TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NMR7−03 
   
   
  Draconic Dreams 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Nyrond and her environs meta-regional Adventure 
   
  By Jean-Philipe ‘JP’ Chapleau 
   
  With input and material from the Bandit Kingdoms, County of Urnst, Duchy of Urnst, Pale, Nyrond, Shield Lands, 
  Ratik and Tusmit Triads 
  Circle Reviewers: Colleen Simpson  
  Reviewers: Mark Somers 
  Playtesters: Jolyon Bloomfield, Sean “The Bold” Curtis, John Foye, Adrian Gillmore, Brian Glose, Bruce Legge, Leonard 
  Logan, Murry McEntire, Jon Naughton, Barry Oviatt, Jeff Richardson, Ruth Williams 
   
  A letter, a dream, and the promise of a journey: this is how you got involved on a rather unique voyage on the Nyr Dyv. 
  An old worshipper of the Sea Dragon’s dream of his youth may get you involved in more than a simple boat trip. This 
  adventure is NOT for Asherati characters. A one-round meta-regional adventure mostly set in the County of Urnst for 
  characters level 4-15 (APLs 6-14). 
  This adventure may run long, especially at higher APLs. Players and DMs are encouraged to be well-prepared when 
  running this adventure. 
   
  Resources for this adventure [and the authors of those works] include Draconomicon [Andy Collins, Skip Williams, James 
  Wyatt], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Monster Manual II [Ed Bonny, Jeff Grubb, Rich 
  Redman, Skip Williams, Steve Winter], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J Finch, 
  Gwendolyn FM Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, P Nathan Toomey], NMR3-01 Xerbo’s Fury 
  [James Zwiers], Races of the Dragon [Gwendolyn FM Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], Stormwrack [Richard Baker, Joseph D Carriker Jr, Jennifer 
  Clarke Wilkes] and URC5-02 Fine Kettle of Fish [Keith Palm]. Images provided by bbc.co.uk and www.wizards.com
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  NMR7-03 Draconic Dreams 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round meta-regional adventure, set 
  in the County of Urnst. Characters from Nyrond and her 
  environs pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The story begins some sixty years ago when a young man 
  took the mantle of priest of Xerbo the Sea Dragon. His 
  name was Amfrus Greymill, a young Flan who felt the 
  call of the Sea Dragon.  
   
  Amfrus immediately went to the Nyr Dyv where the 
  open waters called to him. He found employment on a 
  merchant vessel and left the County for many years. He 
  traveled the many seas around the Flanaess and beyond. 
  The call of the open waters never left him. In his travels, 
  he encountered many wonders, and horrors, of the seas.  
   
  Still… on his first voyage, he found himself on a boat 
  that hit a reef and went down fast. Amfrus called out to 
  the Sea Dragon to save him, but his prayers went 
  unanswered and the waters claimed him. Yet when he 
  woke up, he was in a nice parlor under the lake! Amfrus 
  looked in awe as schools of fish passed before the glass 
  window. He fell to his knees thanking the Sea Dragon for 
  this wonderful afterlife.  
   
  Just then, a beautiful golden-haired woman in her 
  early twenties entered the room, dressed impeccably in 
  the current style worn by the nobles of Leukish, in the 
  Duchy of Urnst. She offered Amfrus fishcakes and some 
  sweet algae. Amfrus praised Xerbo aloud for such a vision 
  of paradise. 
   
  The woman laughed and told him “You are not dead, 
  nor is this a vision of the Afterlife… I assure you, you are 
  quite alive.” She introduced herself as Orianna, and 
  explained to Amfrus that she was a scholar, one who 
  recorded the history of the Lake and its people. She told 
  Amfrus that she was the one who saved him from the 
  water.  
   
  For many days, Amfrus spoke with Orianna about 
  the Lake and its wonders, and he, in turn, learned much 
  from her. He fell in love with the beautiful woman, but 
  she did not return his affection. 
   
  After a time she declared that he would have to 
  depart. She gave him an air plant, a lock of her hair and a 
  boat token. She then bid him farewell, and, with tear-
  filled eyes, Amfrus left. 
   
  60 YEARS LATER 
  So it is that, now in his 75th year, Amfrus lives in the City 
  of Bampton as a retired priest teaching navigation and the 
  wonders of the Lake to young Navy personnel. He often 
  finds himself dreaming of the lady he met in his youth. 
  He dreams of her perfect outfit, her perfect speech, her 
  pearly white teeth... He dreams of her paradise under the 
  lake that he loves so much. 
   
  More than once he has been found dreaming, sitting 
  on the docks, legs dangling, looking out into the Lake of 
  Unknown Depth, holding a lock of pure gold hair. 
   
  A few weeks before the start of the adventure, while 
  he was swimming at the temple, he had a vision. In it he 
  saw and heard of adventurers. He also saw the beautiful 
  woman of his youth. Somehow, he reasoned, she must be 
  in danger. He knew the Sea Dragon had sent him a 
  message, something he needed to act upon with all haste. 
  And thus he sent out seven letters to form a party of 
  adventurers. 
   
  Now Amfrus waits for the PCs, and dreams. 
   
  SEVEN LETTERS? 
  Yes, Amfrus sent seven letters. The seventh letter was sent 
  to a fellow priest of Xerbo living in his native Nystran in 
  the Duchy of Urnst. However that letter never made it to 
  its destination. The letter was intercepted by agents of an 
  evil power. This evil power is an agent of Tiamat who has 
  vision of conquest and through its own divinations now 
  knows that a good dragon is hiding in the waters of the 
  Nyr Dyv.  
   
  ADVENTURE SUMMARY 
  Introduction: The PCs receive the letters from Amfrus 
  and decide whether or not to travel to Bampton. 
  Encounter 1: The PCs meet with Amfrus. The old priest 
  explains his dream and what he’d like the PCs to do. 
  Encounter 2: The PCs can visit Bampton while waiting 
  for their ship. 
  Encounter 3: The PCs head out on the Nyr Dyv once 
  again. They are attacked by Kuo-Toa raiders.  
  Encounter 4: The PCs board the ship and head to 
  Thornbay. Once there, they learn that there have been a 
  series of attacks by pirates. The PCs can learn a number of 
  NMR7-03 Draconic Dreams 
   
  Page 2 
  
  things about the pirates while in Thornbay. The PCs also 
  have to find a boat to explore the waters of the bay. 
  Encounter 5: The PCs find the (above-water) location of 
  the Lair. They have to find a way into the lair. While they 
  dive, they are attacked by some rather aggressive lake 
  creatures. 
  Encounter 6: This encounter is a key to the locations in 
  Orianna’s lair. 
  Encounter 7: The PCs meet and talk to Orianna. 
  Encounter 8: The lair is attacked by Blackspawn raiders 
  and their allies: Kuo-toas and half-dragon creatures.  
  Encounter 9: Orianna thanks the PCs and offers them a 
  gift from her hoard. She also says that because the scions 
  of Tiamat now know of her lair, she will have to move. 
  She doesn’t tell the PCs where, however. 
   
  PREPARATION FOR PLAY 
  Since the PCs may not start together, you may want to 
  print out 6 copies of the Player handout 1. 
   
  As the PCs play through the adventure, they will 
  come across many crests. Player Handout 0 contains 
  images of the crests. 
   
  Make sure you re-familiarize with the rules for 
  underwater combat found in the DMG pages 92–93. 
   
  WARNING! TIME CONSTRAINT 
  Both play-tests of this adventure have run long. 
  Therefore, before starting this adventure take time to 
  review the monsters and their tactics. Prepare as much as 
  possible so you don’t spend a lot of time reviewing while 
  the adventure goes on.  
   
  The most important (and interesting) part of the 
  adventure is the PCs’ interaction with Orianna and the 
  subsequent attack of the cult of Tiamat.  
   
  If you are running this adventure in an environment 
  where time is an issue, keep in mind that the finale 
  should not be rushed.  
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  INTRODUCTION 
  Devise a way for the PCs to get the letter from Player 
  Handout 1. This could be a superior in the church or 
  army, or a small marine animal like an otter who delivers 
  the letter to a druid.  
   
  Whatever the PC’s home region, they receive this 
  letter. Once a PC has read the letter, ask him/her if they 
  plan to heading to Bampton.  
   
  The adventure is over for those who refuse to go. 
   
  If you are in a time-crunch when running the 
  module, consider paraphrasing the information if the PCs 
  ask for it. Most of the information isn’t critical to the 
  adventure anyway. 
   
  The PCs can make a series of Knowledge checks that 
  could give the PCs information. None of this information 
  is critical to the adventure, but it helps the PCs get a 
  better idea of the man. 
   
  Alternatively, the PCs can go around asking, in 
  which case they can make a Gather Information check to 
  replace any or all of the skill checks mentioned below. 
   
  THE SEA DRAGON 
  Knowledge (religion) or Profession (Sailor): 
  DC 15 (automatic to worshippers of Xerbo) identifies the 
  Sea Dragon as Xerbo of the Lake, Neutral Suel god of 
  commerce and the Sea (or Lake).  
   
  Knowledge (local, NMR or religion) or Bardic 
  Knowledge: 
  If Knowledge (religion) is made, then the check applies 
  to both the above information and this one). 
  DC 15 tells the PC that Xerbo has rather large following 
  in the coastal areas of both Urnstian nations. 
   
  AMFRUS GREYMILL 
  Knowledge (local, NMR or religion) or Bardic 
  Knowledge: 
  A special +5 bonus applies to worshippers of Xerbo. 
  DC 10 recognizes Amfrus’s name as a rather famous 
  adventuring priest of Xerbo.  
  DC 12 He must be almost 80 years today.  
  DC 15 Amfrus is originally from Nystran in the Duchy of 
  Urnst but has lived in the County for almost 60 years. 
  DC 17 He has been known for the goodness of his heart  
  DC 18 He has never married. Rumors fly as to the 
  reasons for this, but most people think he was married to 
  the Lake. 
  DC 20 Amfrus adventured on all the seas of Oerik and is 
  said to have visited countries beyond the Flanaess. 
  DC 25 Originally from Nystran in the Duchy of Urnst, 
  Amfrus almost drowned as a young man.  
  DC 30 During his “drowning” Amfrus met a mysterious 
  woman he fell in love with. No one has ever seen or 
  heard of that woman. 
   
  THE CITY OF BAMPTON 
  Knowledge (local, NMR or nobility & royalty) or 
  Bardic Knowledge: 
  DC 15 Lord Mayor Gwydion Reineer, a Suel Man, 
  married a beautiful Rhennee woman in 595CY. The city 
  has since benefited from Rhennee participation.  
  NMR7-03 Draconic Dreams 
   
  Page 3 
  
  DC 18 However tension between the Rhennee and the 
  rest of the population are high. 
   
  Knowledge (geography) or Bardic Knowledge 
  DC 15 (10 for PCs from the County of Urnst) Bampton as 
  a port city on the Nyr Dyv. Since the end of the Civil war 
  of 594CY, the city has had a great economic boom, except 
  for a short time in 596CY when the Navy blockaded the 
  port under order of the Lord Admiral. 
   
  1: THE OLD MAN AND THE 
  LAKE 
  As you crest a high ridge, you get a marvelous view of 
  the bay that cradles the port town of Bampton. 
  Recent investments have resulted in an economic 
  boom. Several of the new plank-wood streets are 
  visible from your high vantage point. Several 
  merchant vessels are moored to the docks and a few 
  County Navy ships are visible at the southern end of 
  the harbor.  
   
  Continuing on the road from the northern 
  ridge, you see gangs of men repairing damage done 
  by the winter to the road that leads deeper inland, 
  linking Bampton to the rest of the Archbarony of 
  Vinewind. Occasionally the workers stop their 
  labors to allow wagons carrying casks of wine or 
  brandy to proceed into town. 
   
  Looming protectively above everything is 
  Reineer Keep and its accompanying lookout tower. 
   
  Finding the Temple of Xerbo is easy and within 
  a few moments, you find the structure by the docks. 
   
  The old temple is mostly constructed of 
  weathered moss-covered stone. The doors, shutters 
  and shingles appear to be crafted from salvaged 
  driftwood or ship parts. A faint crudely carved 
  outline of a dragon turtle can be seen on the 
  entrance doors. The warped planks of the door allow 
  in light from the streets. 
   
  Pushing the doors aside to get in from the fetid 
  odor of the street, you find the interior isn't much 
  better. The small church smells heavily of body odor 
  and rotten fish. 
   
  Inside the temple, an old woman is emptying 
  lake water on the walls with a small bucket. Other 
  adventurers are waiting there too.  
   
  As she turns around and notices you, she smiles 
  politely: “If you’ll excuse me, I just need to finish 
  cleaning the walls. You can talk amongst yourselves, 
  I won’t be long,” she says apologetically.  
   
  Allow the PCs a chance to introduce themselves to each 
  other. The woman is Nokya Geeherts and she is the local 
  high priestess of Xerbo in Bampton.  
   
  If the PCs politely wait, two buckets of water later 
  (about 5 minutes), she is done. She then apologizes for 
  the delay and takes them to “The Old Man”. 
   
  If the PCs impolitely insist that she cater to them 
  immediately, she gets upset about their rudeness but 
  brings them to “The Old Man” anyway. 
   
  THE OLD MAN 
  How to portray Amfrus: When playing the old man try 
  to imagine a mix between Grandpa Simpson and Long 
  John Silver. He should appear like an old man in love, but 
  almost comically so. 
    
  Nokya takes you to the beginning of the longest pier 
  in town, Procan’s pier, points to the end, and with a 
  simple “You’ll find Amfrus dreaming at the end of 
  the pier. Can’t miss him…” she leaves you there as 
  she heads back to her temple. 
   
  The old Flan man sitting with his legs dangling 
  at the end of the pier must be over eighty. His face is 
  wrinkled and leathery, his head swept clean by the 
  wind and his body is no longer as solid as it must 
  have been. White stubble with a hint of brown 
  covers his jaw. His clothes are practical and made of 
  blue and green rough cloth. A periapt with a symbol 
  representing a dragon turtle similar to the one in 
  the letter you received hangs at his neck. 
   
  As you approach, he turns and has a look of 
  surprise on his face. “The dream was right… you are 
  here! Thank you all… please, walk with me…”  
   
  The old man walks bow-legged like a sailor as he 
  heads toward the beach at the north of town. 
   
  “I need you to find a woman of extraordinary 
  quality, a woman of great virtue, education, quality, 
  nobility, wisdom, perfection and most of all beauty. 
  Think you can do it?” 
   
  It is very likely the PCs have questions for Amfrus. When 
  they receive Player Handout 2 (see below) or they ask a 
  question that makes him dream about Orianna, he looks 
  out at the Lake and stares at the distance. He stays there 
  dreaming until someone touches him or otherwise 
  disturb him. 
   
  Amfrus is deeply in love and has suffered from this 
  love all his life.  
  • 
  Who are you? I am Amfrus Greymill, the one who 
  sent you a letter. You did receive my letter, didn’t 
  you? 
  • 
  What was your dream about? I don’t remember… 
  But you were in it, and there was the Sea Dragon… 
  and someone else… Oh! And my beloved Orianna! 
  • 
  Who is Orianna? Give the PCs Player Handout 2. 
  • 
  Who is this woman? Give the PCs Player Handout 
  2. 
  • 
  Your letter said lives may be at stake? Yes… 
  (Amfrus does not elaborate, instead he just looks) 
  • 
  What do you want us to tell her? Just… that I love 
  her and that I wish to return this to her. 
  • 
  Why us? I had a dream of you. Dreams sent to me by 
  the Sea Dragon 
  NMR7-03 Draconic Dreams 
   
  Page 4 
  
  • 
  Why didn’t you try to find her before? I… I was 
  afraid she would not want me. She did send me away 
  once… I… I couldn’t bear to be rejected another 
  time. 
  • 
  Why do you want to find her now? An old fool’s 
  dream… Low tide will soon take over and I want to 
  give her something in return. 
  • 
  Don’t you think she might be dead? No… My 
  many divinations indicate that she is still alive and 
  living in that underwater paradise where I met her. 
  • 
  What underwater paradise? Give the PCs Player 
  Handout 2. 
  • 
  Where was it? I have narrowed it down to a small 
  area, about 20 miles in diameter. (He pulls out a map 
  and points to an area; give the PCs Player Handout 3) 
  • 
  How can we go there? I have pulled a few strings 
  and will get you a boat to Thornbay. From there, you 
  can get a fishing boat to find the place. 
  • 
  What boat / Where is it? It is called the Lady Spray. 
  It’s a fine vessel. It is right there (Amfrus points to a 
  60ft sloop docked at one of the piers). 
  • 
  When do we leave? The Captain is leaving port 
  tomorrow morning. You can make any purchases 
  you want to make here.  
  • 
  How will we find the place? Her hair, when I lay 
  them out, they always point to the same place. I’m 
  sure her hair wants to return to her. (Amfrus lets 
  down the hair and it hangs with a slight curve 
  towards the west, over the Lake more information on 
  the lock of hair appears in “The Lock of Hair”, 
  below). 
  • 
  Will you come with us? I can’t, my health is very 
  bad and even the magic the Sea Dragon grants me 
  wouldn’t keep me alive for such a journey, so I live 
  here, by the piers. 
  • 
  What does it pay? I can’t offer you anything. All I 
  have is this periapt of health that I promised to the 
  Temple to pay for my upkeep. 
  • 
  If the place is underwater, how will we get 
  there? Why, that is a good question. Let me see… 
  Let me look in the Temple and I’ll see what I can 
  find. 
  • 
  You were a famous adventurer, where is all your 
  money? Gone, like my youth on frivolous 
  undertakings, wars and other adventures. 
  • 
  Can we use magic to travel? Yes, but only as far as 
  Thornbay. Any further will require you to be on a 
  boat, as it is the most precise method of travel, and 
  her hair reacts more clearly when on a boat. 
  • 
  That lock of hair is a gold dragon’s whisker! 
  Really? That’s possible. But it doesn’t change a thing 
  I want you to do…  
   
  All APLs 
   
  � Amfrus Greymill: male human (Flan) cleric 9 
  (Xerbo), NG. 
   
  Development: At the end of this encounter, the PCs 
  should: 
  • 
  Have Player Handout 2 (the story) 
  • 
  Have Player Handout 3 (the map) 
  • 
  Have some of Orianna’s hair 
  • 
  Agree to find Orianna for Amfrus 
  The adventure is over for PCs who refuse to work for 
  Amfrus. 
   
  THE LOCK OF HAIR 
  The lock of hair is an alternate formed gold dragon’s 
  whisker. It remained in alternate form all this time due to 
  the gold dragon’s capacity of remaining in human form as 
  long as it wants. After Amfrus gives the lock of hair to the 
  PCs, they may attempt a number of divinations on them.  
  • 
  Unless obstructed, the lock of hair always points 
  towards Orianna’s location. 
  • 
  It radiates faint good (it would radiate stronger but 
  time and the small size of the hair gives off a lower 
  aura). 
  • 
  It radiates faint law (it would radiate stronger but 
  time and the small size of the hair gives off a lower 
  aura). 
  • 
  If the PCs use a true seeing on the hair, the entire lock 
  of hair appears as a whisker of golden color (pretty 
  much the same color at the hair itself.) A DC 20 
  Knowledge (arcana) check identifies this as a gold 
  dragon’s facial whisker. 
  • 
  The alternate formed hair has a caster level of 7 for the 
  purpose of dispelling. Dispelling turns them into a 
  single whisker. 
   
  TROUBLESHOOTING: PCS HAVE A BOAT 
  If the PCs have a boat, let them use it! The events of the 
  adventure continue. However you may have to alter some 
  of the events 
   
  TROUBLESHOOTING: PCS TELEPORT 
  If the PCs teleport to Thornbay the monsters of 
  Encounter 3 come after them in Encounter 5, forming a 
  second wave of attack. (Yes they have to fight the two 
  combats simultaneously). 
   
  2: BAMPTON 
  This encounter is really a series of small encounters set in 
  and around Bampton. It allows for PCs to search for 
  information. 
    
  WORD ON THE STREET 
  In this section, the characters can get some hints as to 
  where to look for information by making a Gather 
  Information check with a variable DC. Making a check 
  takes 1d4+1 hours. Give a +1 bonus for each gp spent, to a 
  maximum of +4.  
  NMR7-03 Draconic Dreams 
   
  Page 5 
  
   
  PCs “Hailing from Vinewind” automatically know up 
  to and including DC15. To get more information, they 
  need to make a check.  
  • 
  DC 1 Rachel Duncombe has been crowned countess 
  just before the end of last year... 
  • 
  DC 5 The Countess has sent ambassadors to Nyrond 
  and the Duchy of Urnst to ease some of the tensions 
  with these country 
  • 
  DC 6 I think the Countess will be a good one. 
  • 
  DC 7 Countess Rachel has been very active since her 
  coronation.  
  • 
  DC 8 Before Lord Duncombe forced them to stand 
  down, the Navy blockaded Bampton for the Council 
  of Lords.  
  • 
  DC 9 I’m happy Lord Duncombe’s timely action 
  prevented civil war in the County. 
  • 
  DC 10 If you’re looking for good ale, I recommend 
  the Headless Hydra. 
  • 
  DC 11 If you’re looking for Rhennee, head to Lost 
  Lovers’ beach on the north side of the bay. They sell 
  shoddy and stolen merchandise. 
  • 
  DC 12 Since the mayor got married many Rhennee 
  now thinks this town belongs to them. 
  • 
  DC 13 There are two major churches in Bampton. 
  The church of St Cuthbert and the Church of Xerbo. 
  Both are near the waterfront. 
  • 
  DC 14 If you need to buy something, the High 
  Market is the place to go. 
  • 
  DC 15 Amfrus? He’s a crazy old priest of Xerbo. He 
  lives at the temple now. 
  • 
  DC 16 Many ship’s captains seek Amfrus’ advice as 
  he knows the waters of the Nyr Dyv like the back of 
  his hand.  
  • 
  DC 17 When the Lord Mayor announced his 
  engagement, Rhennee women became quite the 
  fashion, but once I ran out of money, she left me! 
  Rhennee Witch! Thieves all of them! 
  • 
  DC 18 The Lord Mayor is a very nice guy. If you 
  need something, he can help you out! 
  • 
  DC 20 When he was young Amfrus says he met a 
  strange lady in the Lake and ever since he’s been 
  madly in love with her. I think he actually had a nice 
  dream while he was drowning… 
   
  REINEER KEEP AND THE LORD MAYOR 
  Ascending the steep road the keep, it is evident that 
  this stout, easily defended structure has contributed 
  to the survival of the ruling family and the town for 
  centuries. The old, sturdy stonewalls of the keep are 
  contrasted by the newer, polished steel gate that 
  allow entry. The gate is etched with an eagle design 
  and is guarded by a single man-at-arms with a 
  breastplate bearing a similar design. 
   
  Meeting the Lord Mayor is as simple as asking for an 
  interview. However, he does not meet with people at 
  night. Some PCs may have met with him in URC2-08 
  Once an Eagle or in URC5-02 Fine Kettle of Fish. 
   
  The Baron is a Suel man who lacks the cold, sharp 
  features of his race. He is down-to-earth and friendly. He 
  has no information about the PCs’ adventure. However, 
  he knows Amfrus and can vouch for the man. He asks the 
  PCs to humor the old man if they can.  
   
  His wife Papusza is not currently in town.  
   
  If the PCs tell him about Father Culwadden’s 
  concerns (see the Temple of St Cuthbert section below) 
  he listens and promises to “take action”. But he doesn’t 
  seem concerned. 
   
  THE RHENNEE 
  The Rhennee have a semi-permanent settlement on Lost 
  Lovers’ beach. It is a town in itself housing about 50-100 
  Rhennee. However, there are more often around 100-200 
  Rhennee who are present at any given time. 
   
  The smell of cooking fires and the sound of flapping 
  tarps greet your senses as you approach the 
  encampment on the beach. The area was converted 
  into a multi-colored maze-like tent town by the 
  Rhennee. Moving closer you can pick out a variety of 
  music coming from various areas. 
   
   Moving into the already well-worn pathways 
  between the tents, you clearly enter a foreign land. 
  Everyone here speaks Rhopan. Rhennee merchants, 
  smiths and carvers eye you appraisingly as you pass 
  their covered stalls.  
   
   You soon realize the tents and shops are laid in 
  a loose wheel-spoke pattern with the communal fire 
  in the center of the "wheel". 
   
  The Rhennee offer to sell the PCs a variety of items 
  (anything they normally can purchase). Though the 
  dealers may seem like crooks and thieves, their 
  merchandise is of purchased quality (so masterwork 
  items are of masterwork quality).  
   
  While the PCs are looking around the camp either 
  gathering information or looking for merchandise, a 
  young Rhennee woman approaches them. She tells them 
  they must see the wise-woman. She asks for a coin to 
  guide the PCs. Once paid, the young woman takes the 
  PCs to an old woman, standing both feet in the waters of 
  the bay next to a landed Rhennee barge. 
   
  The Vetha they meet now is a different woman from 
  any they may have met in previous adventures. 
   
  The old woman’s hair is completely silver and has 
  been tied into a ponytail. Her toothless grin; her 
  crooked nose; her blind left eye; all add to the overall 
  ugliness of the old woman. Her voice is shrill, like 
  the sound of a seagull. Her clothes are of bright, 
  contrasting yellows, reds and greens. Her skirt 
  hangs and sticks to her legs as though the waters of 
  the Lake have made them heavy. 
   
  “Ah! The strangers! Approach! The Water calls 
  you and warns you away at the same time. Darkness 
  NMR7-03 Draconic Dreams 
   
  Page 6 
  
  and Light dance around you like the waves do 
  around my feet. Will you pay this old woman to hear 
  more?” 
   
  The old woman demands a total of 10gp per PC to say 
  more. If the PCs pay her, give them Player Handout 4.  
   
  If any PCs insult her, are impolite, threaten or even 
  attack her, the old woman curses them. These PCs receive 
  the “Vetha’s Curse” AR Reward. The Vetha doesn’t answer 
  questions and merely turns away, indicating the 
  discussion is over. 
   
  DM’s Note: The Vetha does not provoke rudeness 
  from the PCs, so they will have to be deliberately 
  annoying to get this curse, and it will thus be deserved. 
   
  THE HEADLESS HYDRA 
  The tavern's main room is a comfortable furnished 
  room, with enough tables to hold about eighty 
  people. The tables and chairs are made from a rich-
  looking dark-stained wood you can't quite identify, 
  but you are sure doesn't come from this area. There 
  is a large mirror behind the bar. 
   
  "Hello and welcome to the Headless Hydra. I'm 
  Haree Kormeer. We have a tradition here for first-
  time customers, and occasionally other times as 
  well. The policy is a-tale-for-an-ale. I make my tavern 
  a great place for stories and the more I have the 
  better it is for everyone... so I trade stories with 
  newcomers. If you would kindly give me a story that 
  my customers have not heard then the ales will be 
  free this time." 
   
  The Headless Hydra is the most popular tavern in town. 
  It is frequented by locals and travelers as well. The owner, 
  Haree is very friendly and is obviously a well-traveled 
  individual.  
   
  The goal of the Tale-for-an-Ale is to have fun. Role-
  play the scene. The locals here can confirm most of the 
  rumors about Amfrus.  
   
  PCs who are members of the Underley Network can 
  find a contact here. Give that PC Player Handout 5. 
   
  UNDERLEY NETWORK 
  Lead the PC to the Headless Hydra. 
   
  THE TEMPLE OF ST CUTHBERT 
  The temple is locked at night and no one is present. 
   
  The temple of Saint Cuthbert is a stout stone 
  structure near the waterfront, not far from Lost 
  Lovers Beach. The building stands in stark contrast 
  to the weathered wooden buildings that surround it. 
  The tall, narrow windows on its exterior resemble 
  archer slits. The windows are made of thick blurry 
  glass and allow only an extremely distorted view of 
  the inside. 
   
  Within is a square, rather plain worship area 
  with long, hardwood plank benches serving as pews. 
  At the front is a matching table upon which rests 
  some lit candles and prayer books. A starburst 
  pattern of red glass is visible on the wall above the 
  table. 
   
  Father Culwadden is the head priest here. He welcomes 
  non-Pholtans with his friendly smile and a jolly laugh. 
  Father Culwadden does not like worshippers of Pholtus 
  and politely asks them to leave this hallowed ground as 
  he refuses to talk to them. 
   
  To any member of the Church of the Cudgel, 
  Knights of the Swan, County Military (Army or Navy) or 
  anyone who makes a Diplomacy check DC 15+APL; 
  Father Culwadden confides the following: 
  • 
  He is extremely worried that something big is about 
  to happen. He is having dreams about a river of inky 
  darkness flowing over the City.  
  • 
  He doesn’t know exactly what the darkness is, but he 
  suspects something has to happen soon. 
  • 
  Privately to members of the Church of St Cuthbert, 
  he admits that he has started a number of weapons 
  caches “just in case”. 
  • 
  He has told the Lord Mayor, who doesn’t seem to be 
  doing anything about it. His wife however seemed 
  very concerned. 
  • 
  In 595CY, kuo-toan slavers allied with some evil 
  Rhennee to prey on the coastal areas of the County. 
  They were finally stopped and their temple raided. 
  • 
  These evil Rhennee were captured and executed for 
  their crimes by the Rhennee themselves. Justice was 
  rendered; St Cuthbert was pleased. 
  • 
  However since that time, many locals think the 
  Rhennee are hiding some of the “Evil Rhennee”. 
  Father Culwadden doesn’t think that be the case, but 
  he thinks that some evil Rhennee are still “out 
  there”. 
   
  THE TEMPLE OF XERBO 
  The Temple appears and is described in Encounter 1. 
  Nokya wants nothing to do with the affair (she thinks its 
  just a senile old sailor’s fantasy) and directs the PCs to 
  Amfrus. Refer to Encounter 1. 
   
  THE LADY SPRAY 
  Refer to the first part of Encounter 3. 
   
  3: EN ROUTE TO THORNBAY 
  Finding the Lady Spray is easy enough; it is a green 
  sloop, about sixty feet long, flying a green flag with 
  the Brown Bear of the Duchy of Urnst. After hailing 
  the ship you are granted permission to come aboard 
  and meet with the captain. 
   
  Captain Zugern is a Suel man in his mid-
  thirties. He shows you to a pair of cabins you are 
  welcome to use, according to his arrangement with 
  NMR7-03 Draconic Dreams 
   
  Page 7 
  
  “Ol’ Amfrus”. Each cabin has three hammocks with 
  chests, as well as a washstand and a writing table. 
   
  PCs who have played NMR3-01 Xerbo’s Fury have already 
  met with Captain Zugern and his crew. The Captain 
  greets these PCs by name with a friendly two-handed 
  handshake. Other PCs, he greets politely. 
   
  The Captain can share the following: 
  • 
  He owed a favor to Ol’ Amfrus so he agreed to do this 
  task as repayment.  
  • 
  He is taking the PCs to Thornbay in the Mysty Isles. 
  He was already going there, so it’s not really a detour 
  for him.  
  • 
  He is carrying bolts of cloth and brandy he plans to 
  sell in Leukish. 
  • 
  If shown the map of the area Amfrus wants the PCs 
  to explore, he says that it is a treacherous patch of 
  water, full of reefs. Only fools sail the area with a 
  cargo ship. However, in a fishing boat, it shouldn’t be 
  a problem. 
  • 
  He expects the PCs to serve as marines and defend 
  his ship to offset some of the costs for their upkeep. 
  • 
  The waters around Bampton are rather safe and he 
  does not expect any troubles. 
  • 
  The trip to Thornbay should not take longer than 3 
  or 4 days. 
  If the PCs come to the Lady Spray the next morning after 
  meeting Amfrus, Captain Zugern is ready to sail. Proceed 
  to “Farewell”. Otherwise, return to Encounter 2. 
   
  A map of the Lady Spray appears in the Player Maps 
  section. 
   
  All APLs (Non-Combatants) 
   
  � Captain Zugern: Male Suel Expert 2/Rogue 4 
   
  � Crew (12): Male/Female humans Commoner 
  1/Expert 2 
   
  FAREWELL 
  Captain Zugern is barking orders to set sail to his 
  crew. As the ship is beginning to move, and its sails 
  unfurl, Amfrus comes running down the pier 
  holding a small bag in his hands. “Here, take these,” 
  he says, as he slings the bag in your direction. “You 
  may need them! Thank you, may your voyage be 
  filled with riches and the sailing be smooth!” The old 
  man waves at you gazing out towards the lake.  
   
  As the Lady Spray heads out on the Nyr Dyv, you 
  are certain the old man is still on the pier looking 
  out in your direction. 
   
  The bag Amfrus threw is a type 1 bag of holding. In it are 7 
  potions of water breathing, each with a 9th-level caster. These 
  potions were crafted by Amfrus himself. The bag is 
  otherwise empty. 
   
  The PCs now have 2 days of doing nothing, unless 
  they have ways of speeding up the boat (allow them to be 
  creative). 
   
  THE RAIDERS 
  During the last night before reaching Thornbay, the ship 
  is attacked by a group of Kuo-toa raiders. The attack 
  occurs in the middle of the night, shortly before 
  midnight.  
   
  Allow the PCs appropriate Listen or Spot checks 
  (opposed by Move Silently or Hide) not to be surprised.  
   
  Climbing onto the boat requires a DC 10 Climb 
  check.  
   
  APL6 (EL7) 
   
  � Kuo-Toa Chief: Male kuo-toa, fighter 2, hp 41, 
  Appendix 1. 
   
  � Kuo-Toa warriors (6): Male kuo-toa, hp 11 each, 
  Monster Manual 163 
   
  APL8 (EL9) 
   
  � Kuo-Toa Chief: Male kuo-toa, fighter 4, hp 61, 
  Appendix 1. 
   
  � Kuo-Toa Warriors (4): Male kuo-toa, fighter 2, 
  hp 41 each, Appendix 1. 
   
  APL10 (EL11) 
   
  � Kuo-Toa Chief: Male kuo-toa, fighter 6, hp 81, 
  Appendix 1. 
   
  � Kuo-Toa Warriors (2): Male kuo-toa, fighter 4, 
  hp 61 each, Appendix 1. 
   
  � Large Water Elemental (3): hp 68 each; Monster 
  Manual 98 
   
  APL12 (EL13) 
   
  � Kuo-Toa Chief: Male kuo-toa, fighter 8, hp 121, 
  Appendix 1. 
   
  � Kuo-Toa Warriors (2): Male kuo-toa, fighter 6, 
  hp 81 each, Appendix 1. 
   
  � Huge Water Elemental (3): hp 152 each; Monster 
  Manual 98 
   
  APL14 (EL15) 
   
  � Kraken: hp 290, Monster Manual 162 
   
  � Kuo-Toa Chiefs: Male kuo-toa, fighter 8, each, hp 
  121, Appendix 1. 
   
  � Kuo-Toa Warriors (2): Male kuo-toa, fighter 6, 
  hp 81 each, Appendix 1. 
   
  � Greater Water Elemental (3): hp 199 each; 
  Monster Manual 98 
   
  Tactics: The kuo-toas begin the encounter at water-level 
  and must succeed at one Climb check to get on the boat. 
  The elementals and the kraken attack from the water 
  from where they can reach into the boat. 
   
  Their tactics are simple: they try to kill anyone they 
  can find on-board for the purpose of looting. They are not 
  interested in slaves at this time. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  NMR7-03 Draconic Dreams 
   
  Page 8 
  
  Development: Captured kuo-toans have little to say. 
  Proceed to encounter 4. 
   
  4: THORNBAY 
  If the PCs arrive by ship, it is assumed they arrive in 
  Thornbay by mid-morning. 
   
  The quiet sea-side village of Thornbay is dominated 
  by a castle perched high atop a rocky outcropping. 
  The White Swan of the County floats in the wind 
  along with another flag depicting a swan with three 
  blue roses. 
   
  The village itself sits at the far side of a 
  protected bay. On both sides of the bay, small fishing 
  boats are tied to wooden pickets. The village can’t 
  house more than 300 souls. Thorn bushes have been 
  grown to form a wall of sort. 
   
  Two buildings clearly stand out. Right on the 
  docks forming a market is the temple of Xerbo. The 
  other, that has been painted fiery orange with a great 
  sun on it, is the temple of Pelor. 
   
  A DC 15 Knowledge (nobility & royalty) check (DC 10 
  for PCs from the County of Urnst) identifies the second 
  flag as that of House Gellor.  
   
  The Lady Spray docks and the crew begins unloading 
  some cargo to sell at the market. Captain Zugern wishes 
  the PCs good luck. The PCs are free to do what they want 
  in Thornbay. 
   
  WORD ON THE STREET 
  In this section, the characters can get some hints as to 
  where to look for information by making a Gather 
  Information check with a variable DC. Making a check 
  takes 1d4+1 hours. Give a +1 bonus for each gp spent, to a 
  maximum of +4.  
  DC 1 Lord Duncombe manipulated and threatened the 
  nobles into electing his daughter, Lady Rachel. 
  DC 5 The Countess has sent people to meet with Lady 
  Sternberg. I think she wanted our Lady’s oath. 
  DC 10 Lady Sternberg said that Countess Rachel 
  impressed her and that she believes she will bring an era 
  of peace to the County. 
  DC 12 The guards at the keep are all jerks. They only 
  respect nobles and knights. 
  DC 15 The waters west of here are very treacherous. 
  Many ships have disappeared there.  
  DC 18 Slaving raids have died down to almost nothing. 
  DC 20 Things have only been worse on the Nyr Dyv 
  since the Isles of Woe appeared. Sea monsters have been 
  on the rise since then.  
  DC 25 The other day, when I was fishing, a giant octopus-
  thing with a head swam right under my boat and almost 
  capsized it! It must’ve been a hundred feet long! 
   
  THE CASTLE 
  The Castle and the town are under the command of Lady 
  Sara Sternberg, Knight of the Swan, member of a cadet 
  branch of House Gellor.  
   
  The single causeway leading to the castle is narrow 
  and very steep, increasing its defensive capabilities. 
  Arranged around a central keep, a wall runs around 
  the outcrop, giving a great view out to sea. 
   
  The main gates are open and two guards stand 
  by the gates. They wear shark-leather armor covered 
  by white tabards with blue roses, carry spears and 
  heavy shields.  
   
  “What is the reason for your visit at Sternberg 
  Keep?” 
   
  The guards let the PCs answer, but are really trying to 
  break the boredom. Have fun with them by asking all 
  kind of questions: asking the PCs to present their 
  weapons, show spell books or components, explain their 
  faith, where they have been in the last 6 months, etc. 
  These two men are bored and the PCs are their ticket out 
  of this boredom. Have fun. 
   
  Should any PC belong to a Knightly order, present 
  themselves as a noble or a representative to House Gellor, 
  the pair immediately let them pass and do not prank the 
  PCs. 
   
  All APLs: 
   
  � Arno and Ginar: male human warrior 2  
   
  Once inside, the PCs are quickly brought in to the main 
  keep and shown to Lady Sara in her study. 
   
  Dressed in a long flowing gown with a swan 
  embroidered bustier, silver earrings sparkling in the 
  light, the aging woman standing before you is of 
  mixed Suel and Oeridian stock. Her face has the 
  sharp angles of the Suel people but she has the curly 
  dark Oeridian hair and steely blue eyes. An emerald 
  brooch with an inlaid swan made of onyx and 
  diamond hang on her breast. 
   
  “Welcome to Sternberg Keep, I’m Lady Sara. 
  What can I do for you?” 
   
  Lady Sara is very direct, and business-like. She has no 
  familiarity to the PCs. She can share the following 
  information, if asked. 
  • 
  The waters of the Mysty Isles are treacherous at best, 
  and only an experienced navigator should sail these 
  waters. 
  • 
  There have been many reports of sea monsters in the 
  last few weeks, especially to the west of here. 
  • 
  She has sworn fealty to the Countess. 
  • 
  She does belong to a minor branch of House Gellor. 
  (Her maiden name is Gellor). 
  • 
  If the PCs are looking for a boat, she recommends 
  they head to the Temple of Xerbo. 
  NMR7-03 Draconic Dreams 
   
  Page 9 
  
   
  THE TEMPLE OF PELOR 
  The temple of Pelor can be seen for miles with its 
  orange paint. Despite that, the temple is very small. 
  Rows of pews form a box-shape around an opening 
  in the ceiling.  
   
  Children play inside the temple as an old man 
  looks over them. The man stands and with cataract-
  filled eyes welcomes you to the Temple of Father 
  Pelor. 
   
  The Temple is modest and when services are not taking 
  place, the local priest (who is also a fisherman), allows the 
  temple to be used by children as a gathering place. An 
  adult usually supervises them. 
   
  The old man explains that the priest is currently 
  gone fishing but that he should return shortly before 
  dark. 
   
  The local priest, a young man named Alred, is more a 
  fisherman than a priest, however he does tend to his 
  people as is expected by priests of Father Pelor. He can 
  sell scrolls and potions up to CL 3rd level, and only 2 of 
  each. 
   
  THE TEMPLE OF XERBO 
  Located right on the dock, the temple itself sits in 
  the center of a large market. Covered by a wooden 
  roof, its walkways leading directly into the temple, 
  the smell of fish here is almost nauseating. Yet, there 
  are many people here. The market seems somewhat 
  disproportionate for the size of the village. 
   
  Fishermen present their catches and offer them 
  to passers-by. Farmers sell produces. Aquatic elves 
  offer coral jewelry and various types of algae. 
  Merchants from the County offer wine, ale and 
  brandies along with textiles. A single old Flan sells 
  draft horses and mules. 
   
  This market is very active despite the small size 
  of the community. 
   
  The church of Xerbo here is the biggest and most active 
  of all churches in the Isles. The market is so big because it 
  serves as a central point for all those who live in the 
  Mysty Isles. 
   
  There are many priest of Xerbo here, though most 
  would be better described as merchants than clerics. 
   
  All the priests know the following. 
  • 
  The waters of the Mysty Isles are treacherous at best, 
  and only an experienced navigator should sail these 
  waters. 
  • 
  There have been many reports of sea monsters in the 
  last few weeks, especially to the west of here. 
  • 
  They can recommend a few trustworthy fellow if the 
  PCs need a boat. 
   
  FINDING A BOAT 
  There are many fishermen who are willing to take the 
  PCs where they want to go. Do not tell them, but despite 
  their appearance and look, all are honest and good folk.  
   
  If the PCs want to buy or rent a boat, they can rent 
  one at the ridiculous price of 300gp/day (and the owner 
  asks for a full week (7days) payment up front. Thus they 
  require 2,100gp up front to lend the boat to the PCs. 
  There are currently no boats for sale.  
   
  All of these captains would be recommended by the 
  church of Xerbo. All know the waters where the PCs 
  want to go, and estimate a trip of about 2 days to get there 
  and back. 
   
  � Argrim: A Suel exile from the north. He asks for 
  20 nobles (gp) per day. CG, Profession (sailor) +10 
   
  � Eria: An Oeridian woman who keeps looking 
  over her shoulder. She demands 30 nobles (gp) per day, 
  but she promises she can get the PCs there faster. NG, 
  Profession (sailor) +15 
   
  � Telus: An Oeridian man with a severe lisp, the 
  best physical description of the man is that he looks like a 
  rat. He asks 25 nobles (gp) per day. NG, Profession 
  (Sailor) +12 
   
  Once the PCs have a boat to take them further, 
  proceed to Encounter 5. 
   
  5: TO ORIANNA’S LAIR 
  If the PCs hired a boat, continue with “Over the Lair”. 
   
  PCs who have taken their own ship need to make a 
  DC 15+(APL/2) Profession (Sailor) check (the Lake is 
  rougher and worse to cross as the APL rises) not to run 
  onto some reefs. If that occurs, the keel breaks, sending 
  all on-board into the water, and destroying the boat. The 
  Swim check DC is 15 due to the currents and the rocks. 
  However, as luck would have it, the PCs end up near the 
  Lair. Proceed to “Over the Lair”. 
    
  OVER THE LAIR 
  The lair is some 200 feet under the surface of the water. 
  Protected by a series of coral reefs, the entrance would be 
  very hard to find were it not for the lock of hair, which 
  points directly at it. Should the party not be paying 
  attention to the lock, have the PC carrying it make a DC 
  10 Spot check to notice it wriggling. 
   
  As the PCs descent into the murky deep, they 
  encounter a number of strange sensations.  
   
  Allow the PCs to find a way to cross the distance. 
  Amfrus’ potions should do the trick, but the PCs may 
  have other plans. 
   
  They also cross the path of some dark and vile 
  aquatic creatures. These creatures work together with the 
  cult for their own purpose. The sharks were sent by the 
  cult to clear or soften up defenders. Proceed to Combat, 
  below. 
   
  NMR7-03 Draconic Dreams 
   
  Page 10 
  
  COMBAT 
  The waters here should be considered calm and thus the 
  Swim checks are DC 10 to prevent the PCs from drifting 
  further down (which may provoke attacks of opportunity 
  from the creatures).  
   
  Having handy the rules for underwater terrain and 
  combat from the DMG (pages 92-93) and the drowning 
  rules (page 304) may be of great help.  
   
  This encounter takes place while the PCs are going 
  down towards the bottom. A freedom of movement spell 
  does not prevent a PC from having to make the Swim 
  check. 
   
  The encounter begins about 50 feet down. For the 
  purpose of lighting, the lighting condition depends on 
  the time of day the PCs go down. During the day it 
  should be considered light (maximum vision distance is 
  200 feet). At night, it is complete darkness. The sharks 
  and scyllans are hiding in the reef below, requiring a DC 
  21 Spot check to notice them before they launch their 
  attack. 
   
  APL6 (EL8) 
   
  � Freshwater shark (3): warbeast huge sharks, hp 
  93 each, Appendix 1. 
   
  APL8 (EL10) 
   
  � Freshwater shark (3): advanced warbeast huge 
  sharks, hp 171 each, Appendix 1. 
   
  APL10 (EL12) 
   
  � Freshwater dire shark (3): warbeast advanced 
  dire sharks, hp 192 each, Appendix 1. 
   
  APL12 (EL14) 
   
  � Freshwater dire shark (3): warbeast advanced 
  dire sharks, hp 192 each, Appendix 1. 
   
  � Scyllan: hp 184, Appendix 1. 
   
  APL14 (EL16) 
   
  � Freshwater dire shark (6): warbeast advanced 
  dire sharks, hp 192 each, Appendix 1. 
   
  � Scyllan (2): hp 184 each, Appendix 1. 
   
  Tactics: The creatures are out to kill. Only the scyllans 
  try to take advantage of flanks. The sharks hit whoever hit 
  them for the most damage in melee. 
   
  Development: If the PCs bypassed encounter 3, run its 
  combat immediately after this one. After the battle, 
  proceed to Encounter 6. 
   
  If the PCs decide to return to the fishing boat and 
  rest, let them. However let them think of it, do not offer 
  this course of action. When they return and swim down, 
  proceed to Encounter 6.  
   
  6: THE LAIR 
  At first it was but a distant glow in the darkness of 
  the deep, but you as you approach, you find 
  yourselves facing a glass window. Beyond the glass is 
  naught but murky smoke… 
   
  PCs making a DC 30 Spellcraft check recognize a 
  Mordenkainen’s private sanctum. However, there is one 
  strange thing… The lock of hair still points to the 
  sanctum. Let the players ponder about this for a moment, 
  but do not satisfy their curiosity.  
   
  The glass is made of highly resistant crystal whose 
  resistance is similar to steel. Needless to say that should 
  the windows be broken Orianna will not be happy… See 
  the DM’s Maps section. A quick search of the area reveals 
  an entrance. 
   
   
   
  � Underwater Window: 5 in. thick; hardness 14; 
  hp 150; AC 5; Break DC 30. 
   
  What follows is a quick overview of the public portion of 
  the lair. The lair is divided into four major sections. The 
  specifics of each room we leave up to you. 
   
  The lair itself has breathable air and smells of sweet 
  spices like cinnamon and saffron, adding to the feeling of 
  luxury and comfort. The temperature is around 90’F 
  (30’C), warmed by hot springs that empty into the lake 
  above the lair. 
   
  Normally the PCs would not have been able to reach 
  Orianna’s lair that easily. However, the forces of Tiamat 
  and the aquatic horrors the PCs faced in Encounter 5 
  disrupted them. As she was sleeping, Orianna is not yet 
  aware of this fact. 
   
  Allow the PCs to explore three areas (two if you’re 
  facing a time crunch) before Orianna wakes up and 
  comes to greet them. At that time proceed to Encounter 
  7: Orianna. 
   
  AREA A: THE ENTRANCE 
  This area includes a series of rooms decorated in the style 
  of the court of the Great Kingdom during its heyday.  
   
  Furniture is of excellent craftsmanship, made from 
  mahogany, ebony, oak, copperwood, bronze and brass, 
  often highlighted with gold leaf. The place is perfectly 
  clean and spotless. 
   
  Detailed tapestry depicts knights slaying demons 
  and saving people from many horrors such as humanoids, 
  chromatic dragons, devils and undead. The common trait 
  is that good always triumphs on all the tapestries. 
   
  Next to the entrance to Area C, a sign in Celestial, 
  Common, Draconic, Elven and Sylvan reads “Leave your 
  wet clothes here.” Towels and bathrobes are neatly 
  arranged. But Orianna doesn’t mind if the PCs keep their 
  clothes or armor.  
   
  Finally, the entrance to Room 1 of Area C is 
  “trapped”. Knowing that most people who try to enter her 
  lair will not listen to her requests to dry up, Orianna 
  decided to install a “dryer” to dry those who would enter 
  NMR7-03 Draconic Dreams 
   
  Page 11 
  
  her lair. Because a number of creatures rarely clean 
  themselves, she added an additional effect to try and 
  clean those who entered. Note that there are no saving 
  throws against this ‘trap’. 
   
  Have fun scaring the PCs with this trap. 
   
   
  � Drying and cleaning “Trap”: CR 0; magic 
  device; proximity trigger (alarm); automatic reset; spell 
  effect (prestidigitation dry and clean); Search DC 25; Disable 
  Device DC 25. 
   
  AREA B: THE GLASS ROOM 
  This majestic room is dominated by its crystal window 
  that looks out into the lake where fish effortlessly swim 
  by. 
   
  This room is decorated in the style currently favored 
  by the Baklunish. Thick carpets and plush cushions allow 
  one to sit comfortably. It is clearly designed as a sitting 
  room to allow guests to sit back and talk.  
   
  AREA C: THE DRACONIC CHAMBERS 
  These rooms are devoted to each of the metallic dragons: 
  Platinum, Gold, Silver, Bronze, Brass and Copper. While 
  no dragons appear anywhere, the décor is designed to 
  make a visiting dragon feel welcomed. Do not tell the PCs 
  what the rooms are, let them guess. 
   
  Unlike the other rooms, the draconic chambers are 
  lit. 
   
  ROOM 1: THE VOLCANIC ROOM 
  The gold dragon room is warm and has a volcanic theme 
  to it. It is painted in fiery orange and yellows. The room 
  here is also kept rather warm (100’F or about 38’C). Most 
  of the furniture is made of wrought iron. 
   
  ROOM 2: THE CHAPEL 
  The platinum dragon room is a shrine to Bahamut. PCs 
  worshipping Bahamut immediately recognize it as such; 
  any others need to make a DC 15 Knowledge (religion) 
  check. Bahamut is the god of good dragons. The room is 
  very dark, with a starlit sky where many nebulae can be 
  seen. 
   
  ROOM 3: THE STORAGE ROOM 
  The copper dragon room is cluttered with furniture, all of 
  good quality. This room is one of the few places where 
  disorder reigns, and is clearly Orianna’s least favorite 
  room. The walls depict the sandy desert of the bright 
  sands. 
   
  ROOM 4: THE LISTENING ROOM 
  The brass dragon room seems to be set atop a mountain. 
  On the east wall, the sun seems about to rise. There are 
  also painted figures apparently listening to a story told by 
  the person in the center of the room. These figures are 
  mostly human, but one can see dwarves, elves, gnomes 
  and halflings among the people. 
  ROOM 5: THE UNDERSEA ROOM 
  The bronze dragon room depicts underwater scenes with 
  enchanted model fish floating near the ceiling add to the 
  aquatic feel of this room. Soothing blue continual flames 
  dance and form waves of shadow on the walls. 
   
  ROOM 6: THE SKYROOM 
  The silver dragon room is painted sky blue with conjured 
  white clouds floating by the ceiling. It is significantly 
  colder than the rest of the lair. The furniture is made of 
  pine and stained white. Illusionary birds often fly around 
  the ceiling. 
   
  AREA D: THE DEEP LAIR 
  This area further back gets hotter and hotter as the PCs 
  travel there. This leads to the deep lair. A series of locked 
  doors made of coral lead deeper into Orianna’s lair. 
  Should the PCs begin to try and enter these doors, 
  Orianna immediately arrives. 
   
  This adventure does not go beyond what is on the 
  map. 
   
   
  � Locked Doors: 5 in. thick; hardness 6; hp 120; AC 
  5; Break DC 25, Open Lock 30. 
   
   
  � Alarm Trap: CR 0; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (prestidigitation 
  dry and clean); Search DC 25; Disable Device DC 26. 
   
  AREA E: ORIANNA’S CHAMBER 
  This room is NOT on the map. It is included for DM’s 
  reference only. 
   
  Orianna’s bed chamber is accessible only through 
  the use of teleportation-style magic for gold dragons for 
  she had the place protected by a permanent forbiddance 
  spell. This room is also protected by a permanent 
  Mordenkainen’s private sanctum spell. The heat in the room 
  is about 150’F (~65’C). She even coated the area with three 
  consecutive layers of wood, then lead, then dried algae 
  and finally a coat of lead again. This prevents passwall 
  spells or an earth elemental’s earth glide ability (at the 
  very least it gives her some warning). 
   
  The PCs should not be able to access this chamber 
  during this adventure. 
   
  7: ORIANNA  
  Once the PCs have explored three (two if facing a time 
  crunch) areas of the lair, Orianna arrives. She comes 
  through the doors leading to Area D. Adapt her entrance 
  to the PC’s current actions. 
   
  A beautiful, golden-blonde haired woman with 
  amber eyes stands before you. Her face has the look 
  of nobility and wisdom. She has a grace that makes 
  her seem ageless. She is dressed a long flowing dress 
  with flower motifs. Though the dress is mostly green 
  NMR7-03 Draconic Dreams 
   
  Page 12 
  
  in color, gold threads form the flowers. The dress 
  represent the height of luxury one can only find in 
  the large cities around the Nyr Dyv like Radigast, 
  City, Greyhawk, Dyvers or Leukish. 
   
  The sweet odor of cinnamon and saffron reaches 
  your nostrils as she gracefully glides across the floor. 
   
  “Welcome to my home, Uninvited Ones… May I 
  ask why you invade my privacy this way?” 
   
  Of course, Orianna does not respond to any questions 
  until the PCs have explained the reason of their coming 
  here. After they explain, she smiles and introduces 
  herself in common “My name is Orianna.” She knows the 
  name of each PC, but she won’t say why. To best portray 
  her, try speaking with a refined British accent. 
   
  When the introductions are made, she invites the 
  PCs to Area B of the lair where “it is much more comfortable 
  to talk”.  
   
  If the PCs are hurt, she makes sure they are fully 
  healed. She does so by offering them a variety of food, 
  which acts as potions of cure light wounds, this is 
  particularly important because the next encounter is 
  particularly deadly. She reasons that she “doesn’t want her 
  guests to bleed all over her furniture.” 
   
  Once seated comfortably in Area B, the PCs may 
  have questions for her. 
  • 
  Orianna remembers Amfrus as a kind-hearted man 
  she saved from drowning “some time ago”. 
  • 
  She remembers the lock of hair/tentacle she gave to 
  Amfrus as a parting gift, but she denies knowing it 
  had any special abilities. Anyone pulling out the lock 
  of hair close to Orianna has the lock stand almost 
  horizontally, pointing directly at her. 
  • 
  If asked how she knows the PCs’ names, she says that 
  she had a dream about them where a sea dragon 
  brought them to her. 
  • 
  To any member of the Underley Network, she will 
  give the sign that she belongs to the Network, but 
  has no specific information to give. Well, nothing 
  particular to a member of the Network. 
  • 
  What are you? I am Orianna, 367th heiress to the 
  Golden Crown. (A DC 25 Knowledge (arcane) 
  reveals the “Golden Crown” as the title held by the 
  king of the Gold Dragons.) 
  • 
  You are a gold dragon! Yes, I am. (She can revert to 
  her natural shape if the PCs ask her, but she’d rather 
  not because “it’s not polite to scare the company”.) 
   
  Orianna is very knowledgeable in local affairs (of any 
  country in the NMR and around the Nyr Dyv), and she 
  asks the PCs questions about the current goings on in 
  their region and what is being done about any evil.  
   
  Orianna is a gracious host, serving fish dishes, sweet 
  algae, and a variety of cakes. She also serves wines from 
  the County (since they are easiest to procure). 
   
  Allow the PCs to interact with her and have some 
  fun with the scene. After all, it is not everyday that one 
  gets to speak with a Gold Dragon.  
   
  If the PCs ask if Orianna has a message from Amfrus, 
  Orianna thinks for a moment before telling the PCs that 
  she will visit him as soon as they leave, since anything she 
  would tell him would be of a very personal nature... She 
  explains that their conversation risks being very private 
  and personal.  
   
  Before the conversation runs dry, Orianna gets really 
  serious and tells them the content of Player Handout 5. 
  Let the PCs read it before proceeding to Encounter 8. 
   
  TROUBLESHOOTING: THE PCS ANGERED 
  ORIANNA 
  The rest of this encounter assumes Orianna is on good 
  terms with the PCs. It is possible the PCs have done 
  something to anger Orianna: such as breaking the 
  window or disabling the cleaning trap and thus dripping 
  water all over her carpets. If that is the case, she demands 
  the PCs pay for the damage. Being a dragon and thus 
  always a little greedy, she asks 200gp x APL in reparation, 
  but she settles for 50gp x APL. She can take this fine in 
  items, magical or otherwise, as long as they are of 
  superior quality (which she takes at full price for the 
  purpose of this “fine”). If the PCs cannot pay for the 
  damage, she takes what she can. 
   
  If the PCs refuse to pay her or become rude, she 
  simply dimension doors away, not wanting to engage in 
  combat. PCs who behave in this way earn the “Enmity of 
  Orianna” AR Reward. Proceed immediately to Encounter 
  8. 
   
  DM’s Note: This should only come into play if the 
  PCs are willfully causing damage. If their intentions have 
  been generally good, and any damage is purely by 
  accident, then Orianna will not be so brusque. 
   
  8: THE CULT OF TIAMAT 
  Here the forces of the cult of Tiamat assail the lair. This is 
  pretty much a straight fight. On the first round of 
  combat, before anyone goes, Orianna calls out, “The little 
  ones!” and dimension doors to her own private chamber to 
  protect her young. 
   
  DM’s Note: It should be apparent to the PCs that 
  Orianna is not fleeing, but is instead acting as a 
  concerned mother. 
   
  Appendix 
  4 
  contains 
  images 
  taken 
  from 
  www.wizards.com that show each of the members of the 
  cult. Feel free to hand over the images of the creatures to 
  the PCs. 
   
  When the cult enters, they are somewhat surprised 
  to see the PCs. They immediately assume they are gold 
  dragons and attack with all available power.  
   
  The battle takes place about one hour after the PCs 
  initially enter the lair. 
   
  Note that the PCs are NOT allowed Listen checks 
  because of the silence spell cast upon Dusken at APL8+. 
  At APL6, the PCs can make a DC 18 Listen check to hear 
  the cultists arrive.  
   
  NMR7-03 Draconic Dreams 
   
  Page 13 
  
  COMBAT 
  APL6 (EL9) 
   
  � Blue ambush drake (2): ambush drake; hp 73 
  each, Appendix 1. 
   
  � Dusken: male blackspawn raider Rogue 2, hp 91, 
  Appendix 1. 
   
  � Kweeb the White: male Kobold Sorcerer 4, hp 
  20, Appendix 1. 
   
  APL8 (EL11) 
   
  � Blue ambush drake (2): ambush drake; hp 73 
  each, Appendix 1. 
   
  � Drania Sassyspawn: female half green dragon 
  human cleric 6 (Tiamat); hp 51, Appendix 1. 
   
  � Dusken: male blackspawn raider fighter 2/rogue 
  2, hp 123, Appendix 1. 
   
  � Kweeb the White: male kobold sorcerer 5, hp 24, 
  Appendix 1. 
   
  APL10 (EL13) 
   
  � Blue ambush drake (3): ambush drake; hp 73 
  each, Appendix 1. 
   
  � Drania Sassyspawn: female half green dragon 
  human cleric 7 (Tiamat)/ Warpriest 1; hp 68, Appendix 1. 
   
  � Dusken: male blackspawn raider fighter 4/rogue 
  2, hp 145, Appendix 1. 
   
  � Kweeb the White: male kobold Sorcerer 8, hp 33, 
  Appendix 1. 
   
  � Kweeb’s Familiar: male white dragon, hp 22, 
  Appendix 1. 
   
  APL12 (EL15) 
   
  � Blue ambush drake (3): half-blue dragon 
  ambush drake; hp 80 each, Appendix 1. 
   
  � Drania Sassyspawn: female half green dragon 
  human cleric 7 (Tiamat)/ warpriest 3; hp 86, Appendix 1. 
   
  � Dusken: male blackspawn raider fighter 4/rogue 
  4, hp 163, Appendix 1. 
   
  � Kweeb the White: male kobold sorcerer 10, hp 
  51, Appendix 1. 
   
  � Kweeb’s Familiar: male white dragon, hp 25, 
  Appendix 1. 
   
  APL14 (EL17) 
   
  � Blue ambush drake (4): advanced half-blue 
  dragon ambush drake; hp 150 each, Appendix 1. 
   
  � Burning Emir: advanced half-red dragon noble 
  salamander; hp 152, Appendix 1. 
   
  � Drania Sassyspawn: female half green dragon 
  human cleric 7 (Tiamat)/ warpriest 3; hp 86, Appendix 1. 
   
  � Dusken & Darknight: male blackspawn raider 
  Fighter4/Rogue4, hp 163 each, Appendix 1. 
   
  � Firetiger: male half-red dragon rakshasa, hp 88, 
  Appendix 1. 
   
  � Kweeb the White: male kobold sorcerer 10, hp 
  51, Appendix 1. 
   
  � Kweeb’s Familiar: male white dragon, hp 25, 
  Appendix 1. 
   
  Tactics: On the first round, every creature with a breath 
  weapon lets it go, trying to hit as many PCs as possible. 
  Any cultist with a metabreath feat uses it on this first 
  round of combat. 
   
  Dusken and the blue ambush drakes try to engage 
  the PCs in melee combat. The drakes use a mixture of 
  their breath to slow and hurt the PCs. 
   
  Any spellcaster (Darnia, Firetiger and Kweeb) stay 
  away from Dusken and any silence spell cast upon him, so 
  they can still use their spells to maximum capacity. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  TROUBLESHOOTING: TPK 
  Though not something anyone likes to see, should the 
  entire party be killed in this encounter, the PCs should 
  not be considered unrecoverable. Orianna later comes 
  out and brings them to Thornbay to be raised. 
   
  She still rewards them as though they have been 
  successful in defending her lair.  
   
  WHO ARE THEY? 
  This section details where the cult members are from and 
  what they know if captured and interrogated. Needless to 
  say no cultist is willing to listen to reason or Diplomacy 
  until they have been defeated. 
   
  The blue ambush drakes: The drakes are a pack that has 
  gathered under Dusken’s leadership. The ambush drakes 
  do not talk. They joined him for reasons they don’t know, 
  but they had a feeling it was the right thing to do. They 
  are originally from the eastern Cairn Hills. At APL 12+, 
  they are descendants of the powerful blue dragon, 
  Voltarmarun who was killed by Lord Robilar in the 
  Bright Sands in 590CY (see COR5-11 Dark Deceit on 
  Bright Sands for additional details).  
   
  Dusken (and Darknight): This blackspawn raider is the 
  leader of the cult. If Intimidated or somehow charmed 
  into talking, he knows the following things. 
  • 
  He was born in the Fennelmore Swamp in the south 
  of the County of Urnst.  
  • 
  He recently left his brothers in the Swamp to create 
  his own tribe 
  • 
  Some of his agents managed to capture a letter from 
  a crazy old priest. After some investigation, his 
  sources found out about the lady in the lake, with the 
  golden hair.  
  • 
  Dusken realized that she was either a gold dragon or 
  a very powerful wizard. Either way looting her home 
  would bring him the favor of Tiamat. 
  • 
  His contacts are scattered in the ports of the Nyr 
  Dyv. 
  NMR7-03 Draconic Dreams 
   
  Page 14 
  
  • 
  There is a large community of Blackspawn raiders in 
  the Fennelmore lead by an enigmatic “Black Man” 
  • 
  He (Dusken) is the leader of the cult. 
  • 
  Though not a cleric himself, he strongly believe in 
  the teachings of Tiamat 
  • 
  He wants the dragon’s hoard for himself. 
   
  Kweeb the White: Of the cult only Kweeb talks if 
  promised to be let go. After the defeat of Winterwind in 
  the Pale, Kweeb fled the country and traveled south, 
  looking for easy pickings. He encountered Dusken’s tribe 
  in the Fennelmore and offered his abilities to them. 
  When Dusken left the tribe, he took Kweeb with him. 
  Kweeb’s familiar is a descendant of a great and mighty 
  white wyrm from the Rakers (which Kweeb claims to 
  descend from).  
   
  Like many lonely kobolds, Kweeb is a wretched and 
  rather pathetic little creature. 
   
  Drania Sassyspawn: As her name indicates, Drania is 
  one of the many children of the Sassy, the green dragon 
  of the Gamboge. Like green dragons, Drania lets the 
  others lead, but is secretly trying to gain control of the 
  group. Note that at APL6, Drania did not accompany the 
  others on the assault on the lair. 
   
  If charmed into talking she can reveal the following: 
  • 
  She is one of Sassy’s most beloved and powerful 
  children (so she thinks).  
  • 
  She is a holy priestess of the Queen of the Chromatic 
  Dragons. 
  • 
  She is the real leader of the cult. 
  • 
  This group was gathered through her efforts and 
  prayers to Tiamat so she could bring more treasure to 
  her beloved Mother. 
   
  The Burning Emir: The Emir, if captured alive, remains 
  haughty and arrogant. He would rather die than admit 
  defeat.  
  • 
  The Emir comes from Tusmit where he fled the 
  destruction of his father, the Red Dragon Kerridzar.  
  • 
  He felt drawn to head east, hoping to get easy loot 
  • 
  He met Firetiger in the Bandit Kingdoms and they 
  have been traveling together ever since. Through 
  Firetiger he met with the Cult.  
  • 
  He feels that he should be in charge: His noble 
  heritage and his half-red dragon origin should mark 
  him as the leader of the group. 
   
  Firetiger: Firetiger, if captured alive, attempts to play the 
  weakling and tries to bargain for his life. He lies as much 
  as he can and is ready to tell the PCs whatever they want 
  to hear.  
  • 
  He was born of Morginstaler in the Dragon rift of 
  the Bandit Kingdom 
  • 
  He left his father to see the world.  
  • 
  Using his many abilities, he furthered the cause of 
  dragon kind and his own. 
  • 
  He has been using the Emir as a scapegoat and a 
  meat-shield for months.  
  • 
  He respects Dusken for his devious approach but is 
  filled with contempt toward Kweeb and Drania. 
   
  9: ORIANNA DEPARTS 
  Once the battle is over, Orianna returns. She is now in 
  gold dragon form. Give the PCs Player Handout 7. 
  Orianna decides to offer them a number of items that 
  may be of use to them. However she will first move her 
  hoard and then allow the PCs to ask a few questions. 
  • 
  Where will you go? I’m not sure yet. But for the 
  safety of the wyrmlings I will not say. 
  • 
  Who is Gildor? Gildor Arcanix, my mate and a hero 
  of the fight against Old Wicked, particularly around 
  the area known as the Shield Lands. (As a side note 
  Gildor appears in a number of IUZ6 modules: IUZ6-
  04 Acid Test, IUZ6-06 – Drach Treielabone (Dragon 
  Bloodline), IUZ6-08 Across the river & through the 
  woods). 
  • 
  Can Aurik come with me? I don’t know, maybe. I’ll 
  have to think about it. 
  • 
  What will you gives us? I’ll have to check what you 
  may find of interest.  
  • 
  Can you take us back to land? Yes, I will. 
   
  When the PCs are done, Orianna and her wyrmlings fly 
  the PCs close to Bampton where they leave them and 
  depart after saying farewell. 
   
  Proceed to the Conclusion. 
   
  CONCLUSION 
  The trip to Bampton is mostly uneventful. When 
  you reach the dock, you are greeted by Nokya, the 
  priestess of Xerbo. “No time to explain… Follow me 
  to the temple.” The urgency in her voice is obvious 
  and you find yourselves in the temple of the Sea 
  Dragon once more.  
   
  Nokya brings you to a private chamber in the 
  back. There you find Amfrus lying in a bed, sleeping 
  but at your entry, he opens his eyes. “The… the Sea 
  Dragon has heard my prayers. I know you met with 
  my beloved… She… She came to me… I thank 
  you… bless you with a thousand sea voyages and a 
  full pouch of coins. You have given this old man a 
  view of heaven. I know I wasn’t just a crazy old fool. 
  Thank you… Thank you… ”  
  His voice trails off 
  into a final sigh, a happy smile on his face.  
   
  The next day, Amfrus is buried at sea in full 
  clerical regalia. Nokya Geeherts, all the ships 
  captains currently in port, the Lord Mayor Gwydion 
  Reineer, the Lord Baron Zeli Torquann and his 
  lovely wife-to-be Faun Yarne, all attend the 
  ceremony from the deck of the HNB Princepus. 
  NMR7-03 Draconic Dreams 
   
  Page 15 
  
   
  The people of Bampton dress in black and 
  mourn the loss of the old priest. Yet, despite the sad 
  event, the old man died happy. 
   
  AR Rewards 
  Many of these rewards are earned individually. For 
  example, it is possible that some PCs receive the Enmity 
  of Orianna while others do not. The rewards are gained 
  independently.  
  • 
  PCs who were rude, who threatened or attacked the 
  Vetha receive the “Vetha’s curse” AR Reward. 
  • 
  PCs who successfully defended Orianna’s lair from 
  the Cult of Tiamat gain the “Thanks of Orianna” AR 
  Reward. 
  • 
  PCs who were rude and refused to pay Orianna for 
  damage done to her lair receive the “Enmity of 
  Orianna” AR Reward. 
  • 
  PCs who complete the adventure and return to 
  Bampton receive the “Blessing of Xerbo”.  
  • 
  If the PCs met with Orianna, they receive the 
  “Known to the gold dragons” AR Rewards. If they 
  gained the Enmity of Orianna, check poor terms, 
  otherwise, check good terms. 
   
  THE END 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: En Route to Thornbay 
  Defeat the raiders 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
   
  5: To Orianna’s Lair 
  Defeat the aquatic horrors 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
   
  8: The Cult of Tiamat 
  Defeat the cult 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  Story Award 
  Politely interacting with Orianna 
  APL 6  
  100 XP 
  APL 8  
  125 XP 
  APL 10  
  150 XP 
  APL 12  
  175 XP 
  APL 14  
  200 XP 
   
  Discretionary roleplaying award 
  APL 6  
  80 XP 
  APL 8  
  100 XP 
  APL 10  
  120 XP 
  APL 12  
  140 XP 
  APL 14  
  160 XP 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,300 XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  NMR7-03 Draconic Dreams 
   
  Page 16 
  
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  3: En route to Thornbay 
   
  APL6: Loot 98gp; Magic 294gp; +1 chitin armor 
  (102gp); +1 spear (192gp); Total 392gp 
   
  APL8: Loot 357gp; Magic 1,470gp; +1 chitin armor x5 
  (102gp per character); +1 spear x5 (192gp per character); 
  Total 1,827gp 
   
  APL10: Loot 310gp; Magic 1,728gp; +1 chitin armor 
  x2 (102gp per character); +1 heavy wooden shield (96gp); +1 
  spear x2 (192gp per character); +2 chitin armor (352gp); +2 
  spear (692gp); Total 2,020gp 
   
  APL12: Loot 292gp; Coin 0; Magic 3,574gp; +1 heavy 
  wooden shield x1 (96gp per character); +2 chitin armor x3 
  (352gp per character); +2 heavy wooden shield (346gp); +2 
  spear x3 (692gp per character); Total 3,866gp 
   
  APL14: Loot 350gp; Magic 3,574gp; +1 heavy wooden 
  shield x1 (96gp per character); +2 chitin armor x3 (352gp 
  per character); +2 heavy wooden shield (346gp); +2 spear x3 
  (692gp per character); Total 3,924gp 
   
  8: The Cult of Tiamat 
   
  APL6: Loot 14gp; Magic 620gp; +1 mithral chain shirt 
  (175gp); +1 rapier (193gp); amulet of natural armor +1 
  (167gp); bracers of armor +1 (83gp); scroll of shield (2gp); 
  Total 634gp; 
   
  APL8: Loot 14gp; Magic 1789gp; +1 full plate (221gp); 
  +1 heavy mace (268gp); +1 heavy wooden shield (96gp); +1 
  mithral chain shirt (175gp); +1 rapier (193gp); scroll of shield 
  (2gp);  Total 970gp; 
   
  APL10: Loot 14gp; Magic 2,205gp; +1 full plate 
  (221gp); +1 heavy mace (268gp); +1 heavy wooden shield 
  (96gp); +1 mithral chain shirt (175gp); +2 rapier (693gp); 
  cloak of charisma +2 (333gp); cloak of resistance +1 (83gp); 
  periapt of wisdom +2 (333gp); scroll of shield (2gp);  Total 
  2,219gp; 
   
  APL12: Magic 5,286gp; +1 buckler (97gp); +1 full plate 
  (221gp); +1 heavy mace (268gp); +1 heavy wooden shield 
  (96gp); +1 mithral chain shirt (175gp); +2 dragonbane rapier 
  (1527gp); cloak of charisma +4 (1333gp); cloak of resistance +2 
  (333gp); pale rhomboid ioun stone (667gp); periapt of wisdom 
  +2 (333gp); scroll of shield (2gp); vest of resistance +1 (83gp); 
  vest of resistance +3 (750gp); Total 5,286gp; 
   
  APL14: Magic 9,627gp; +1 buckler x2 (97gp per 
  character); +1 full plate (221gp); +1 heavy mace (268gp); +1 
  heavy wooden shield (96gp); +1 mithral chain shirt x2 (175gp 
  per character); +2 dragonbane rapier x2 (1527gp per 
  character); +3 longspear (1525gp); cloak of charisma +4 
  (1333gp); cloak of resistance +2 (333gp); pale rhomboid ioun 
  stone (667gp); periapt of wisdom +2 (333gp); scroll of shield 
  (2gp); vest of resistance +1 x2 (83gp per character); vest of 
  resistance +2 (333gp); vest of resistance +3 (750gp); Total 
  9,627gp; 
   
  Treasure Cap 
   
  APL 6: 
  900gp 
   
  APL 8: 
  1,300gp 
   
  APL 10: 
  2,300gp 
   
  APL 12: 
  3,300gp 
   
  APL 14: 
  6,600gp 
   
  Total Possible Treasure 
   
  APL 6: 
  1,026gp 
   
  APL 8: 
  2,797gp 
   
  APL 10: 
  4,239gp 
   
  APL 12: 
  9,152gp 
   
  APL 14: 
  13,551gp 
   
   
  ADVENTURE RECORD ITEMS 
  Vetha’s Curse: From now on any time you score a 
  critical hit, the damage you inflict is the minimum you 
  can roll. This curse can be lifted by spending 3 influence 
  points with the Rhennee. Rhennee PCs need a wish or a 
  miracle to remove this instead of spending the influence 
  points. Non-Rhennee can remove this curse by having a 
  remove curse cast by a 15th-level caster, instead of spending 
  the influence points. 
   
  Enmity of Orianna: From now on Orianna and her 
  children’s reaction to you can be no better than 
  Indifferent. You may remove this enmity by spending 3 
  influence points with any good dragon, the church of 
  Bahamut or the churches of Heironeous, Moradin or 
  Yondalla. Cross off when removed. 
   
  Thanks of Orianna: For having defended her lair from 
  the Cult of Tiamat, Orianna offers you items from her 
  hoard. Armor, shield & weapons can be made of steel, 
  mithral or adamantine. Only one item can be bought. 
  • 
  Any open-access armor or shield with energy resistance 
  (acid, cold, electricity, fire) or spell resistance (13 or 15) 
  (DMG) 
  • 
  Any open-access weapon with bane (your choice), 
  flaming, frost, shock, ghost touch or keen enhancement. 
  (DMG) 
  • 
  A ring of feather fall, evasion, invisibility, or sustenance. 
  (DMG) 
  • 
  Two scrolls of up to 2 any open-access spell or 
  combination thereof 
  • 
  Any one of the following: a bottle of air, a carpet of 
  flying (any size), a decanter of endless water, an ioun stone 
  or any pearl of power (DMG) 
   
  Blessing of Xerbo: Should you ever find yourself in a 
  shipwreck, you temporarily gain the benefit of the 
  Endurance feat. If you already possess the Endurance 
  feat, its bonuses are doubled. This benefit only applies 
  NMR7-03 Draconic Dreams 
   
  Page 17 
  
  until you are out of the water and onto land. Cross off 
  once used. 
   
  This favor does not expire for divine casters devoted 
  to Xerbo. 
   
  Meta-org Access: Members of the Church of Xerbo 
  (County or Ratik) and County of Urnst Navy gain meta-
  regional access to items marked with a “#’ symbol. 
   
  Known to the gold dragons: Orianna speaks of you to 
  her brethren. This applies to all social checks dealing 
  with gold dragons and their descendants (check 
  appropriate box) 
  � Good terms: +2 circumstance bonus 
  � Poor terms: -2 circumstance penalty 
   
  ITEM ACCESS 
  APL 6: 
  • 
  # +1 chitin armor (Adventure; Stormwrack; 1,225gp) 
  • 
  +1 mithral chain shirt (Adventure; DMG; 2,100gp) 
  • 
  bag of holding, type I (Adventure; DMG) 
  • 
  # potion of water breathing (Adventure; CL 9th; DMG, 
  1,200gp) 
  APL 8 (all of APL 6 plus the following): 
  • 
  # +2 chitin armor (Adventure; Stormwrack; 4,225gp) 
  APL 12 (all of APL 6-10 plus the following): 
  • 
  +2 dragonbane rapier (Adventure; DMG; 18,320gp) 
  • 
  +2 mithral chain shirt (Adventure; DMG; 5,100gp) 
  • 
  pale rhomboid ioun stone (Adventure; DMG; 8,000gp) 
   
  NMR7-03 Draconic Dreams 
   
  Page 18 
  
  APPENDIX 1: APL 6
  3: EN ROUTE TO THORNBAY 
  KUO-TOA CHIEF 
  CR 4 
  Male Kuo-toa Fighter 2 
  Medium Monstrous Humanoid (Aquatic) 
  Init +5; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +5 armor, +2 shield, +6 natural) 
  hp 41 (4 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +6, Ref +4, Will +4 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +1 spear +10 (1d8+5) and bite +3 (1d6+6) or 
  bite +8 (1d6+6) 
  Ranged masterwork aquatic longbow +6 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8  
  Atk Options Power attack 
  Combat Gear +1 spear, +1 chitin armor, masterwork 
  heavy wooden shield, masterwork aquatic bow, 20 
  arrows 
  Abilities Str 18, Dex 13, Con 16, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Improved 
  Toughness , Power Attack, Weapon Focus (Spear) 
  Skills Escape Artist +11, Handle Animal +2, 
  Intimidate +0, Search +11, Spot +12, Swim +13 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line. 
   
  5: TO ORIANNA’S LAIR 
  FRESHWATER SHARK 
  CR 5 
  Warbeast** Huge shark 
  N Huge Animal (Aquatic) 
  Init +6; Senses blindsense, keen scent, Listen +12, 
  Spot +12 
  Languages None 
  AC 15, touch 10, flat-footed 13 
   (-2 size, +2 Dex, +5 natural) 
  hp 93 (11 HD); 
  Fort +13, Ref +9, Will +7 
  Speed Swim 70ft (14 squares) 
  Melee Bite +13 (2d6+10) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +8; Grp +23 Abilities Str 24, Dex 15, Con 
  18, Int 1, Wis 14, Cha 2 
  SQ Combative Mount 
  Feats Alertness, Armor proficiency (light, medium and 
  heavy, Great Fortitude, Improved Initiative, Iron 
  Will  
  Skills Listen +12, Spot +12, Swim+15 
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius. This ability 
  works only when the shark is underwater. 
  Combative Mount (Ex) A rider on a trained mounted 
  warbeast mount gets +2 to all Ride checks. A 
  warbeast is proficient with light, medium & heavy 
  armor. 
  Keen Scent (Ex): A shark can notice creatures by 
  scent in a 180-foot radius and detect blood in the 
  water at ranges of up to a mile.  
  Skills: A shark has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  8: THE CULT OF TIAMAT 
  AMBUSH DRAKE 
  CR 5 
  Male Ambush Drake 
  *from Monster Manual III 
  NMR7-03 Draconic Dreams 
   
  Page 19 
  
  NE Medium Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 73 (7 HD);  
  Immune paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +9, Ref +7, Will +5 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +10 (1d8+3 plus poison) and 2 claws +8  
  (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Special Actions Breath weapon, poison 
  Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9  
  Feats Alertness, Improved Initiative, Multiattack 
  Skills Hide +16, Listen +12, Move Silently +12, Spot 
  +12, 
  Possessions: potion of resist energy (fire)
  Breath Weapon (Su) 30-foot cone, once every 1d4 
  rounds, slow (duration 7 rounds), Will DC 17 
  negates. Ambush drakes are immune to the breath 
  weapon of other ambush drakes. The DC is 
  Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 17, initial and 
  secondary 
  damage 
  1d6 
  Dex. 
  The 
  DC 
  is 
  Constitution-based. 
  Telepathic Link (Ex) Ambush drakes share a 
  common 
  consciousness, 
  enabling 
  them 
  to 
  communicate telepathically with other ambush 
  drakes. A group of ambush drakes with 30 feet of 
  each other are in constant contact. If one is aware 
  of a particular danger, they all are. If one group is 
  not flat-footed, none of them are. No ambush drake 
  in the group is considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks. 
    
  DUSKEN 
  CR 6 
  Male blackspawn raider Rogue 2 
  CE Monstrous Humanoid (Dragonblood) 
  Init +8; Senses darkvision 60ft, low-light vision, Listen 
  +6, Spot +7 
  Languages Common, Draconic 
  AC 23, touch 14, flat-footed 19 
   (+4 Dex, +5 armor, +1 shield, +3 natural) 
  hp 91 (10 HD); DR 5/good and magic 
  Immune acid, paralysis, sleep 
  Fort +6, Ref +13, Will +7 
  Speed 40 ft 
  Melee +1 rapier +16/+11 (1d6+6) or club +11/+6 
  (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +14  
  Atk Options Power Attack 
  Special Actions Breath weapon, sneak attack (1d6) 
  Combat Gear +1 mithral chain shirt, +1 rapier, 
  masterwork buckler, club 
  Abilities Str 20, Dex 18, Con 18, Int 10, Wis 12, Cha 
  6 
  SQ Evasion, trapfinding 
  Feats Improved Initiative, Power Attack, Track, 
  Weapon Focus (rapier)  
  Skills Climb +6, Jump +16, Listen +6, Spot +7, 
  Survival +12, Tumble +16; 
  Possessions combat gear  
  Breath Weapon (Su) 40ft line, once every 4 round, 
  5d4 acid, Reflex DC 17 half. The breath weapon 
  damage increase by 1d4 for every 2 additional HD. 
   
  KWEEB THE WHITE 
  CR 4 
  Male Kobold Sorcerer 4 
  CE Small Humanoid (Dragonblood, Reptilian) 
  Init +2; Senses Darkvision 60ft, light sensitivity, 
  Listen +2, Spot +2 
  Languages Common, Draconic 
  AC 18, touch 13, flat-footed 16 
   (+1 size, +2 Dex, +4 armor, +1 natural) 
  hp 20 (4 HD); 
  Resist Fire 10 (up to 30); 
  Fort +2, Ref +3, Will +4 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares); 
  Melee quarterstaff +0 (1d4-3) 
  Ranged ray +5 (as spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -5  
  Combat Gear quarterstaff, potion of mage armor
  Sorcerer Spells Known (CL 5th): 
   2nd (4/day)—snowball swarm** (DC 16, 3d6 cold) 
   1st (7/day)—ice dagger** (+9 ranged, 2d8 cold 
  plus 2 Dex), magic missile (3 missiles), ray of 
  enfeeblement (+5 ranged touch, 1d6+2 Str 
  penalty) 
   0 
  (6/day)—detect 
  magic, 
  mage 
  hand, 
  prestidigitation, ray of frost (+5 ranged touch, 1d3 
  cold damage), resistance, read magic 
  �Already cast 
  Abilities Str 4, Dex 14, Con 12, Int 13, Wis 10, Cha 
  16 
  Feats Draconic Heritage (white)**, Draconic Power**  
  Skills Bluff +10, Concentration +8, Knowledge 
  (arcana) +8 
  Possessions combat gear plus 2 spell component 
  pouches, toad familiar, scroll of shield, potion of 
  resist energy (fire), potion of false life
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. 
   
  NMR7-03 Draconic Dreams 
   
  Page 20 
  
  APL 8 
  3: EN ROUTE TO THORNBAY 
  KUO-TOA CHIEF 
  CR 6 
  Male Kuo-toa Fighter 4 
  Medium Monstrous Humanoid (Aquatic) 
  Init +5; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +5 armor, +2 shield, +6 natural) 
  hp 61 (6 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +7, Ref +5, Will +5 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +1 spear +12/+7 (1d8+7) and bite +5 (1d6+6) 
  or bite +10 (1d6+6) 
  Ranged masterwork aquatic longbow +8/+3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10  
  Atk Options Power attack 
  Combat Gear +1 spear, +1 chitin armor, masterwork 
  heavy wooden shield, masterwork aquatic bow, 20 
  arrows 
  Abilities Str 18, Dex 13, Con 16, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats Alertness, Dodge, Improved Initiative, Improved 
  Toughness , Power Attack, Weapon Focus (Spear) 
  , Weapon Specialization (Spear)  
  Skills Escape Artist +11, Handle Animal +4, 
  Intimidate +2, Search +11, Spot +12, Swim +15 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  KUO-TOA WARRIOR 
  CR 4 
  Male Kuo-toa Fighter 2 
  Medium Monstrous Humanoid (Aquatic) 
  Init +5; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +5 armor, +2 shield, +6 natural) 
  hp 41 (4 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +6, Ref +4, Will +4 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +1 spear +10 (1d8+5) and bite +3 (1d6+6) or 
  bite +8 (1d6+6) 
  Ranged masterwork aquatic longbow +6 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8  
  Atk Options Power attack 
  Combat Gear +1 spear, +1 chitin armor, masterwork 
  heavy wooden shield, masterwork aquatic bow, 20 
  arrows 
  Abilities Str 18, Dex 13, Con 16, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Improved 
  Toughness , Power Attack, Weapon Focus (Spear)  
  Skills Escape Artist +11, Handle Animal +2, 
  Intimidate +0, Search +11, Spot +12, Swim +13 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  NMR7-03 Draconic Dreams 
   
  Page 21 
  
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  5: TO ORIANNA’S LAIR 
  FRESHWATER SHARK 
  CR 7 
  Advanced Warbeast** Huge shark 
  N Huge Animal (Aquatic) 
  Init +6; Senses blindsense, keen scent, Listen +15, 
  Spot +16 
  Languages None 
  AC 15, touch 10, flat-footed 13 
   (-2 size, +2 Dex, +5 natural) 
  hp 171 (18 HD); 
  Fort +17, Ref +13, Will +10 
  Speed Swim 70ft (14 squares) 
  Melee Bite +19 (3d6+12/ crit 19-20, x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +13; Grp +29 Abilities Str 26, Dex 15, Con 
  18, Int 1, Wis 14, Cha 2 
  SQ Combative Mount 
  Feats Alertness, Armor proficiency (light, medium and 
  heavy, Great Fortitude, Improved Critical (Bite), 
  Improved Initiative, Improved Natural Attack (Bite), 
  Improved Toughness**, Iron Will  
  Skills Listen +15, Spot +16, Swim+16 
  Blindsense (Ex): A shark can locate creatures 
  underwater within a 30-foot radius. This ability 
  works only when the shark is underwater. 
  Combative Mount (Ex) A rider on a trained mounted 
  warbeast mount gets +2 to all Ride checks. A 
  warbeast is proficient with light, medium & heavy 
  armor. 
  Keen Scent (Ex): A shark can notice creatures by 
  scent in a 180-foot radius and detect blood in the 
  water at ranges of up to a mile.  
  Skills: A shark has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  8: THE CULT OF TIAMAT 
  AMBUSH DRAKE 
  CR 5 
  Male Ambush Drake 
  *from Monster Manual III 
  NE Medium Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 73 (7 HD);  
  Immune paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +9, Ref +7, Will +5 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +10 (1d8+3 plus poison) and 2 claws +8  
  (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Special Actions Breath weapon, poison 
  Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9  
  Feats Alertness, Improved Initiative, Multiattack 
  Skills Hide +16, Listen +12, Move Silently +12, Spot 
  +12, 
  Possessions: potion of resist energy (fire)
  Breath Weapon (Su) 30-foot cone, once every 1d4 
  rounds, slow (duration 7 rounds), Will DC 17 
  negates. Ambush drakes are immune to the breath 
  weapon of other ambush drakes. The DC is 
  Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 17, initial and 
  secondary 
  damage 
  1d6 
  Dex. 
  The 
  DC 
  is 
  Constitution-based. 
  Telepathic Link (Ex) Ambush drakes share a 
  common 
  consciousness, 
  enabling 
  them 
  to 
  communicate telepathically with other ambush 
  drakes. A group of ambush drakes with 30 feet of 
  each other are in constant contact. If one is aware 
  of a particular danger, they all are. If one group is 
  not flat-footed, none of them are. No ambush drake 
  in the group is considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks.  
   
  DRANIA SASSYSPAWN 
  CR 8 
  Female Half Green Dragon Human Cleric 6 (Tiamat) 
  LE Medium Dragon (augmented human) 
  Init +3; Senses darkvision 60ft, low-light vision, Listen 
  +3, Spot +3 
  Aura strong evil, strong law 
  NMR7-03 Draconic Dreams 
   
  Page 22 
  
  Languages Common Draconic, Infernal 
  AC 25, touch 9, flat-footed 25 
   (-1 Dex, +9 armor, +3 shield, +4 natural) 
  hp 51 (6 HD);  
  Immune acid, paralysis, sleep 
  Resist Fire 10 (up to 30); 
  Fort +8, Ref +1, Will +8 
  Speed 20 ft. in +1 full plate (4 squares), base 
  movement 30 ft; 
  Melee +1 heavy mace +10 (1d8+6) and bite +4 
  (1d6+2) or 2 claws +9 (1d4+5) and bite +4 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +9  
  Special Actions breath weapon 
  Combat Gear +1full plate, +1 heavy mace, +1 heavy 
  wooden shield 
  Cleric Spells Prepared (CL 6th): 
   3rd—dispel 
  magic 
  (x2), 
  invisibility 
  purge, 
  nondetection D � 
   2nd—cure moderate wounds, hold person (x2) (DC 
  16) , invisibility D �, silence (DC 15)�,
   1st—bless, command D (DC 15) , cure light 
  wounds (x2), resurgence** 
   0—cure minor wounds (2), detect magic, purify 
  food and drink, resistance 
  D: Domain spell. Deity: Tiamat. Domains: Trickery, 
  Tyranny** 
  �Already cast 
  Abilities Str 20, Dex 8, Con 16, Int 15, Wis 16, Cha 
  12 
  SQ Spontaneous casting (inflict), Restricted spells 
  (good and chaos), rebuke undead 
  Feats 
  Combat 
  Casting, 
  Heightened 
  Breath**, 
  Improved Initiative, Skill Focus (Concentration)  
  Skills Concentration +15, Diplomacy +10, Knowledge 
  (arcana) +11, Knowledge (religion) +11, Sense 
  Motive +7 
  Possessions combat gear plus 2 wooden holy 
  symbols of Tiamat, 2 spell component pouches, 
  potion of resist energy (fire)
  Breath Weapon (Su) 30-foot cone, once per day, 6d8 
  acid, Reflex DC 13 negates. However Drania 
  always uses her Heighten Breath feat to add her 
  Con bonus to the DC. So DC 16 
  Power-Up Suite Miss Chance 50% spells active: 
  invisibility, nondetection 
   
  DUSKEN 
  CR 8 
  Male blackspawn raider Fighter 2 / Rogue 2 
  CE Monstrous Humanoid (Dragonblood) 
  Init +8; Senses darkvision 60ft, low-light vision, Listen 
  +6, Spot +7 
  Languages Common, Draconic 
  AC 23, touch 14, flat-footed 19 
   (+4 Dex, +5 armor, +1 shield, +3 natural) 
  hp 123 (12 HD); DR 5/good and magic 
  Immune acid, paralysis, sleep 
  Fort +9, Ref +13, Will +7 
  Speed 40 ft 
  Melee +1 rapier +20/+15/+10 (1d6+8/ 15-20, x2) or 
  club +18/+13/+8 (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +18  
  Atk Options Power Attack 
  Special Actions Breath weapon, Close-Quarter 
  Fighting, sneak attack (1d6) 
  Combat Gear +1 mithral chain shirt, +1 rapier, 
  masterwork buckler, club, potion of bull’s strength
  Abilities Str 25, Dex 18, Con 18, Int 10, Wis 12, Cha 
  6 
  SQ Evasion, trapfinding 
  Feats Close-Quarter Fighting**, Improved Critical 
  (rapier), Improved Initiative, Improved Toughness, 
  Power Attack, Track, Weapon Focus (rapier)  
  Skills Climb +7, Jump +18, Listen +6, Spot +7, 
  Survival +12, Swim +11, Tumble +16; 
  Possessions combat gear  
  Breath Weapon (Su) 40ft line, once every 4 round, 
  6d4 acid, Reflex DC 17 half. The breath weapon 
  damage increase by 1d4 for every 2 additional HD 
  Power-Up Suite spells active bull’s strength, silence 
  (cast by Drania) 
   
  KWEEB THE WHITE 
  CR 5 
  Male Kobold Sorcerer 5 
  CE Small Humanoid (Dragonblood, Reptilian) 
  Init +2; Senses Darkvision 60ft, light sensitivity, 
  Listen +2, Spot +2 
  Languages Common, Draconic 
  AC 18, touch 13, flat-footed 16 
   (+1 size, +2 Dex, +4 armor, +1 natural) 
  hp 24 (5 HD); 
  Fort +2, Ref +3, Will +4 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares); 
  Melee quarterstaff +0 (1d4-3) 
  Ranged ray +5 (as spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -5  
  Combat Gear quarterstaff, potion of mage armor
  Sorcerer Spells Known (CL 6th): 
   2nd (6/day)—ray of ice (+5 ranged touch, 3d6 
  cold), snowball swarm** (DC 16, 3d6 cold) 
   1st (7/day)—ice dagger** (+11 ranged, 2d8 cold 
  plus 2 Dex), lesser orb of cold** (+5 ranged 
  touch, 3d8 cold), magic missile (3 missiles), ray 
  of enfeeblement (+5 ranged touch, 1d6+3 Str 
  penalty) 
   0 
  (6/day)—detect 
  magic, 
  mage 
  hand, 
  prestidigitation, ray of frost (+5 ranged touch, 1d3 
  cold damage), resistance, read magic 
  �Already cast 
  Abilities Str 4, Dex 14, Con 12, Int 13, Wis 10, Cha 
  16 
  Feats Draconic Heritage (White)**, Draconic Power**  
  Skills Bluff +11, Concentration +9, Knowledge 
  (arcana) +9 
  Possessions combat gear plus 2 spell component 
  pouches, toad familiar, potion of resist energy 
  (fire), potion of false life
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  NMR7-03 Draconic Dreams 
   
  Page 23 
  
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. 
   
  NMR7-03 Draconic Dreams 
   
  Page 24 
  
  APL 10 
  3: EN ROUTE TO THORNBAY 
  KUO-TOA CHIEF 
  CR 8 
  Male Kuo-toa Fighter 6 
  Medium Monstrous Humanoid (Aquatic) 
  Init +6; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 27, touch 12, flat-footed 25 
   (+2 Dex, +6 armor, +3 shield, +6 natural) 
  hp 81 (8 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +8, Ref +7, Will +6 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +2 spear +17/+12 (1d8+9; 19-20/x3) and bite 
  +9 (1d6+9) or bite +14 (1d6+9) 
  Ranged masterwork aquatic longbow +11/+6 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Atk Options Power attack 
  Combat Gear +2 spear, +2 chitin armor, +1 heavy 
  wooden shield, masterwork aquatic bow, 20 
  arrows, potion of bull’s strength
  Abilities Str 22, Dex 14, Con 16, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats Alertness, Dodge, Improved Critical (spear), 
  Improved Initiative, Improved Toughness , Power 
  Attack, 
  Weapon 
  Focus 
  (Spear) 
  , 
  Weapon 
  Specialization (Spear)  
  Skills Escape Artist +12, Handle Animal +8, 
  Intimidate +6, Search +11, Spot +12, Swim +19 
  Possessions: Combat gear  
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  KUO-TOA WARRIORS 
  CR 6 
  Male Kuo-toa Fighter 4 
  Medium Monstrous Humanoid (Aquatic) 
  Init +5; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +5 armor, +2 shield, +6 natural) 
  hp 61 (6 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +7, Ref +5, Will +5 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +1 spear +12/+7 (1d8+7) and bite +5 (1d6+6) 
  or bite +10 (1d6+6) 
  Ranged masterwork aquatic longbow +8/+3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10  
  Atk Options Power attack 
  Combat Gear +1 spear, +1 chitin armor, masterwork 
  heavy wooden shield, masterwork aquatic bow, 20 
  arrows 
  Abilities Str 18, Dex 13, Con 16, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats Alertness, Dodge, Improved Initiative, Improved 
  Toughness , Power Attack, Weapon Focus (Spear) 
  , Weapon Specialization (Spear)  
  Skills Escape Artist +11, Handle Animal +4, 
  Intimidate +2, Search +11, Spot +12, Swim +15 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  NMR7-03 Draconic Dreams 
   
  Page 25 
  
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  5: TO ORIANNA’S LAIR 
  FRESHWATER DIRE SHARK 
  CR 9 
  Advanced Warbeast** dire shark 
  N Huge Animal (Aquatic) 
  Init +2; Senses keen scent, Listen +15, Spot +16 
  Languages None 
  AC 17, touch 10, flat-footed 15 
   (-2 size, +2 Dex, +7 natural) 
  hp 192 (19 HD); 
  Fort +16, Ref +13, Will +13 
  Speed Swim 70ft (14 squares) 
  Melee Bite +21 (3d8+12/crit 19-20, x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14; Grp +30 
  Special Actions Improved Grab, Swallow whole 
  Abilities Str 26, Dex 15, Con 20, Int 1, Wis 14, Cha 
  10 
  SQ Combative Mount 
  Feats Improved Critical (Bite), Improved Natural 
  Attack (Bite), Toughness(x4), Weapon Focus (Bite) 
  Skills Listen +15, Spot +16, Swim+16 
  Combative Mount (Ex) A rider on a trained mounted 
  warbeast mount gets +2 to all Ride checks. A 
  warbeast is proficient with light, medium & heavy 
  armor. 
  Improved Grab (Ex): To use this ability, a dire shark 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can try to swallow 
  the foe in the following round. 
  Keen Scent (Ex): A dire shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile.  
  Swallow Whole (Ex): A dire shark can try to swallow 
  a grabbed opponent of up to one size smaller by 
  making a successful grapple check. Once inside, 
  the opponent takes 2d6+6 points of bludgeoning 
  damage plus 1d8+4 points of acid damage per 
  round from the shark’s digestive juices. A 
  swallowed creature can cut its way out using a light 
  slashing or piercing weapon by dealing 25 points of 
  damage to the shark’s digestive tract (AC 13). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. 
  Skills: A dire shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
   
  8: THE CULT OF TIAMAT 
  AMBUSH DRAKE 
  CR 5 
  Male Ambush Drake 
  *from Monster Manual 3 
  NE Medium Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 73 (7 HD);  
  Immune paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +9, Ref +7, Will +5 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +10 (1d8+7 plus poison) and 2 claws +8  
  (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Special Actions Breath weapon, poison 
  Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9  
  Feats Alertness, Improved Initiative, Multiattack 
  Skills Hide +16, Listen +12, Move Silently +12, Spot 
  +12, 
  Possessions: potion of resist energy (fire)
  Breath Weapon (Su) 30-foot cone, once every 1d4 
  rounds, slow (duration 7 rounds), Will DC 17 
  negates. Ambush drakes are immune to the breath 
  weapon of other ambush drakes. The DC is 
  Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 17, initial and 
  secondary 
  damage 
  1d6 
  Dex. 
  The 
  DC 
  is 
  Constitution-based. 
  Telepathic Link (Ex) Ambush drakes share a 
  common 
  consciousness, 
  enabling 
  them 
  to 
  NMR7-03 Draconic Dreams 
   
  Page 26 
  
  communicate telepathically with other ambush 
  drakes. A group of ambush drakes with 30 feet of 
  each other are in constant contact. If one is aware 
  of a particular danger, they all are. If one group is 
  not flat-footed, none of them are. No ambush drake 
  in the group is considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks.  
  Power-up Suite: AC 19 (touch 13, flat-footed 16); Ref 
  +8, Will +5 (+6 vs fear); Melee bite +12 (1d8+7 
  plus poison) and 2 claws +10  (1d6+3); spells 
  active bless, haste 
   
  DRANIA SASSYSPAWN 
  CR 10 
  Female Half Green Dragon Human Cleric 7 (Tiamat), 
  Warpriest 1 
  LE Medium Dragon (augmented human) 
  Init +3; Senses darkvision 60ft, low-light vision, Listen 
  +4, Spot +4 
  Aura strong evil, strong law 
  Languages Common Draconic, Infernal 
  AC 25, touch 9, flat-footed 25 
   (-1 Dex, +9 armor, +3 shield, +4 natural) 
  hp 68 (8 HD);  
  Immune acid, paralysis, sleep 
  Resist Fire 10 (up to 30); 
  Fort +11, Ref +2, Will +10 
  Speed 20 ft. in +1 full plate (4 squares), base 
  movement 30 ft; 
  Melee +1 heavy mace +12/+7 (1d8+6) and bite +6 
  (1d6+2) or 2 claws +11 (1d4+5) and bite +6 
  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +11  
  Special Actions breath weapon 
  Combat Gear +1full plate, +1 heavy mace, +1 heavy 
  wooden shield 
  Cleric Spells Prepared (CL 7th): 
   4th—dominate person D (DC 20) , freedom of 
  movement (x2) �� 
   3rd—dispel 
  magic 
  (x2), 
  invisibility 
  purge, 
  nondetection D � 
   2nd—cure moderate wounds, hold person (x2) (DC 
  18), invisibility D�, silence (DC 16)�,
   1st—bless�, command D (DC 17) , cure light 
  wounds (x2), resurgence**, shield of faith� 
   0—cure minor wounds (2), detect magic, guidance, 
  purify food and drink, resistance 
  D: Domain spell. Deity: Tiamat. Domains: Trickery, 
  Tyranny** 
  �Already cast 
  Abilities Str 20, Dex 8, Con 16, Int 15, Wis 19, Cha 
  12 
  SQ Spontaneous casting (inflict), Restricted spells 
  (good and chaos), rebuke undead, rally 
  Feats 
  Combat 
  Casting, 
  Heightened 
  Breath**, 
  Improved Initiative, Skill Focus (Concentration) 
  Spell Focus (Enchantment) 
   
  Skills Concentration +17, Diplomacy +13, Knowledge 
  (arcana) +12, Knowledge (religion) +12, Sense 
  Motive +9, Swim -4 
  Possessions combat gear plus 2 wooden holy 
  symbols of Tiamat, 2 spell component pouches, 
  cloak of resistance +1, periapt of wisdom +2, 
  potion of resist energy (fire)
  Breath Weapon (Su) 30-foot cone, once per day, 6d8 
  acid, Reflex DC 13 negates. However Drania 
  always uses her Heighten Breath feat to add her 
  Con bonus to the DC. So DC 16 
  Rally (Ex): If not currently suffering from a fear effect 
  you can use this ability as a standard action. Allies 
  within 60 feet who are suffering from any fear effect 
  and who can hear you are allowed an immediate 
  Will saving throw at the DC of the fear effect, with a 
  +1 morale bonus. 
  Power-Up Suite Miss Chance 50%; AC 29, touch 13, 
  flat-footed 29 (+3 deflection); Ref +3, Will +10 (+11 
  vs fear); Melee +1 heavy mace +14/+14/+9 
  (1d8+6) and bite +8 (1d6+2) or 3 claws +13 
  (1d4+5) and bite +8 (1d6+2); spells active: bless, 
  freedom 
  of 
  movement, 
  haste, 
  invisibility, 
  nondetection, shield of faith 
   
  DUSKEN 
  CR 10 
  Male blackspawn raider Fighter 4 / Rogue 2 
  CE Monstrous Humanoid (Dragonblood) 
  Init +8; Senses darkvision 60ft, low-light vision, Listen 
  +6, Spot +7 
  Languages Common, Draconic 
  AC 23, touch 14, flat-footed 19 
   (+4 Dex, +5 armor, +1 shield, +3 natural) 
  hp 145 (14 HD); DR 5/good and magic 
  Immune acid, paralysis, sleep 
  Fort +10, Ref +14, Will +8 
  Speed 40 ft 
  Melee +2 rapier +23/+17/+13 (1d6+11/ 15-20, x2) or 
  club +20/+15/+10 (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +20  
  Atk Options Power Attack 
  Special Actions Breath weapon, Close-Quarter 
  Fighting, sneak attack (1d6) 
  Combat Gear +1 mithral chain shirt, +2 rapier, 
  masterwork buckler, club, potion of bull’s strength
  Abilities Str 23, Dex 18, Con 18, Int 10, Wis 12, Cha 
  6 
  SQ Evasion, trapfinding 
  Feats Close-Quarter Fighting**, Improved Critical 
  (rapier), Improved Initiative, Improved Toughness, 
  Power Attack, Track, Weapon Focus (rapier), 
  Weapon Specialization (rapier)  
  Skills Climb +8, Jump +18, Listen +6, Spot +7, 
  Survival +12, Swim +15, Tumble +16; 
  Possessions combat gear  
  Breath Weapon (Su) 40ft line, once every 4 round, 
  7d4 acid, Reflex DC 17 half. The breath weapon 
  damage increase by 1d4 for every 2 additional HD 
  Power-Up Suite AC 24, touch 15, flat-footed 20; Ref 
  +15, Will +8 (+9 vs fear); Speed 70ft; Melee +2 
  NMR7-03 Draconic Dreams 
   
  Page 27 
  
  rapier +25/+25/+20/+15 (1d6+11/ 15-20, x2) or 
  club +22/+22/+18/+13 (1d6+7) spells active bless, 
  bull’s strength, freedom of movement, haste, 
  silence 
   
  KWEEB THE WHITE 
  CR 8 
  Male Kobold Sorcerer 8 
  CE Small Humanoid (Dragonblood, Reptilian) 
  Init +2; Senses Darkvision 60ft, light sensitivity, 
  Listen +2, Spot +2 
  Languages Common, Draconic 
  AC 18, touch 13, flat-footed 16 
   (+1 size, +2 Dex, +4 armor, +1 natural) 
  hp 33 (8 HD); 
  Resist Fire 10 (up to 30); 
  Fort +3, Ref +4, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares); 
  Melee quarterstaff +2 (1d4-3) 
  Ranged ray +7 (as spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -3  
  Combat Gear quarterstaff, potion of mage armor
  Sorcerer Spells Known (CL 9th): 
   4th (4/day)—orb of cold (+7 ranged touch, 9d6) 
   3rd (6/day)—dispel magic, haste� 
   2nd (7/day)—invisibility�, ray of ice** (+7 ranged 
  touch, 5d6 cold), snowball swarm** (DC 17, 5d6 
  cold) 
   1st (7/day)—ice dagger** (+15 ranged, 2d8 cold 
  plus 2 Dex), lesser orb of cold** (+7 ranged 
  touch, 5d8 cold), magic missile (5 missiles), ray 
  of enfeeblement (+7 ranged touch, 1d6+5 Str 
  penalty) 
   0 
  (6/day)—detect 
  magic, 
  mage 
  hand, 
  prestidigitation, ray of frost (+7 ranged touch, 1d3 
  cold damage), resistance, read magic 
  �Already cast 
  Abilities Str 4, Dex 14, Con 12, Int 13, Wis 10, Cha 
  18 
  Feats Draconic Heritage (White)**, Draconic Power**, 
  Dragon Familiar** 
  Skills Bluff +15, Concentration +12, Knowledge 
  (arcana) +12 
  Possessions combat gear plus 2 spell component 
  pouches, white dragon wyrmling familiar, amulet of 
  natural armor +1, cloak of charisma +2, potion of 
  resist energy (fire), potion of false life
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. 
  Power-Up Suite AC 20, touch 13, flat-footed 18, Miss 
  chance 50%; Ref +4, Will +6 (+7 vs fear); melee 
  quarterstaff +4 (1d4-3); spells active bless, haste, 
  invisibility 
   
  KWEEB’S FAMILIAR 
  CR 2 
  Male White Dragon Wyrmling 
  CE Tiny Dragon (Cold) 
  Init +0; Senses darkvision 60ft, low-light vision, Listen 
  +2, Spot +2 
  Languages Common  
  AC 15, touch 12, flat-footed 15 
   (+2 size, +3 natural) 
  hp 22 (3 HD); 
  Immune Cold 
  Fort +4, Ref +3, Will +3 
  Weakness Vulnerability to fire 
  Speed 60 ft, burrow 30ft, fly 150ft (average), swim 
  60ft 
  Melee bite +6 (1d4) and 2 claws +1 (1d3) 
  Space 2 1/2 ft.; Reach 2 1/2 ft. (5ft with bite) 
  Base Atk +4; Grp -4  
  Atk Options  
  Special Actions breath weapon 
  Abilities Str 11, Dex 10, Con 13, Int 6, Wis 11, Cha 6 
  SQ empathic link, icewalking, improved evasion, 
  share spell 
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (Bite)  
  Skills Hide +14, Listen +2, Move Silently +6, Spot +2, 
  Swim +14, Tumble +3 
  Alertness (Ex): While a familiar is within arm’s reach, 
  the master gains the Alertness feat  
  Breath Weapon (Su) A white dragon has one type of 
  breath weapon, a cone of cold. Reflex DC 12 half, 
  1d6 cold. 
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect  
  Improved Evasion (Ex) When subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if 
  the saving throw fails 
  Share Spells At the master’s option, he may have 
  any spell (but not any spell-like ability) he casts on 
  himself also affect his familiar. The familiar must be 
  within 5 feet at the time of casting to receive the 
  benefit 
   
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it 
  moves farther than 5 feet away and will not affect 
  the familiar again even if it returns to the master 
  before the duration expires. Additionally, the 
  master may cast a spell with a target of “You” on 
  his familiar (as a touch range spell) instead of on 
  himself. 
   
  A master and his familiar can share spells even if 
  the spells normally do not affect creatures of the 
  familiar’s type (dragon) 
  Empathic Link (Su) The master has an empathic link 
  with his familiar out to a distance of up to 1 mile. 
  The master cannot see through the familiar’s eyes, 
  but they can communicate empathically. Because 
  of the limited nature of the link, only general 
  emotional content can be communicated. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons  
  NMR7-03 Draconic Dreams 
   
  Page 28 
  
  Power-Up Suite AC 15, touch 13, flat-footed 15, Miss 
  chance 50%; Ref +4, Will +3 (+4 vs fear); Melee 
  bite +8/+8 (1d4) and 2 claws +3 (1d3); spells active 
  bless, haste, invisibility (shared spell) 
   
  NMR7-03 Draconic Dreams 
   
  Page 29 
  
  APL 12 
  3: EN ROUTE TO THORNBAY 
  KUO-TOA CHIEF 
  CR 10 
  Male Kuo-toa Fighter 8 
  Medium Monstrous Humanoid (Aquatic) 
  Init +6; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 27, touch 12, flat-footed 25 
   (+2 Dex, +6 armor, +4 shield, +6 natural) 
  hp 121 (10 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +11, Ref +7, Will +8 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +2 spear +20/+15 (1d8+10; 19-20/x3) and bite 
  +11 (1d6+9) or bite +16 (1d6+9) 
  Ranged masterwork aquatic longbow +13/+8 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10Grp +15 
  Atk Options Power attack 
  Combat Gear +2 spear, +2 chitin armor, +2 heavy 
  wooden shield, masterwork aquatic bow, 20 
  arrows, potion of bear’s endurance, potion of bull’s 
  strength
  Abilities Str 22, Dex 14, Con 20, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats Alertness, Dodge, Greater Weapon Focus 
  (Spear) , Improved Critical (spear), Improved 
  Initiative, Improved Toughness , Iron Will , Power 
  Attack, 
  Weapon 
  Focus 
  (Spear) 
  , 
  Weapon 
  Specialization (Spear)  
  Skills Escape Artist +12, Handle Animal +11, 
  Intimidate +9, Search +11, Spot +12, Swim +21 
  Possessions Combat gear 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  KUO-TOA WARRIOR 
  CR 8 
  Male Kuo-toa Fighter 6 
  Medium Monstrous Humanoid (Aquatic) 
  Init +6; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 27, touch 12, flat-footed 25 
   (+2 Dex, +6 armor, +3 shield, +6 natural) 
  hp 81 (8 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +8, Ref +7, Will +6 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +2 spear +17/+12 (1d8+9; 19-20/x3) and bite 
  +9 (1d6+9) or bite +14 (1d6+9) 
  Ranged masterwork aquatic longbow +11/+6 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Atk Options Power attack 
  Combat Gear +2 spear, +2 chitin armor, +1 heavy 
  wooden shield, masterwork aquatic bow, 20 
  arrows, potion of bull’s strength
  Abilities Str 22, Dex 14, Con 16, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats Alertness, Dodge, Improved Critical (spear), 
  Improved Initiative, Improved Toughness , Power 
  Attack, 
  Weapon 
  Focus 
  (Spear) 
  , 
  Weapon 
  Specialization (Spear)  
  Skills Escape Artist +12, Handle Animal +8, 
  Intimidate +6, Search +11, Spot +12, Swim +19 
  Possessions: Combat gear  
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  NMR7-03 Draconic Dreams 
   
  Page 30 
  
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  5: TO ORIANNA’S LAIR 
  FRESHWATER DIRE SHARK 
  CR 9 
  Advanced Warbeast** dire shark 
  N Huge Animal (Aquatic) 
  Init +2; Senses keen scent, Listen +15, Spot +16 
  Languages None 
  AC 17, touch 10, flat-footed 15 
   (-2 size, +2 Dex, +7 natural) 
  hp 192 (19 HD); 
  Fort +16, Ref +13, Will +13 
  Speed Swim 70ft (14 squares) 
  Melee Bite +21 (3d8+12/crit 19-20, x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14; Grp +30  
  Special Actions Improved Grab, Swallow whole 
  Abilities Str 26, Dex 15, Con 20, Int 1, Wis 14, Cha 
  10 
  SQ Combative Mount 
  Feats Improved Critical (Bite), Improved Natural 
  Attack (Bite), Toughness(x4), Weapon Focus (Bite) 
  Skills Listen +15, Spot +16, Swim+16 
  Combative Mount (Ex) A rider on a trained mounted 
  warbeast mount gets +2 to all Ride checks. A 
  warbeast is proficient with light, medium & heavy 
  armor. 
  Improved Grab (Ex): To use this ability, a dire shark 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can try to swallow 
  the foe in the following round. 
  Keen Scent (Ex): A dire shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile.  
  Swallow Whole (Ex): A dire shark can try to swallow 
  a grabbed opponent of up to one size smaller by 
  making a successful grapple check. Once inside, 
  the opponent takes 2d6+6 points of bludgeoning 
  damage plus 1d8+4 points of acid damage per 
  round from the shark’s digestive juices. A 
  swallowed creature can cut its way out using a light 
  slashing or piercing weapon by dealing 25 points of 
  damage to the shark’s digestive tract (AC 13). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. 
  Skills: A dire shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
   
  SCYLLAN 
  CR 13 
  LE Huge Outsider (Aquatic, Native) 
  *From Stormwrack 
  Init +7; Senses darkvision 60ft, Listen +24, Spot +24 
  Languages Aquan, Infernal but usually only make 
  their frightful noise 
  AC 29, touch 11 flat-footed 26 
   (-2 size, +3 Dex, +18 natural) 
  hp 184 (16 HD); DR 10/magic and silver 
  SR 27 
  Fort +17, Ref +13, Will +15 
  Speed Swim 50ft (10 squares) 
  Melee 4 tentacles +26 (1d8+11) and 2 claws +23 
  (2d6+5) 
  Space 15 ft.; Reach 15 ft. (30 with tentacles) 
  Base Atk +16; Grp +35  
  Atk Options  
  Special Actions Constrict (1d8+11), frightful noise, 
  improved grab, swallow whole 
  Spell-Like Abilities (CL 16th): 
   1/hour—control weather 
  Abilities Str 33, Dex 17, Con 25, Int 8, Wis 20, Cha 6 
  Feats Ability Focus (frightful noise), Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (Claws), 
  Multiattack, Swim-By Attack**, Weapon Focus 
  (tentacles) 
  Skills 
  Hide 
  +14, 
  Intimidate 
  +17, 
  Jump 
  +38, 
  Knowledge (nature) +20, Listen +24, Spot +24, 
  Survival +26, Swim +19 
  Frightful Noise (Su) A scyllan produces a wailing 
  sound by blowing air through the comblike growths 
  NMR7-03 Draconic Dreams 
   
  Page 31 
  
  on its head. The horrible racket is unsettling to 
  nearby creatures. The Scyllan activates its frightful 
  noise as a move action and can end it anytime as a 
  free action. Creatures within 100 feet of the scyllan 
  are subject to the effect if they have fewer HD than 
  the scyllan. 
   
  A potentially affected creature who succeeds on a 
  DC 18 Will save is immune to that scylllan’s 
  frightful noise for 24h. One a failure, creatures with 
  4HD or fewer become panicked for 2d6 rounds and 
  those with 5 or more HD become shaken for 2d6 
  rounds. Scyllans are unaffected by the frightful 
  noise of other scyllans. 
   
  Frightful 
  noise 
  is 
  a 
  sonic, 
  mind 
  affecting 
  compulsion. The save DC is Charisma-based and 
  include a +2 bonus from the Ability Focus feat. 
  Improved Grab (Ex) To use this ability, a scyllan 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can transfer the grabbed 
  creature to a claw as a free action or attempt to 
  swallow it whole. A scyllan that transfers a creature 
  to its claw can constrict. 
  Swallow Whole (Ex): A scyllan can try to swallow a 
  grabbed opponent by making a successful grapple 
  check. Once inside, the opponent takes 2d8+16 
  points of bludgeoning damage plus 2d6 points of 
  acid damage per round from the shark’s digestive 
  juices. A swallowed creature can cut its way out 
  using a light slashing or piercing weapon by 
  dealing 25 points of damage to the maw (AC 17). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. 
   
  A Huge scyllan’s maw holds 2 Large, 8 Medium, 32 
  Small, 128 Tiny, or 512 diminutive or smaller 
  opponents. 
  Skills: A scyllan has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  8: THE CULT OF TIAMAT 
  BLUE AMBUSH DRAKE 
  CR 7 
  Male Half-Blue Dragon Ambush Drake 
  *from Monster Manual III 
  NE Medium Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 22, touch 12, flat-footed 20 
   (+2 Dex, +10 natural) 
  hp 80 (7 HD);  
  Immune electricity, paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +10, Ref +7, Will +5 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +14 (1d8+7 plus poison) and 2 claws +12  
  (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +14  
  Special Actions Breath weapon (electricity), breath 
  weapon (slow), poison 
  Abilities Str 24, Dex 15, Con 20, Int 9, Wis 10, Cha 
  11  
  SQ  
  Feats Alertness, Improved Initiative, Multiattack 
  Skills Hide +16, Listen +12, Move Silently +12, Spot 
  +12, Tumble +7 
  Possessions: potion of resist energy (fire)
  Breath Weapon (electricity) (Su) 60-foot cone, once 
  per day, 6d8 electricity, Reflex DC 15 negates.  
  Breath Weapon (slow) (Su) 30-foot cone, once 
  every 1d4 rounds, slow (duration 7 rounds), Will 
  DC 18 negates. Ambush drakes are immune to the 
  breath weapon of other ambush drakes. The DC is 
  Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 18, initial and 
  secondary 
  damage 
  1d6 
  Dex. 
  The 
  DC 
  is 
  Constitution-based. 
  Telepathic Link (Ex) Ambush drakes share a 
  common 
  consciousness, 
  enabling 
  them 
  to 
  communicate telepathically with other ambush 
  drakes. A group of ambush drakes with 30 feet of 
  each other are in constant contact. If one is aware 
  of a particular danger, they all are. If one group is 
  not flat-footed, none of them are. No ambush drake 
  in the group is considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks.  
  Power-up Suite: AC 23 (touch 13, flat-footed 21); Ref 
  +8, Will +5 (+7 vs fear and charm); Melee bite +16 
  (1d8+7 plus poison) and 2 claws +14  (1d6+3); 
  spells active bless, haste 
   
  DRANIA SASSYSPAWN 
  CR 12 
  Female Half Green Dragon Human Cleric 7 (Tiamat), 
  Warpriest 3 
  LE Medium Dragon (augmented human) 
  Init +5; Senses darkvision 60ft, low-light vision, Listen 
  +4, Spot +4 
  Aura strong evil, strong law 
  Languages Common Draconic, Infernal 
  AC 30, touch 13, flat-footed 29 
   (+1 Dex, +9 armor, +3 shield, +4 natural, +3 
  deflection) 
  hp 86 (10 HD);  
  Immune acid, paralysis, sleep 
  Resist Fire 10 (up to 30); 
  Fort +13, Ref +6, Will +12 
  Speed 20 ft. in +1 full plate (4 squares), base 
  movement 30 ft; 
  Melee +1 heavy mace +14/+9 (1d8+6) and bite +8 
  (1d6+2) or 2 claws +13 (1d4+5) and bite +8 
  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Special Actions breath weapon 
  NMR7-03 Draconic Dreams 
   
  Page 32 
  
  Combat Gear +1full plate, +1 heavy mace, +1 heavy 
  wooden shield, potion of cat’s grace
  Cleric Spells Prepared (CL 8th): 
   4th—cure critical wounds, dominate person D (DC 
  21) , freedom of movement (x2) �� 
   3rd—cure serious wounds, dispel magic (x2), 
  invisibility purge, nondetection D� 
   2nd—cure moderate wounds, hold person (x2) (DC 
  19) , invisibility D�, silence (DC 16) �,
   1st—bless �, command D (DC 18) , cure light 
  wounds (x2), resurgence**, shield of faith� 
   0—cure minor wounds (2), detect magic, guidance, 
  purify food and drink, resistance 
  D: Domain spell. Deity: Tiamat. Domains: Trickery, 
  Tyranny** 
  �Already cast 
  Abilities Str 20, Dex 8, Con 16, Int 15, Wis 19, Cha 
  12 
  SQ mass cure light wounds, Spontaneous casting 
  (inflict), Restricted spells (good and chaos), rebuke 
  undead, rally 
  Feats 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Enchantment), Heightened Breath**, Improved 
  Initiative, Skill Focus (Concentration), Spell Focus 
  (Enchantment) 
  Skills Concentration +17, Diplomacy +13, Knowledge 
  (arcana) +12, Knowledge (religion) +12, Sense 
  Motive +9, Swim -4 
  Possessions combat gear plus 2 wooden holy 
  symbols of Tiamat, 2 spell component pouches, 
  cloak of resistance +2, periapt of wisdom +2, 
  potion of resist energy (fire)
  Breath Weapon (Su) 30-foot cone, once per day, 6d8 
  acid, Reflex DC 13 negates. However Drania 
  always uses her Heighten Breath feat to add her 
  Con bonus to the DC. So DC 16 
  Rally (Ex): If not currently suffering from a fear effect 
  you can use this ability as a standard action. Allies 
  within 60 feet who are suffering from any fear effect 
  and who can hear you are allowed an immediate 
  Will saving throw at the DC of the fear effect, with a 
  +1 morale bonus. 
  Inflame (Ex): As a full-round action, a warpriest can 
  inflame the passions of your allies. You provide 
  those who hear a +2 morale bonus on saving  
  throws against any charm or fear effect. This effect 
  lasts for 8 minutes after the speech ends, the 
  warpriest gain the bonus as well. 
  Mass cure light wounds (Sp): Once per day, as the 
  spell as cast by a level 8 cleric. 
  Power-Up Suite Miss Chance 50%; AC 29, touch 13, 
  flat-footed 29 (+3 deflection); Ref +3, Will +10 (+12 
  vs fear & charm); Melee +1 heavy mace 
  +14/+14/+9 (1d8+6) and bite +8 (1d6+2) or 3 claws 
  +13 (1d4+5) and bite +8 (1d6+2); spells active: 
  bless, cat’s grace, freedom of movement, haste, 
  invisibility, nondetection, shield of faith 
   
  DUSKEN 
  CR 12 
  Male blackspawn raider Fighter 4 / Rogue 4 
  CE Monstrous Humanoid (Dragonblood) 
  Init +8; Senses darkvision 60ft, low-light vision, Listen 
  +8, Spot +9 
  Languages Common, Draconic 
  AC 25, touch 14, flat-footed 25 
   (+4 Dex, +6 armor, +2 shield, +3 natural) 
  hp 163 (16 HD); DR 5/good and magic 
  Immune acid, paralysis, sleep 
  Fort +12, Ref +16, Will +10 
  Speed 40 ft 
  Melee +2 dragonbane rapier +26/+21/+16 (1d6+12/ 
  15-20, x2) or club +23/+18/+13 (1d6+8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +23  
  Atk Options Power Attack 
  Special Actions Breath weapon, Close-Quarter 
  Fighting, sneak attack (2d6) 
  Combat Gear +1 mithral chain shirt (+2 with magic 
  vestment), +2 dragonbane rapier, +1 buckler, club, 
  potion of bull’s strength, oil of magic vestment
  Abilities Str 24, Dex 18, Con 18, Int 10, Wis 12, Cha 
  6 
  SQ Evasion, trapfinding, trapsense (+1) 
  Feats Close-Quarter Fighting**, Improved Critical 
  (rapier), Improved Initiative, Improved Toughness, 
  Maximize Breath**, Power Attack, Track, Weapon 
  Focus (rapier), Weapon Specialization (rapier)  
  Skills Climb +13, Jump +21, Listen +8, Spot +9, 
  Survival +12, Swim +14, Tumble +18; 
  Possessions combat gear plus vest of resistance +1 
  Breath Weapon (Su) 40ft line, once every 4 round, 
  8d4 acid, Reflex DC 17 half. The breath weapon 
  damage increase by 1d4 for every 2 additional HD 
  Power-Up Suite AC 24, touch 15, flat-footed 20; Ref 
  +15, Will +8 (+9 vs fear); Speed 70ft; Melee +2 
  dragonbane rapier +28/+28/+23/+18 (1d6+12/ 15-
  20, x2) or club +25/+25/+20/+15 (1d6+8); spells 
  active bless, bull’s strength, freedom of movement, 
  haste, magic vestment (+2), silence 
   
  KWEEB THE WHITE 
  CR 10 
  Male Kobold Sorcerer 10 
  CE Small Humanoid (Dragonblood, Reptilian) 
  Init +2; Senses Darkvision 60ft, light sensitivity, 
  Listen +2, Spot +2 
  Languages Common, Draconic 
  AC 18, touch 13, flat-footed 16 
   (+1 size, +2 Dex, +4 armor, +1 natural) 
  hp 51 (10 HD); 
  Resist Fire 10 (up to 30); 
  Fort +8, Ref +8, Will +10 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares); 
  Melee quarterstaff +2 (1d4-3) 
  Ranged ray +8 (as spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp -2  
  Combat Gear quarterstaff, potion of mage armor
  Sorcerer Spells Known (CL 11th): 
   5th (4/day)—cone of cold (DC 21, 11d6) 
   4th (6/day)—orb of cold (+8 ranged touch, 9d6) 
   3rd (7/day)—dispel magic, haste� 
  NMR7-03 Draconic Dreams 
   
  Page 33 
  
   2nd (7/day)—invisibility �, ray of ice** (+8 ranged 
  touch, 5d6 cold), snowball swarm** (DC 18, 5d6 
  cold) 
   1st (8/day)—ice dagger** (+18 ranged, 2d8 cold 
  plus 2 Dex), lesser orb of cold** (+8 ranged 
  touch, 5d8 cold), magic missile (5 missiles), ray 
  of enfeeblement (+8 ranged touch, 1d6+5 Str 
  penalty) 
   0 
  (6/day)—detect 
  magic, 
  mage 
  hand, 
  prestidigitation, ray of frost (+7 ranged touch, 1d3 
  cold damage), resistance, read magic 
  �Already cast 
  Abilities Str 4, Dex 14, Con 14, Int 13, Wis 10, Cha 
  21 
  Feats Draconic Heritage (White)**, Draconic Power** 
  , Dragon Familiar** 
  Skills Bluff +16, Concentration +13, Hide +9, 
  Knowledge (arcana) +12 
  Possessions combat gear plus 2 spell component 
  pouches, white dragon wyrmling familiar cloak of 
  charisma +4, pale rhomboid ioun stone (+2Con), 
  vest of resistance +3, potion of resist energy (fire)
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. 
  Power-Up Suite AC 22, touch 16, flat-footed 20, Miss 
  chance 50%; Ref +9, Will +10 (+12 vs fear); Melee 
  quarterstaff +4 (1d4-3); Ranged ray +10 (as spell); 
  spells active bless, haste, invisibility 
   
  KWEEB’S FAMILIAR 
  CR 2 
  Male White Dragon Wyrmling 
  CE Tiny Dragon (Cold) 
  Init +0; Senses darkvision 60ft, low-light vision, Listen 
  +2, Spot +2 
  Languages Common  
  AC 16, touch 12, flat-footed 16 
   (+2 size, +4 natural) 
  hp 25 (3 HD); 
  Immune Cold 
  Fort +4, Ref +3, Will +3 
  Weakness Vulnerability to fire 
  Speed 60 ft, burrow 30ft, fly 150ft (average), swim 
  60ft 
  Melee bite +6 (1d4) and 2 claws +1 (1d3) 
  Space 2 1/2 ft.; Reach 2 1/2 ft. (5ft with bite) 
  Base Atk +4; Grp -4  
  Atk Options  
  Special Actions breath weapon 
  Combat Gear  
  Abilities Str 11, Dex 10, Con 13, Int 6, Wis 11, Cha 6 
  SQ deliver touch spell, empathic link, icewalking, 
  improved evasion, share spell 
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (Bite)  
  Skills Hide +14, Listen +2, Move Silently +6, Spot +2, 
  Swim +14, Tumble +3 
  Possessions combat gear  
  Alertness (Ex): While a familiar is within arm’s reach, 
  the master gains the Alertness feat  
  Breath Weapon (Su) A white dragon has one type of 
  breath weapon, a cone of cold. Reflex DC 12 half, 
  1d6 cold. 
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect  
  Improved Evasion (Ex) When subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if 
  the saving throw fails 
  Share Spells At the master’s option, he may have 
  any spell (but not any spell-like ability) he casts on 
  himself also affect his familiar. The familiar must be 
  within 5 feet at the time of casting to receive the 
  benefit 
   
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it 
  moves farther than 5 feet away and will not affect 
  the familiar again even if it returns to the master 
  before the duration expires. Additionally, the 
  master may cast a spell with a target of “You” on 
  his familiar (as a touch range spell) instead of on 
  himself. 
   
  A master and his familiar can share spells even if 
  the spells normally do not affect creatures of the 
  familiar’s type (dragon) 
  Empathic Link (Su) The master has an empathic link 
  with his familiar out to a distance of up to 1 mile. 
  The master cannot see through the familiar’s eyes, 
  but they can communicate empathically. Because 
  of the limited nature of the link, only general 
  emotional content can be communicated. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons  
  Power-Up Suite AC 17, touch 13, flat-footed 17, Miss 
  chance 50%; Ref +4, Will +3 (+5 vs fear and 
  charm); Melee bite +8/+8 (1d4) and 2 claws +3 
  (1d3); spells active bless, haste, invisibility (shared 
  spell) 
  NMR7-03 Draconic Dreams 
   
  Page 34 
  
  APL 14 
  3: EN ROUTE TO THORNBAY 
  KUO-TOA CHIEF 
  CR 10 
  Male Kuo-toa Fighter 8 
  Medium Monstrous Humanoid (Aquatic) 
  Init +6; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 27, touch 12, flat-footed 25 
   (+2 Dex, +6 armor, +4 shield, +6 natural) 
  hp 121 (10 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +11, Ref +7, Will +8 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +2 spear +20/+15 (1d8+10; 19-20/x3) and bite 
  +11 (1d6+9) or bite +16 (1d6+9) 
  Ranged masterwork aquatic longbow +13/+8 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10Grp +15 
  Atk Options Power attack 
  Combat Gear +2 spear, +2 chitin armor, +2 heavy 
  wooden shield, masterwork aquatic bow, 20 
  arrows, potion of bear’s endurance, potion of bull’s 
  strength
  Abilities Str 22, Dex 14, Con 20, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats Alertness, Dodge, Greater Weapon Focus 
  (Spear) , Improved Critical (spear), Improved 
  Initiative, Improved Toughness , Iron Will , Power 
  Attack, 
  Weapon 
  Focus 
  (Spear) 
  , 
  Weapon 
  Specialization (Spear)  
  Skills Escape Artist +12, Handle Animal +11, 
  Intimidate +9, Search +11, Spot +12, Swim +21 
  Possessions Combat gear 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  KUO-TOA WARRIOR 
  CR 8 
  Male Kuo-toa Fighter 6 
  Medium Monstrous Humanoid (Aquatic) 
  Init +6; Senses keen sight, light blindness Listen +1, 
  Spot +1 
  Languages 
  Aquan, 
  Common, 
  Kuo-Toan, 
  Undercommon 
  AC 27, touch 12, flat-footed 25 
   (+2 Dex, +6 armor, +3 shield, +6 natural) 
  hp 81 (8 HD);  
  Immune paralysis and poison 
  Resist electricity 10 
  Fort +8, Ref +7, Will +6 
  Speed 15 ft. in chitin armor (3 squares), base 
  movement 20 ft., Swim 50 ft.; 
  Melee +2 spear +16/+11 (1d8+9; 19-20/x3) and bite 
  +8 (1d6+7) or bite +13 (1d6+7) 
  Ranged masterwork aquatic longbow +11/+6 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Atk Options Power attack 
  Combat Gear +2 spear, +2 chitin armor, +1 heavy 
  wooden shield, masterwork aquatic bow, 20 arrows 
  Abilities Str 20, Dex 14, Con 16, Int 12, Wis 13, Cha 
  6 
  SQ Adhesive, amphibious, keen sight, slippery 
  Feats Alertness, Dodge, Improved Critical (spear), 
  Improved Initiative, Improved Toughness , Power 
  Attack, 
  Weapon 
  Focus 
  (Spear) 
  , 
  Weapon 
  Specialization (Spear)  
  Skills Escape Artist +12, Handle Animal +8, 
  Intimidate +6, Search +11, Spot +12, Swim +18 
  Possessions Combat gear plus gauntlets of ogre 
  power 
  Adhesive (Ex) Kuo-toas use their own body oil and 
  other material to give their shields a finish almost 
  like flypaper, holding fast any creature or items 
  touching 
  them. 
  Anyone 
  who 
  makes 
  an 
  NMR7-03 Draconic Dreams 
   
  Page 35 
  
  unsuccessful melee attack against a kuo-toa must 
  succeed on a DC 14 Reflex save, or the attacker’s 
  weapon sticks to the shield and is yanked out of 
  the 
  wielder’s 
  grasp. 
  Creatures 
  with 
  natural 
  weapons are automatically grappled if they stuck. 
  A kuo-toa requires 1 hour and special materials 
  costing 20gp to coat a shield with adhesive. The 
  adhesive remains good for up to three days or until 
  it actually catches someone or something (in which 
  case the shield can trap no additional items since 
  the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength 
  check. 
  Amphibious (Ex): While kuo-toas breathe by means 
  of gills, they can survive indefinitely on land. 
  Keen Sight (Ex): A kuo-toa’s eyesight is so keen that 
  it can spot a moving object or creature even if it is 
  invisible or ethereal. Only by remaining perfectly 
  still can such objects or creature avoid their notice. 
  Light Blindness (Ex): Abrupt exposure to bright light 
  (such as sunlight or a daylight spell) blinds a kuo-
  toa for 1 round. On subsequent rounds they are 
  dazzled as long as they remain in the affected 
  area. 
  Slippery (Ex): All kuo-toas secrete an oily film that 
  makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don't affect kuo-toas, and 
  they can usually wriggle free from most other forms 
  of confinement. 
  Skills +8 racial bonus to Escape Artist checks, +4 
  racial bonus to Search and Spot checks. A kuo-toa 
  has +8 racial bonus to Swim checks to perform 
  special actions or avoid a hazard. 
   
  Kuo-toas can always choose to take 10 on Swim 
  checks, even if distracted or endangered. They can 
  use the run action while swimming provided it 
  swims in a straight line.  
   
  5: TO ORIANNA’S LAIR 
  FRESHWATER DIRE SHARK 
  CR 9 
  Advanced Warbeast** dire shark 
  N Huge Animal (Aquatic) 
  Init +2; Senses keen scent, Listen +15, Spot +16 
  Languages None 
  AC 17, touch 10, flat-footed 15 
   (-2 size, +2 Dex, +7 natural) 
  hp 192 (19 HD); 
  Fort +16, Ref +13, Will +13 
  Speed Swim 70ft (14 squares) 
  Melee Bite +21 (3d8+12/crit 19-20, x2) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14; Grp +30  
  Special Actions Improved Grab, Swallow whole 
  Abilities Str 26, Dex 15, Con 20, Int 1, Wis 14, Cha 
  10 
  SQ Combative Mount 
  Feats Improved Critical (Bite), Improved Natural 
  Attack (Bite), Toughness(x4), Weapon Focus (Bite) 
  Skills Listen +15, Spot +16, Swim+16 
  Combative Mount (Ex) A rider on a trained mounted 
  warbeast mount gets +2 to all Ride checks. A 
  warbeast is proficient with light, medium & heavy 
  armor. 
  Improved Grab (Ex): To use this ability, a dire shark 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can try to swallow 
  the foe in the following round. 
  Keen Scent (Ex): A dire shark can notice creatures 
  by scent in a 180-foot radius and detect blood in 
  the water at ranges of up to a mile.  
  Swallow Whole (Ex): A dire shark can try to swallow 
  a grabbed opponent of up to one size smaller by 
  making a successful grapple check. Once inside, 
  the opponent takes 2d6+6 points of bludgeoning 
  damage plus 1d8+4 points of acid damage per 
  round from the shark’s digestive juices. A 
  swallowed creature can cut its way out using a light 
  slashing or piercing weapon by dealing 25 points of 
  damage to the shark’s digestive tract (AC 13). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. 
  Skills: A dire shark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
   
  SCYLLAN 
  CR 13 
  LE Huge Outsider (Aquatic, Native) 
  *From Stormwrack 
  Init +7; Senses darkvision 60ft, Listen +24, Spot +24 
  Languages Aquan, Infernal but usually only make 
  their frightful noise 
  AC 29, touch 11 flat-footed 26 
   (-2 size, +3 Dex, +18 natural) 
  hp 184 (16 HD); DR 10/magic and silver 
  SR 27 
  Fort +17, Ref +13, Will +15 
  Speed Swim 50ft (10 squares) 
  Melee 4 tentacles +26 (1d8+11) and 2 claws +23 
  (2d6+5) 
  Space 15 ft.; Reach 15 ft. (30 with tentacles) 
  Base Atk +16; Grp +35  
  Atk Options  
  Special Actions Constrict (1d8+11), frightful noise, 
  improved grab, swallow whole 
  Spell-Like Abilities (CL 16th): 
   1/hour—control weather 
  Abilities Str 33, Dex 17, Con 25, Int 8, Wis 20, Cha 6 
  Feats Ability Focus (frightful noise), Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (Claws), 
  Multiattack, Swim-By Attack**, Weapon Focus 
  (tentacles) 
  Skills 
  Hide 
  +14, 
  Intimidate 
  +17, 
  Jump 
  +38, 
  Knowledge (nature) +20, Listen +24, Spot +24, 
  Survival +26, Swim +19 
  Frightful Noise (Su) A scyllan produces a wailing 
  sound by blowing air through the comblike growths 
  NMR7-03 Draconic Dreams 
   
  Page 36 
  
  on its head. The horrible racket is unsettling to 
  nearby creatures. The Scyllan activates its frightful 
  noise as a move action and can end it anytime as a 
  free action. Creatures within 100 feet of the scyllan 
  are subject to the effect if they have fewer HD than 
  the scyllan. 
   
  A potentially affected creature who succeeds on a 
  DC 18 Will save is immune to that scylllan’s 
  frightful noise for 24h. One a failure, creatures with 
  4HD or fewer become panicked for 2d6 rounds and 
  those with 5 or more HD become shaken for 2d6 
  rounds. Scyllans are unaffected by the frightful 
  noise of other scyllans. 
   
  Frightful 
  noise 
  is 
  a 
  sonic, 
  mind 
  affecting 
  compulsion. The save DC is Charisma-based and 
  include a +2 bonus from the Ability Focus feat. 
  Improved Grab (Ex) To use this ability, a scyllan 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can transfer the grabbed 
  creature to a claw as a free action or attempt to 
  swallow it whole. A scyllan that transfers a creature 
  to its claw can constrict. 
  Swallow Whole (Ex): A scyllan can try to swallow a 
  grabbed opponent by making a successful grapple 
  check. Once inside, the opponent takes 2d8+16 
  points of bludgeoning damage plus 2d6 points of 
  acid damage per round from the shark’s digestive 
  juices. A swallowed creature can cut its way out 
  using a light slashing or piercing weapon by 
  dealing 25 points of damage to the maw (AC 17). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. 
   
  A Huge scyllan’s maw holds 2 Large, 8 Medium, 32 
  Small, 128 Tiny, or 512 diminutive or smaller 
  opponents. 
  Skills: A scyllan has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  8: THE CULT OF TIAMAT 
  THE BURNING EMIR 
  CR 12 
  Male Half-Red Dragon Noble Salamander  
  NE Large Dragon (Extraplanar, Fire, Augmented 
  Outsider) 
  Init +2; Senses darkvision 60ft, low-light vision, Listen 
  +23, Spot +23 
  Languages Aquan, Auran, Common, Draconic, 
  Ignan, Infernal, Terran  
  AC 23, touch 11, flat-footed 21 
   (-1 size, +2 Dex, +12 natural) 
  hp 152 (16 HD); DR 15/magic 
  Immune fire, paralysis, sleep 
  Fort +14, Ref +12, Will +12 
  Weakness Vulnerability to cold 
  Speed 20 ft. (4 squares), fly 40 ft.(Average); 
  Melee +3 longspear +28/+23/+18/+13 (2d8+13 plus 
  1d8 fire) and bite +23 (1d8+5 plus 1d8 fire) and tail 
  slap +23 (2d8+5 plus 1d8 fire) or  
   
  2 claws +25 (1d6+10 plus 1d8 fire) and bite +23 
  (1d8+5 plus 1d8 fire) and tail slap +23 (2d8+5 plus 
  1d8 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16; Grp +30  
  Atk Options  
  Special Actions Constrict 2d8+5 plus 1d8 fire, 
  improved grab,  
  Combat Gear +3 longspear 
  Spell-Like Abilities (CL 15th): 
   3/day—burning hands (5d4, DC 14 fire), fireball 
  (DC 16, 10d6), flaming sphere (DC 14), wall of 
  fire (DC 16) 
   1/day—dispel magic, summon monster VII (huge 
  fire elemental) 
  �Already cast 
  Abilities Str 30, Dex 14, Con 18, Int 18, Wis 15, Cha 
  17 
  Feats Alertness, Cleave, Great Cleave, MUltiattack, 
  Power Attack , Skill Focus (Craft (Blacksmithing))   
  Skills 
  Bluff 
  +22, 
  Concentration 
  +13, 
  Craft 
  (Blacksmithing) +30, Diplomacy +16, Hide +17, 
  Intimidate +14, Listen +23, Move Silently +21 , 
  Sense Motive +10 , Spot +23, Tumble +11 
  Breath Weapon (Su) 30-foot cone, once per day, 6d8 
  fire, Reflex DC 20 negates. 
  Constrict (Ex): A salamander deals automatic tail 
  slap damage (including fire damage) with a 
  successful grapple check. A noble salamander can 
  constrict 
  multiple 
  creatures 
  simultaneously, 
  provided they are all at least two sizes smaller than 
  it. 
  Heat (Ex): A salamander generates so much heat 
  that its mere touch deals additional fire damage. 
  Salamanders’ metallic weapons also conduct this 
  heat. (1d8 heat) 
  Improved Grab (Ex): To use this ability, a 
  salamander must hit a creature of up to one size 
  larger than itself with its tail slap attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Skills Salamanders have a +4 bonus on Craft 
  (Blacksmithing) checks. 
  Feats: Salamanders have the Multiattack feat even 
  though they do not have the requisite three natural 
  weapons. 
  Power-up Suite: AC 24 (touch 12, flat-footed 22); Ref 
  +13, Will +13 (+15 vs fear and charm); Speed 40ft, 
  fly 
  70ft 
  (average); 
  Melee 
  +3 
  longspear 
  +30/+30/+25/+20/+15 (2d8+13 plus 1d8 fire) and 
  bite +25 (1d8+5 plus 1d8 fire) and tail slap +25 
  (2d8+5 plus 1d8 fire) or 3 claws +27 (1d6+10 plus 
  1d8 fire) and bite +25 (1d8+5 plus 1d8 fire) and tail 
  slap +25 (2d8+5 plus 1d8 fire); spells active bless, 
  haste 
   
  NMR7-03 Draconic Dreams 
   
  Page 37 
  
  BLUE AMBUSH DRAKE 
  CR 7 
  Male Half-Blue Dragon Ambush Drake 
  *from Monster Manual III 
  NE Medium Dragon 
  Init +7; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +17, Spot +17 
  Languages Common, Draconic 
  AC 22, touch 13, flat-footed 20 
   (+3 Dex, +10 natural) 
  hp 150 (12 HD);  
  Immune electricity, paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +13, Ref +11, Will +8 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +19 (2d6+7 plus poison) and 2 claws +17  
  (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +19  
  Special Actions Breath weapon (electricity), breath 
  weapon (slow), poison 
  Abilities Str 24, Dex 116, Con 21, Int 9, Wis 10, Cha 
  11  
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (Bite), Improved Toughness**, Multiattack 
  Skills Hide +21, Listen +17, Move Silently +18, Spot 
  +17, Tumble +10 
  Possessions: potion of resist energy (fire)
  Breath Weapon (electricity) (Su) 60-foot cone, once 
  per day, 6d8 electricity, Reflex DC 18 negates.  
  Breath Weapon (slow) (Su) 30-foot cone, once 
  every 1d4 rounds, slow (duration 7 rounds), Will 
  DC 18 negates. Ambush drakes are immune to the 
  breath weapon of other ambush drakes. The DC is 
  Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 18, initial and 
  secondary 
  damage 
  1d6 
  Dex. 
  The 
  DC 
  is 
  Constitution-based. 
  Telepathic Link (Ex) Ambush drakes share a 
  common 
  consciousness, 
  enabling 
  them 
  to 
  communicate telepathically with other ambush 
  drakes. A group of ambush drakes with 30 feet of 
  each other are in constant contact. If one is aware 
  of a particular danger, they all are. If one group is 
  not flat-footed, none of them are. No ambush drake 
  in the group is considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks.  
  Power-up Suite: AC 23 (touch 13, flat-footed 21); Ref 
  +8, Will +5 (+7 vs fear and charm); Melee bite +16 
  (1d8+7 plus poison) and 2 claws +14  (1d6+3); 
  spells active bless, haste 
   
  DRANIA SASSYSPAWN 
  CR 12 
  Female Half Green Dragon Human Cleric 7 (Tiamat), 
  Warpriest 3 
  LE Medium Dragon (augmented human) 
  Init +5; Senses darkvision 60ft, low-light vision, Listen 
  +4, Spot +4 
  Aura strong evil, strong law 
  Languages Common Draconic, Infernal 
  AC 30, touch 13, flat-footed 29 
   (+1 Dex, +9 armor, +3 shield, +4 natural, +3 
  deflection) 
  hp 86 (10 HD);  
  Immune acid, paralysis, sleep 
  Resist Fire 10 (up to 30); 
  Fort +13, Ref +6, Will +12 
  Speed 20 ft. in +1 full plate (4 squares), base 
  movement 30 ft; 
  Melee +1 heavy mace +14/+9 (1d8+6) and bite +8 
  (1d6+2) or 2 claws +13 (1d4+5) and bite +8 
  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13  
  Special Actions breath weapon 
  Combat Gear +1full plate, +1 heavy mace, +1 heavy 
  wooden shield, potion of cat’s grace
  Cleric Spells Prepared (CL 8th): 
   4th—cure critical wounds, dominate person D (DC 
  21) , freedom of movement (x2) �� 
   3rd—cure serious wounds, dispel magic (x2), 
  invisibility purge, nondetection D� 
   2nd—cure moderate wounds, hold person (x2) (DC 
  19) , invisibility D�, silence (DC 16) �,
   1st—bless �, command D (DC 18) , cure light 
  wounds (x2), resurgence**, shield of faith� 
   0—cure minor wounds (2), detect magic, guidance, 
  purify food and drink, resistance 
  D: Domain spell. Deity: Tiamat. Domains: Trickery, 
  Tyranny** 
  �Already cast 
  Abilities Str 20, Dex 8, Con 16, Int 15, Wis 19, Cha 
  12 
  SQ mass cure light wounds, Spontaneous casting 
  (inflict), Restricted spells (good and chaos), rebuke 
  undead, rally 
  Feats 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Enchantment), Heightened Breath**, Improved 
  Initiative, Skill Focus (Concentration), Spell Focus 
  (Enchantment) 
  Skills Concentration +17, Diplomacy +13, Knowledge 
  (arcana) +12, Knowledge (religion) +12, Sense 
  Motive +9, Swim -4 
  Possessions combat gear plus 2 wooden holy 
  symbols of Tiamat, 2 spell component pouches, 
  cloak of resistance +2, periapt of wisdom +2, 
  gloves of dexterity +2, potion of resist energy (fire)
  Breath Weapon (Su) 30-foot cone, once per day, 6d8 
  acid, Reflex DC 13 negates. However Drania 
  always uses her Heighten Breath feat to add her 
  Con bonus to the DC. So DC 16 
  Rally (Ex): If not currently suffering from a fear effect 
  you can use this ability as a standard action. Allies 
  within 60 feet who are suffering from any fear effect 
  and who can hear you are allowed an immediate 
  Will saving throw at the DC of the fear effect, with a 
  +1 morale bonus. 
  Inflame (Ex): As a full-round action, a warpriest can 
  inflame the passions of your allies. You provide 
  those who hear a +2 morale bonus on saving  
  throws against any charm or fear effect. This effect 
  NMR7-03 Draconic Dreams 
   
  Page 38 
  
  lasts for 8 minutes after the speech ends, the 
  warpriest gain the bonus as well. 
  Mass cure light wounds (Sp): Once per day, as the 
  spell as cast by a level 8 cleric. 
  Power-Up Suite Miss Chance 50%; AC 29, touch 13, 
  flat-footed 29 (+3 deflection); Ref +3, Will +10 (+12 
  vs fear & charm); Melee +1 heavy mace 
  +14/+14/+9 (1d8+6) and bite +8 (1d6+2) or 3 claws 
  +13 (1d4+5) and bite +8 (1d6+2); spells active: 
  bless, cat’s grace, freedom of movement, haste, 
  invisibility, nondetection, shield of faith 
   
  DUSKEN & DARKNIGHT 
  CR 12 
  Male blackspawn raider Fighter 4 / Rogue 4 
  CE Monstrous Humanoid (Dragonblood) 
  Init +8; Senses darkvision 60ft, low-light vision, Listen 
  +8, Spot +9 
  Languages Common, Draconic 
  AC 25, touch 14, flat-footed 25 
   (+4 Dex, +6 armor, +2 shield, +3 natural) 
  hp 163 (16 HD); DR 5/good and magic 
  Immune acid, paralysis, sleep 
  Fort +12, Ref +16, Will +10 
  Speed 40 ft 
  Melee +2 dragonbane rapier +26/+21/+16 (1d6+12/ 
  15-20, x2) or club +23/+18/+13 (1d6+8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +23  
  Atk Options Power Attack 
  Special Actions Breath weapon, Close-Quarter 
  Fighting, sneak attack (2d6) 
  Combat Gear +1 mithral chain shirt (+2 with magic 
  vestment), +2 dragonbane rapier, +1 buckler, club, 
  potion of bull’s strength, oil of magic vestment
  Abilities Str 24, Dex 18, Con 18, Int 10, Wis 12, Cha 
  6 
  SQ Evasion, trapfinding, trapsense (+1) 
  Feats Close-Quarter Fighting**, Improved Critical 
  (rapier), Improved Initiative, Improved Toughness, 
  Maximize Breath**, Power Attack, Track, Weapon 
  Focus (rapier), Weapon Specialization (rapier)  
  Skills Climb +13, Jump +21, Listen +8, Spot +9, 
  Survival +12, Swim +14, Tumble +18; 
  Possessions combat gear plus vest of resistance +1 
  Breath Weapon (Su) 40ft line, once every 4 round, 
  8d4 acid, Reflex DC 17 half. The breath weapon 
  damage increase by 1d4 for every 2 additional HD 
  Power-Up Suite AC 24, touch 15, flat-footed 20; Ref 
  +15, Will +8 (+9 vs fear); Speed 70ft; Melee +2 
  dragonbane rapier +28/+28/+23/+18 (1d6+12/ 15-
  20, x2) or club +25/+25/+20/+15 (1d6+8); spells 
  active bless, bull’s strength, freedom of movement, 
  haste, magic vestment (+2), silence 
   
  Dusken only: freedom of movement, silence  
   
  FIRETIGER 
  CR 12 
  Male Half-Red Dragon Raksasha 
  NE Medium Dragon (augmented outsider, native) 
  Init +7; Senses darkvision 60ft, low-light visionListen 
  +11, Spot +11 
  Languages Aboleth, Abyssal, Auran, Common, 
  Draconic, 
  Ignan, 
  Infernal, 
  Kuo-toan, 
  Undercommon, Yuan-ti 
  AC 26, touch 13, flat-footed 23 
   (+3 Dex, +13 natural) 
  hp 88 (7 HD); DR 15/ good and piercing 
  Immune fire, paralysis, sleep 
  SR 27 
  Fort +13, Ref +10, Will +8 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +11 (1d4+4) and bite+6 (1d6+2) 
  Ranged ray +10 ranged touch (per spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11  
  Special Actions Breath weapon, change shape 
  Combat Gear  
  Sorcerer Spells Known (CL 7th): 
   3rd (5/day)—fireball (DC 22, Reflex half 7d6 
  fire), suggestion (DC 22) 
   2nd 
  (7/day)—invisibility�, 
  acid 
  arrow, 
  scorching ray (2 rays, +10 ranged touch); 
   1st (7/day)—charm person (DC 20), mage 
  armor�, magic missile, protection from 
  good�, silent image; 
   0 (6/day)—detect magic, light, mage hand, 
  message, read magic, resistance, touch of 
  fatigue; 
  �Already cast 
  Spell-Like Abilities (CL 7th): 
   At will—detect thoughts (CL18, Will DC 26 
  negates) 
  �Already cast 
  Abilities Str 18, Dex 16, Con 22, Int 17, Wis 12, Cha 
  28 
  SQ Change shape 
  Feats Improved Initiative, Skill Focus (Concentration), 
  Empower Spell 
  Skills Bluff +14, Concentration +19, Diplomacy +21, 
  Hide +8, Intimidate +19, Listen +11, Move Silently 
  +13, Sense Motive +11, Spellcraft +13, Spot +11, 
  Tumble +8 
  Possessions combat gear plus vest of resistance +2, 
  potion of eagle’s splendor
  Breath Weapon (Su) 30-foot cone, once per day, 6d8 
  fire, Reflex DC 16 negates. 
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a 
  standard action. In humanoid form, a rakshasa 
  loses its claw and bite attacks (although it often 
  equips itself with weapons and armor instead). A 
  rakshasa remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, but the rakshasa reverts to its natural 
  form when killed. A true seeing spell reveals its 
  natural form. 
  Skills: A rakshasa has a +4 racial bonus on Bluff and 
  Disguise checks. *When using change shape, a 
  rakshasa gains an additional +10 circumstance 
  bonus 
  on 
  Disguise 
  checks. 
  If 
  reading 
  an 
  NMR7-03 Draconic Dreams 
   
  Page 39 
  
  opponent’s mind, its circumstance bonus on Bluff 
  and Disguise checks increases by a further +4. 
  Power-Up Suite AC 31 (35 vs good), touch 16 (18 vs 
  good), flat-footed 26 (28 vs good), Miss chance 
  50%; Move 70ft; Ref +11 (+13 vs good), Will +9 
  (+10 vs fear and charm) (+11 vs good, +12 vs fear 
  and charm; Melee 3 claws +13 (1d4+4) and bite +8 
  (1d6+2); Ranged ray +12 ranged touch (per spell); 
  spells active bless, haste, invisibility, mage armor, 
  protection from good 
   
  KWEEB THE WHITE 
  CR 10 
  Male Kobold Sorcerer 10 
  CE Small Humanoid (Dragonblood, Reptilian) 
  Init +2; Senses Darkvision 60ft, light sensitivity, 
  Listen +2, Spot +2 
  Languages Common, Draconic 
  AC 18, touch 13, flat-footed 16 
   (+1 size, +2 Dex, +4 armor, +1 natural) 
  hp 51 (10 HD); 
  Resist Fire 10 (up to 30); 
  Fort +8, Ref +8, Will +10 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares); 
  Melee quarterstaff +2 (1d4-3) 
  Ranged ray +8 (as spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp -2  
  Combat Gear quarterstaff, potion of mage armor
  Sorcerer Spells Known (CL 11th): 
   5th (4/day)—cone of cold (DC 21, 11d6) 
   4th (6/day)—orb of cold (+8 ranged touch, 9d6) 
   3rd (7/day)—dispel magic, haste 
   2nd (7/day)—invisibility, ray of ice** (+8 ranged 
  touch, 5d6 cold), snowball swarm** (DC 18, 5d6 
  cold) 
   1st (8/day)—ice dagger** (+18 ranged, 2d8 cold 
  plus 2 Dex), lesser orb of cold** (+8 ranged 
  touch, 5d8 cold), magic missile (5 missiles), ray 
  of enfeeblement (+8 ranged touch, 1d6+5 Str 
  penalty) 
   0 
  (6/day)—detect 
  magic, 
  mage 
  hand, 
  prestidigitation, ray of frost (+7 ranged touch, 1d3 
  cold damage), resistance, read magic 
  �Already cast 
  Abilities Str 4, Dex 14, Con 14, Int 13, Wis 10, Cha 
  21 
  Feats Draconic Heritage (White)**, Draconic Power** 
  , Dragon Familiar** 
  Skills Bluff +16, Concentration +13, Hide +9, 
  Knowledge (arcana) +12 
  Possessions combat gear plus 2 spell component 
  pouches, white dragon wyrmling familiar, amulet of 
  natural armor +1, cloak of charisma +4, pale 
  rhomboid ioun stone (+2Con), vest of resistance 
  +3, potion of resist energy (fire)
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. 
  Power-Up Suite AC 22, touch 16, flat-footed 20, Miss 
  chance 50%; Ref +9, Will +10 (+12 vs fear); Melee 
  quarterstaff +4 (1d4-3); Ranged ray +10 (as spell); 
  spells active bless, haste, invisibility 
   
  KWEEB’S FAMILIAR 
  CR 2 
  Male White Dragon Wyrmling 
  CE Tiny Dragon (Cold) 
  Init +0; Senses darkvision 60ft, low-light vision, Listen 
  +2, Spot +2 
  Languages Common  
  AC 16, touch 12, flat-footed 16 
   (+2 size, +4 natural) 
  hp 25 (3 HD); 
  Immune Cold 
  Fort +4, Ref +3, Will +3 
  Weakness Vulnerability to fire 
  Speed 60 ft, burrow 30ft, fly 150ft (average), swim 
  60ft 
  Melee bite +6 (1d4) and 2 claws +1 (1d3) 
  Space 2 1/2 ft.; Reach 2 1/2 ft. (5ft with bite) 
  Base Atk +4; Grp -4  
  Atk Options  
  Special Actions breath weapon 
  Abilities Str 11, Dex 10, Con 13, Int 6, Wis 11, Cha 6 
  SQ deliver touch spell, empathic link, icewalking, 
  improved evasion, share spell 
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (Bite)  
  Skills Hide +14, Listen +2, Move Silently +6, Spot +2, 
  Swim +14, Tumble +3 
  Alertness (Ex): While a familiar is within arm’s reach, 
  the master gains the Alertness feat  
  Breath Weapon (Su) A white dragon has one type of 
  breath weapon, a cone of cold. Reflex DC 12 half, 
  1d6 cold. 
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect  
  Improved Evasion (Ex) When subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if 
  the saving throw fails 
  Share Spells At the master’s option, he may have 
  any spell (but not any spell-like ability) he casts on 
  himself also affect his familiar. The familiar must be 
  within 5 feet at the time of casting to receive the 
  benefit 
   
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it 
  moves farther than 5 feet away and will not affect 
  the familiar again even if it returns to the master 
  before the duration expires. Additionally, the 
  master may cast a spell with a target of “You” on 
  his familiar (as a touch range spell) instead of on 
  himself. 
   
  A master and his familiar can share spells even if 
  the spells normally do not affect creatures of the 
  familiar’s type (dragon) 
  NMR7-03 Draconic Dreams 
   
  Page 40 
  
  Empathic Link (Su) The master has an empathic link 
  with his familiar out to a distance of up to 1 mile. 
  The master cannot see through the familiar’s eyes, 
  but they can communicate empathically. Because 
  of the limited nature of the link, only general 
  emotional content can be communicated. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons  
  Power-Up Suite AC 17, touch 13, flat-footed 17, Miss 
  chance 50%; Ref +4, Will +3 (+5 vs fear and 
  charm); Melee bite +8/+8 (1d4) and 2 claws +3 
  (1d3); spells active bless, haste, invisibility (shared 
  spell) 
  NMR7-03 Draconic Dreams 
   
  Page 41 
  
  APPENDIX 2: NEW RULES ITEMS 
   
  FEATS 
  Close-Quarters Fighting [General] 
  You are skill at fighting at close range, and resisting 
  grapple attempts. 
   
  Prerequisites: Base Attack +3. 
   
  Benefits: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple, unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you an extra attack of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any type of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek. He takes 
  an attack of opportunity, hits, and deals 10 points of 
  damage to the creature. Tordek then adds a +10 to his 
  opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when attempting to 
  start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his bonus fighter feats. 
   
  Source: Complete Warrior 97 
   
  Draconic Heritage [Draconic] 
  You have greater connection with your distant 
  draconic bloodline. 
   
  Prerequisites: Sorcerer 1st. 
   
  Benefits: You gain the Dragonblood subtype. 
  Choose one dragon from the Draconic Heritage list 
  below. This is your draconic heritage, which can only 
  be changed by undergoing the Rite of Draconic 
  Affinity (Races of the Dragon p59). Half-dragon must 
  choose the same dragon kind as their dragon parent. 
   
  When you declare your draconic heritage, you 
  gain the skill indicated on the table as a sorcerer class 
  skill. In addition, you gain a bonus equal to the number 
  of draconic feats you have as against magic sleep and 
  paralysis effects, as well as against spells and abilities 
  with a descriptor that matches the corresponding entry 
  in the accompanying table. 
  Dragon Kind 
  Energy Type 
  Skill 
  White 
  Cold 
  Balance 
   
  Source: Races of the Dragon 102 
   
  Draconic Power 
  You have greater power when manipulating the 
  energies of your heritage. 
   
  Prerequisites: Draconic Heritage, Sorcerer level 
  1st. 
   
  Benefit: Your caster level increases by one, and 
  you add 1 to the save DC of all arcane spells with the 
  descriptor or subschool associated with your draconic 
  heritage. 
   
  Special: This feat works in conjunction with the 
  Energy Substitution feat (Complete Arcane p79) as 
  long as the substituted energy matches the energy type 
  associated with your draconic heritage. 
   
  Source: Races of the Dragon 104 
   
  Dragon Familiar 
  When you are able to acquire a new familiar, you may 
  select a wyrmling dragon as a familiar. 
   
  Prerequisites: 
  Cha 
  13, 
  Speak 
  Language 
  (Draconic), arcane spellcaster level 7th, ability to acquire 
  a new familiar, compatible alignment. 
   
  Benefit: When acquiring a new familiar, you can 
  choose a wyrmling dragon.  
  White Dragon: Alignment N, CN, CE Minimum level 
  7th. 
  Master 
  class 
  level 
  Nat 
  Armor 
  Adj 
  Special 
  8 
  or 
  lower 
  +1 
  Alertness, improved evasion, 
  share spells, empathic link 
  9-12 
  +2 
  Deliver touch spells 
  13-16 
  +3 
  Spell resistance 
  17-20 
  +4 
  Scry on familiar 
  For a description of these abilities, see page 52-53 of the 
  PHB. 
   
  Heighten Breath 
  Your breath weapon is even more deadly than normal. 
   
  Prerequisites: Con 13, breath weapon. 
   
  Benefit: You can increase the DC of your breath 
  weapon by any number up to a maximum equal to your 
  Constitution bonus. 
   
  For each point by which you increase the DC, add 
  +1 to the number of rounds you must wait before using 
  your breath weapons again. 
   
  Source: Draconomicon 71 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
  NMR7-03 Draconic Dreams 
   
  Page 42 
  
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  Maximize Breath [Metabreath] 
  You can take a full-round action to use your breath 
  weapon to maximum effect. 
   
  Prerequisites: Con 17, breath weapon. 
   
  Benefits: If you use your breath weapon as a full-
  round action, all variable, numeric effects of the attack 
  are maximized. A maximized breath weapon deals 
  maximum damage, lasts for the maximum time, or the 
  like. For example, an old silver dragon using a 
  maximized cold breath weapon (damage 16d8) deals 
  128 points of damage. An old silver dragon using a 
  maximized paralysis gas breath weapon (duration 
  1d6+8 rounds) paralyzes creatures for 14 rounds if they 
  fail their saving throws. 
   
  The DCs for saving throws against your breath 
  weapon are not affected. 
   
  When you use this feat, add +3 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  This feat stacks with the effects of breath weapons 
  enhanced with other metabreath feats, but does not 
  maximize them. For example, a maximized breath 
  weapon further enhanced by the Tempest Breath feat 
  produces the type of wind effect noted in the feat 
  description, but the velocity of the wind is not also 
  maximized. 
   
  Special: You cannot use this feat and the Quicken 
  Breath feat on the same breath weapon at the same 
  time. 
   
  Source: Draconomicon 71 
   
  MAGIC ITEMS 
  List alphabetically; see above. 
   
  Vest of Resistance  
   
  These garments offer magic protection in the form 
  of a +1 to +5 resistance bonus on all saving throws. 
  Faint Abjuration; CL 5th; Craft Wondrous Items, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
  Source: Complete Arcane 150 
   
  MUNDANE EQUIPMENT 
  Aquatic Longbow 
  Made by aquatic elves, the aquatic longbow functions 
  as a normal ranged weapon out of the water, with a 60-
  foot range increment. Underwater it has a range 
  increment of 10ft, but it does not take the normal 
  penalty for ranged attack through water. If you have 
  the Aquatic Shot feat, the aquatic longbow’s range 
  increment improves to 30 feet underwater. Aquatic 
  longbows are favored by aquatic elves. 
  Martial weapon, 400gp, Dmg (S/M) 1d6/1d8, Crit x3, 
  Range Increment 60ft (10ft), 3lbs, piercing.  
   
  Chitin armor 
  Type: Medium armor 
  Cost: 75gp 
  Armor/Shield Bonus: +4 
  Maximum Dex Bonus: +4 
  Armor Check penalty: -3, Arcane spell failure: 30%, 
  Speed: 30ft: 20ft/20ft: 15ft, Weight 20lbs. 
   
  SPELLS 
  Ice Knife 
  Conjuration (Creation) [Cold] 
  Level: Assassin 2, Sorcerer/Wizard 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft. /level) 
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: Fortitude Partial or Reflex half; see text 
  Spell Resistance: Yes 
  You must succeed on a normal ranged attack to hit 
  (with a +2 bonus on the attack roll for every two caster 
  levels). If it hits, an ice knife deal 2d8 points of cold 
  damage plus 2 points of Dexterity damage (no 
  Dexterity damage on a successful Fortitude save). 
  Creatures that have immunity to cold damage also take 
  no Dexterity damage automatically. 
   
  A knife that misses creates a shower of ice crystals 
  in a 10-foot-radius burst (see Missing with a Thrown 
  Weapon, page 158 of the Player’s Handbook, to 
  determine where the shard hits). The icy burst deals 
  ld8 points of cold damage to all creatures within the 
  area of the effect (Reflex half). 
   
  Material Component: A drop of water or piece of ice. 
   
  Source: Spell Compendium 119 
   
  Orb of Cold, Lesser 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2Ievels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of cold about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Source: Spell Compendium 151 
   
  NMR7-03 Draconic Dreams 
   
  Page 43 
  
  Ray of Ice 
  Evocation [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2Ievels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
  You launch a ray of numbing cold at your enemy. You 
  must succeed on a ranged touch attack with the ray to 
  strike a target. If successful, the ray deals 1d6 points of 
  cold damage per two caster levels (maximum 5d6). The 
  target must also make a Reflex save of be frozen to the 
  ground with its feet encased in ice. A frozen creature 
  cannot move, receives no Dexterity bonus to AC and 
  incurs a -2 penalty on attack rolls. 
   
  A frozen creature can free itself with a DC 18 
  Strength check or by dealing 15 points of damage to 
  the ice. 
   
  Source: Spell Compendium 167 
   
  Resurgence 
   
   
   
   
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin I 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By laying hands on a creature and saying a brief 
  prayer, you can convince a higher power to grant a 
  second chance to one of your allies. The target of 
  resurgence can make a second attempt to save against an 
  ongoing spell, spell-like ability, or supernatural ability, 
  such as dominate person, a chaos beast's corporeal 
  instability, or the sickening effect (but not the damage) 
  from unholy blight, if the target of resurgence is subject to 
  more than one ongoing magic effect, the target chooses 
  one of them to retry the save against, if the subject 
  succeeds at the saving throw on the second attempt, 
  the effect ends immediately. Resurgence never restores 
  hit points or ability score damage, but it does eliminate 
  any conditions such as shaken, fatigued, or nauseated 
  that was caused by the spell, spell-like ability, or 
  supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn't allow a save (such as power word stun), then 
  resurgence won't help the subject recover. 
   
  Source: Spell Compendium 174 
   
  Snowball swarm 
  Evocation [Cold] 
  Level: Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100ft +10ft/level) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  A flurry of magic snowballs erupts from a point you 
  select. The swarm of snowballs deals 2d6 points of cold 
  damage to creatures and objects within the burst. For 
  every 2 caster levels beyond 3rd, the snowballs deal an 
  extra 1d6 points of damage, to a maximum of 5d6 at 9th 
  level or higher. 
   
  Material Component: A piece of ice or a small white 
  rock chip. 
   
  Source: Spell Compendium 194 
   
  NMR7-03 Draconic Dreams 
   
  Page 44 
  
  APPENDIX 3: COUNTY PRIMER 
   
  This appendix is intended for DMs who are not quite 
  familiar with the County of Urnst and its politics.  
   
  If you are interested in finding out more about the 
  County, 
  we 
  encourage 
  you 
  to 
  visit 
  http://www.countyofurnst.com 
  or 
  the 
  wiki 
  at 
  http://county.pbwiki.com  
   
  INDIVIDUALS 
  Countess Rachel: Countess Rachel is a known Paladin 
  of Heironeous. Before her election (late 596CY), she 
  was second in command of the Knights of the Swan. 
  She is the first daughter of Lord Terard Duncombe II. 
   
  Contessa Elone: Former Countess (594-596) who was 
  assassinated along with all her heirs in 596. She was 
  also a Paladin of Heironeous. 
   
  Lord Terard Duncombe II: Archbaron of Eastmarch. 
  The “Lord of the East” has a mixed reputation as he led 
  his forces against Countess Belissica’s in the Civil War 
  of 593-594CY and crushed the Council of Lords’ army 
  at the Second Battle of Radigast in 596CY. 
   
  Lord Mayor Gwydion Reineer: Lord Mayor of 
  Bampton, often at odds with his baron. In 595CY, he 
  married Papusza, a Rhennee woman. The Lord Mayor 
  belongs to House Veltuer. 
   
  Lady Papusza Reineer: Wife of Lord Mayor Gwydion 
  Reineer. 
   
  Lord Jacobis Underley: Former member of the 
  Council of Lord, Lord Underley maintains a secret 
  network of informant through the County and 
  neighboring nations. 
   
  HOUSES 
  House Duncombe: Current Royal house, House 
  Duncombe ascended to power through Countess 
  Rachel. It is an old and powerful house. 
   
  House Gellor: Former Royal House. House Gellor 
  seems to be hit by a curse because they have very few 
  children. 
   
  House Underley: The eccentric House of Underley 
  holds little land though its influence is great. However, 
  this House has always held significant influence with 
  the ruler of Urnst through its dealings and delving in 
  odd and sometimes dangerous brands of magic. 
   
  ORGANIZATIONS 
  Council of Lords: The Countess’ ministers. 
   
  Eagle Guard: House guard of House Veltuer, based in 
  Bampton. 
   
  Knights of the Swan: A knightly organization 
  devoted to the Countess. The Knights can be found 
  almost everywhere in the County. 
   
  MONEY 
  The County uses coins based on a modified version of 
  the Nyrondese mint.  
  Sterling = 
  1 Platinum piece 
  Noble 
  = 
  1 Gold piece 
  Bright 
  = 
  1 Electrum piece 
  Castle 
  = 
  1 Silver piece 
  Common= 
  1 Copper piece 
  NMR7-03 Draconic Dreams 
   
  Page 45 
  
  APPENDIX 4: THE CULT OF TIAMAT 
   
   
  Image 1 Ambush Drakes 
   
  Image 2 Dusken 
   
  Image 3 Kweeb the White 
   
  Image 4 Darnia Sassyspawn 
   
   
  Image 5 Firetiger 
   
   
  Image 6 Burning Emir 
   
   
  Image 7 Holy symbol of Tiamat
  NMR7-03 Draconic Dreams 
   
  Page 46 
  
  DM MAPS 
   
   
  Map 1: The Mysty Isles and the Northwestern County 
  NMR7-03 Draconic Dreams 
   
  Page 47 
  
   
  Map 2: Bampton 
   
   
  Map 3: The Lair Outside view 
  NMR7-03 Draconic Dreams 
   
  Page 48 
  
   
  Map 4: The Lair top view 
  Both maps taken from http://www.wizards.com/default.asp?x=dnd/dnd/20031121a
  (The second one was edited by the author) 
  NMR7-03 Draconic Dreams 
   
  Page 49 
  
  PLAYER MAPS 
   
   
   
  Player's Map 1: The Lady Spray 
  NMR7-03 Draconic Dreams 
   
  Page 50 
  
  PLAYER HANDOUT 0 
   
   
  Shield 1: County of Urnst 
   
  Shield 2: Countess Rachel 
   
  Shield 3: House Gellor 
   
   
  Shield 4: House Veltuer 
   
  Shield 5: Duchy of Urnst 
   
  NMR7-03 Draconic Dreams 
   
  Page 51 
  
  PLAYER HANDOUT 1 
   
  Dear [Your name], 
   
   
  I had a dream of you. Please visit me, at the temple of 
  Sea Dragon in Bampton in the County of Urnst. There are 
  things afoot and my own legs won’t carry me like they once 
  used to. Come to me with all haste, do not delay, lives may be 
  at stake. 
   
  I can’t promise gold or treasure, but I can surely promise 
  you a great journey. 
   
  The Lake brings you safely to Bampton, 
  Amfrus Greymill 
  Priest of the Sea Dragon 
   
   
   
  NMR7-03 Draconic Dreams 
   
  Page 52 
  
  PLAYER HANDOUT 2 
   
  “I was but a young priest sailing the waters of the 
  Lake… Priests of the Sea Dragon are in high demand 
  you know…” 
   
  “So I was sailing on this merchant galley when the 
  Captain, whose name got lost with my youth, let his 
  ship run onto reefs as are common in and around the 
  Mysty Isles. You know how fools often end up as 
  leaders of their peers? Well he sure was foolish, was 
  only interested in his profit and didn’t heed the 
  cautions given by me or his other sailors. Youth… 
  Lucky for us it’s a problem we cure a little more every 
  day…” 
   
  “There I was clinging for dear life on a piece of… 
  Was it the mast? No… the rudder… Yes, it was the 
  rudder… so there I was holding on to this piece of 
  rudder. I had been in the water for more than a day 
  when I felt my strength leaving me, and sleep start to 
  come over me.” 
   
  “You know what happens when you fall asleep in 
  the Lake? In my days, we used to wish that on people as 
  a curse, but the young folks today don’t take anything 
  to heart…” 
   
  “So there I was calling upon the Sea Dragon to 
  save me but strength left me and I must’ve fallen 
  asleep, asleep in the dark waters of the Nyr Dyv…” 
   
  “I woke up in an air-filled room under the lake! It 
  had a viewing window from where I could see outside, 
  under the Lake. Schools of fish swam by and looked at 
  me with the same wonder I did them. Neat rows of 
  sweet algae grew as if in a garden. Oh the wonders… 
  And I haven’t begun to tell you about the inside! I can 
  see everything today for old age has not dulled those 
  memories… The room I stood in was wonderful itself. 
  If I didn’t know better I’d’ve sworn I was in Rauxes in 
  the heyday of the Great Kingdom! Riches and beauty 
  was all around.” 
   
  “Then she… then she walked in with the same 
  grace as a fish moves through water. She was a vision of 
  perfection. A woman of the purest Suel heritage I’d 
  ever seen. She had her long golden-blonde hair in a 
  braid and she was dressed like the ladies of Leukish and 
  Radigast. My heart, which at that time was only 
  devoted to the Lake, now found a new love. Her voice 
  flowed like waves upon a ship, so soft and soothing. 
  She brought me food and gave me my strength back.” 
   
  “The time I spent with her, I don’t know how 
  long… Days, weeks or years… I could’ve stayed there 
  listening to her vast amount of wisdom as she taught 
  me more about the Lake than I ever could have learned 
  in a lifetime of exploring it. She told me the story of the 
  sea elves, the merfolk, the nereids and other creatures 
  that live in ocean I never heard of. She told me about 
  fish and how to prepare them. She told me about 
  different kind of algae. She taught me that life was all 
  linked together and that the forces of good were there 
  to protect all those forms of life from the destructive 
  powers of evil.” 
   
  “One day, she came to me and she…” Amfrus 
  wipes away a tear running down his face. “She said I 
  had to leave and that our time together was at an end. 
  Though I pleaded, begged and implored, she said we 
  had to go our separate ways. She gave me a lock of her 
  perfect blonde hair and sent me back to the surface.” 
   
  Amfrus opens his hand where a braided lock of 
  golden hair shines in the sun. “This… this is all I have 
  to prove I wasn’t dreaming. Since that day I prayed to 
  the Sea Dragon to bring me back to my beloved 
  Orianna” 
   
  “Oh yes… Her name is Orianna! What a gross 
  oversight on my part… Orianna… Even today her 
  name sounds like a love story to my ears…” 
   
  The old man stops and stares at the Lake beyond 
  Moradin’s Hammer Bay and silently mouths “Orianna”. 
  Amfrus’s gaze locks on the horizon as sadness seems to 
  come over him. 
   
  NMR7-03 Draconic Dreams 
   
  Page 53 
  
  PLAYER HANDOUT 3 
   
   
  NMR7-03 Draconic Dreams 
   
  Page 54 
  
  PLAYER HANDOUT 4 
   
   
   
   
  “You are embarking on a trip upon the Water aren’t 
  you? I know. The Water knows… You are going to a 
  place of light only to bring darkness. Your presence 
  here means that darkness already moves and readies 
  itself.” 
   
  “The Water, it knows…” 
   
  “It tells me that two rivers are flowing towards it. 
  One river is of inky blackness, made of pure evil and 
  seeks power and conquest. The other is grey and vile, 
  smelling of the deep and seeks dominion and riches. 
  The two rivers have joined.” 
   
  “The Darkness is polluting all the waters it 
  touches. The Darkness follows you. It knows you. It 
  hungers for you. The Darkness wishes for you to 
  succeed for it will please it greatly.” 
   
  “Yet the Light is not gone. The Light has much to 
  share. The Light cannot stand alone against the 
  Darkness. The Light dreams of a better day and needs 
  to share its vision.” 
   
  “You… You stand between the light and the 
  darkness. Like a dyke holding back the swelling river, 
  you may either be swept away by the opposing forces 
  or decide the fate of the conflict.” 
   
  “That is all. A stand you must take. A choice you 
  must make… So speaks the Water.” 
  NMR7-03 Draconic Dreams 
   
  Page 55 
  
  PLAYER HANDOUT 5 
   
  The waitress gives you the signs of the Network. With 
  a flirtatious wink she shows you to the kitchen. 
   
  Once in the kitchen, she pulls you closer, giving 
  the impression that she is kissing you passionately. 
   
  “Lord Underley has sent word to be on the lookout for 
  pirates from Redhand in the Bandit Kingdoms. He had 
  reports that they were up to something. Pirate activity is said 
  to be on the rise in the eastern Nyr Dyv.”  
   
  “My contacts tell me he’s currently in the Bandit 
  Kingdom on a very important affair. I think he may have a 
  lead as to the exact whereabouts of the blade that killed 
  Contessa Elone.” 
   
  “Anything you want to report?” 
   
  After you are done reporting, she passes both 
  hands in her long hair, giving them a wild look. Then 
  she pushes you back into the room. Cheers and 
  whistles welcome her back. 
   
   
   
   
   
  Shield 6: House Underley 
  NMR7-03 Draconic Dreams 
   
  Page 56 
  
  PLAYER HANDOUT 6 
   
  “I had the strangest dream… I just woke up and… here 
  you were! In my own house! The gods must stir and 
  warn us of something… I think I am being roused into 
  action… ‘To ignore one’s dreams’ is folly says a 
  proverb.” 
   
  “At first the signs were unclear and indistinct, but 
  I can no longer deny them. HER mark is everywhere 
  around us all, and I fear for your nations. SHE has been 
  placing HER peons for years and is getting ready to 
  strike if SHE has not yet done so… I know SHE has 
  already done so. I witnessed the carnage myself!” 
   
  “For years now… That vile Sassy has reigned as 
  queen over the Gamboge terrorizing the folk of 
  Nyrond and the Pale… She has bred so many horrors 
  that even if the beast is slain, it will take years to 
  remove her imprint on the forest.” 
   
  “There is little I need to add about her! It is my 
  hope that one day some of you may dispatch her once 
  and for all” 
   
   
  “I have heard wind that a great ol’ Blue Dragon was 
  slain in the Bright Desert. To make things worse, blue-
  skinned kobolds have been sighted in the Abbor-alz by 
  soldiers of the Duchy of Urnst.  
   
   
  “Starting in 594CY, white dragon carcasses have 
  been seen in the Pale. Live ones even joined forces with 
  the evil Winterwind. These things were used as pets by 
  the Troll prince. Pfah! Only whites could submit to 
  such depravity… Pets! Pfff… How can I not despise 
  these lowly creatures who, by their simple existence, 
  bring shame to all dragonkind?” 
  NMR7-03 Draconic Dreams 
   
  Page 57 
  
   
   
  “And now the County has recently seen a number 
  of half-black dragon horrors. This no doubt means that 
  a black dragon or a Blackspawn has moved in the 
  County…” 
   
   
  “You see where I’m going with this… The reds… 
  there are many of these powerful beasts in the area: 
  Morginstaler in Dragonrift or Kerridzar in Tusmit… 
  The reds are quite active in the Flanaess.” 
   
  “Well some 400 years ago the Rakers, the Gamboge 
  and the Flinty Hill meet, there lived a powerful red 
  dragon called Harak col Hakul Deshaun. When a 
  powerful group of adventurers went to find its lair all 
  they found nothing, the mighty red had disappeared… 
  But cunning and crafty they are… I’m sure Harak is 
  still around. It is only a matter of time before it lets its 
  presence known. Reds just don’t simply disappear. I 
  can feel it in my beard…” 
   
   
   
  “All this points to one thing… HER! Even though 
  the forces of the Chromatic Dragon do not work 
  together, SHE directs them through HER evil will… 
  We are ALL in grave peril if the covetous eyes of the 
  Chromatic Dragon are turning towards us. HER 
  covetous gaze seeks power, wealth and domination.” 
   
  “To ignore evil is to welcome it”. 
  NMR7-03 Draconic Dreams 
   
  Page 58 
  
  PLAYER HANDOUT 7 
   
   
  The dragon has large smooth twin horns that sweep 
  back from its nose and brow. Twin frills adorn its long 
  neck, and the many whiskers around its mouth look 
  like the barbell of a catfish. Its sail-like wings start at its 
  shoulders and trace down to the tip of its tail. Its skin 
  glistens like polished gold and a powerful smell of 
  cinnamon fill your nostrils. 
   
  “I am sorry I did not assist… But I have others to 
  think about…” As she says so, you can see three honey 
  brown heads appearing from over her shoulders. 
  “Hello,” the little dragons all say in perfect common, 
  with happy smiles on their faces.  
   
   
  A little male flies up towards you, it is about 15ft 
  long from head to tail but once he lands he stand as tall 
  as a man. “My name is Aurik, Mother told us about 
  your races… You have very exciting lives. I wonder if 
  I’ll have an exciting life… I sure would like to go off on 
  adventure myself…” 
   
  Orianna takes the wyrmling and puts him on her 
  back once more… “These are the children of Gildor 
  who is off fighting Old Wicked in the Shield Lands. 
  They are my little wyrmlings and I adore them… My 
  one pursuit in life is to rear them until they are old and 
  wise enough to face the world on their own.” 
   
  “I’m old enough mother!” whines that one male. 
  “Aurik, silence!”  
   
  “Now that the Queen of the Chromatic Dragons 
  has thrown her covetous gaze towards my lair, I am 
  forced to move everything I own somewhere else. This 
  place is no longer safe for the wyrmlings… Before I go, 
  I feel I must offer you something. It would not be right 
  to have you sacrifice yourselves for nothing…”  
   
  “Let’s see…” The dragon begins to ponder. 
   
  NMR7-03 Draconic Dreams 
   
  Page 59 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/597/Normal Scenarios/NMR7-03 - Draconic Dreams (APL 6-14)/NMR7-03 - Draconic Dreams.pdf