). Open lock DC 20 or use key.

    Treasure chest 2- mithral shield +1 of minor elemental resistance (10, acid), 20 gp. Chest 2 is trapped.
    Trap-Lightning bolt trap EL6-
    Lightning bolt trap: CR6; magic device; touch trigger; automatic reset; spell effect (lightning bolt,
    10th level wizard, 10D6 electricity, REF save DC 14 half damage); search DC 28; disable
    device DC28.
    61.
    DM reads:
    The15 ft wide passageway is dimly lit and leads north and south. The cavernous
    walls drip with moisture. Wild sounds echo up ahead from the north end of
    the path.
    62.
    DM reads:
    This area is well lit, showing a pathway to the west and to the south. Feral sounds echo
    up from a staircase that leads downward further into the bowels of this dungeon.

    AREA - S

    63.
    DM reads:
    This 35 ft by 35 ft chamber is unlit. Demonic sounds echo throughout this area apparently
    coming somewhere from an easterly direction.
    64.
    DM reads:
    In a 20 ft by 30 ft chamber of this dungeon a demonic (or is it draconic) creature has prepared
    Itself for battle and yells out what sounds like a warning in a strange dialect.
    If any PCs have draconic for a language, they understand that what was said was, “We have
    hunters in our midst. Prepare yourselves!”
    Creature: (1)Abishai, blue (baatezu) EL8 -
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21
    65.
    As PCs exit area 63, two abishias lie in wait for intruders. PCs are require to make spot checks
    DC 14 or be flatfooted when battle begins.
    Creature: (2) Abishai, blue (baatezu) EL10-
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21

    66.
    DM reads:
    This 50 ft by 35 ft chamber is unlit. Demonic sounds echo throughout this area apparently
    coming somewhere from an unknown direction.

    Detect magic or a search check DC 25 (rogue only), finds a cavernous wall created by
    mirage arcana (the east wall). To bring down the effect of the spell, the wall must be struck
    or a dispel magic spell must be cast.
    67.
    DM reads:
    You enter a huge 65 ft by 55 ft chamber and the only features are three creatures,
    two of the humanoid draconic demons, and one purple worm slinking its way
    toward the party to attack. The two demons take to the air taking full advantage of
    the 40 ft ceiling.

    Creature: Abishai, blue (baatezu) (2) and (1) purple worm EL13 -
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21
    Purple Worm, Gargantuan Beast, CR12; HD 16d10+112 (200 hp); Init -2; SPD 20 ft, burrow 20 ft; AC 19 (-4 size,
    - 2 dex, +15 natural)
    DM reads:
    You notice two iron doors obstruct entrance to chambers or rooms at the north and south walls.
    Open lock DC 25 two open either door.
    67a.
    Two ogres occupy this chamber. Two bed pads of animal skins lie on the stone floor.
    Three crates are scattered about the eastern side of the chamber. The ogres are
    Enraged at the intrusion and attack no questions asked.
    Creature: (2) Ogre barbarians EL9-
    Ogre, Lg giant, Bbn4: CR 7; HD 4d8+12 + 4d12+12; hp 81; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+3 Dex, -1 Size, +5

    Natural, +5 Chain mail)

    Treasure: all three crates contain edible food; dried meat, flour, and dried fruit and nuts (10 gp).






    67b.

    An ogre mage shacks up here enjoying the protection of the cavern’s inhabitants.


    Creature: (1) Ogre mage EL11-
    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex,
    +4 Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, -1 Size, +5 Natural, +2 Ring of protectionl)
    68.
    The abode of a cloaker littered with the remains of a few victims.
    Creature: (1) Cloaker EL-
    Cloaker, Lg Aberration, CR 5; HD 6d8+18 (45 hp); init +7 (+3 dex, +4 improved initiative); SPD 10ft, fly 40ft; AC 19
    (-1 size, +3 dex, +7 natural)
    Treasure: 2 large steel shields, large wooden shield, studded leather armor, greataxe , Bloodied Onyx
    (500 gp), 53 gp. The treasure is what is left of the cloakers last victims.

    69.
    An indention of the cavernous wall becomes a storage place for a trapped chest.
    Trap-Chain lightning (chest) EL7-
    Chain lightning trap:CR7 magic device; touch trigger (alarm); automatic reset;
    spell effect (chain lightning,11th level wizard, 11D6 electricity to target nearest trigger
    Point plus 5D6 electricity to each of up to 11 secondary targets, REF save DC 19
    For half damage); search DC 31; disable device DC31.
    Treasure: 200 gp, 3 blue sapphires (1000 gp each)
    70.
    DM reads:
    The room is lit by light coming in through a huge hole in the ceiling 40 ft above. The
    natural chimney is roughly 15 ft in diameter. The sound of beating wings echoes throughout the
    chamber with no source in site. Near the east wall is three holes in the ground and a picture of
    an arrow above each. At the south wall is a treasure the size of a wyrmling’s horde but still tempting
    to the sight. However, a larger horde more appropriate for a dragon spoken of as a legend lies in
    a chamber in the northern wall. Paramount among the horde is the three arrows of legend shot
    by Kelvin Shursite.
    Wolvertain is hiding in the chimney ready to pounce when the moment is right. If the PCs move
    towards his horde in the chamber he will address them before attacking. If the PCs move toward
    the lesser horde, he attacks without warning after the PCs disarm or take damage from the
    lightning bolt trap protecting the loot.
    Trap- Chain lightning (chest) trap EL7-
    Chain lightning trap: CR7;magic device; location trigger; automatic reset; switch bypass;
    spell effect (chain lightning,11th level wizard, 11D6 electricity to target nearest trigger
    Point plus 5D6 electricity to each of up to 11 secondary targets, REF save DC 19
    For half damage); search DC 31; disable device DC31.
    If more than one PC stands where a trap marker is those PCs take full damage from
    the lightning. PCs in area not standing on a trap marker take 5D6 electricity damage.
    The three holes are the bypass switch. If a PC places the three arrows in the holes,
    The PCs hear three heavy clicks and the trap is disabled as designed.
    At any rate, when Wolvertain attacks he uses all of his natural attacks first when in range
    of his enemies.

    If the PCs approach Wolvertain’s horde the DM reads:

    A growling, old voice calls out to the party, “So, you’ve come for the dragon slayer’s arrows.
    Are they worth your life? Go ahead and take them for you will not leave here with them
    or anything else. You fragile, pathetic creatures are obviously not from Sebria for the people
    of that city know better than to enter my lair without tribute. Your lives are forfeit and mine to take.”
    The last dialogue sounded as if it came from behind you! Wolvertain attacks.
    Creature: Wolvertain, Blue Dragon, EL-
    Wolvertain, Adult fiendish blue dragon: CR 15; Huge Dragon (Earth); HD 22d12+110; hp 253; Init +4; Spd 40 ft,
    fly 150 ft (poor), burrow 20 ft; AC 28 (-2 size, +20 natural)
    Treasure:
    Lesser horde-
    250 pp, 850 gp, 8000 sp, 10 cp, 20 blue quartz (10 gp each), 20 zircons (50 gp each).

    Wolvertains horde- 3 greater dragon slaying arrows, potion of protection from elements
    (sonic) (750 gp), ring of protection +3 (18,000 gp), ring of the ram (25 charges) (4,300 gp),
    wands: Bull's Strength (caster level 3, 23 charges) (2,070 gp), Cure Critical Wounds (caster
    level 7, 15 charges) (6,300 gp), 200 pp, 800 gp, 1000 sp, 4000 cp, 50 blue quartz (10 gp each),
    80 blue sapphires (1000 gp each), 25 blue diamonds (5000 gp each).

    Chapter 13
    SEBRIA CITY
    AREA - U
    Sebria appears to be the largest city in the realm. Its economy suggests that it is a small city
    but the population is small in comparison. In this realm the mortality rate is high, so the economy
    of each town depends on a benefactor/beneficiary system. When people die, they leave their
    wealth to someone else to keep the monetary goods in the comunity.
    Sebria’s walls reach up 50 ft high and the city has two sets of double iron doors secured from
    the inside. One set of doors faces the east and one faces the west. All sides and entrances
    are guarded heavily.

    71.
    Upon reaching the city, the guards in watchtowers request the identity of all who wish to gain
    entrance. Those who fail to identify themselves to the guards’ satisfaction are refused entry.
    Archers (30) -

    Male elf fighter, level 8, hp 48, composite longbow - ranged +10/+5 (1D8/18-20 x2), AC +17

    (+4 dex, +3 studded leather).


    72.
    This is the only city that does not require the surrender of weapons from their guests. With a
    military facility so close by (the destroyed Cordyan), they have become accustomed to
    guests and residents alike carrying their armaments though all must keep their weopons
    put away.
    DM reads:
    To the immediate left and right upon entering the city, are two round buildings. Military personnel
    only are allowed here according to the “NO UNAUTHORIZED PERSONNEL PAST THIS POINT”
    sign by the doors on each building. You also see the Quick Silver pub and inn to the left and
    Mage Counsel University to the right further on up the coble stone road.
    72a & 72b.
    DM reads:

    As you enter either of the round buildings are the military barracks. Inside is 10 living

    quarters. The living quarters are the same in most ways. All rooms have 5 bunk beds 2

    bunks each, a personal effects chest per bunk, a shower, 5 toilets (holes in the ground

    with a seat that has a hole in it), and 5 sinks (and no privacy).


    The troops like the little bit of privacy they do get so if the PCs are caught

    snooping around, then there is a 50% chance a battle will start right there in the room

    with 15 troops. Two troops will lock the door so nobody can get in or out. A pick locks

    check (DC 20) will open the door.




    MILITARY TROOPS (15) -

    Male human fighter, level 8, HP 75, MWK long sword (+2) - melee +7 (1d8+3), AC 17 (+2

    DEX, +5 mithral chain).

    72c.

    DM reads:

    This place is clean and nicely run. Even the bartender is dressed well. The barmaids

    are very beautiful and made up. This establishment has 9 large tables and 5 of them

    are occupied. Most of the patrons are quiet and don’t really want to be bothered while

    they are eating. They look like the important sort and their conversation, if any, is good

    for any adventurer that would like to take a good snooze. There is a door behind the

    bar and six rooms to rent.


    Human bar patrons (20) -

    1-3. Male human aristocrat, level 3, HP 8, dagger- melee +3 (1d4+2), AC +11

    (+1 DEX)


    4-7. Female human aristocrat, level 4, HP 10, dagger- melee +4 (1d4+2), AC +10

    (+0 DEX)


    8-9. Male human warrior, level 5, HP 80, great sword- melee +3 (1d4+2), AC +14

    (+1 DEX, +3 studded leather)


    10-14. Female human Expert, level 4, HP 10, dagger- melee +4 (1d4+2), AC +10

    (+0 DEX)

    15. Male human fighter, level 4, HP 34, long sword- melee +7 (1d8+3), AC 14

    (+1 DEX, + 3 studded leather).

    16. Male human fighter, level 7, HP 66, Great axe- melee +9/+4 (1D12+2), AC 17

    (+3 DEX, +4 scale mail).

    17-20. Female human commoner (bar wenches), level 6, HP 21, dagger- melee+4

    (1d4+1), AC +14 (+4 DEX).


    72d.

    DM reads:
    The main foyer area from the entrance is clear of obstacles. Mages and lore masters
    walk the halls when not giving lectures. There is a large reference library to the south
    end of the university and study desks to the left and right of the main walk way.
    There is a lecture room in the east and west wing of this building.
    There are 3D6 student mages at the study desks or in the lecture rooms at any time.
    There are also 3D4 mages or lore masters in the building at any time. The books in
    the library cannot be checked out to leave the school. The university closes its doors at dusk.
    Follow any rules provided by DMG on studying or research benefits for the PCs.

    2D6 human wizard students
    human Wiz1: CR 1; Size M (5 ft., 3 in. tall); HD 1d4+2; hp 6; Init +2; Spd 30 ft.; AC 12;Attack +0 melee, or +2 ranged; SV Fort +2, Ref +2, Will +1; AL NG; Str 11, Dex 15, Con 14, Int 13, Wis 9, Cha 4.
    Possessions: 900 gp in gear.
    Wizard Spells Known (3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Erase, Identify, Magic Missile, Sleep.

    1D6 elf wizard students
    Elf Adp1/Wiz2: CR 2; Size M (5 ft., 0 in. tall); HD 1d6-4 + 2d4-8; hp 4; Init +2; Spd 30 ft.; AC 12; Attack +2 melee, or +3 ranged; SV Fort -4, Ref +2, Will +7; AL NE; Str 12, Dex 14, Con 3, Int 15, Wis 15, Cha 10.
    Possessions: 2,500 gp in gear.
    Adept Spells Per Day: 3/2.
    Wizard Spells Known (4/3): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Charm Person, Mage Armor, Magic Missile, Shocking Grasp, Summon Monster

    3D4 Mages or Lore masters
    male human Exp10/Wiz5: CR 14; Size M (5 ft., 2 in. tall); HD 10d6+10 + 5d4+5; hp 64; Init +2; Spd 30 ft.; AC 12; Attack +9/+4 melee, or +11/+6 ranged; SV Fort +5, Ref +6, Will +12; AL N; Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10.
    Possessions: 59,000 gp in gear.
    Wizard Spells Known (4/4/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Feather Fall, Identify, Magic Missile, Ray of Enfeeblement, Silent Image, Sleep. 2nd -- Knock, Mirror Image, Summon Monster II. 3rd -- Fireball, Slow.


    male elf (high) Wiz10/Exp9: CR 18; Size M (4 ft., 11 in. tall); HD 10d4+30 + 9d6+27; hp 115; Init +6; Spd 30 ft.; AC 16; Attack +12/+7/+2 melee, or +17/+12/+7 ranged; SV Fort +9, Ref +12, Will +16; AL NG; Str 12, Dex 22, Con 16, Int 20, Wis 13, Cha 15.
    Possessions: 170,000 gp in gear.
    Wizard Spells Known (4/6/5/4/4/3): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Detect Secret Doors, Identify, Mage Armor, Magic Missile, Obscuring Mist, Shield, Sleep, Summon Monster I, True Strike. 2nd -- Blur, Bull's Strength, Invisibility, Knock, Mirror Image, Summon Monster II, Tasha's Hideous Laughter, Web. 3rd -- Dispel Magic, Gust of Wind, Haste, Hold Person, Lightning Bolt, Suggestion. 4th -- Charm Monster, Dimension Door, Improved Invisibility, Polymorph Other, Wall of Ice. 5th -- Lesser Planar Binding, Transmute Rock to Mud, Wall of Stone.
    If any PC wizards or lore masters wish to peruse the library’s selection or are searching fora spell book, have the player make a search check DC 18 to find the “Faux Book of Magic”.If the book is found and examined (opened), read the following:
    The pages of the book have been cut out to form a compartment for concealed storage. In the square
    compartment, there is a amulet with two dragons facing each other both holding a sapphire stone in the
    middle of the piece. The amulet is made mostly of platinum.
    The item described can be found in the back of the book listed as an Arcanicom Amulet.
    This item works as described in the DMG under the ring of wizardry IV listing plus it is enchanted with
    fox’s cunning and eagle’s splendor granting a +4 enhancement bonus to the wearer’s INT and CHA.
    73. Commoner housing-
    DM reads:

    As you enter the wedge shaped building to the east of the Tumble Inn Pub, you see a floor

    with smooth cut squares. The support beams are little more than 12 in. by 12 in.

    pylons fastened to the wooden roof. The residences are small apartment sized

    houses linked together. There is very little ornamentation or luxury in this area.

    74. noble housing-
    DM reads:

    When you enter the wedge shaped enclosure to the southt of the commoner’s residences,

    you see a beautifully tiled floor and carved support beams. Along the walls are the entrances

    to the incredibly ornate and large apartments the upper crust calls home.





    The houses here are much larger and nicer looking than lower class residence. They

    are also better guarded as well. Archers on the all walls have the bonus job of authorizing

    entrance to any who do not live there. All players who wish to gain entrance here must

    have a written invitation or be able to sneak around extremely well.
    75. The Dragon’s Bane Potion and Jewelry shop-
    Large and complex operation that sells fine and magic jewelry plus all manner of potions. All
    Items here are 15, 000 gp or less to buy. A door in the back of the store leads to the owners residence.
    76. Realm’s Warrior shop-
    Run by the grandson of Edgar Magernot, this store specializes in making armor from

    hide, dragon scales, and different metals. He is well trained in the art of bow and arrow

    crafting. If asked and paid well he can make other items if you provide any special materials

    needed (up to the DM what items and at what price).

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    Diabolic Genesis: Origins Of Evil

    DIABOLIC GENESIS: ORIGINS OF EVIL

    By

    Daniel Wood





    Chapter 1: Gate Activity

    Diabolic Genesis: Origins of Evil is a DUNGEONS AND DRAGONS adventure suitable for a party of five average D&D
    characters who begin the adventure at or near 6th level. It is recommended that at least one of the player characters
    has some clerical ability and at least one have access to arcane spells. The adventure can be adjusted to play with very
    large, very small, higher level or lower-level groups.

    PREPARATION
    You, the DM, should have a copy of the Player’s Handbook 3.5, the Dungeon Master’s Guide 3.5, and the Monster
    Manual 3.5 to use this adventure. Familiararity with the FORGOTTEN REALMS campaign setting is recommended
    but not essential.
    Text that appears in shaded boxes is player information, which you can read aloud or paraphrase to players when
    appropriate. Unshaded boxes contain important background information for the DM. Monster and NPC statistics
    are provided with each encounter in abbreviated form, full stats for the monsters and NPCs can be found in the

    Monster Appendix: 1 or, for more detailed statistics, the monsters in the book can be looked up in the MONSTER

    MANUAL 3.5, MONSTER MANUAL 2, and MONSTERS OF FAERUN. Page numbers and the source book are
    provided at the end of each monster entry for easier referencing.
    Individual encounters possess an overall rating called the encounter level (EL). The encounter level is a tool for
    the DM to calculate total experience points for each encounter and as a point of information to the DM, allowing him
    or her to gauge the strength of any particular encounter at a glance.

    ADVENTURE BACKGROUND
    On a beautiful island in Faerun called Genesica, a red dragon named Colossus ruled with an iron claw. She just
    laid her clutch of eggs then went to sleep. During her slumber, the dragon goddess Tiamat blessed one of her eggs,
    for she believed that through this offspring great deeds of evil would be wrought.
    When the eggs finally hatched, five red wyrmlings were crawling around in the lair and one egg still remained. The
    next day the last egg began to crack open. First a tiny red head poked out, then a black head, a green, then a blue.
    A final head poked out, white as snow or ice, and as this head became visible the shell cracked completely open and
    Colossus was amazed but at the same time dismayed to see that the wyrmling was deformed for all five heads was
    connected to the same body.
    She was further dismayed that the wobbling reptile could not coordinate and decide which way to crawl, but the last
    straw was when it finally zeroed each head in on one of his siblings and burned, zapped, poisoned, chilled, and partially
    digested with acid five of the red babies. Each one went down lifeless and he began to feast upon each carcass.
    The new mother was infuriated with the tiny death bringer and picked him up, carried him out into the morning sunlight,
    and tossed him away as so much refuse. Colossus had no idea of the implications that these events held and did not
    care, nor did she know of the consequences that were soon to follow.
    Tiamat soon made her self known to Colossus and called her from her lair. When Colossus made her exit, she was
    shocked to see her son held ever so gently in the hands of Tiamat. The tiny deformity, diminished by the Dragon God’s
    size, began hissing and spitting vile things in draconic at his mother and almost vomiting fire, poison, and sparks of
    lightning at her. Tiamat put down the baby dragon and went to war with Colossus for two score and nine days
    and slew her by freezing her with an icy blast from her white head. Colossus fell, and great was the fall of her.
    A millennium had come and gone. When all creatures thought they were free of the tyrannical rule of dragons, the
    dreaded son of Colossus, reared and trained by Tiamat herself, *Sver’ir* (in the common tongue means Dark One)
    rose on the horizon of a new terrible era of rule over Genesica. He ruled as his mother once did and was venerated as
    a demigod unofficially. He made a volcano his lair for he had grown accustomed to the fires of Ba’ator, the home of
    Tiamat. He named his new home Sverthicasver (Mountain of Darkness, or as it has come to be known, Mt. Darkest).
    As the Dark One’s rule continued over Genesica, an evil plan for domination formed in his sinister mind and began
    making preparations at once. He took a half wyvern, half dragon named *Lorea’renk* as his mate and her clutch of
    eggs numbered in the area of one score and ten.
    His plan was simple enough. Through his ability to charm masses of creatures, he brought together mammoth armies
    and commanded archways to be built so he may construct portals and gates to all the planes and realms as an
    eternal fixture in his land to be used as the instrument of his dominance of all creation in any plane, and to stand
    forever more as monuments thereafter to his superiority.
    The time had come for him to strike. His children were old enough to find prey on their own though a few had fallen
    prey to other creatures already. Almost all the portals had been created.
    One of the gates was opened to the astral plane by mistake in the Dark One’s rush for supremacy (Tiamat tried
    to teach patience, but that lesson fell on deaf ears) resulting in a tragic end for the beautiful island Genesica.
    The other end of the astral portal opened into the pathway of an asteroid belt. Great rocks from this plane hurtled
    and smashed their way through the gate. Without an atmosphere to slow or stop the onslaught of rocks, three
    quarters of the land was laid to waste. One third of all life was destroyed including the Dark One’s mate and all
    but five of his children.
    The gate to the astral plane was ruined in the fray and the other gates and portals became unstable for use. They
    functioned only to anchor this island to a fractal zone it has teleported to in the outsider plane. The link with other
    planes and realms were fortunate for repopulation purposes but unsteady at best.
    With the Dark One’s legacy still intact, he vows to try again. He gathers his armies even as you read this. He has
    created five new portals. He’s poised for the attack and he must be stopped. The fate of the realms, even yours,
    is at stake.

    Adventure Synopsis
    The heroes become involved when they are asked to investigate or happen upon a strange magical cabin fading in
    and out of existence. There they will find four doors leading to a portal at the end of a room the door opened to.
    There are clues to what lies on the other side of the portals lying on the table: The Book of Unwritten Chronicles
    a magically intelligent book possessed with the spirit of an epic bard, and a map of an unknown island surrounded by
    a sea of desert. The best information can be gathered from the Guardian, an old elf behind one of the doors who
    believes he is only guarding one gate and is unaware of any others. He is however aware of what is on the other side
    of the portal he guards and that is why he has kept a constant vigil over it for so long.
    The five dragons: Zazbeth, Shaysbeth, Darmatair, Wolvertain, and Phraughstbight, await their master’s command
    to rise and lead his armies into the gates for conquest. The humanoids that have become trapped in this world
    survive only as long as they pay tribute to the dragons in the given territory, serve as minions, or make human
    sacrafices.
    The human settlements are Kamosa, Sebria, Cabaya, and a military outpost that was recently razed, Cordyan.
    All settlements are lightly defended by conscripts and archers. If a dragon attacks, they will retreat and rebuild.
    Only once has anyone risen up against a dragon and his arrows and melee weapons are the things of legends.
    When the Heroes defeat their first dragon, they will be revered as dragon slayers and the people of the settlements
    will call on them for all their dragon related problems. As payment, the deed for the land that was the Cordyan
    settlement will be given to the heroes as a base of operations or to use as they see fit (stronghold, a holy refuge, etc.).
    By defeating the dragons, the heroes cripple the morale and the proverbial magic glue holding the armies made
    up of chaotic creatures and natural enemies together. The armada will dwindle and the efficiency of their tactics
    will suffer making it easier to defeat the Dark One’s plans.
    The heroes will learn more and more about the Dark One as they travel and adventure throughout the land and if
    you think he will tolerate the destruction of his legacy, you’re wrong. At the end of the adventure the Dark One will
    send wave after wave of creatures after the heroes, then finally confront them himself.
    After his destruction, all will be magically restored and Genesica will return to its original place in Faerun.

    Character Hooks
    The heroes can become involved in the beginning of this adventure in one of the ways described below. Each hook
    Is an easy way to bring the characters to the Fading House and through one of the portals leading to Diabolic Genesis.
    Of course, you can always use a hook that is more appropriate for your campaign or your group’s player characters.
    These adventure hooks can take place in any part of Faerun, since the heroes will be magically transported to their
    next destination.

    Rumors
    Several points of light appear south of the fortifying walls of a city in Faerun. Children from this city go to explore
    and find this phenomenon and play in the area trying to catch the lights thinking they were fire flies. A couple of
    swift flashes from these points of illumination scared these children almost half to death and they went screaming back
    the city with wild stories of ogres and a black dragon, and one child recalled a half dead man. A zombie, maybe?
    All but the governor of the city dismiss these stories as childish fantasy for his scouts have brought back reconnaissance
    reports on the lights taking form of something big and their accounts confirm the children’s stories of the flashes of light.
    The party is somewhere in the city and they hear the rumblings and rumors of something significant happening outside
    the city. The governor knows of their presence in the city and their fame from the last quest they took precedes them.
    The governor calls for an audience with the party and requests a closer investigation of the disturbance and to ascertain
    any threats to the city and its people. If the party are hesitant he promises one +2 magic item or weapon to each of the
    party members to start with and they will be well paid upon their return with information on the incident taking place
    outside the city. He offers free room and board for tonight and 1000 gold pieces per party member on their return.

    A Lost Child
    While traveling home from a gruesome battle between good and evil, you hear stories from a merchant caravan
    traveling in the same direction as the party. They tell of a house that has appeared magically about half a mile
    outside the party’s home city and keeps fading in and out of existence. They also tell the adventurers that the
    governor of the city has made it unlawful to approach the house until they return, because the governor wishes
    for them to investigate the disturbance.
    When the party makes it back to the city, the governor summons the group to his office and makes his request. An
    unknown woman busts into the room in tears interrupting the meeting yelling, “he’s gone, my son is missing!”
    The governor being a kind and gentle man calms the woman then asks in a firm voice to tell him what happened.
    She tells him that her son was trying to join a gang or impromptu “guild” and his initiation took place last night
    without her knowledge. The children who put the group together told her that his initiation involved going into the
    fading house to find something of value and bring it out to pay it as a club due. They say that no sooner did he enter,
    the house faded away and they ran in fear. She pleads to the adventuring party for help in finding her son. The
    governor vows to deal with this new guild himself and offers the party a reward of 1000 gold pieces to each of the
    party members upon the safe return of her son.

    Attempted Invasion
    On the group’s way home they happen upon a house that magically appears outside their home town. The house
    glows with a powerful magic property that apparently makes the house fade in and out of the material plane. As the
    house materializes again the door opens and a group of 8 ogres exit stealing toward the party’s home town during the night (spot DC 15 or survival DC 10 to track ogres if first check fails).
    Creatures: (8) Ogres EL 8-
    Ogre: Large Giant; CR 2; AC 16 (hide); HD 4d8+8; hp 26; Init -1
    When they are caught trying to invade your town 5 retreat back to the house and 3 stay to fight to ensure the
    escape of the others. The party will have the choice to give pursuit into the house or wait until morning to report
    last night’s happenings to the governor who will give a scroll of hold monster, a potion of invisibility, and a +2
    weapon or protective item to each of the party if they go into the house and seek out and eliminate any and all
    threats to the town. All treasures found are theirs to keep and 1000 gold pieces await each of them upon their
    return.

    DM should read or paraphrase the following:
    You find yourselves in a grassy meadow, less than a100 yards from a small cottage slowly fading in and out
    of existence. This house is lit with a magical light like none of you have ever seen.












    Chapter 2
    ENTERING THE FADING HOUSE


    1. Upon investigation of the cabins interior DM should read or paraphrase the

    following:



    You find yourselves in a soft white room with four continuously glowing and fading

    doors. The doors and a large table with chairs are the only features in this room and

    they appear to be made of wood. The door you entered through seems to have

    disappeared! On the table, to the right, is a large piece of parchment and upon closer

    examination, you see that it is a map of an unknown land. There is also a large leather

    bound book entitled "Unwritten Book of Chronicles".



    (SIDE BAR)

    If the book is opened and examined, tell the player examining it that there is only one

    page written so far. If the player reads the page, DM should read the following:

    “All others have failed and I was the last. My spirit is bound here for my time is past.

    Unspeakable evil lies behind each door. Take care you don’t end up like others before.

    Five colors, five heads is all I know of your fate. If you must know more, ask the guardian

    of the gate. To what I have written you must take heed and I will record your actions, your

    words and your deeds. For in you must go. There’s no way to turn back. Defeat your

    greatest foe before he attacks.”

    Then ask, "Are such adventurers present and ready to undertake this task?" When the

    players answer "yes" tell them that the book starts writing itself, "Then choose a door and your

    destiny." At any time the book is opened during the adventure, the DM should tell the

    player reading it that it details the players' actions up to that point and their discoveries.

    At the end of the adventure the book's title magically changes to "Genesica: The Restoration”.


    When the players start opening doors and entering the four rooms to look around,

    roll a D6 for each of the rooms that are entered. The results are as follows:


    2. roll (1-2)

    Read or paraphrase the following:


    This room is brightly lit and white. You see an old man sitting in a chair in a corner on the far

    end of the room on the right hand side. He sits on a rocking chair, patiently waiting

    for you to address him. He seems to be an old wizard, though you've seen nothing of his

    likeness before. There is a glowing keystone archway, apparently a portal of some sort,

    next to his rocker. Upon closer examination, you find him to be an elf, old even by Elven

    standards of age.





    NPC: (1) elf wizard-
    Guardian, male elf (high) Wiz20: CR 20; Size M (5 ft., 2 in. tall); HD 20d4+80; hp 139; AC 14 (+4 Dex)



    The players may want to ask the wizard questions, but he will answer only 10

    because, although he seems fine, he’s tired and weary for rest. After the 10 questions

    have been asked, the players witness the old wizard fade away into nothingness. He

    dies of old age so healing won't do much good, but there is a 30% chance that it will

    buy time for one more question. The wizard should make a point to tell the players

    that he is the last of the Gate Guardians and that these gates need to be destroyed.

    He will help the players if they ask him by making his treasure chest visible and

    unlocking it. The players may have its contents. The chest contains Guardian's

    possessions as listed in the Creature Stat Appendix.

    DM reads:

    The wizard begins to fade out of existence but manages to say," This gate, you

    must go through! A domain of evil it is, but it is your only hope of escape! Once gone,

    am I, this place goes shortly after............now go!"



    When the players witness him fade out, his passing leaves something of benefit behind.

    All players who witness his passing rise 1d4 levels (DM rolls).



    3. Roll (3-4)

    Room of "Doom"- White room gives feeling of foreboding. (as spell Doom cast by 10th

    level cleric. Will save DC 21.)


    DM reads:

    The room is white, but the feeling is dark. You see a keystone archway that glows as if it

    is a portal.






    4. roll (5)

    Creature: (1) Black Dragon EL6

    Shaysbeth, Dragon, Black, Juvenile: Medium Dragon (Water); CR 6; AC 22; HD 13d12+26; hp 110

    Treasure: 2,192 gp, brandeen (67.8 gp, orange-red garnet (481 gp), arcane scroll (75 gp)-

    Magic Weapon (l1, cl1), Erase (l1, cl1), Identify (l1, cl1), dwarven war axe +1 (2,330 gp).








    DM reads:

    A black dragon that stands as tall as the tallest one of all of you blocks your way. It

    looks at you with fury in her eyes for your intrusion. Beyond the dragon is an arched doorway that

    glows magically and to the right is a respectively large horde.


    The dragon’s position is marked by the encounter mark on the map in this room.
    Whether the party tries to attack the dragon or not Shaysbeth will try to retreat through
    the portal at the end of the room. She will breathe once to repel the party back and allow her to
    escape. If she is able she will scoop as much of her horde into her mouth as possible before leaving.
    The portal in this room is unstable and time will seem to be effected next time the party encounters
    her for she will have grown to a mature adult and have her own lair in an underwater cave close to
    Phraughstbight’s island.



    5. roll (6)

    Creatures: (5) Ogres EL7
    Ogre: Large Giant; CR 2; HD 4d8+8; hp 26; AC 16 (-1 size, -1 dex, +3 hide, +5 natural)

    DM reads:

    Five ogres guard the arched doorway at the end of this room with their lives.



    All ogres have hide armor but two have 10 sp in their coin pouch each.
    The ogres attack on sight of an enemy with javelins as a first attack.
    The ogres' position is marked on the map.

    Players can enter the Diabolic Genesis realm through any of the afore mentioned

    portals in the four rooms. They all lead to the same destination.

    Chapter 3
    Entering Diabolic Genesis

    AREA - A


    Trap: The Volcano EL10
    DM READS:

    You step through the portal and, in a flash of brilliant light, you find yourselves in a

    whole new place. An imposing, cone shaped shadow looms far past you, even farther

    than the canyon up ahead. You’ve just exited the portal around 20 ft. away from the

    base of a volcano. You feel the ground rumble beneath your feet and hear the rising

    crescendo of a roar coming from the black mountain behind you!



    If the players don’t move immediately, read the following:

    You see the beginning flow of lava come down the mountainside, and is about to cover

    the portal you just came through! What do you do?


    A sheet of graph paper or battle mat may be useful for the following:

    Roll 2d10 to determine how fast the lava is moving. If lava comes within 5 ft. or

    touches a character, that player’s character takes 2D6 fire damage (REF save

    DC15 + 1 for each check after the first or catch on fire taking 1D6 damage per round). If a

    player’s character is immersed (up to their waist in lava and being carried away by the

    flow), that character takes 20D6 fire damage. PCs take half as much damage after

    escaping exposure or immersion for 1D3 rounds (1D6 or 10D6). Use table below. All

    characters should make initiative rolls and the DM should roll initiative for the lava.


    % LAVA SPEED (PER ROUND) % LAVA SPEED (PER ROUND)*

    1-20 30 ft. 61-80 50 ft.

    21-40 40 ft. 81-90 70 ft.

    41-60 45 ft. 91-100 75 ft.

    *If roll is this high, there is a 25% chance of the volcano to explode doing 10d6 fire damage

    and 2d6 subdual damage for any character within 80 ft. radius of blast point. Reflex save

    DC 20 negates 1/2 damage. If save is failed, character is knocked to the ground (full round

    action to get up).



    DM READS:

    The lava lunges forward closer, and closer toward you. You’re not out of danger yet.

    Your only hope is the rope bridge that stretches the 180 ft. gap from land mass to

    land mass.



    If characters are still on the bridge when the lava reaches the ropes of the bridge, the

    ropes catch fire and snap 1D3 rounds later. Any characters still hanging on need to

    make a balance check DC 10 or fall 250 ft. down taking 25D6 damage only to await

    the hot lava shower to follow. DM may offer another balance check to catch the bridge

    during the fall, DC 15. Climb check DC 10 or take 10 to climb the bridge like a ladder

    at half of player’s movement rate.



    (SIDE BAR):

    RANDOM ENCOUNTERS

    Roll on the random encounter table in back of the book to create encounters

    for the party in the forest where marked "RE". Also, this table can be used throughout

    the adventure. The monsters can be found in the monster appendix or, for more detailed

    statistics, the monsters in the table can be looked up in the MONSTER MANUAL,

    MONSTER MANUAL 2 and MONSTERS OF FAERUN.





    Chapter 4

    ROAD TO KAMOSA

    AREA - B THROUGH C


    DM READS:

    On the other side of the canyon, you see a lush forest in the far off distance and the path

    you are on now plunges deep into its heart. The path grows darker as it is covered by a dense forest

    canopy. This forest is overgrown with giant oaks, redwoods, firs and pines making the roof about

    80 ft high. You also see large mountainous peaks ahead to the southeast. A cloud of black darkness

    hovers menacingly over the mountain range casting shadows like an oncoming storm.

    As of yet, there is no sign of civilization or beings of any kind.



    As the characters make their way into the forest, read the following:


    The further you go into this forest, all the more pitch black it becomes. The roof of twig,

    leaf and needle allows no light to filter through. The only natural light is from where you

    came in and that will soon disappear in time.


    6. The forest entrance-

    DM reads:

    The forest entrance is dimly lit and gets darker as you travel on. It becomes almost pitch

    Black a mile in. The ceiling is about 80 ft high and the pathway is an average of ½ a mile

    to a full mile wide at any time. You hear the loud sounds of wildlife deep in these woods.


    7. Northern dead-end -

    DM reads:

    You find that you can no longer go forward. The sounds of wildlife are much louder here, as if

    some creature is right on top of you!



    8. North eastern dead-end -

    DM reads:

    Light peeks in from the canopy above as you see now that you cannot go any further in

    this direction. The smell of a dead animal disturbs your senses (fort save DC 10

    be nauseated), but at least you can see a little. The dead animal looks half eaten.



    9. South eastern dead-end -

    DM reads:

    It is so dark here, you wouldn't know if your eyes were shut or not unless you have a

    light. Above your head you hear the rustling of the trees. The wildlife is active here. A

    strong breeze blows through. (any fire light is blown out)





    10. South western dead-end -

    DM reads:

    Light peeks in from the canopy above as you see now that you cannot go any

    further in this direction. The smell of a dead animal disturbs your senses (fort save DC 10

    be nauseated), but at least you can see a little. The dead animal looks half eaten.


    11. Forest exit -

    DM reads:

    The path winds on through the trees and the features of the forest become clearer and

    clearer. Soon you see a way out and the path continues on. You have made it out.




    If nobody in the group has and is using a light source of some kind, with exception of

    characters with dark vision, PCs take a -4 penalty on spot and search checks while in the

    forest if they have neither.


    Chapter 5
    KAMOSA CITY

    AREA - D



    Kamosa City is a small town, the first city you visit. The people here are unpredictable

    so there is no telling what kind of situations the PCs will get themselves into.

    The upper class residents, including the higher forms of government, are the most

    polite and hospitable (as long as you are rich). The military are mostly greedy and

    dishonest but believe in the cause of protecting the city. In fact, all the lower class believe

    this so much that all 16 year old males are required to join the City Guard or be exiled

    from the city with a "C" branded on their cheek, marking them as a coward! The lower

    classes are mostly farmers but a select few are merchants that pay a high tax for owning

    two buildings, a house and a store, but they make a sight more money than the farmers.



    12. The guarded Gate -

    DM reads:

    You see a structure like a large fort and upon closer inspection you find it has only one

    set of gates. Two burly guards stand in front of the gates. While one guard gives a

    toothy grin, the other says,” By order of the governor of Kamosa, all newcomers must pay

    a toll of 10 gold per head, if they wish to gain entrance!"



    The party can just pay the toll or use a sense motive check against his bluff

    (DC 11). If successful, they will start a fight. PCs might want to make quick work of these

    guards because every 4 rounds of combat brings 10 archers who stand at the top of the

    wall firing arrows down on the PCs. This also is bad for there are now witnesses to the

    the bad deeds of the PCs (The residents of Kamosa do not trust outsiders. In a trial, PCs

    are guilty until proven innocent, which is no small feat). If the PCs escape they will not be

    welcome back but they could use the disguise skill or spells to alter the appearance of the

    party.

    On the other hand, if the check fails, they will still have to pay and there is a

    20% chance the guards will double the toll "just for giving us trouble about it!"

    NPC:Human fighters (2) EL7 -

    Devon Pyre, male human Ftr5: CR 5; Size M (6 ft., 3 in. tall); HD 5d10+5; hp 37; AC 18 (+1 Dex, +7 half plate)

    Chazas Calloway, male human Ftr5: CR 5; Size M (5 ft., 9 in. tall); HD 5d10+10; hp 51; AC 16 (+3 Dex, studded

    leather +3)

    NPC: Archers (10) EL13 -
    Archer (lvl 6), male elf (high) Ftr6: CR 6; Size M (4 ft., 11 in. tall); HD 6d10+12; hp 53; AC 13 (+3 Dex)


    13. Military training grounds -

    DM reads:

    You see cadets training for battle and parents encouraging their children to play here.

    Ten practice dummies line the southern wall. A well worn area about 50 square feet is

    in the middle of the yard in circular formation. There is a double door as you enter the

    city and a sign that reads, "Militia personnel only". There is also a door way into

    the city on the eastern side of the round militia building and a discreet exit from this

    area to the southeast.



    SIDE BAR:

    If PCs use the exit to the southeast in area 13, it might cause a problem because all

    newcomers are supposed to register their arrival and surrender all weapons until they

    leave or become residents and part of the city guard. PC's could be turned in and put on

    trial or the DM could just let it go. Ultimately, it' s up to the DM.



    14. Barracks -

    DM reads the following if PCs go snooping:

    As you enter the door, to the left is the military barracks complex. Inside is 21 living

    quarters and a kitchen with mess hall. If you take your first right or left from the door way

    of the barracks, and follow the path around to the back you'll find two staircases leading

    up. The living quarters are the same in most ways. All rooms have 5 bunk beds, 2 bunks

    each, a personal effects chest per bunk, a shower, 5 toilets (holes in the ground with a

    seat that has a hole in it), and 5 sinks (and no privacy).



    The troops like the little bit of privacy they do get so if the PCs are caught snooping

    around, then there is a 30% chance a battle will start right there in the room with 10

    troops. Two troops will lock the door so nobody can get in or out. An open lock

    check (DC 20) will open the door.


    NPC: MILITARY TROOPS (10) EL11 -

    Militia (city guard), male human War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 44; AC 20 (+2 Dex, +8 full plate)


    15. City Council Building-

    DM reads:

    A sign above the door of a building straight ahead reads in common: "Visitor

    check point- All weapons must be checked here!"


    This is the legal heart of Kamosa. All activities pertaining to the city take place

    here. Court hearings and town meetings go on here as well as the acquisition of new

    guards and residents. Guests to the city must check there weapons at the guards office.


    15a. Armory-

    This is where the guards get weapons for emergency situations and where

    guest's weapons get stored separately. There is a locked door to this room. The head

    guard has the key. To pick the lock requires an open lock skill check (DC 40).


    DM reads:

    The room is lit with two torches. It is a 20 ft. by 50 ft. room with a 15 ft. ceiling. The wall

    to the right is lined with master work martial weapons and the left wall is lined with

    ammunitions and master work ranged weapons. On the back wall, hang the weapons of

    guests to the city.


    (SIDE BAR)

    BREAKING THE LAW

    There is a 40% chance the PC’s will be caught during night time (the best time to burgle),

    however, during the day, there is a 75% chance of being caught by the guards or being

    turned in by a resident witness. If the PC’s are caught, 10 guards show up to make the

    arrest. If the PC’s put up a fight, every 2 rounds of combat bring 10 more guards. The

    guards fight until the PC’s surrender.


    NPC: MILITARY TROOPS (10) EL 11 -

    Militia (city guard), male human War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 44; AC 20 (+2 Dex, +8 full plate)

    15b. Pub and Inn -

    In this room, there are 6 tables in the center with 4 seats placed around each. To the left and

    towards the back of the pub are 9 rooms (8 singles and 1 double bed) that go for 1 gold a

    night and 2 gold for the larger room. The pub also serves food. A small snack is 1

    silver, a meal is 2 silver, a large meal is 5 silver and a banquet is 5 gold which includes all

    the ale the party can drink. Ale is 1 silver by the pint and wine is 5 silver per mug. Add 5

    silver for carbonation. The bar is located at the right side of the room.





    DM reads:

    The pub is dark and foul. Everyone here appears to be under the influence of their own

    vice. You may assume that the bartender doesn’t want anyone to know his name

    because when someone needs a drink at the bar, they yell, "Hey barkeep, I need

    another down here and keep'em comin' !"

    The smell is not for those with weak stomachs for the aroma of stale smoking pipes and

    old spilt ale is enough to turn the stomach of an orc. (fortitude save DC 15 or be

    nauseated). You see rooms to the left and towards the back of the pub. There are close

    to 20 people in the bar at this time eating, drinking or shooting the fowl breeze with

    someone else.



    NPC: Human bar patrons (7) -

    Civilian/ City Commoner, male or female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)


    NPC: Elven bar patrons (2) -

    Seth Salisar: Male Half-Elf War10; Medium Humanoid; HD 10d8+30 (Warrior) ; hp 65; AC 17 (+2 dex. +3 studded

    leather, +2 ring)
    Saivauth Navina: Female Elf, High Sor8; Medium Humanoid, CR8; HD 8d4+16 (Sorcerer) ; hp 19; AC 15 (+3 dex,
    +2 ring)

    NPC: Gnome bar patrons (3) -

    Civilian/ City Commoner, male or female gnome (rock) Com1: CR 1; Size S (3 ft., 5 in. tall); HD 1d4+1; hp 5; AC 13 (+2 Dex, +1 Size)
    Edgar Magernot, male gnome, Com1/Adp4/Exp15: CR 17; Size S (3 ft., 6 in. tall); HD 1d4+2 + 4d6+8 + 15d6+30;
    hp 100; AC 24 (+5 Dex, +1 Size, +4 cloak, ring +4)


    NPC: bar service (4) -
    Kliege Yaris, male human Com5/Exp10; CR 13; Size M (5 ft., 9 in. tall); HD 5d4+10 + 10d6+20 (hp 60); AC 13 (+3 Dex)
    Civilian/ City Commoner, (bar wenches) female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)

    If the PC’s talk to any of the named NPC’s, give them the following information:

    Seth Salisar-

    He brags about all the orcs and ogres he’s killed in the past year and grumbles that he

    has been taken off patrol and made a archer for the city guard. He was always happier

    abroad. He says it may have something to do with his company’s failure to help the city

    of Cordyan during a preemptive attack on Zazbeth the Red Dragon. He goes on to describe

    her if the PC's ask for more information and tells of her reign of terror in the south.





    Saiyvauth Navina-

    She is a beautiful but crafty mage and a higher class resident of the city. She will most

    likely (65% chance) come over to the PC’s table to start a conversation to find out all that

    she can about them. She will tell the party about the dangers of the portals and warns

    them not to go into the desert. "The portals are unpredictable and there is no guarantee

    that you will be able to go back through and the desert is full of them. You won’t even

    know they are there until it is too late. The portals in the desert are hidden by mirages.

    Only the dragons of this world can escape the desert with their lives. Oh, and one more

    thing, be careful who you talk to in this town, not everyone is trustworthy."

    She will ask that you keep an eye out for her sister Likka who has been missing for aweek.

    “She fancies herself a rogue but, I don’t believe she has the craftiness to avoid danger or cheat

    death. She might do something foolish like enter one of the nearby caves. Please, bring her home.”

    Edgar Magernot-

    He has a few tricks up his sleeve and is the Mayor's most trusted friend. He is

    knowledgeable about most lore in this world. The key bit of information he can give

    is "Beware the Great Red Wyrm's Egg". He will go on to explain that the he believes

    the mountain range was a copper dragon that died in the early days of this world.

    "It was killed by the mother of the Dark One and laid her egg close to the body

    of the copper dragon so it could eat its corpse but when the Dark One hatched, the baby
    dragon was deformed, and its mother rejected it. It is said that the deformity was that the
    dragon was born with five heads and Tiamat, the Queen of Dragons, was offended

    by the rejection. You see, the deformity was meant as a blessing, for she was marking

    her future mate. Tiamat killed the dragon’s mother. The people of this world believe the

    mountain range is her and named the mountain range after the baby dragon’s mother. The

    mountain is rich in copper, however, which is why I believe otherwise. Oh well, pay us no mind. Its

    all just hearsay and theories anyway. No one knows for sure one way or the other.” He will bid you

    farewell and suggest that the party head south.


    Kleige Yaris-

    He knows drinks and patrons. That's about it. The only information he has for you is,

    "Listen to the stories people tell. You'll find they contain more truth than one might

    think." He Will also point the party to some of the more colorful patrons in the bar

    and tell you to hit them up for information (the afore mentioned named patrons).


    16. Courtyard and Recreation area-

    DM reads

    As you exit the main city building a paved walk way, banked with grass, forks

    left and right. In the triangular grassy area, children of the city play games

    and parents look on from the benches.



    This also is where hangings and coward branding sentences are carried out.

    Follow the paved path to the right to reach the upper class housing area. Go

    left to reach the lower class and merchant housing.

    17. Lower Class and Merchant Housing-

    DM reads:

    As you enter the domed building to the left of the recreation area, you see a floor

    with smooth cut squares. The support beams are little more than 12 in. by 12 in.

    pylons fastened to the wooden roof. There are also three concession booths with

    picture signs. The three pictures are: a crossed hammer and spike, a filled flask,

    and two swords crossed over a shield. The residences are small apartment sized

    houses linked together. There is very little ornamentation or luxury in this area.



    The houses are apartment like and small. Usually, each house has two bedrooms,

    a bathroom and a den. In the middle of this area are three stores; a general store

    that sells mundane items and equipment and tool kits, an alchemist shop that sells

    potions, and a weapons and armor shop.

    None of the items sold in these three shops are over 800 gp.


    18. Upper class and Noble housing -

    DM reads:

    When you enter the domed enclosure to the right of the recreation area, you see a

    beautifully tiled floor and carved support beams. Along the walls are the entrances

    to the incredibly ornate and large apartments the upper crust calls home.


    The houses here are much larger and nicer looking than lower class residence. They are

    also better guarded as well. Archers on the west wall have the bonus job of authorizing

    entrance to any who do not live there. All players who wish to gain entrance here must

    have a written invitation or be able to sneak around extremely well.


    19. Archer Walk Way -

    This is the archer's station for defense of the city inside and out. The archers have a

    bird's eye view on all threats within a mile of the city. They enter this walk from a double

    staircase in the barracks.





    Chapter 6
    CABAYA CITY

    AREA - E


    (SIDE BAR)

    The players must navigate through the Cabyan Labyrinth to reach the city. It's up to the

    DM if he/she wishes to allow the players to reach the city in any other way.

    1. The DM can allow players to climb the mountain. to save time on climb checks, ten

    successful climb checks DC 25 will allow the players to reach the summit of the

    mountain and ten more checks, also DC 25, to scale down the mountain. If any

    of the checks are missed, have player make a balance check DC 20 to catch

    themselves or fall and take 1D6 per 10 ft fallen of damage. If climb check is missed

    by 5 or more, player falls.


    2. The walls in the labyrinth are 80 ft high and 10 ft thick hewn stone walls. There are only

    two ways to circumvent these obstacles: break them or climb them. Break DC 50;

    climb DC 22; hardness 8; HP 1080.


    DM reads:

    Up ahead is a strange sight. A rather large dome has been created by bending

    huge trees towards a common center. A bright illumination, originating from the peak

    of the dome, acts as a beacon in the in the darkness of the labyrinth. Almost closed off

    from sight, there is the hint of stone walls, covered in moss and roots from plants and the trees

    trying to squeeze their way into the stone. The most visible form of stone is the entrance to the

    city. There is a stone archway, 10 ft tall and 15 ft wide with double iron doors. Also with closer

    inspection, there is whole sections cut out of the trees above and archers stand guard.

    One of the archers yells down at the party," Identify yourselves and we may let you pass

    through our gates. Any wrong moves and you will be dead where you stand!"


    NPC: Archers (20) EL 14 -

    Archer (lvl 6), male elf (high) Ftr6: CR 6; Size M (4 ft., 11 in. tall); HD 6d10+12; hp 53; AC 13 (+3 Dex)

    If anyone in the party tries to cast a spell, draw a weapon, or says the wrong thing, all

    archers open fire. The only acceptable action here is truthful identification of all in the

    party. Only then will the party gain entrance.

    20. Archer' s Guard Post -

    Slotted by trees, this area is crawling with 20 - 40 archers at any time to defend all sides

    of the city. This is the archer's station for defense of the city inside and out. The archers

    have a bird's eye view on all threats within a 1/2 mile of the city.





    DM reads:

    Upon entrance into the city you see that the city's stone walls form a square inside the

    dome of trees. At the apex of the dome is a magical illumination created by an enchanted

    crystal. Straight ahead is a building with a sign which says," Guest check point". Below the

    sign is a single door.

    21. government offices -

    As the players enter the building, read the following:

    There are two doors in front of you, two marked exits to the left and right and two

    corridors with signs on both that read, “military personnel only". The door in front,

    to the left of you has a sign that reads, “City Registry". The door to the right is

    unmarked.



    21a. Military Armory -


    This is where the guards get weapons for emergency situations. There is a locked door

    to this room. The head guard has the key. To pick the lock requires a pick lock skill

    check (DC 40).


    The light from the crystal brightens and dims with the passage of time simulating

    day and night light levels. There is a 40% chance the PC' s will be caught during night time

    (the best time to burgle), however, during the day, there is a 75% chance of being caught by

    the guards or being turned in by a resident witness. If the PC’s are caught, 20 guards show

    up to make the arrest. If the PC’s put up a fight, every 2 rounds of combat brings 10 more

    guards. The guards fight until the PC’s surrender.


    NPC: MILITARY TROOPS (20) EL16 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)


    If for any reason the players are able to get into this room, DM reads the following:


    The room is lit with two torches. It is a 40 ft. by 80 ft. room with a 15 ft. ceiling. The wall

    to the right is lined with master work martial weapons and the left wall is lined with

    ammunitions and master work ranged weapons.


    21b. City Registry -

    All activities pertaining to the city take place here. Court hearings and town meetings go

    on here as well as the acquisition of new guards and residents. Guests to the city must

    check there weapons at the guards office. City historical records are also kept here as well

    as a full consensus of the residents who live here.


    21c. Weapon Reservation room -

    This is the room that all visitors’ weapons are stored. The room is 40 ft by 80 ft and has a

    15 ft ceiling. This room has 500 lockers in which the guests of the city are stored. For the

    higher lockers there is a rolling staircase ladder that rolls on a track on the wall and floor.

    Guests receive an inventory slip that they must keep in order to get their belongings back.

    22. Barracks -

    DM reads:

    As you enter either of the corridors is the military barracks. Inside is 10 living

    quarters. The living quarters are the same in most ways. All rooms have 5 bunk beds 2

    bunks each, a personal effects chest per bunk, a shower, 5 toilets (holes in the ground

    with a seat that has a hole in it), and 5 sinks (and no privacy).




    The troops like the little bit of privacy they do get so if the PCs are caught

    snooping around, then there is a 50% chance a battle will start right there in the room

    with 15 troops. Two troops will lock the door so nobody can get in or out. A pick locks

    check (DC 20) will open the door.


    NPC: MILITARY TROOPS (15) EL15 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)



    23. Prison -

    The prison is guarded by two guards. Only they have the key to the door in which they

    stand guard over. It requires good diplomacy, a bribe or a pick lock check DC 25 to

    get in the jail.

    DM reads:

    There are two burly, rough and ready looking military personnel standing to the left and

    right of the door leading to the interior of the prison. As you approach the door, they step

    sideways to block the door completely. One of the guards asks, "What business do you

    have here?"


    Regardless of the players answer, the following takes place. DM Reads:


    The other guard steps up to whisper, "If ya think you're getting in without lining me

    pockets, you and your friends are sadly mistaking." The other guard stays at his post

    and says, "Without prior notification, no one gains entrance to the prison for visitation,

    so run along now and don't make any trouble." As he finishes speaking he smiles

    and looks up at the archers' battle post.

    It is not a good idea for the players to start a fight, especially unarmed, but just in case

    there is a rebel amongst the party that didn't turn in every weapon or can cast offensive

    spells, remind the players there are 40 archers on the wall at the moment and they

    weren't able to hear all of what was said and will view your party as a threat if any of you

    decide to attack.


    MILITARY TROOPS (2) Archers (20) EL15 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)

    Archer (lvl 6), male elf (high) Ftr6: CR 6; Size M (4 ft., 11 in. tall); HD 6d10+12; hp 53; AC 13 (+3 Dex)
    If the two prison guards are vanquished, the city alarm will sound and 10 more will show up every

    round.

    Which brings to mind one more way to get into the jail; if the party survives long enough

    to be arrested for disturbing the peace, they will have their own cell in prison.

    What ever means to enter the prison the party uses, the DM reads:


    The jail is dark and putrid, everyone here appears to be miserable and in bad health.

    The smell is not for those with weak stomachs for the aroma of stale urine and

    old sweaty bodies is enough to rival the stench of a troglodyte. (fortitude save DC 15 or

    be nauseated). You see 10 cells in this stink hole of a prison. There are two inmates in a

    cell together shooting the fowl breeze with each other.


    If any characters died this would be a good place to put replacement players to wait and

    join the party. The two men in the cell say they were arrested for stealing two magic

    items of great value and someone must pay 200 gp for their fine to bail them out. They

    tell the party that if they were to bail them out they would show them where the items were

    hid and let them keep the items as repayment. If the party frees the men (400 gp), then

    the men are true to their word and show them to the spot where they hid the two items.


    (SIDE BAR)

    PRISONERS' TREASURE

    The treasure is in a dead end area, north of the secret door that opens the path

    to Cabaya. 25 % chance of random encounter taking place here.

    -item 1 is a ring of 3 wishes (1 wish remaining) as spell WISH cast by 9th level caster.

    -item 2 jewel of true seeing as spell cast by 9th level caster.


    Stats are for the inmates after being freed:
    Abbot Malfus, male human Com2: CR 1; Size M (5 ft., 8 in. tall); HD 2d4+2; hp 8; AC 12 (+2 Dex)
    Kahn Sithstone, male dwarf, Com3/War4; CR 5; Size M (4 ft., 2 in. tall); HD 3d4-3 + 4d8-4; hp 26; AC 12 (+2 Dex)

    24. Upper class and Noble Housing -

    DM reads:

    When you enter either one of the two multifaceted enclosures across the passageway from the

    pub and restaurant, you see a beautifully tiled floor and carved support beams. Along the walls

    are the entrances to the incredibly ornate and large apartments the upper crust calls home.


    The houses here are much larger and nicer looking than lower class residence. They

    are also better guarded as well. Archers on the all walls have the bonus job of authorizing

    entrance to any who do not live there. All players who wish to gain entrance here must

    have a written invitation or be able to sneak around extremely well. 51 of Cabaya's

    residents live here.


    25. Commoner residence -

    DM reads:


    This area is made up of quadroplex huts. There are 24 living quarters and 72 of Cabaya’s

    residents live here. The houses are apartment like and small. Usually, each house has

    two bedrooms, a bathroom, and a den.


    26. Pub and Restaurant -

    DM reads:

    This place is clean and nicely run. Even the bartender is dressed well. The barmaids

    are very beautiful and made up. This establishment has 9 large tables and 5 of them

    are occupied. Most of the patrons are quiet and don’t really want to be bothered while

    they are eating. They look like the important sort and their conversation, if any, is good

    for any adventurer that would like to take a good snooze.

    There does, however, seem to be a more lively table, closest to the bar, with 4 men and

    2 women that appear to be having a real good time. The other patrons appear annoyed

    by their noise.


    NPC: bar patrons (17) -
    Civilian/ City Commoner, male or female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)
    Rowdy Bar Patrons (6) -
    (4)Commoner (bar wench), female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)
    (2) Militia (city guard), male human War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 44; AC 20 (+2 Dex,
    +8 full plate)

    This group, if you ask for information, will insist that you join in their revelry. The only

    info that can be gathered is a legend of a banshee around these parts that used to

    be the only daughter of the Shursite family. It's said that she was left for dead and

    was tortured to death by the demons that infest the valley. They then tell you that

    they are having a wake for their dear departed friend who was killed by the wail of the

    banshee. If you wish to join them, you are welcome to do so.


    bar sevice (4) -

    Phison Barris, human (Bartender), Com5/Exp10: CR 13; Size M (5 ft., 4 in. tall); HD 5d4+5 + 10d6+10; hp 79; AC 14

    (+1 Dex, +3 Amulet of protection)
    (3) Commoner (bar wench), female human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4-1; hp 3; AC 12 (+2 Dex)

    27. Merchant Square -

    DM reads:

    The road forks but both roads lead to the same place. As you enter a building at the very

    end of the city, you see three signs above open doorways that read as follows:"Shursite's

    Armor and Weapon shop", "Munce's Mundane", "Apothecary & Enchantments".


    27a. Shursite's Armor and Weapon shop -

    NPC: Blythe Shursite (merchant)-

    Blythe Shursite, male human Exp6/War4: CR 8; Size M (5 ft., 2 in. tall); HD 6d6+6 + 4d8+4; hp 63; AC 14 (+4 Dex)

    Run by the grandson of Kelvin Shursite, this store specializes in making armor from

    hide, dragon scales, and different metals. He is well trained in the art of bow and arrow

    crafting. If asked and paid well he can make other items too (up to the DM what items

    and at what price).

    His name is Blythe Shursite and he is very free with his information about the city and

    who his grandfather was. If asked, he will tell the story (introduction to the Cabayan

    Labyrinth, found below) of his family and this city's history.



    27b. Munce' s Mundane -

    Robin Munce is a dealer in trail gear and sometimes carries tool kits and labs

    for the more intricate details of any job or adventure. Anything that is not magical

    and 3000 gp ( see side bar ) or lower can be found here.


    27c. Apothecary & Enchantments -

    Small time operation that sells mostly healing potions and enchants items with minor

    spells (up to 5th level caster). Every thing here can be bought for 3000 gp or less.


    (SIDE BAR)
    CABAYA' S ECONOMY

    This city, for the most part, is cut off from the outside. Therefore, all items sold here are

    a 1/4 of the price listed in the DM' s Guide unless otherwise changes are made by the DM.


    28. Town treasury -

    Two guards protect the door to this room. There is no telling what is in the room for there

    is no sign. The guards won’t budge from their post unless you provoke them, or when

    the guards change shift.

    The open lock check is DC 40. There is a 40% chance the PC’s will be caught during

    night time (the best time to burgle), however, during the day, there is a 75% chance of

    being caught by the guards or being turned in by a resident witness. If the PC’s are

    caught, 10 guards show up to make the arrest. If the PC’s put up a fight, every 2 rounds

    of combat brings 10 more guards. The guards fight until the PC’s surrender.

    Two guards protect the contents of the room at all times. Stats for all guards are the

    same. If the players are caught, they go to jail for attempted theft and murder.


    NPC: MILITARY TROOPS (2)EL 9 -

    Military Troops, male human War8: CR 7; Size M (6 ft., 1 in. tall); HD 8d8+16; hp 59; AC 26 (+4 Dex, full plate +8,

    bracers of armor +4)


    Contents of the room are:

    - 2 chests filled with 1000 sp, 1000 cp, and 200 gp worth of precious stones.



    Chapter 7

    CABAYAN LABYRINTH

    AREA - F

    The Cabayan Labyrinth, as it has come to be called, was built to protect the city of

    Cabaya. The family that founded Cabaya was moving south to Cordyan and took a wrong

    turn into a dense forest that was surrounded by the mountain range. They were lost in

    the great forest and though they tried every summer to escape, they found no way out.

    The parents had three sons and one daughter and in their attempts to escape they lost all

    but one son to the unnatural creatures that were so prevalent in the thick woods. The

    remaining son grew up and had learned from his father the art and trade of building with

    any material and built Cabaya, which was then a small hamlet, for his family and all

    others who were lost here in the Valley of the Wyrm. Ten years after the city was built, a

    dragon named Wolvertain attacked the people of Cabaya and a lone warrior named

    Kelvin Shursite shot the dragon with three arrows crafted by his own hands. This lone

    warrior was also the builder of the city. He then set off to build a great and crafty labyrinth

    to prevent monsters from finding the city again. It is said that the Dark One struck back

    and created a portal in the maze to allow his evil minions in but it also let Kelvin the

    Dragon slayer out, never to be heard from again.


    (SIDE BAR)
    LABYRINTH GAME FEATURES

    THERE SHOULD BE A RANDOM ENCOUNTER AT EACH OF THE DEADENDS IN THE

    MAZE. ROLL ENCOUNTERS USING RANDOM ENCOUNTER CHART IN BACK OF

    BOOK. The monsters can be found in the monster appendix or, for more detailed

    statistics, the monsters in the table can be looked up in the MONSTER MANUAL,

    MONSTER MANUAL 2 and MONSTERS OF FAERUN. The top surface of the walls
    in the labyrinth are enchanted with a permanent widened Beholder's Eye spell (see New Spells
    and Magic Items appendix in back of book). The spell effect is a 300 ft cone of antimagic
    directed upward. There is also a colossal cloud of seemingly unnatural (maybe magical)
    darkness that hides the features of the labyrinth from within and above.
    If nobody in the group has and is using a light source of some kind, with exception of

    characters with dark vision, PCs take a -4 penalty on spot and search checks while in the

    forest if they have neither.

    ------------------------------------------

    There are five points of interest in the Cabayan Labyrinth other than the city itself. A brief

    description of each:


    THE FOREST ILLUSION- as MIRAGE ARCANA cast by 5th level wizard. Looks and

    sounds like an extremely dense forest. Detect magic will find the illusion and dispel

    magic will cancel the effect and reveal the exit. The location is at the entrance to the

    Valley of the Wyrm.


    Secret door #1 - 10% for elves and 25% for dwarves to notice an anomaly in the stone

    work. Search DC 18 discovers the door. Inside is a large courtyard and in the middle

    is a locked treasure chest. Open lock check DC 30. Inside is 20 pp, 2 large polyhedral

    diamonds (180 gp each). Chest is guarded by a host of demons. Knowledge Religion

    check DC 12 to identify creatures as Tann'ari.


    Creatures: (1) Jarilith, (7) Jovocs EL14-
    Jarilith (Tanar’ri), large outsider, CR 13; HD 10d8+80 (125 hp); Init +9; SPD 60 ft; AC 32 (-1 size, +9 dex, +14 natural)
    Jovoc (Tanar’ri), small outsider, CR 5; HD 4d8+18 (40 hp); Init +2; SPD 30 ft; AC 16 (+1 size, +2 dex, +3 natural)

    Portal - Writing on the wall, by the portal says,

    "The man who knows where this portal goes has left his home to find,

    He’s taken his bow to hunt his foe and is curious about what lies behind.

    -K.S."

    Beyond the portal to the dead end northward is a treasure chest. Let the players find

    out on their own that it' s really a mimic.


    Creature: (1) Mimic EL4-
    Mimic, Lg Aberration, CR 4; HD 7d8+21 (52 hp); AC 15 (-1 size, +1 dex, +5 natural)
    Treasure: 20 gp, 8 med. facetted rubies (100 gp).

    (SIDE BAR)
    ARCHWAY PORTALS


    This portal can lead anywhere the DM wishes it to, though it is advisable to make the

    destination one of the safer portals in this realm. These portals could also lead to other

    realms in the Dungeons and Dragons books.


    Secret Door #2 - This door is cleverly disguised as part of the stone work. 10% for an elf

    and 25% for dwarves to notice any oddities about the hewn stone. There is also a hand

    print etched into the stone 2 ft. to the right of the door. Search check DC 18 to discover

    the door and DC 10 find the hand print in the stone. The hand print is how to open the

    door, for it triggers a knock spell. This trigger works 100% for humans, 75% for elves,

    and 25 % for dwarves. A player must put their hand in the impression and the door

    will slide downward revealing a path. A mages may use their own knock spell to open

    the door as well. The door will stay open for 3 rounds then close again (slide up).

    The players will find this door opens the path to Cabaya.


    Worm Hole - Past Cabaya is a secluded dead end. In this area, there is a huge hole. The

    dirt that is displaced is in a pile 6 ft. high around the hole. Only those with dark vision,

    low-light vision or a good light source will be able to tell, without descending into the hole,

    that the hole goes down 20 ft. then opens up into a den or cavern of some kind 20 more

    feet. The worm hole will be described more in depth in the section "Wyrm Hole Dungeon

    Area F-k".

    In this dead end area is where the Banshee is. The Banshee is a horrible creature that

    wails to shatter the souls of the living.

    Creature: (1) Banshee EL17-
    Banshee, undead (incorporeal), CR17; Size M; HD26D12 (169 hp); AC 16 (+3 dex, +3 deflection)

    Chapter 8
    Wyrm Hole Dungeon

    Area F - K

    Area F -

    The hole that leads to this cavern is 20 ft down and 20 ft from the ceiling of the cavern

    to the floor. Climb check is 18 to move at half players' movement rate. If a player misses

    by 5 or more, player falls and takes 1d6 per 10 ft fallen in damage. Otherwise, If failed,

    balance check 10 to catch themselves or fall. Players that make their balance check

    make no progress that round.

    DM reads:

    This cavern is too dark to see anything without a light source. Strange sounds

    and far off dripping gives you an idea of how big this area is.


    Unless there is a character with low light vision, dark vision, or a light source, all players

    without benefit of the afore mentioned advantages take a -4 penalty on spot and search checks

    and are flatfooted if checks fail in case of encounter.


    If light source is used DM reads:


    The walls are natural cavernous rock. Stalactites and stalagmites reach out to each other

    in peppered areas of this cave.

    29.

    DM reads:

    A small amount of light trickles down from the hole you came down from. The area is

    large and unthreatening though the wild sounds you hear may be otherwise.

    29a.

    The following assumes that a light source is being used or someone has dark vision.

    DM reads:

    Through two natural walls of cave rock, you find yourselves standing in an area with very

    little hindrance to the walkway. There is a scattering of stones in the narrow dead end

    passage to the left. There are four chests in front up against the rock wall. The room is

    roughly 35ft by 95 ft with a 40ft ceiling.


    Trap: Falling rock traps EL9-

    Spiked blocks from the ceiling: CR6; mechanical; touch trigger (any 1 of 4 chests opened);
    repair reset; 4 hidden switch bypasses (pressure floor plates; search DC 25); attack +20 melee
    (6d6, spikes); multiple targets (all targets in a 10ft-by-40ft area); Search DC 24; Disable Device
    DC 20.
    Treasure for each chest:

    Chest 1- ring of protection +1 (AC), 70gp

    Chest 2- potion of Misdirection, 75 gp

    Chest 3- scroll with 2 spells: Expeditious retreat, enlarge person. 2nd level caster, 71 gp

    Chest 4- scroll with 3 spells: Cause fear, endure elements, and color spray. 2nd level

    caster, 53 gp.

    29b.

    If the players head south of this area into the chamber, have the players roll spot checks

    against the dark mantles' hide check (hide +14). Any player who does not spot the

    Dark mantles are unaware and flatfooted.

    Creature: (3) Dark mantles EL5-
    Dark Mantle, Med Magical beast, CR 2; HD 6d10+6 (50 hp); AC 17 (+1 dex, +6 natural)
    29c.

    DM reads:

    This chamber is open and spacious. A path opens up in the northern corner of the

    chamber leading downhill into the bowels of the ground.

    AREA G -
    30.

    The path opens into another level of the cavern, large as the previous one was.

    There is a pool of clear water that has natural healing properties. If the players drink

    from this pool, they heal as if they drank a cure light wounds potion healing 1D8+3

    points of damage. If any players have empty flasks, they can bottle the water.

    This water will stagnate in 1D3 days if bottled, so it must be used by that time.

    As players round the corner from the entrance, the wall appears solid to them unless

    a player tries to lean on the wall or a mage uses detect magic to detect the illusion.

    Wall is really a spell called major image which conceals a giant centipede in area 31.

    Touching or penetrating the wall will cause the wall to disappear and the centipede will

    attack. If the players take the narrowing path straight across the cave they will find a path

    that takes them further down into the dungeon to area H.

    DM reads:

    This cave appears unfettered by obstacles. The one obvious feature is a pool of crystal

    clear water towards the north eastern wall. There is a wide open chamber to the north

    west and a narrowing passage also in that direction. In this passage a archway leads

    downward to another chamber.


    31.

    There is a 40% chance the centipede will attack the players through the illusionary

    wall, but battle will begin if the wall disappears. If the players run the centipede will

    give pursuit and bite as many as it can get in range of. The centipede will also use its

    size to block off exits. The players are food to it and it won't give up!


    DM reads:

    The cave rock was an illusion and has been brought down and a huge and dark chamber is

    revealed. Also revealed is the biggest centipede the party has ever seen and is advancing

    towards you with dripping mandibles.


    Creature: (1) Monsterous Centipede EL6-
    Centipede, Monstrous, Garg Vermin, CR 6; HD 30d8 (125 hp); Init +2; SPD 40 ft; AC 18 (-4 size, +2 dex, +10 natural)


    AREA H -

    32.

    DM reads:

    The downward path opens up into another large chamber in the cave. This chamber is

    125 ft by 90 ft and has a 25 ft ceiling. There are pathways leading from this area in the

    south east, north east and to the north of where you entered this room. The area in

    which you are in is unlit (unless party is using a light source).


    Have players make a listen check DC 15. DM tells those who made it:


    You hear sounds of creatures echoing throughout the room. Some of the sounds are

    close by, maybe within 55 ft or so.


    Trap: Spiked pit trap EL4-
    Spiked pit trap: CR4; mechanical; location trigger, no reset; ref save DC 20 to avoid; 50ft deep
    (5d6, fall); pit spikes (attack +10 melee, 1d4 spikes per target for 1d4+5 each);. Search DC 20; Disable
    device DC 20.


    33.

    The path dead ends with a cluster of beholders. Roll move silently checks against the

    beholders' listen check (1D20 + 18). If the Beholders hear the players coming (or if they

    tripped the trap leading up to this point), they attack without warning with their eye rays.


    If players are too loud DM reads:
    Three bulbous bodies streak around the corner with open mouths and closed central

    eyes and the smaller wriggling eyes on stalks take aim at you!

    If players manage to be quiet, DM reads:

    As you round the corner, you find yourselves at a dead end and a cluster of bulbous

    bodies with eye stalks are alerted to your presence. They turn and roar, a mouth full of

    dagger like teeth spread wide open, and a central eye closes. All eye stalks take aim at

    the party.



    Creature: (1) Beholder, (5) Gauths EL14
    Beholder, Large Abberation, CR 13; size Lg; HD 11d8+11 (60 hp); AC 20 (-1 size, +11 natural)
    Gauth, Med aberration, CR 6; HD 6D8+18 (45 hp); Init +6; SPD 5ft, fly 20ft (good); AC 19 (+2 dex, +7 natural)

    34.

    DM reads:

    Straight ahead is a natural cavern wall created by stalactites and stalagmites that

    reached for each other over years of formation and created a huge column. This

    pylon of cave rock starts 95 ft from the party’s point of entry. A winding cavernous

    path leads off to the south.


    The path leads up to a natural wall that points SW on the map. Around the corner are

    4 well built orcs. Before the party reaches this point of the path, and if they are trying to

    be quiet, have players roll a move silently check against the orcs' listen (1D20+4).




    If players are not quiet enough or not trying to be stealthy, they will encounter the orcs

    ready to do battle. Roll listen checks for the players to see if they hear the orcish

    banter going on (listen check DC 10). Unless players state they are ready for battle or

    they hear the orcs, the players should be considered unaware and flat footed.


    DM reads:

    The smell of cooked meat meets your noses and the flicker of fire light dances on the

    wall. Strange mixture of sounds echo through the cave sounding near and at the same

    time far away.


    As PCs round the SW point read the following:

    You find the source of the light and the smell of the meat. A make shift rotisserie

    roasting an unknown animal over an open fire. There are four dark skinned and

    muscular creatures sitting around the fire with weapons close at hand. The two facing

    your direction yell, "INTRUDERS! ATTACK INTRUDERS!"


    Creature: (4) orcs, (4) orc mages EL
    Orc (Alternate), Med humanoid, War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 49; AC 20 (+4 Dex, +6 Splint Mail)
    Orc Mage, Med Humanoid, War5/Sor5: CR 9; Size M (6 ft., 2 in. tall); HD 5d8+5 + 5d4+5; hp 42; Init +4 (+4 Dex); Spd 30 ft.; AC 19 (+4 Dex, +5 Ring of Protection); Possessions: 1d6x10 sp, 4 flasks of Alchemists fire, 4 Acid flasks, 4 potions of Cure Light Wounds (2d8+3). Sorcerer Spells Known (6/7/4): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Ray of Frost, Resistance. 1st -- Burning Hands, Mage Armor, Magic Missile, Shield, Spider Climb. 2nd -- See Invisibility, Web.
    35.

    There is secret door in this area well camouflaged with the cavern wall. A search check

    DC 20 is needed to find it. Elves get + 2 to search for secret doors. The secret door leads to 35a and out

    of this dungeon level.

    DM reads:

    This cavity is dimly lit from the south passage. Fire light is reflected off the glistening,

    damp surface of the eastern wall. This chamber is roughly 30 ft by 75 ft and has a

    15 foot ceiling. The walk way appears to be free of obstacles. The smell of cooking meat

    drifts on the clammy air. Strange mixture of sounds echo through the fissure sounding near

    and, at the same time, far away.


    If the PCs reach this area first from the north pathway, events above in area 34 take

    place if entering that area for the first time.

    35a.

    DM reads:

    This chamber is unlit and 25 ft by 70 ft with a 10 foot ceiling. A hewn channel has been cut

    into the stone and the corridor leads steadily downward.


    AREA I -


    This level of the dungeon is lit mildly with sporadic patches of phosphorescent fungus of

    different kinds. Fox fire fungus glows with a golden yellowish orange and stalks of

    giant mushrooms, solitary or in scattered patches give off a purple to blue glow.


    36.


    DM reads:

    This chamber is lit by glowing fungus all around. There is a narrow 5 ft wide passage to

    the east and to the south. You hear a growling sound echoing throughout the room. A

    strong smell of acidic chlorine stings your nose. The chamber is 50 ft by 60 ft and

    has a 8 ft ceiling.


    37.

    DM reads:

    The stinging smell of chlorine still hangs in the air and seems to be getting worse. The

    growling has gotten louder and you can now hear the sound of crunching bone and

    ripping flesh echoing in this cavernous maze. This room is 45 ft by 45 ft with a 10 ft

    ceiling. There is a pathway to the east.

    A growling, hissing voice is heard once the bone crunching sounds cease saying,

    "Welcome trespasser. Keep advancing to your demise!"





    38.

    (SIDE BAR)
    NEW AND FALLEN PCS

    The PCs may find a fallen comrade or two in this area, for the hole in the ceiling is the pit

    trap from area H. If no one tripped the trap the hole won’t be there. If those players are

    smart and don't move, they are found tending their wounds (if any) and resting from their

    fall. This is a good place to pick up new characters that join the game.

    There is a pool of clear water that has natural healing properties. If the players drink

    from this pool, they heal as if they drank a cure light wounds potion healing 1D8+3

    points of damage. If any players have empty flasks, they can bottle the water.

    This water will stagnate in 1D3 days if bottled, so it must be used by that time.


    DM reads:

    As you enter from the narrow passage way, a cluster of sharpened stalagmites stand

    upright in the middle of the room. One of the most obvious features is a pool of crystal

    clear water towards the south western corner. You hear a growling voice say,

    "It has been a long time since I've received tribute! You are lucky I have eaten

    already. If you trespass without bringing gifts worthy of my splendor, you will

    serve as a after meal snack and your most precious items I will keep as my due!"


    39.

    If the PCs reach area 39 from area 37 then they won't get far if they don’t watch where

    they step. A circular area of 15ft by 15ft is magically enchanted and hard to see.

    This spot is a Permanent Teleportation circle platform. There are no other features to

    describe other than that. Search DC 34 to find circle and disable device DC 34 to

    thwart it (rogues only). Detect magic will show a magic aura and if the spell caster

    has enough rounds to study it, a spell craft check DC 24 will reveal the school of

    magic is conjuration (teleportation). If detected the party have a 5 ft wide path to

    the right they can safely traverse. If PCs step on circle, they are teleported to the

    desert (area J).

    There is also a green dragon hidden behind a semicircle of giant green capped

    phosphorescent mushrooms. Search DC is 20 to see dragon. If a battle with

    the dragon begins, the dragon will use the circle to escape if it is losing the

    fight.






    DM reads following if PCs step on Permanent Teleportation circle:


    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. Sun blurred images in the distance are

    all you see.



    If PCs wind up in the desert, the green dragon follows and starts a battle with the

    players there in the desert.

    If PCs manage to avoid the circle or enter from area 38 DM reads:

    You know danger is near for the ground is littered with remains of unknown,

    partially digested, corpses and various bones lying about. Some unrecognizable

    bodies lay in pools of bubbling green fluid. A patch of giant phosphorescent

    green mushrooms form a half circle at the north eastern most corner of the

    room. The mushrooms appear to cover an area in the corner 50ft by 40 ft.

    The chamber is 150ft by 140ft and has a domed ceiling 28 ft in the center.





    If PCs come in contact with the pool of acid, PCs take 1D6 acid damage per round

    of exposure. If immersed (i.e. player falls in to pool) PC takes 10D6 acid damage

    per round. PCs within 5 ft of a pool of acid, immersed, or exposed must make FORT

    save DC 13 or take 1 point of constitution damage then make another save 1 min.

    later or take 1D4 constitution damage. Acid pool is 3 ft deep at center.


    If PCs offer any kind of tribute, the dragon uses its suggestion (Will DC 16) to have

    a PC set the offering by the mushrooms. Otherwise, the dragon will try any reasonable

    suggestion he can to get the PCs closer. DM can also use harmless conversation,

    riddles or promises of gifts in exchange for gifts.


    If the PCs enter within 10 ft of the mushrooms the DM reads:


    A thundering voice echoes with a growling reverberation that seems to be coming

    from behind the mushroom cluster saying, "Damnedable trespassers! You think

    I care what you can do or what you say?! Your doom was sealed when you

    entered my lair, fools!" At that the mushrooms melt and dissolve quickly away

    and a green gas jets toward you and spreads out!


    All PCs in the area of the breath weapon take 12D6 damage from a cone of

    corrosive gas (reflex save 25 for half damage).


    DM reads:

    A green dragon stands and stomps in defiance of you readying itself for battle with

    a draconic grin on its spiked face.


    Creature: Green dragon EL14-
    Darmatair, Huge adult Green Dragon, CR 14; HD 20d12+100 (230 hp); init +0; spd 40ft, swim 40ft, fly 150ft (poor);
    AC 32 (DEX +0, size -2, natural +19, ring of protection +5) touch 8, flat footed 27.

    Chapter 9

    The Desert

    Area J



    The following is a percentile table for what the PCs experience if they find themselves

    in the desert. A description, readable to the PCs, is provided and any monster

    encounters that follow. If PCs enter the desert prepared, they may be able to

    escape.

    PCs, while in the desert, are subject to extreme heat effects (111 degrees F).

    Therefore, every 10 mins. the PCs are in the desert, they must make a Fort save

    (DC 15, +1 for each previous check) or take 1D4 non-lethal damage. If

    PC becomes unconscious, that character begins taking 1D4 lethal damage each

    10 min. period. Fatigue and exhaustion rules apply (DMG pg. 300-301).


    A cleric or mage who can create water is helpful. The Fly spell is invaluable.

    The portals can be indicated by detect magic. Don’t forget to roll survival checks for PCs

    (DC 12 or lost and DC 15 +2 for every hour of random travel to try and correct the PCs

    course). The following table assumes the PCs are traveling through the desert on foot. If

    the PCs are flying DM should still roll survival checks per hour of travel to see if they know

    where they are going. Roll percentile dice and read DM description and follow through

    with any encounters listed when PCs travel at least 100 ft in any direction (distance

    allowed to travel without encountering a portal is up to DM).


    % Features and Encounters


    1-5 DM reads:


    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. Just tumble weeds and a few scattered

    cacti are in veiw. As you walk you see small patches of shrubbery.


    6-10 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. Tall 15 ft to 25 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the landscape ahead. Two blurred,

    side winding lines come into view and the mirage effect of the desert falls

    away and reveals two vipers as long as any of you and half as thick. They are

    heading for the party' s front man at full speed sliding down a steep dune.

    Creatures: Vipers (2) EL3-

    Snake, Medium Viper: Medium Animal; CR 1; HD 2d8; hp 9; AC 16 (+3 dex, +3 natural)

    11-15 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. The sandy flat wasteland is blurred by

    the heat waves. The ground is full of holes, about 1 hole every 20 ft in any

    direction. Out of four of the holes crawls a pony sized scorpion, stings glistening

    with venom.


    Creatures: (4) Monsterous scorpions EL7-
    Monstrous Scorpion, Large: Large Vermin; CR 3; HD 4d8+8; hp 26; AC 16 (-1 size, +7 natural)


    16-20 DM reads:

    In a flash of white light, you find yourselves in a immense desert, sand everywhere,

    and the mainland nowhere in sight. Light patches of plant life become more

    thick creating light debris in the half hard, half soft sand as you find a pool

    of water, an oasis!



    The water of this oasis not only stops the non-lethal damage, but heals 1D3+1

    damage taken.


    21-30 DM reads:

    In a twinkle of white light, you find yourselves in a vast desolate tract, sand everywhere,

    and the mainland nowhere in sight. 15 ft to 25 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the setting ahead. A scattered trail of

    what appears to be volcanic rock reveals 3 spiders, each strangely colored a

    swirling mix of orange, yellow, and grey. Each of the three spiders stands on

    their four back legs and hiss as black smoke exits from between their

    fangs.


    Creatures: (5)flame spiders EL10-

    Flame Spider, med vermin, CR5; HD 4d8+12 (38 hp); Init +3; SPD 20ft, 50ft climb; AC 19 (+3 dex,

    +6 natural)


    31-35 DM reads:

    In a flare of white light, you find yourselves in a immeasurable mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. Between two tall towers of stone, in the shade

    of one of the rock faces is a woman, crying. She wears a grey dress and a

    red head cloth. Her face is buried in her white gloved hands.


    The first character to approach her to try and help or find out what is the matter

    with her, experiences the following:

    "Oh, (sob), thank you for your caring!" Then in a more sinister voice she (or is it

    the snakes?) hisses, "Let me repay you for your kindness!"

    She lifts her face from her hands and looks directly into the PC's eyes and

    uses petrifying gaze (fort save DC 15 or turns to stone permanently). On

    their initiative, four manticores swoop down and take lead positions and

    start their attack with 6 spikes each. The medusa tries to use the cover of some

    of the towers to take a flanking position and create a little cross fire with her bow.

    If the PCs are wary and stand-offish, the medusa reveals herself and tries to use

    her gaze (the PCs must be within 30 ft to be affected), but any attack signals her

    pet manticores to begin attack.

    Creatures: (1) Medusa, (4) Manticores EL12-
    Medusa, Med female Monstrous humanoid, Adp5: CR 11; Size M (5 ft., 10 in. tall); HD 6d8+12 + 5d6+10; hp 77; AC 20 (+3 Dex, +3 Natural, ring of protection +4)
    Manticore, Lg magical beast, CR5; HD 6d10+24 (57 hp); Init +2; SPD 30 ft, fly 50 ft; AC 17 (-1 size, +2 dex, +6 natural)

    36-45 DM reads:

    In a flicker of white radiance, you find yourselves in a immense barren region,

    sand everywhere and the mainland nowhere in view. Just tumble weeds and a few

    scattered cacti are in view. As you walk you see small patches of undergrowth. Light

    patches of plant life become more dense creating light rubble in the half hard,

    half soft sand as you find a pool of water, an oasis!

    The water of this oasis not only stops the non-lethal damage, but heals 1D3+1

    damage taken.


    46-50 DM reads:

    In a flash of white light, you find yourselves in a vast mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. From atop of two of these stone walls and one of

    the mesas, three manticores swoop down on you, their daily victim!

    Creature: Manticore (4) EL9-

    Manticore, Lg magical beast, CR5; HD 6d10+24 (57 hp); Init +2; SPD 30 ft, fly 50 ft; AC 17 (-1 size, +2 dex, +6 natural)



    51-60 DM reads:

    In a flash of white light, you find yourselves in a vast mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. The rocky flat wasteland is blurred by

    the heat waves. The ground is full of holes, about 1 hole every 30 ft in any

    direction. Out of six of the holes crawls a pony sized scorpion, stings glistening

    with venom.

    Creature: Monstrous scorpions (6) EL8-

    Monstrous Scorpion, Large: Large Vermin; CR 3 HD 4d8+8; hp 26; AC 16 (-1 size, +7 natural)


    61-69 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. 15 ft to 25 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the landscape ahead. The dunes are

    are to the party’s left and an uneven sandy plain full of hills and valleys to the

    right.

    Trap: Quicksand EL6-

    After players travel 80 ft any direction, they come to a spot of loose, soft

    sand that acts like quicksand. Survival check DC 8 if character(s) are moving at

    a normal pace finds this patch of quicksand. Running PCs will blunder in 1D2x5

    feet towards the center of the quicksand. The quicksand patch is 20 ft in

    diameter. To stay put but keep PC’s head above the surface is swim check

    DC 10. For the PCs caught to move 5 ft is in desired direction is a swim check

    DC 15. If either check is missed by 5 or more, player sinks beneath the surface

    and begins to drown (DMG pg. 304, Drowning; DMG pg.88 Quicksand)).


    70 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland nowhere in sight. 25 ft to 50 ft tall dunes stretch out as far

    as your eyes can see. The sun blurs the landscape ahead. As you travel you

    you see huge tracks that lead to holes and funnel shapes in the sand. The

    sand appears to be moving up and down in the distance. The movement of

    the sand seems to be getting closer. The ground rumbles slightly.

    A huge sand worm bursts through the surface in search of its prey!

    Creature: (1) Megapede EL-
    Megapede, Colossal Vermin, CR 20; HD 32d8+256 (400 hp); Init -2; SPD 80 ft, Burrow 20 ft; AC 18
    (-8 size, -2 dex, +18 natural)

    71-80 DM reads:

    In a flash of white light, you find yourselves in a vast desert, sand everywhere,

    and the mainland is in sight just 230 ft away. Just tumble weeds and a few

    scattered cacti are in view. As you walk you see small patches of shrubbery.

    The mainland is to the west of the party’s position. You hear the beating of

    leathery wings from afar and 3 large, black, bat-like blots flying in towards you.

    Creatures: (3) Wyverns EL9-
    Wyvern: Huge Dragon sub type; CR 6; HD 7d12+14; hp 59; AC 18(-1 size, +1 dex, +8 natural)

    81-85 DM reads:

    In a flash of white light, you find yourselves in a vast mountainous wasteland.

    Rocks, rubble, mesas, stone towers, and a variety of rocky stone walls

    ranging from 70 ft tall to 150 ft tall as far as the eye can see are the

    make up of the landscape. The rocky flat wasteland is blurred by

    the heat waves. The ground is full of holes, about 1 hole every 30 ft in any

    direction. It is night. A ghostly moan and a woman’s screams echo off

    the stone walls. Seemingly, out of nowhere appears an incorporeal being

    with feminine features rushes in at you.

    Creature: (1) Banshee EL
    Banshee, undead (incorporeal), CR17; Size M; HD26D12 (169 hp); init +7; SPD: fly 80 feet (good); AC 16
    (+3 dex, +3 deflection);Wail: (night) 30 ft centered or 60 ft cone. Kills up to 18 creatures.
    Fort save (DC 26).



    86-95 DM reads:

    In a flash of white light, you find yourselves in a vast flat grassy plain. There is a

    large wall of hewn stone that stands roughly 80 ft tall and the portal you came

    through is visible as a keystone archway portal (like the one you exited at the

    volcano). There is writing on the wall to the right of the portal that says, "The

    man who knows where this portal goes has left his home to find, He’s taken his

    bow to hunt his foe and is curious about what lies behind. -K.S."

    The PCs have exited in the far west side of the Cabayan labyrinth.


    96-100 DM reads:

    In a flash of white light, you exit the portal into a dark area lit only by the light

    of the portal behind you. This portal is visible as an archway portal of familiar

    design. Your surroundings have all the makings of an underground cavern.

    You hear sounds both far and near of water dripping, bones crunching, and

    wild animal sounds.

    The PCs have exited to level 4 of the Great Wyrm's Egg in area 46 (Zazbeth's

    Cave).

    Chapter 10

    GREAT WYRM' S EGG ( ZAZBETH' S CAVE )

    AREA K - N



    A stone mesa located in the extreme east on the world map is home to a powerful

    dragon. Inside through the cave entrance there is a maze of hewn cave walls using the

    stalactites and stalagmites present. In the lower levels of the dungeon, the chambers are

    not lit and are natural cave rock. The descriptions that follow assume the PCs have a

    source of light.



    40.

    DM reads:

    The foyer is well lit with braziers up against the walls. A square support beam splits

    your path to the right and left only to meet again on the other side. Your path then opens

    up to a anteroom 35 ft by 30 ft with a torch on the west and east wall. The ceiling is

    18 ft.


    In the anteroom, is a concealed corridor hidden by Mirage Arcana in the north wall that

    leads to area 40a. Search DC 20 finds it.



    40a.

    DM reads:

    A 10 ft section of the wall disappears and you find yourself in a hallway 10 ft by 30 ft lit

    by a torch on the left wall. The hall opens up into a room, the left and right walls lined

    with three torches on each side. Two fountains gurgle with crystal clear water at the far

    end of the room. There is a stone door 20 ft in front of the fountain on the right, on

    the south wall. The room itself is 30 ft by 100 ft with a 20 ft ceiling.




    The two fountains have different kinds of water pouring from them. The one on the right

    heals damage like a Cure Moderate Wounds potion, healing 2D8+3 damage. If this water

    is taken from the fountain and bottled for future use it will stagnate in 1D3 days.
    Trap: Poisoned fountain EL7-
    The fountain on the left spews out poisoned water that, if consumed, PC must make

    a fortitude save DC18 or be poisoned by water that has been contaminated by Dark

    Reaver Powder (initial damage 2D6 CON and secondary 1D6 CON + 1D6 STR).

    The door to the right, in front of the right hand fountain is locked and trapped.

    Open lock DC 30. Break DC 28.


    Trap: Acid Fog EL7-

    The door is trapped so that if anything but the correct key is inserted into the

    keyhole to open the door, the trap is triggered.


    Acid fog; CR7; magic device; touch trigger (keyhole); automatic reset; spell effect

    (acid fog, 11th level wizard, 2D6/round acid for 11 rounds); search DC 31,

    Disable device DC 31.


    40b.

    DM reads:

    Through the door you enter a hallway that runs to the left and right leading

    to corridors that both lead south. hallway is 5 ft wide and southward

    corridors are 10 ft wide. The corridor floors have diagonal slits running from

    wall to wall.

    Trap: Scything blade floor trap EL2-

    Scything blade floor trap: CR2 mechanical; location trigger (5 ft square before entering

    corridors); timer reset (10 rounds); switch bypass (search DC 25); attack +8

    melee (1D8/x3); search DC 21, disable device DC 20.


    DM reads:

    At the end of the corridor is a 10 ft wide hall that leads south and has a

    90 degree turn to your left. At the end, in the south eastern corner, is

    a ladder coming up through the floor out a hole that is 5 ft in diameter.


    The ladder leads to area L.

    41.

    DM reads:

    There is a large formation of rock hewn to look made for that spot 30 ft by 15 ft. There is

    a door at the west wall and in the southeastern corner area, there is a set of stairs on the

    east side of a support beam. The stone stairway leads down. This room is

    roughly measured at 30 ft by 50 ft with a 20 ft ceiling.


    The door to the west is locked and leads to 41a. The open lock DC is 25. The "large formation of rock"

    in the middle of the room has four entrances leading to area 41b. There is one secret door in each of the

    two 30 ft sides and one open entrance hidden by Mirage Arcana on each of the two 15 ft sides. The two

    doors slide to the side. The search DC is 20 for all entrances. The stairway leads down to area L.

    41a.

    If PCs make little to no noise, orcs are flat footed and DM reads:


    You successfully unlock and open the door. When you enter the room, an orc looks up

    from what he is doing, which appears to be starting a fire. He makes a loud grunting

    noise and shoves some dirty old rags around which move quickly on their own after that.

    The noise in the room rises to a crescendo as orcs grab weapons and toss the rags they

    were resting under to the side. The first orc you saw has tossed down his flint and

    grabbed his great axe.


    If PCs make too much noise (orcs listen D20 +2 vs. PC’s move silently), DM reads:

    You successfully unlock and open the door only to find angry orcs ready to do battle with

    Whoever comes through the door. The noise in the room rises to a crescendo as orcs grab weapons

    And charge the party.


    There are three orc warriors that are easily seen and one orc

    mage hiding around the corner to the north.

    Creature: (4) Orcs, (4) Orc mages EL-
    Orc (Alternate), Med humanoid, War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 49; AC 20 (+4 Dex, +6 Splint Mail)
    Orc Mage, Med Humanoid, War5/Sor5: CR 9; Size M (6 ft., 2 in. tall); HD 5d8+5 + 5d4+5; hp 42; Init +4 (+4 Dex); Spd 30 ft.; AC 19 (+4 Dex, +5 Ring of Protection); Possessions: 1d6x10 sp, 4 flasks of Alchemists fire, 4 Acid flasks, 4 potions of Cure Light Wounds (2d8+3). Sorcerer Spells Known (6/7/4): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Ray of Frost, Resistance. 1st -- Burning Hands, Mage Armor, Magic Missile, Shield, Spider Climb. 2nd -- See Invisibility, Web.

    After the battle, DM reads:

    All orcs present lay gravely wounded or dead at your feet. The room is roughly 40 ft

    by 20 ft and the ceiling 15 ft. There is an open chest in the south west corner, and

    around the corner to the north is a corridor with 2 cages, housing livestock. In the

    cages are 4 goats and a manger full of hay.


    If the PCs search the chest ( DC 8), they find dirty rags, 5sp, 2 cp, and a flask of oil

    fuel.



    41b.

    DM reads:

    The room is quite sparse with the main feature being a chest in the middle of the floor.

    This room is roughly the same size as its outer dimensions.


    The chest in the middle of the floor is locked. Open lock DC is 40.

    Chest contents:

    - 10 gold, 20 sp, 25 cp, wand of magic missile (3rd level caster, 4 charges), 2 portable

    holes.

    AREA L



    The descriptions start with area 42 as if the PCs went down the stairs from area 41. There

    is another way to reach this level of the dungeon from a ladder in area 42d. The majority

    of this level is lit by torches on the wall.


    42.

    DM reads:

    The room is well lit. Six torches are mounted to three of the walls; two on the north wall,

    two on the east wall, and two on the south wall. Four stone formations hewn into square

    shapes may have been made that way to split the 115 ft by 45 ft room into cubicles.

    These formations run from floor to ceiling 18 ft high.


    If the PCs make too much noise or investigate the west end of this room they encounter

    seven ogres and one ogre mage.


    Creatures: (2)Ogre Mages, (2) Ogre Brb, (4) Ogres EL12-
    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex, +4
    Improved initiative); Sorcerer Spells Known (6/7): 0th -- Detect Magic, Ghost Sound, Light, Mage Hand, Read Magic.
    1st - Mage Armor, Magic Missile, Shield.
    Ogre, Lg giant, Bbn4: CR 7; HD 4d8+12 + 4d12+12; hp 81; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+3 Dex, -1 Size,
    +5 Natural, +5 Chain mail)
    Ogre: Large Giant; CR 2; HD 4d8+8; hp 26; AC 16 (-1 size, -1 dex, +3 hide, +5 natural)

    There are 8 secret doors in this room, two in each of the four walls leading to areas

    42a, 42b, 42c, 42d and 42e. The search DCs for each is 20 to find them. All secret

    doors are down sliding and close in 1D3 rounds.


    42a.

    DM reads:

    You enter a passageway barely furnished with any finery. The passage leads west and is

    5 ft to 10 ft wide at any given time and has an 18 ft ceiling. This hall is not lit.




    There is an Illusory wall hiding a path to the south on the southern wall.

    Search DC 20. Illusory wall path leads to area 42e.


    When PCs reach the end of the hall DM reads:


    You see that this path dead ends or rather it loops around and sends you

    back the way you came.


    If entering from 42e, DM reads:

    You enter an intersecting hallway that runs east and west and is 5 ft to 10 ft wide

    at any given moment. The hallway is not pre-lit by torches or any other light source.

    To the west, you may see a support pylon that appears to create a loop and to the

    East, an almost immediate 90 degree left turn into a meandering passageway.


    There is a Illusory wall hiding a path to the south on the southern wall.

    Search DC 20. Illusory wall path leads to area 42e.


    When PCs reach the end of the hall DM reads:

    You see that this path dead ends or rather it loops around and sends you

    back the way you came.


    42b.


    DM reads:

    You find a sparse and winding hall that ranges in width from 5 ft to 10 ft wide.


    DM reads the following when the PCs reach the other end of the hall:

    The hall has a loop roughly 45 ft from where you entered the hallway. This hall way

    ends suddenly after walking at least 130 ft through the winding passage.


    At each end of the hall is a secret door that leads to or from area 42.


    42c.


    DM reads:

    You find a sparse and winding hall leading west (or east if coming from area 42e) that

    ranges in width from 5 ft to 10 ft wide. Graffiti in orcish curses line the walls of this passage.


    DM reads the following when the PCs reach the other end of the hall:


    The hall has a loop roughly 45 ft from where you entered the hallway. This passage way

    ends suddenly after walking at least 90 ft through the winding passage.


    At the ends of this hall is a secret door leading to area 42 and an illusory wall leading to 42e.


    42d.

    DM reads:

    You find a bare and snaking passage leading east (or south/south west if coming from northern

    secret door leading to same corridor) that ranges in width from 5 ft to 10 ft wide. The ceiling is

    20 ft high. Graffiti in orcish curses line the walls of this passage. Also, writings in draconic mark

    the walls about 40 ft from your point of entry. A loop is formed by a pylon in the corner of the

    passage and in the Southeast corner there are two ladders. One ladder leads up and one leads

    down into a hole in the ground.


    The ladder going up leads to the first level of this dungeon in area 40b. The ladder leading

    Downward goes to the third level in area 43.


    The following writings are found on the wall 10 ft before the trap marks on the map.

    Any PC that has draconic as one of their languages can read the warnings on the wall:


    “Warning too all who trespass: Danger is directly, right under your nose!” (If party uses southern

    secret door).
    OR
    “Warning to all that trespass: Left is not right towards your continued life!” (If party uses north

    Eastern secret door).


    Trap: Death blade wall scythe EL8-

    Death blade wall scythe: CR8 Mechanical; touch trigger; manual reset; Attack +16 melee (2D4+8 plus

    Poison, scythe); poison (death blade, DC 20 fort resists, 1D6 CON/ 2D6 CON); Search DC 24;

    Disable device DC 19.


    The 5 ft squares before the trap markers and after the draconic warnings are the trigger for the

    trap. The trap is reset by touching the 5 ft square touch triggers again.

    42e.

    The two secret doors both lead to area 42. There is an illusory wall (search DC 20)

    to the north.

    DM reads:

    The hall way is 5 ft wide at any given spot with a 18 ft ceiling. You can see straight across

    and notice there are two intersecting corridors running east to west.




    Trap: Fire ball trap EL5-

    Fire ball trap: CR 5; Magical device; location trigger; automatic reset; spell effect ( fire ball,

    10th level wizard, 10D6 fire, REF save DC 16 for ½ damage); Search DC 29; Disable

    device DC 29.

    The marked spot for the trap is the trigger.



    AREA - M



    This level of the dungeon is unlit. There are Three exits in this dungeon to be aware of:

    a ladder leading up to area 42d, ladder leading down from 43b to 44 in level M, and a slippery

    pit trap that leads down also to area 44 on level M.


    43.

    DM reads:

    You dismount the ladder in the corner of a lower level of the caverns in which you are exploring

    to find ornate walls leading to the east and south. This level is unlit by any other source but

    what you carry with you. The east passage can be gauged roughly at 200 ft long and 10 ft

    wide. The south passage can be roughly estimated to be 80 ft long and 5 ft wide. Both

    passages have a 15 ft rough cavernous rock ceiling.


    35 ft past the corner going south, is a trapped secret door. The search DC is 20 to find the door.

    Break DC is 29. The door is upward sliding to open.

    Trap: Crushing stone door EL6-

    Crushing stone door: CR6; mechanical; location trigger; automatic reset; door slams down (12d6 crush);

    Switch bypass (search DC 25); Multiple targets (any target in 10ft by 5ft area under door);

    Never miss; onset delay (1 round); search DC 20; disable device DC 22.

    Trap is triggered by opening door. One hidden switch (10 ft to the right of the door) opens the

    secret door, and a second hidden switch bypasses the trap (10 ft to the left of the door).

    Search check DC 25 required in finding each switch.

    South corridor-

    DM reads:

    A 10 ft wide unlit corridor leads east. The walls are rougher than hewn stone but

    smoother than natural cave rock. You see what appears to be a left turn or

    indention to the left up ahead. The corridor is roughly 200 ft in distance.


    Fountain-

    The water of this fountain heals 2D8+3 damage just as a cure moderate wounds potion.

    If water is stored, water will stagnate in 1D3 days and loses its healing abilities.


    DM reads:

    To your left, in a 10 ft by 25 ft recess in the wall, is a fountain full of crystal clear water.

    The water gurgles up from the middle. Water overflows from the fountain and trickles

    down the left side, in the corner of the hall, down to the hall’s end. You hear water

    trickling and splashing down the hall in the distance. As you walk further east down

    this corridor, the ground grades down 1 ft every 5 ft past the fountain.




    At the end of the hall is a pit trap. A hole that drains cave moisture and the fountain water

    out of this level. A dangerous area surrounds the pit. Slippery algae lines the rim which

    makes the ground slick. A balance check DC 15 is required or PC falls down the hole.


    Trap: Yellow mold, spiked pit trap EL 7-

    Spiked pit trap: CR4; mechanical; location trigger (slick algae); automatic reset; DC 20 REF save avoids,

    Balance check DC 15 or PC falls; 50 ft deep (5D6, fall); pit spikes (ATT + 10 melee, 1D4 spikes per

    target for 1D4+5 damage each); Yellow mold: CR6;(Fort save DC 15 for all targets within 10ft of mold burst
    or take 1d6 con damage. Fort save DC 15 required 1 min later even if 1st save succeeded or take 2d6 con
    damage) search DC 20; Disable device DC 20.

    This pit leads to area 44a of level n.


    43a.

    DM reads:

    You find yourself in a small anteroom 10 ft by 15 ft. A stone door to the next room is in the east

    Wall.


    This door is free but slides to the side (left). A strength check DC 10 is needed to open this door.


    43b.

    This area of the dungeon has four separate listings as follows: north hall, south hall, east corridor,

    west corridor.

    West corridor-

    DM reads:

    You are in the middle of a passage that leads roughly 22 ft north and 23 ft south in travel

    distance. The corridor is 10 ft wide and has an 18 ft ceiling. To the north and south is support

    beams that create loops in the corners of the halls.

    North hall -

    DM reads:

    You see a 5 ft (at times 10 ft) winding hall way. Very little in the way of finery but the hall

    littered with the remains of creatures or people who rested here before you. The litter ranges

    from scraps of paper or decaying food to a heap of diverse rubbish.

    Using the DMG, ask PCs to make periodic search checks in the 10 ft areas of this section of hall.

    10% chance PCs find a magic item and 25% chance PCs find a mundane (non-magical) item.

    Then roll percentile dice to come up with item on tables in the DMG (pg. 66, 216-251). Roll

    on minor column only.


    South hall-

    Have PCs roll listen checks DC 10. If any PCs succeed, they hear the sounds of a group

    Approaching from the eastern end of the hall. If no one hears the creatures approach,

    the PCs are flatfooted.


    DM reads:

    A marching group of orcs block your path. They ready themselves for battle.

    One of the orcs speaks in common, “Mistress orders. Kill trespassers!”


    Creature: (6) Orcs EL-

    Orc (Alternate), Med humanoid, War5: CR 4; Size M (5 ft., 3 in. tall); HD 5d8+20; hp 49; AC 20 (+4 Dex, +6 Splint Mail)
    There are two illusory walls in this hall. The first is on the left 10ft into the hall (hides a locked

    Treasure chest; Open lock DC 25).

    Treasure - 5D4 gp, 4D4 sp, and a +2 dagger.

    The second illusory wall, 95 ft down the hall on the left, leads to area 43c.


    115 ft down the hall DM reads:

    You see an indention to the right. A 15 ft. section of wall conceals a small space behind.

    You hear a squeaking and something rummaging through trash. The unmistakable smell

    of old, decaying refuse meets your nose.

    If the PCs disturb the dire rats on the other side of the wall, they will defend their rights to

    their lavish find.


    creature: Dire rats (5) EL5 -

    Dire rat, small animal, CR 1; HD 3d8+3 (13 hp); init +3 (dex); SPD 40ft, climb 20ft; AC 15 (+1 size, +3 dex, +1 natural)

    Treasure- Search DC 10 to find:

    Backpack (contents: 3 candles, 2 daggers, 1 rusty short sword, 1 flask, flint and tender,

    and edible trail rations)



    East corridor-

    DM reads:

    You find a hallway that leads at least 40 ft either north or south, depending on which end

    of the hall you are on. The hall is litter sparsely with dust and trash of diverse types.

    A strange wind blows up from a staircase in the southern end of the corridor. The

    staircase leads downward. The sound of splashing water is carried on the wind.


    The stairs that are mentioned above lead to area 44 of level N.


    43c.

    DM reads:

    As you pass through the false wall, you find yourself in a hidden chamber 10 ft wide.

    There is an immediate left turn that leads to a long and narrow hall that is just 5 ft

    wide. The left and right wall are scored in orcish graffiti down through the passage

    ending in pictograms of red dragons on both the left and right walls. There appear

    to be at least two chests, maybe three, towards the end of the hall.





    Trap: (3) Burning Hands EL9-


    All three traps are the same; maximized burning hands. The flame comes from the

    pictograms of red dragons when within its proximity. All three chests are in the middle

    of two dragon pictograms.


    Maximized burning hands trap: CR 6 magic device; proximity trigger (dragon pictograms);

    Automatic reset; spell effect (maximized burning hands, 5th level wizard, 5D4 (20 MAX)

    fire, REF save DC 13 half damage); search DC 26; disable device 26.

    Chest 1- Coin: 323 gold coins (323 gp), scroll (caster level 3 on all spells): arcane (325 gp),

    Fox's Cunning, Shroud of Undeath, Flame Bolt
    Chest 2- coin: 311 gold coins
    Chest 3- 362 gp, grossularite (colorless to faint green garnets) (73 gp), obsidian (9 gp),2 Potions of ghoul touch
    (300 gp each).

    AREA - M
    44.
    This is the final level of the dungeon. Zazbeth is in area 46b waiting on her tribute or prey.
    PCs need to make a spot check before exiting the stairway DC 13 or be flatfooted
    against two cloaker lords.

    DM reads:
    As you exit the stairway, you see a natural cavernous setting, dark, moist, and sounds
    All around. Water splashes down somewhere to the south.
    If the PCs don’t spot the cloaker lords DM reads:
    You also hear disturbing moaning sounds from above.
    PCs must make a FORT save DC 16 or be nauseated for 1D4+1 rounds.
    One of the cloaker lords emit a moan directed at the highest level mage (FORT save
    DC 16 or be affected as by a Hold Monster spell).
    Creature: (1)Cloaker lord, (4) Cloakers EL -
    Cloaker lord, Hg Aberration, CR 7; HD 9d8+45 (85 hp); Init +5 (+1 dex, +4 Improved initiative);SPD 10ft, fly 50ft; AC 17 (+1 dex, *natural, -2 size)
    Cloaker, Lg Aberration, CR 5; HD 6d8+18 (45 hp); init +7 (+3 dex, +4 improved initiative); SPD 10ft, fly 40ft; AC 19
    (-1 size, +3 dex, +7 natural)
    Search DC 15 finds: large steel shield +1 (1,170 gp), potion of cure light wounds (50 gp),
    potion of invisibility (300 gp), club +1 (2,300 gp), and decayed flesh and bones of 4 humanoids.
    44a.
    DM reads:
    You see a small chamber 26 ft by 20 ft with a 20 ft ceiling. Water pours down in an almost
    perfect circle around an out cropping of mold covered topaz colored stalagmites. In between
    the spikes are the bones and remains of at least three humanoids for there are three skulls
    visible. A short sword, a gold ring, an amulet, and at least 20 gp and 40 silver are noticeable within
    the stalagmite area. There is nothing special about the sword, ring or the amulet. An appraise check
    DC 15 will find each are worth no more than 50 gp a piece.


    Trap: yellow mold EL 6-
    This area is where fallen PCs from the pit trap in area 43 will be found. There is yellow mold
    covering the stalagmites in this area. PCs that fell in the pit trap must make Fort save DC 15.
    Yellow mold- 10 square ft of mold; location trigger (stalagmites); Fort save DC 15 (all targets
    Within 10 ft of burst) or take 1D6 CON damage, second save one minute later (first one
    succeeded or not) FORT save DC 15 or take 2D6 CON damage.

    45. Chamber-
    DM reads:
    You are in a chamber of this cave that measures roughly 20 ft by 25 ft. The ceiling is
    about 20 ft high. You see a column to the north of the chamber that splits the path
    into two corridors.

    Left corridor-
    DM reads:
    A path leads around the corner. You hear a wild growling coming from up ahead.
    A spot check DC 10 is needed to see a demon sentinel waiting to attack and/or run
    to sound the alarm to his comrades in the south of the cavern.


    Creature: (1) Abishai, Red EL8-
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21
    Right corridor-
    DM reads:
    A very thin path leads south. The pathway is barely 5 ft wide. The corridor winds right
    then left. A chamber opens up to the south and a path leads off to the north east.
    47.
    DM reads:
    In a dark corner to the south of the cavern, a chamber opens up and reveals five red
    demons, draconic in appearance and ready for battle.

    Creature: (5) Abishai, red (baatezu) EL13-
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21

    These demons should travel north east to area 46 if warned by the abishai in area 45
    In order to bottle neck the party into the tight entrance of area 46. These Baatezus
    are guards for Zazbeth and her most trusted minions.

    46.
    DM reads:
    You stand at the entrance of a large cavernous room 40 ft by 30 ft and an elevated
    ceiling 25 ft high. A huge column joins the ceiling to the floor in the north east of
    this room creating a circular path. To the south is a door plug made of mud wattle.
    You hear a growling voice coming from the eastern side of the room but can’t
    make out the source. The voice says, “By the twiddling of my thumbs, something
    delicious this way comes. By the twitching of my tail, come trespassers, welcome
    to hell”.

    Northern loop-
    DM reads:
    You happen upon two scrawny looking teens, one male and one female. The
    female notices you and pulls back to give you view of her male companion.
    She addresses the party in a hushed voice, “Please, can any of you help my
    brother? He injured himself badly and is unconscious. Please help.”
    From a distance he has no visible injuries.
    This is a ploy to catch the PCs off guard. The two are actually wererats trying to
    lure a meal. If a PC gets close enough to examine the male, that PC witnesses the change
    to animal form close up. The female changes at the same time.


    Creature: Male and female wererats (2) EL11-
    Male or female human Com10: CR 9; Size M (5 ft., 5 in. tall); HD 10d4+30; hp 51; Init +2 (+2 Dex); Spd 30 ft.;
    AC 12 (+2 Dex)
    OR
    Animal form, hybrid Rat humanoid, CR 9; HD 10d4+30; hp 51;Init +3; SPD 30 ft; AC 16 (+3 dex, +3 natural)

    Portal-
    DM reads:
    You see in the northern most area of the loop of cavernous stone, a portal of
    Familiar design. A keystone archway has been built into the wall and a magic
    gate illuminates from within the confines of stone.
    Trap -
    This trap is camouflaged with an illusory wall on the floor.
    Magically camouflaged spiked pit trap- magical; location trigger; automatic reset; spell
    effect (illusory wall, 10 level sorcerer); REF save DC 20 to avoid; 100 ft deep (10D6, fall);
    pit spikes (ATT +10 melee, 1D4 spikes per target for 1D4+5 each);
    search DC 27; disable device DC 18.
    46a.
    The mud door is secured from the other side. To enter area 46a a strength check DC 18 is needed
    to pull open the door.
    DM reads:
    The door opens up to a narrow path 5ft wide and leads 30 ft around a mildly curved bend.
    A spot check DC 15 is needed or be flat footed against a cloaker lord and a cloaker.
    Creature: Cloaker lord (1) and Cloaker (1) EL -
    Cloaker lord, Hg Aberration, CR 7; HD 9d8+45 (85 hp); Init +5 (+1 dex, +4 Improved initiative);SPD 10ft, fly 50ft;
    AC 17 (+1 dex, *natural, -2 size)
    Cloaker, Lg Aberration, CR 5; HD 6d8+18 (45 hp); init +7 (+3 dex, +4 improved initiative); SPD 10ft, fly 40ft; AC 19
    (-1 size, +3 dex, +7 natural)
    Treasure: 2 large steel shields +1 (1,170 gp), large wooden shield +1 (1,157 gp),
    studded leather armor +1 (1,175 gp), greataxe +2 (8,320 gp) sheds light in a 20 ft
    radius (as a torch), Bloodied Onyx (500 gp), 583 gp. The treasure is what is left of the cloakers
    last victims.

    46b.
    The entrance to this area is hidden by an illusory wall. The wall reaches north and south 20 ft across.
    A search DC finds the wall. On the other side the PCs will meet Zazbeth the red dragon.
    DM reads:
    You pass through a wall that isn’t really there and step into a large dimly lit chamber
    roughly 60 ft by 90 ft. You feel a dull heat from above. You notice the ceiling grades
    steeply upwards about 100 ft. A tiered column in the north east corner reaches up to
    the limits of the roof and on one of the ledges, 80 ft above you, sits a red dragon,
    glaring menacingly at the party. The dragon addresses you in a calm but sinister
    voice, “Your trespass is unimportant but I warn you that if one item of my impressive
    collection is stolen, I will repay the deed by destroying another city and the deaths
    will begin with your insignificant band of comrades. I can surely bide my time and wait
    for this realm to kill you. Why waste my time? You will definitely perish if you oppose my
    master. Oh, as my due tribute, you can leave your weapons and precious valuables here
    or I will set ablaze your bodies and leave you as cinders where you stand.”
    She chuckles in a wicked way as if she heard a good joke then eyes the party hungrily
    and says, “That sounds too good to pass up!”

    At this point Zazbeth uses her breath weapon. WILL save DC 24 or if failed PCs are shaken.
    If Zazbeth is losing the fight she will fly down and take human form to escape through an exit on
    The eastern wall to the right of the corner column. This exit leads to the desert.
    Creature: Zazbeth, Red Dragon, EL16-
    Zazbeth, Adult fiendish red dragon: CR 16; Huge Dragon (Fire); HD 23d12+115; hp 264; Init +4; Spd 40 ft, fly 150 ft (poor); AC 29 (-2 size, +21 natural)
    Dragon horde:
    200 pp, 500 gp, 3000 sp, 2000 cp, potion of aid (300 gp), potion of cat's grace (300 gp),
    potion of charisma (300 gp), ring of minor elemental resistance (ice) (16,000 gp),
    ring of protection +1 (2,000 gp), arcane scroll (375 gp)- Hold Person (caster level 5),
    wand of Lightning Bolt (caster level 5, 47 charges) (10,575 gp).

    Chapter 11
    CORDYAN
    AREA - O

    Cordyan is less like a city and more like a military base. There are four buildings destroyed beyond
    recognition. The buildings used to be two barracks, one mess hall, and one basic exchange.
    The afore mentioned buildings are listed in order of appearance from left to right.

    48.
    DM reads:
    As you enter the thorp sized dwelling, you step past and around the door which is
    hanging on just barely by one of its rusty hinges. Four large heaps of rubble and
    still smoking cinders are all that is left of the buildings that once was. Scorched
    to black skeletons litter the ground along with burnt, melted, or broken weapons.
    One thing is certain; they went out with their boots on! The complex is 100 ft
    by 150 ft and open to the sky. There are a set of huge foot prints left by some
    kind of reptilian creature and a flattened humanoid body in the imprint.

    As the party makes its way to the back of the military complex, the DM reads:

    This place was reduced to scorched craters and crumbling walls. In the north east
    corner of the complex, a portal of familiar design stands close to piece of crumbled
    wall.

    The following takes place only if it is night:

    You begin to hear the sounds of battle and spectral beings begin to appear.
    They seem to be reenacting the battle that took place here but they are aiming at
    you! Shouts can be heard, "To arms, to arms, we're under attack!"

    Creature: Spectral Archers (11) EL-
    Spectral Archers, Med undead, (Incorporeal); CR 8; HD 7d12 (45 hp); AC 15 (+3 dex, +2 deflection)
    Five archers show up first round and then two more each round after one has
    been "killed" or turned.
    Treasure: DM should roll spot checks for PCs to see if they discover the following:
    DC ITEM(S)
    10 Gold plated, scorched hip bone of a victim
    12 1D4 gp
    13 Coin pouch w/ 1D6 silver and 1 diamond (20 gp)
    14 Ring of armor +2 (still on finger bone of a skeleton)
    15 Ring of armor +3 (half buried in ashes)
    25 portable hole w/ locked chest inside (buried under a pile of rubble)
    (Open lock DC 30) inside chest is a bow of brilliant energy.
    48a.
    Left staircase-
    DM reads:
    An intact set of steps lead up to a watch tower. The pathway then turns 90 degrees to
    the right onto a cat walk meant for the archers that lived here. The cat walk is 5 ft
    wide and 150 ft long.
    Right staircase-
    DM reads:
    A near crumbled set of steps lead up to a watch tower. The pathway then turns 90 degrees to
    the left onto a cat walk meant for the archers that lived in and guarded the complex. The cat walk
    is 5 ft wide and would be 150 ft long if not for the 20 ft gap of wall that has collapsed about halfway
    down the path.



    Chapter 12
    WOLVERTAIN CAVERNS
    AREA P

    Wolvertain’s cave is lit on the first level and unlit for the last three. The main quest here is to
    retrieve the three Arrows of Dragon Slaying created by Kelvin Shursite.
    51.
    DM reads:
    A tiled look has been cut into the cavern floor. You find yourselves in a foyer 20 ft by 30 ft.
    Light from torches mounted to walls comes down two 10 ft wide corridors to the left and
    right.
    51a.
    Beyond an Illusory wall, requiring a search check DC 20 to find, DM reads:
    An unlit, winding path leads to a pile of rubbish that is arranged in a way
    like someone had once camped here. The skeleton and backpack are also
    clues to this. There is a scorch mark in the middle of the room. You hear a
    loud screeching and the rubbish along the northern wall begins to rustle about.

    Creature: Dire rats (4) EL4 -

    Dire rat, small animal, CR 1; HD 3d8+3 (13 hp); init +3 (dex); SPD 40ft, climb 20ft; AC 15 (+1 size, +3 dex, +1 natural)
    Treasure- Search DC 20 to find:

    Backpack (contents: 3 candles, 2 daggers, 1 rusty short sword, 1 flask, flint and tender,

    and edible trail rations), 20 sp, silver javelin +1.

    The backpack is a wondrous item known as a Heward’s handy haversack.

    52.
    DM reads:
    A 10 ft wide path lit with staggered torches mounted to the wall leads east. The path
    then opens up into a chamber 30 ft by 35ft with a 15 ft ceiling. The chamber is lit with
    four torches; two on the north wall and two on the south wall. An unlit path leads on
    further east. Also on the north and south walls of the chamber are tapestries, blue in
    color and draconic in design. These wall hangings are hung like curtains on a rod
    mounted to the wall and brass rings holding the tapestries.
    Secret door-
    The door is concealed behind the tapestry on the south wall. The door slides to the left
    when curtain is drawn back to the right (the tapestry is the switch). Search DC 20 for the
    door. Search DC 25 for the switch.
    Trap- Wall scythe trap EL-
    The trap is in the unlit 10 ft wide corridor to the east. The tapestry on the north wall is the
    switch to bypass the trap safely. The curtain must be drawn back to the right.

    (5) Wall scythe trap-mechanical; location trigger (either 5 ft square before 1st trap marker);
    automatic reset; hidden switch bypass (search DC 25); ATT +20 melee (2D4+8/x4, scythe);
    Search DC 21; Disable device DC 18.

    52a.
    The following assumes that the PCs are entering this area from area 52 or 53. If PCs are entering
    from area 54, rephrase to fit.
    DM reads:
    As you enter a small room about 10 ft by 20 ft, you disturb the meal of several dire rats, the half
    devoured corpse of a humanoid. They charge the party to defend their territory and food.
    Creature: Dire rats (4) EL4 -


    Dire rat, small animal, CR 1; HD 3d8+3 (13 hp); init +3 (dex); SPD 40ft, climb 20ft; AC 15 (+1 size, +3 dex, +1 natural)
    Treasure- Search DC 20 to find:

    Backpack (contents: 3 candles, 2 daggers, 1 rusty short sword), 5 cp, 5 sp.
    The sounds of battle bring ogres two rounds later, armed and ready for battle. The ogres
    were sleeping in the other room to the east and were roused and alarmed by the rat’s
    screeching sounds.
    Creature: (2) Ogre mages and (4) Ogres EL-


    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex,

    +4 Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, -1 Size, +5 Natural, +2 Ring of protection)
    Ogre: Large Giant; CR 2; HD 4d8+8; hp 26; AC 16 (-1 size, -1 dex, +3 hide, +5 natural)

    These ogres each have 10D4 sp in their coin pouches. Search (DC 15) to find each ring of protection.
    Search (DC 15) to find a chest key on each of the ogre mages.
    Ogre’s chamber-
    DM reads:
    In the middle of the larger chamber, a stair case leads downward into darkness.
    Two chests sit in the two west wall corners. The room is a perfectly square 35 ft
    by 35 ft. with a 17 ft ceiling.
    An illusory wall leads to area 54 and a door (not secret on this side) leads to area 53
    in the smaller chamber on the south wall.
    Treasure chest 1- 5 small sapphire dragon statues (275 gp each). Open lock DC 20 or use key.

    Treasure chest 2- mithral shield +1 of minor elemental resistance (Res 10, acid), 20 gp. Chest 2 is trapped.
    Trap- Lightning bolt trap (chest) EL6-
    Lightning Bolt trap: CR6; magic device; touch trigger; automatic reset; spell effect (lightning bolt, 10th level
    wizard, 10D6 electricity, REF save DC 14 half damage); search DC 28; disable device DC28.

    53.
    DM reads:
    A 10 ft wide path lit with staggered torches mounted to the wall leads east. The path
    then opens up into a chamber 25 ft by 35ft with a 17 ft ceiling. The chamber is lit with
    four torches; two on the north wall and two on the south wall. An unlit path leads on
    further east. Also on the north wall of the chamber is a tapestry, blue in color . These wall
    hangings are hung like curtains on a rod mounted to the wall and brass rings holding the tapestries.
    The one displayed here depicts a man firing three arrows into the sky and lightning striking the arrows.
    Secret door-
    The door is concealed behind the tapestry on the north wall. The door slides to the left
    when the torch to the right of the wall hanging is removed. Search DC 20 for the
    door. Search DC 25 for the switch.

    54.
    DM reads:
    You have exited a 10 ft wide corridor leading north and south into an unlit chamber that is
    30 ft by 35 ft. Refuse litters the stone tile floor and ogre curses line the west wall while
    small colored pictograms of chromatic dragons create a mosaic portrait of the Dark One on
    the east wall.
    An illusory wall leads to area 52a from the west wall into the ogre’s chamber.

    AREA - Q
    55.
    DM reads:
    As you exit the staircase, you find yourself in an unlit 25 ft by 55 ft room. The floor is littered
    with the remains of creatures that became the meals for resting adventurers or other humanoids.
    Grizzly trophies of bones, skulls, and untreated skins are all that were left behind. A weak air
    current blows from the east, creating a moaning whistle from a 10 ft wide corridor in the east wall.
    Search check DC 15 finds an illusory wall at the end of the corridor.
    56.
    DM reads:
    The illusory wall gives way to what appears to be a treasure or storage room of some kind. Scattered
    about are seven wooden chests in the large 50 ft by 95 ft chamber. The walls are detailed in script and
    art showing the worship or praise of a dragon god. The dragon god depicted in the stone etchings
    depict a five headed dragon with the center largest head emitting a massive lightning bolt from its
    single horn and from its draconic maw.
    If a PC uses the decipher script skill (DC 13), there are three phrases repeated over and over throughout
    the room. The phrases are, “Show me favor and fortune, Oh Dark One, over my draconic kin!”
    “Praise be to the Dark One who has given our master his gift of power!” and, “I pray of you, Dark One,
    to bless me with the clout to vanquish your enemies so that I might gain your favor!”
    Of the seven chests, all but one is protected by a deadly arrow trap. The arrows come
    from the trap marks on the map of this room.
    Trap- Black lotus poisoned arrow trap EL9-
    Poison arrow trap: CR 9 Mechanical; touch trigger; automatic reset; hidden lock bypass (Search
    DC 25, open lock DC 30); ATT +10 ranged (1D6/x3 plus poison, arrow); poison (black lotus
    extract, fort save DC 20 or 3D6 con primary, 3D6 secondary); search DC 20; disable device
    DC 20.
    When a locked chest is opened or a open lock check fails on a chest covered by a trap, an arrow
    is fired.
    Treasure in order from door:
    Chest 1- 20 gp, 80 sp, 100 cp, ring of time stop (3 charges/day, ring is etched with a picture of an hourglass
    with three small diamonds at the top. Each time the ring is used a diamond relocates itself to the bottom and
    becomes a small black onyx. The stones turn back into diamonds in 24 hours)
    Chest 2- 500 gp
    Chest 3- +2 dragon slayer (+2 long sword of greater dragon slaying, fort save DC 20 on a critical hit or dragon dies);
    DM reads: The sword’s scabbard changes colors from red, to black, to white, to green, to blue, and back to red
    repeatedly. The handle is ebony and dragon shaped and has five dragons etched into a round hand guard.
    Chest 4- ring of minor elemental resistance (Res 10, cold), 4 potions of cure serious wounds (3D8+10),20 gp.
    Chest 5- Bracers of armor +3, 2 potions of cure light wounds (1D8+3).
    Chest 6- a pair of friend shield rings.
    Chest 7- five diamonds (worth a total of 10,000 gp), two rubies (400 gp each), Quartz crystal Powder (spell craft
    check (DC 20) to recognize as a spell component for the Wall of Force spell).
    Secret door-
    There is a secret door at in the east wall of this room, requiring a search DC 20 to find and
    a strength check DC 18 to open. The door leads to area 56a.


    56a.
    DM reads:
    You find yourself in a 10 ft wide corridor that leads to a 20 ft by 50 ft room. In the middle
    Of the room is a staircase that leads downward. The room is unlit and sparsely furnished
    or decorated.

    AREA - R

    57.
    DM reads:
    You’re in a small recess of which the staircase behind you takes up more than half of.
    The area is unlit and the walking space is roughly 15 ft by 20 ft. The walls are cave rock
    A small 5 ft path lead off to the east.
    58.
    DM reads:
    The path leads you to a larger chamber of the cave about 45 ft by 45 ft with an immense
    ceiling reaching up in excess of 35 ft high. Paths lead to the east and north east. Light
    is reflected off the glistening moist cavern walls of the north east passageway.

    Around the end of the north east passage a carrion crawler awaits its meal.
    As the PCs near this area the DM reads:
    You smell the stink of rotten meat which now fills the area.
    Creature: (1)Carrion Crawler EL4-
    Carrion Crawler, Lg aberration, CR 4; HD 3d8+6 (19 hp); init +2; SPD 30ft, climb 15ft; AC 17 (-1 size, +2 dex,
    +6 natural)
    59.
    Basically a cavernous intersection. DM reads:
    There are two passages; one to the north and one to the south west. Both paths are unlit.
    60.
    DM reads:
    A pathway leads off to the east as the way to the west dead ends. A door made of mud
    wattle plugs a passage or chamber to the south.

    A strength check DC 18 is needed to pull open the door.
    60a.
    The 30 ft by 40 ft chamber is the home of an encampment of ogres. When the door is pulled

    open, the ogres will be ready to fight. They attack at the first sight of intruders. The room
    is sparsely furnished with two tables located in the north west and south west corners of the
    room, 9 bedding pads lined up against the walls and two chests under the tables. There are
    also 8 crudely made wooden stools, 4 at each table. The chest under the south west corner
    table is trapped.


    Creature: (2) Ogre mages and (7) Ogre barbarians EL15-
    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex,
    +4 Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, -1 Size, +5 Natura, +2 Ring of protectionl)
    Ogre, Lg giant, Bbn4: CR 7; HD 4d8+12 + 4d12+12; hp 81; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+3 Dex, -1 Size,
    +5 Natural, +5 Chain mail)

    These ogres all have 10D4 sp in their coin pouches. Search check (DC 15) to find each ring of
    protection on the ogre mages.
    Treasure chest 1- 5 small sapphire dragon statues (275 gp each). Open lock DC 20 or use key.

    Treasure chest 2- mithral shield +1 of minor elemental resistance (10, acid), 20 gp. Chest 2 is trapped.
    Trap-Lightning bolt trap EL6-
    Lightning bolt trap: CR6; magic device; touch trigger; automatic reset; spell effect (lightning bolt,
    10th level wizard, 10D6 electricity, REF save DC 14 half damage); search DC 28; disable
    device DC28.
    61.
    DM reads:
    The15 ft wide passageway is dimly lit and leads north and south. The cavernous
    walls drip with moisture. Wild sounds echo up ahead from the north end of
    the path.
    62.
    DM reads:
    This area is well lit, showing a pathway to the west and to the south. Feral sounds echo
    up from a staircase that leads downward further into the bowels of this dungeon.

    AREA - S

    63.
    DM reads:
    This 35 ft by 35 ft chamber is unlit. Demonic sounds echo throughout this area apparently
    coming somewhere from an easterly direction.
    64.
    DM reads:
    In a 20 ft by 30 ft chamber of this dungeon a demonic (or is it draconic) creature has prepared
    Itself for battle and yells out what sounds like a warning in a strange dialect.
    If any PCs have draconic for a language, they understand that what was said was, “We have
    hunters in our midst. Prepare yourselves!”
    Creature: (1)Abishai, blue (baatezu) EL8 -
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21
    65.
    As PCs exit area 63, two abishias lie in wait for intruders. PCs are require to make spot checks
    DC 14 or be flatfooted when battle begins.
    Creature: (2) Abishai, blue (baatezu) EL10-
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21

    66.
    DM reads:
    This 50 ft by 35 ft chamber is unlit. Demonic sounds echo throughout this area apparently
    coming somewhere from an unknown direction.

    Detect magic or a search check DC 25 (rogue only), finds a cavernous wall created by
    mirage arcana (the east wall). To bring down the effect of the spell, the wall must be struck
    or a dispel magic spell must be cast.
    67.
    DM reads:
    You enter a huge 65 ft by 55 ft chamber and the only features are three creatures,
    two of the humanoid draconic demons, and one purple worm slinking its way
    toward the party to attack. The two demons take to the air taking full advantage of
    the 40 ft ceiling.

    Creature: Abishai, blue (baatezu) (2) and (1) purple worm EL13 -
    Abishai (red, green, white, blue, and black) CR8: Med outsider; HD 8d8+24 (65 hp); init +7; AC 21
    Purple Worm, Gargantuan Beast, CR12; HD 16d10+112 (200 hp); Init -2; SPD 20 ft, burrow 20 ft; AC 19 (-4 size,
    - 2 dex, +15 natural)
    DM reads:
    You notice two iron doors obstruct entrance to chambers or rooms at the north and south walls.
    Open lock DC 25 two open either door.
    67a.
    Two ogres occupy this chamber. Two bed pads of animal skins lie on the stone floor.
    Three crates are scattered about the eastern side of the chamber. The ogres are
    Enraged at the intrusion and attack no questions asked.
    Creature: (2) Ogre barbarians EL9-
    Ogre, Lg giant, Bbn4: CR 7; HD 4d8+12 + 4d12+12; hp 81; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+3 Dex, -1 Size, +5

    Natural, +5 Chain mail)

    Treasure: all three crates contain edible food; dried meat, flour, and dried fruit and nuts (10 gp).






    67b.

    An ogre mage shacks up here enjoying the protection of the cavern’s inhabitants.


    Creature: (1) Ogre mage EL11-
    Ogre mage, Lg Giant, Sor3: CR 11; Size L (10 ft., 5 in. tall); HD 5d8+20 + 3d4+12; hp 61; Init +6 (+2 Dex,
    +4 Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, -1 Size, +5 Natural, +2 Ring of protectionl)
    68.
    The abode of a cloaker littered with the remains of a few victims.
    Creature: (1) Cloaker EL-
    Cloaker, Lg Aberration, CR 5; HD 6d8+18 (45 hp); init +7 (+3 dex, +4 improved initiative); SPD 10ft, fly 40ft; AC 19
    (-1 size, +3 dex, +7 natural)
    Treasure: 2 large steel shields, large wooden shield, studded leather armor, greataxe , Bloodied Onyx
    (500 gp), 53 gp. The treasure is what is left of the cloakers last victims.

    69.
    An indention of the cavernous wall becomes a storage place for a trapped chest.
    Trap-Chain lightning (chest) EL7-
    Chain lightning trap:CR7 magic device; touch trigger (alarm); automatic reset;
    spell effect (chain lightning,11th level wizard, 11D6 electricity to target nearest trigger
    Point plus 5D6 electricity to each of up to 11 secondary targets, REF save DC 19
    For half damage); search DC 31; disable device DC31.
    Treasure: 200 gp, 3 blue sapphires (1000 gp each)
    70.
    DM reads:
    The room is lit by light coming in through a huge hole in the ceiling 40 ft above. The
    natural chimney is roughly 15 ft in diameter. The sound of beating wings echoes throughout the
    chamber with no source in site. Near the east wall is three holes in the ground and a picture of
    an arrow above each. At the south wall is a treasure the size of a wyrmling’s horde but still tempting
    to the sight. However, a larger horde more appropriate for a dragon spoken of as a legend lies in
    a chamber in the northern wall. Paramount among the horde is the three arrows of legend shot
    by Kelvin Shursite.
    Wolvertain is hiding in the chimney ready to pounce when the moment is right. If the PCs move
    towards his horde in the chamber he will address them before attacking. If the PCs move toward
    the lesser horde, he attacks without warning after the PCs disarm or take damage from the
    lightning bolt trap protecting the loot.
    Trap- Chain lightning (chest) trap EL7-
    Chain lightning trap: CR7;magic device; location trigger; automatic reset; switch bypass;
    spell effect (chain lightning,11th level wizard, 11D6 electricity to target nearest trigger
    Point plus 5D6 electricity to each of up to 11 secondary targets, REF save DC 19
    For half damage); search DC 31; disable device DC31.
    If more than one PC stands where a trap marker is those PCs take full damage from
    the lightning. PCs in area not standing on a trap marker take 5D6 electricity damage.
    The three holes are the bypass switch. If a PC places the three arrows in the holes,
    The PCs hear three heavy clicks and the trap is disabled as designed.
    At any rate, when Wolvertain attacks he uses all of his natural attacks first when in range
    of his enemies.

    If the PCs approach Wolvertain’s horde the DM reads:

    A growling, old voice calls out to the party, “So, you’ve come for the dragon slayer’s arrows.
    Are they worth your life? Go ahead and take them for you will not leave here with them
    or anything else. You fragile, pathetic creatures are obviously not from Sebria for the people
    of that city know better than to enter my lair without tribute. Your lives are forfeit and mine to take.”
    The last dialogue sounded as if it came from behind you! Wolvertain attacks.
    Creature: Wolvertain, Blue Dragon, EL-
    Wolvertain, Adult fiendish blue dragon: CR 15; Huge Dragon (Earth); HD 22d12+110; hp 253; Init +4; Spd 40 ft,
    fly 150 ft (poor), burrow 20 ft; AC 28 (-2 size, +20 natural)
    Treasure:
    Lesser horde-
    250 pp, 850 gp, 8000 sp, 10 cp, 20 blue quartz (10 gp each), 20 zircons (50 gp each).

    Wolvertains horde- 3 greater dragon slaying arrows, potion of protection from elements
    (sonic) (750 gp), ring of protection +3 (18,000 gp), ring of the ram (25 charges) (4,300 gp),
    wands: Bull's Strength (caster level 3, 23 charges) (2,070 gp), Cure Critical Wounds (caster
    level 7, 15 charges) (6,300 gp), 200 pp, 800 gp, 1000 sp, 4000 cp, 50 blue quartz (10 gp each),
    80 blue sapphires (1000 gp each), 25 blue diamonds (5000 gp each).

    Chapter 13
    SEBRIA CITY
    AREA - U
    Sebria appears to be the largest city in the realm. Its economy suggests that it is a small city
    but the population is small in comparison. In this realm the mortality rate is high, so the economy
    of each town depends on a benefactor/beneficiary system. When people die, they leave their
    wealth to someone else to keep the monetary goods in the comunity.
    Sebria’s walls reach up 50 ft high and the city has two sets of double iron doors secured from
    the inside. One set of doors faces the east and one faces the west. All sides and entrances
    are guarded heavily.

    71.
    Upon reaching the city, the guards in watchtowers request the identity of all who wish to gain
    entrance. Those who fail to identify themselves to the guards’ satisfaction are refused entry.
    Archers (30) -

    Male elf fighter, level 8, hp 48, composite longbow - ranged +10/+5 (1D8/18-20 x2), AC +17

    (+4 dex, +3 studded leather).


    72.
    This is the only city that does not require the surrender of weapons from their guests. With a
    military facility so close by (the destroyed Cordyan), they have become accustomed to
    guests and residents alike carrying their armaments though all must keep their weopons
    put away.
    DM reads:
    To the immediate left and right upon entering the city, are two round buildings. Military personnel
    only are allowed here according to the “NO UNAUTHORIZED PERSONNEL PAST THIS POINT”
    sign by the doors on each building. You also see the Quick Silver pub and inn to the left and
    Mage Counsel University to the right further on up the coble stone road.
    72a & 72b.
    DM reads:

    As you enter either of the round buildings are the military barracks. Inside is 10 living

    quarters. The living quarters are the same in most ways. All rooms have 5 bunk beds 2

    bunks each, a personal effects chest per bunk, a shower, 5 toilets (holes in the ground

    with a seat that has a hole in it), and 5 sinks (and no privacy).


    The troops like the little bit of privacy they do get so if the PCs are caught

    snooping around, then there is a 50% chance a battle will start right there in the room

    with 15 troops. Two troops will lock the door so nobody can get in or out. A pick locks

    check (DC 20) will open the door.




    MILITARY TROOPS (15) -

    Male human fighter, level 8, HP 75, MWK long sword (+2) - melee +7 (1d8+3), AC 17 (+2

    DEX, +5 mithral chain).

    72c.

    DM reads:

    This place is clean and nicely run. Even the bartender is dressed well. The barmaids

    are very beautiful and made up. This establishment has 9 large tables and 5 of them

    are occupied. Most of the patrons are quiet and don’t really want to be bothered while

    they are eating. They look like the important sort and their conversation, if any, is good

    for any adventurer that would like to take a good snooze. There is a door behind the

    bar and six rooms to rent.


    Human bar patrons (20) -

    1-3. Male human aristocrat, level 3, HP 8, dagger- melee +3 (1d4+2), AC +11

    (+1 DEX)


    4-7. Female human aristocrat, level 4, HP 10, dagger- melee +4 (1d4+2), AC +10

    (+0 DEX)


    8-9. Male human warrior, level 5, HP 80, great sword- melee +3 (1d4+2), AC +14

    (+1 DEX, +3 studded leather)


    10-14. Female human Expert, level 4, HP 10, dagger- melee +4 (1d4+2), AC +10

    (+0 DEX)

    15. Male human fighter, level 4, HP 34, long sword- melee +7 (1d8+3), AC 14

    (+1 DEX, + 3 studded leather).

    16. Male human fighter, level 7, HP 66, Great axe- melee +9/+4 (1D12+2), AC 17

    (+3 DEX, +4 scale mail).

    17-20. Female human commoner (bar wenches), level 6, HP 21, dagger- melee+4

    (1d4+1), AC +14 (+4 DEX).


    72d.

    DM reads:
    The main foyer area from the entrance is clear of obstacles. Mages and lore masters
    walk the halls when not giving lectures. There is a large reference library to the south
    end of the university and study desks to the left and right of the main walk way.
    There is a lecture room in the east and west wing of this building.
    There are 3D6 student mages at the study desks or in the lecture rooms at any time.
    There are also 3D4 mages or lore masters in the building at any time. The books in
    the library cannot be checked out to leave the school. The university closes its doors at dusk.
    Follow any rules provided by DMG on studying or research benefits for the PCs.

    2D6 human wizard students
    human Wiz1: CR 1; Size M (5 ft., 3 in. tall); HD 1d4+2; hp 6; Init +2; Spd 30 ft.; AC 12;Attack +0 melee, or +2 ranged; SV Fort +2, Ref +2, Will +1; AL NG; Str 11, Dex 15, Con 14, Int 13, Wis 9, Cha 4.
    Possessions: 900 gp in gear.
    Wizard Spells Known (3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Erase, Identify, Magic Missile, Sleep.

    1D6 elf wizard students
    Elf Adp1/Wiz2: CR 2; Size M (5 ft., 0 in. tall); HD 1d6-4 + 2d4-8; hp 4; Init +2; Spd 30 ft.; AC 12; Attack +2 melee, or +3 ranged; SV Fort -4, Ref +2, Will +7; AL NE; Str 12, Dex 14, Con 3, Int 15, Wis 15, Cha 10.
    Possessions: 2,500 gp in gear.
    Adept Spells Per Day: 3/2.
    Wizard Spells Known (4/3): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Charm Person, Mage Armor, Magic Missile, Shocking Grasp, Summon Monster

    3D4 Mages or Lore masters
    male human Exp10/Wiz5: CR 14; Size M (5 ft., 2 in. tall); HD 10d6+10 + 5d4+5; hp 64; Init +2; Spd 30 ft.; AC 12; Attack +9/+4 melee, or +11/+6 ranged; SV Fort +5, Ref +6, Will +12; AL N; Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10.
    Possessions: 59,000 gp in gear.
    Wizard Spells Known (4/4/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Feather Fall, Identify, Magic Missile, Ray of Enfeeblement, Silent Image, Sleep. 2nd -- Knock, Mirror Image, Summon Monster II. 3rd -- Fireball, Slow.


    male elf (high) Wiz10/Exp9: CR 18; Size M (4 ft., 11 in. tall); HD 10d4+30 + 9d6+27; hp 115; Init +6; Spd 30 ft.; AC 16; Attack +12/+7/+2 melee, or +17/+12/+7 ranged; SV Fort +9, Ref +12, Will +16; AL NG; Str 12, Dex 22, Con 16, Int 20, Wis 13, Cha 15.
    Possessions: 170,000 gp in gear.
    Wizard Spells Known (4/6/5/4/4/3): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Charm Person, Detect Secret Doors, Identify, Mage Armor, Magic Missile, Obscuring Mist, Shield, Sleep, Summon Monster I, True Strike. 2nd -- Blur, Bull's Strength, Invisibility, Knock, Mirror Image, Summon Monster II, Tasha's Hideous Laughter, Web. 3rd -- Dispel Magic, Gust of Wind, Haste, Hold Person, Lightning Bolt, Suggestion. 4th -- Charm Monster, Dimension Door, Improved Invisibility, Polymorph Other, Wall of Ice. 5th -- Lesser Planar Binding, Transmute Rock to Mud, Wall of Stone.
    If any PC wizards or lore masters wish to peruse the library’s selection or are searching fora spell book, have the player make a search check DC 18 to find the “Faux Book of Magic”.If the book is found and examined (opened), read the following:
    The pages of the book have been cut out to form a compartment for concealed storage. In the square
    compartment, there is a amulet with two dragons facing each other both holding a sapphire stone in the
    middle of the piece. The amulet is made mostly of platinum.
    The item described can be found in the back of the book listed as an Arcanicom Amulet.
    This item works as described in the DMG under the ring of wizardry IV listing plus it is enchanted with
    fox’s cunning and eagle’s splendor granting a +4 enhancement bonus to the wearer’s INT and CHA.
    73. Commoner housing-
    DM reads:

    As you enter the wedge shaped building to the east of the Tumble Inn Pub, you see a floor

    with smooth cut squares. The support beams are little more than 12 in. by 12 in.

    pylons fastened to the wooden roof. The residences are small apartment sized

    houses linked together. There is very little ornamentation or luxury in this area.

    74. noble housing-
    DM reads:

    When you enter the wedge shaped enclosure to the southt of the commoner’s residences,

    you see a beautifully tiled floor and carved support beams. Along the walls are the entrances

    to the incredibly ornate and large apartments the upper crust calls home.





    The houses here are much larger and nicer looking than lower class residence. They

    are also better guarded as well. Archers on the all walls have the bonus job of authorizing

    entrance to any who do not live there. All players who wish to gain entrance here must

    have a written invitation or be able to sneak around extremely well.
    75. The Dragon’s Bane Potion and Jewelry shop-
    Large and complex operation that sells fine and magic jewelry plus all manner of potions. All
    Items here are 15, 000 gp or less to buy. A door in the back of the store leads to the owners residence.
    76. Realm’s Warrior shop-
    Run by the grandson of Edgar Magernot, this store specializes in making armor from

    hide, dragon scales, and different metals. He is well trained in the art of bow and arrow

    crafting. If asked and paid well he can make other items if you provide any special materials

    needed (up to the DM what items and at what price).

  • #89
    Registered User
    Acolyte (Lvl 2)



    Join Date
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    Niceville, Florida
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    ø Ignore tiamat5774

    oops i did it again.....

    [FONT=Franklin Gothic Medium]
    oops I forgot the maps. I will have to scan my maps or create digital versions of them. I just hope that one day the adventure will be played by others that enjoy dragon stories as
    much as i do. its not finished so if good feedback comes of me posting this mod i will post the finished version or at least the last bit.

  • #90
    Registered User
    Novice (Lvl 1)

    dhaga's Avatar

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    ø Ignore dhaga
    Holy crap huge double-post!
    "You're dead. Only the cleric can talk to you now."

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