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 
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  PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2006 WIZARDS OF THE 
  COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
   
  For questions specific to this document and your region, please e-mail dragotha@gmail.com; for LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  IUZ6-06 
   
   
   
   
  Drach Treielabone 
  (Dragon Bloodline) 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
  By Patrick Williamson and Andrew Cowan 
  Edited by: Bruce Paris, Britt F. Frey, and Casey Brown 
  Reviewed by: Britt F. Frey 
  Playtesters: Adam Cowan, Stephen Daniels, Brayden Glad, Robert Hambly, Martin Low, Richard Smart, Scott 
  McManus, Jake Williamson, Eden Williamson, Jula Riket, Richard Priest, Pete Holmes, Glen Fitzpatrick, and Max 
  Hodgson. 
   
   
  Celebrations in the dwur mountain kingdom of Khundholm are a pleasant respite from the normal grind of 
  adventuring life. Barandon, the Haigh Righ of the Khund (pron. “Koooond”), makes only one request of his guests – that 
  they enjoy a well laid table, comfortable quarters and the good fellowship of the Khund folk. But when a problem crops 
  up that the Khund cannot undertake, are you willing to lend a hand to help them secure your nation’s good relations? A 
  one-round Iuz’s Border States Metaregional adventure set in Perrenland for APLs 4-14.  
   
  Resources for this adventure include IUZ6-04 Acid Test, by Jeffery A. Dobberpuhl Esq. Thanks also to Eric Anondson.
  
   
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  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 player 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, 2007.  
   
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix 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).  
   
  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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animal’s Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  IUZ6-06 Drach Treielabone 
   
  Page 1 
  
   
  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. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  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. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Iuz’s Border States 
  Metaregional adventure, set in Perrenland. Characters 
  native to a region that is a part of the Iuz’s Border States 
  Metaregion pay one Time Unit per round; all others pay 
  two 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 Dragonborn Register, a secret society in the 
  Quaglands of the northwest Flanaess, has recently 
  splintered into two groups. The Dragonborn Register has 
  long existed within the Quaglands – seeking and training 
  those with the blood of dragons in their ancestry to 
  master their temperaments and to keep a low profile. 
  Those who failed to keep a low profile over the ages were 
  quietly “taken care of” by the society (most providing 
  compost for a number of small agricultural plots in the 
  Mounds of Dawn).  
   
  Recently, however, a whole group of Dragonborn 
  Register members have fallen under the influence of a 
  mysterious benefactor and formed a schism; taking a 
  more fanatical and evil path. This branch (or cult) calls 
  itself the Drache Tabellierprogramme Conclave. The 
  Drache Tabellierprogramme Conclave agenda is simple, 
  to cultivate those with links to the bloodlines of Tiamat, 
  and to slay those with the bloodline of Bahamut. In some 
  ways, this is a reversal of fortune for the Dragonborn 
  Register’s own machinations over the ages. 
   
  Last year, the Drache Tabellierprogramme Conclave 
  initiated a series of kidnappings and murders before a 
  short and very quiet campaign launched by the 
  Dragonborn Register drove most of them out of the 
  Quaglands. One surviving group of the fractured Drache 
  Tabellierprogramme Conclave, however, remain. Calling 
  themselves “Cousins of the Red,” they have declared that 
  they are on a holy quest to find their Drach Treielabone 
  (Dragon Bloodline).  
   
  A group of these “Cousins of the Red,” all of them 
  former Tiger Nomads, took refuge on the fringe of Tiger 
  Nomad territory, in the lower Northern Yatils. Here they 
  made petty plots and generally festered on their woes for 
  a time. Recently, however, the mysterious benefactor 
  sent a message to them that has spurned them into 
  action. The message promised them full membership 
  into a wider dragon cult network if they could prove 
  themselves worthy. In particular, the message indicated 
  that bringing about the downfall of the Waruna of the 
  West (the title of the head of the Dragonborn Register) 
  would be highly regarded. 
   
  As it happens the Waruna of the West is the ancient 
  Bronze Wyrm, Keeasaloogal (pron: Key-ass-a-loo-gul), the 
  queen-mother of the Quagaloogal (pron: Kwahg-a-loo-
  gul) lizard folk and a powerful entity within the 
  Quaglands. She also happens to be an ally Gildor Arkanix, 
  IUZ6-06 Drach Treielabone 
   
  Page 2 
  
  the titular head of a much wider dragon hunting society 
  and himself a gold wyrm. 
   
  In a daring and quite casualty expensive raid on the 
  palace of Keeasaloogal in the city of Agal in the Mounds 
  of Dawn, the Cousins failed to kill Keeasaloogal, but they 
  have succeeded in stealing Keeasaloogal’s last clutch of 
  eggs and have fled with it into the mountains. Overjoyed 
  by the success of the Cousins, their mysterious 
  benefactor has directed the group to some ancient Ur-
  Flan ruins deep within the Northern Yatils. Here, the 
  mysterious benefactor is hoping the ancient power of the 
  site will assist in a diabolical experiment. 
   
  In the meantime, Keeasaloogal, driven to near 
  madness and indecision by despair and forced to linger in 
  her palace for several weeks before the empathic 
  scratching of her hatching young gave her a path to 
  follow – finally took off in belated mad pursuit. By this 
  time, the eggs had been carried far into the northern 
  reaches of the Yatils, towards the location of the ancient 
  Ur-Flan ruins.  
   
  In a final twist, Keeasaloogal came across the thieves 
  near to the ruins and engaged them with all her fury. In a 
  close fought battle where the Drach Treielabone was 
  thinned out considerably, she almost succeeded in 
  recovering her clutch. Yet in the end, outnumbered and 
  gravely injured, Keeasaloogal was sent plummeting into a 
  fissure (and what the cousins assumed was her death). 
  For more than a week, tired and injured, Keeasaloogal has 
  held up in a cave, fighting off some ravenous barghests 
  while trying to recover her strength.  
   
  Following Keeasaloogal’s disappearance, desperate to 
  find and aid her, Gildor Arkanix and a member of the 
  Dragonborn Register, a half-Quagaloogal Lizardfolk, half-
  bronze dragon called Wen, have determined through a 
  variety of methods the direction of Keeasaloogal’s flight. 
  Wen, being a senior druid of the Quagaloogal nation, has 
  sought the aid of her nation’s ancient and closest allies – 
  the Khund, mountain dwur of the Yatils. 
   
  The Khund, however, have found to their horror 
  that if they help Wen by escorting her to the location of 
  Keeasaloogal’s battle, that they will break an ancient 
  taboo and bring down a terrible curse. This is something 
  they are unwilling to do. Unbeknown to the Khund, the 
  taboo no longer has the power to deliver the ancient 
  curse. Fortunately, however, some adventurers are at 
  hand who may be able to help! 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are introduced to the Khund 
  dwur and the nation of Khundholm. The PCs are there to 
  celebrate the second anniversary of the crowning of the 
  High King Barandon. In home-play games, this section 
  can be expanded to give players more opportunities to 
  explore Khundholm and Khund culture. 
   
  Encounter 1: The PCs are asked to help the Khund 
  honor their ancient alliance with the Quagaloogal 
  Lizardfolk of the Quaglands. They are introduced to 
  Barandon’s “seneschal,” Wen, and Gildor Arkanix (whom 
  some PCs may have met before). If the PCs decide to 
  help, they are equipped from Barandon’s personal 
  armory. If they refuse, the adventure ends. 
   
  Encounter 2: The PCs are on the path to the location of 
  Keeasaloogal’s last fight. Finding the area of her crash-
  landing, they fight some barghests (who have been 
  bothering the recuperating Keeasaloogal through a 
  narrow fissure). 
   
  Encounter 3: The PCs meet Keeasaloogal and she thanks 
  them, telling them they have fulfilled their obligations to 
  the Khund. But, she asks the PCs for a further favor. If 
  the PCs say no, then the adventure ends here. If the PCs 
  accept, she asks them to go to the site of an ancient Ur-
  Flan ruin to try and recover her clutch (which is near to 
  hatching). She describes the location where she knows 
  the clutch is and asks the PCs to return the eggs to her. 
  Wen will remain with her until the PCs return. 
   
  Encounter 4: The PCs discover the location of the ruin 
  that Keeasaloogal informed them of and can plan their 
  approach. 
   
  Encounter 5: The PCs encounter the illusionary dragons 
  that guard the ruins and get to battle the Drach 
  Treielabone “cousins” for possession of Keeasaloogal’s 
  clutch. How the PCs have approached the ruin will 
  impact the PCs’ chances of catching them by surprise. 
   
  Encounter 6: The PCs finally find the bronze dragon 
  eggs, only to find one of them hatching before their very 
  eyes! The hatchling, angry at the ordeal it has gone 
  though, is looking for revenge – and the PCs will need to 
  be convincing to exonerate themselves from any blame! 
   
  Encounter 7: The PCs can explore the area the Drach 
  Treielabone seemed to be most interested in – the entry 
  stone to the necropolis: complete with a puzzle lock and 
  living spell guardian! After unlocking the puzzle lock, the 
  PCs can venture down the stairs into a huge vault, filled 
  from floor to ceiling with shelves. The shelves house 
  thousands of Kondkannen (pots of knowledge). These are 
  magical vases which house fragments of ancient spirits 
  from the Ur-Flan civilization. Astute PCs may also find 
  the entry point to the rest of the necropolis, but lack the 
  key to go any further. 
  IUZ6-06 Drach Treielabone 
   
  Page 3 
  
   
  Conclusion: If the PCs have rescued the clutch and used 
  the message stick, Wen and Keeasaloogal soon arrive to 
  take possession of the clutch, leaving the PCs free to 
  return to Khundholm to receive their reward. 
   
  PREPARATION FOR PLAY 
  It is advisable, but not required, that the DM of this 
  adventure be familiar with some sections of the 
  Quaglands Glossary in Appendix 5. 
   
  Also, the DM should familiarize himself with the 
  spells and feats used by the Cousins of the Red for the 
  combat sequence in Encounter 5. 
   
  INTRODUCTION 
  The fire-lit Great Hall of Khundholm’s primary 
  citadel, Dun Garth Llith, is filled with the aroma of 
  roasting meat and the sounds of joviality, mixed with 
  the over-loud boasting of “great deeds done” that 
  always happens when several thousand dwur gather 
  to consume a LOT of ale. 
   
  APL 4-8: The PCs have been employed to attend upon 
  the personage of an envoy from their nation at the 
  celebration of the second anniversary of the coronation 
  of Barandon the Haigh Righ of the Khund dwur. If PCs 
  are from a region that would not send an envoy, they 
  have been hired to escort a wealthy nobleman and 
  merchant from Dyvers or another appropriate region. 
  These PCs are lodged with the guards, a respected and 
  honorable enough set of conditions. 
   
  APL 10-14: The PCs have been asked by a patron from 
  their nation to represent them as envoys at the 
  celebration of the second anniversary of the coronation 
  of Barandon, the Haigh Righ of the Khund dwur. If PCs 
  are from a region that would not send an envoy, they 
  have been asked to act as personal representatives of a 
  wealthy nobleman and merchant from Dyvers or another 
  appropriate region. PCs at these APLs are dignitaries and, 
  as such, receive a +2 Circumstance bonus to Diplomacy 
  checks with Khund in this adventure (as long as they 
  remain honorable). These PCs have the best quarters and 
  servants are attending upon them. 
   
  DM’s Note: This is the first time that the Khund have 
  invited foreign dignitaries from other than Tusmit or 
  Perrenland to their court. As such, several nations have 
  sent informal delegations (the PCs and/or their envoy) to 
  check out the “lay of the land” so to speak. The 
  celebrations reveal a broad mix of personages from many 
  nations, all on initial fact finding missions. Everyone is 
  aware that the Yatils are the source of many commodities 
  and that the Khund are legendary miners and craftsmen. 
  Some are seeking to gain early advantages and 
  preferential access to potentially extremely valuable 
  trading rights. 
   
  What If A Player Has A Khund PC? 
  It is quite possible that some PCs will be Khund dwur (or 
  honorary members of the Khund). Some may have 
  Khund titles. These PC should be given a +5 bonus to 
  Charisma based interaction rolls in this part of the 
  adventure. 
   
  At this stage, the PCs are free to mingle and can learn 
  more about their hosts if they wish. DM’s Aid 4 details 
  some of the relevant points about Khundholm. Use the 
  bullet items as conversation points with the various half-
  intoxicated Khund throughout the hall. 
   
  Some PCs may also decide that it is a good 
  opportunity to gather some gossip. Point out to the PCs 
  that there are quite a few foreign dignitaries present for 
  the celebration and go to Appendix 3: Section A for 
  conversation points with these folk; PCs have a chance to 
  learn some rumors from each nation at this point. 
   
  Once the PCs have exhausted these two options read 
  on.  
   
  You get a general sense that for the few hundred non-
  dwur guests, the evening is a very dwur affair and 
  many are planning an early retirement once the 
  serious drinking begins. Yet everyone is being polite 
  enough to stay for the speech of Barandon, the Haigh 
  Righ of the Khund. Everyone moves into a good 
  viewing position, with the last few straggling boasters 
  elbowed to silence. Barandon begins, his baritone 
  voice carrying throughout the hall: 
   
  “Friends, welcome. As you know, I am not one 
  for fine speeches; but the occasion calls for a few 
  words … so here goes.”  
   
  “Three years ago, the Khund were a fractured 
  people. They were more of a legend than a fact, and 
  we did not even know ourselves. Yet, with the helps 
  of stalwart friends from Perrenland and Tusmit, and 
  through the will of my late father, may Moradin feast 
  him for eternity, the curse of the kin-sundering was 
  lifted, and we remembered that we were one folk 
  united by a common culture and a common cause. 
  Two years ago, you honored my father’s memory by 
  crowning me as your Haigh Righ, the first to wear the 
  three- pointed crown of the Khund for over two 
  thousand years!”  
   
  “In these last two years, we have fought to 
  reclaim our birthright, and many thousands of us 
  have returned to the great delvings, here in 
  IUZ6-06 Drach Treielabone 
   
  Page 4 
  
  Khundholm, to rebuild and rediscover who and what 
  we are. Now, more then forty thousand of us stand 
  together against foes – both new and ancient.” 
   
  At this point, many of the dignitaries exchange 
  startled glances. Forty thousand dwur is a huge 
  number and, clearly for Barandon, a point worth 
  making… 
   
  “We have driven the accursed derro from many 
  of our halls, yet still they linger like a sore in the 
  depths of our realm. The scourge of Iggwilv the 
  famine queen has been visited upon us and we have 
  put forth our fledging might to aid our allies in 
  Perrenland and Tusmit in these dark times. Yet many 
  of our best and bravest have fallen, and we feel their 
  loss. So, tonight, on this the second anniversary of my 
  coronation and of the formal rebirth of our nation, I 
  ask you not to toast me, but to raise your tankards to 
  honor those who have fallen to allow us to be here 
  tonight – one people in struggle together!” 
   
  With that, he lifts his tankard skyward and 
  booms in a great voice: 
   
  “Moradin's 
  Farg 
  hur 
  nar 
  karng  
  broon!” [Trans: “Moradin Forge will not fall again”!] 
   
  The assembled Khund voices all repeat this chant 
  three times at the top of their lungs. For these dwur, 
  you suspect that a passion of loyalty to their roots 
  burns very deeply indeed. 
   
  Development: For home play, you may use the optional 
  activities in Appendix 4 before proceeding to Encounter 
  1. When you are finished with the optional activities, 
  have the Seneschal approach the PCs and subtly ask them 
  to follow him. If asked, he will only say that he has a 
  private matter to discuss with them. 
   
  For convention play, have the Seneschal approach 
  the PCs right now and subtly ask them to follow him. If 
  asked, he will only say that he has a private matter to 
  discuss with them. 
   
  The PCs should all know from mingling that this is 
  the King’s Seneschal. 
   
  ENCOUNTER 1: BARANDON’S 
  DILEMMA 
  The Seneschal is a short, rotund, male Khund. He 
  introduces himself as “Borlgot the Canny.” Borlgot 
  ushers you all into a small private ante-chamber. He 
  bows politely, and says in a respectful tone: 
   
  “My apologies for the cloak and dagger antics, 
  honoured guests, but discretion is warranted at this 
  point. The Haigh Righ has misgivings as to the 
  intentions of some of his guests and feels that they 
  are simply out to profit from the vulnerability of our 
  kingdom. He has noted that you have qualities that 
  we hold in high regard. He would ask a favor of you: 
  one that steps outside of normal diplomatic protocol 
  and, alas, one that does involve some risk to 
  yourselves. Would you be inclined to consider such a 
  proposition?” 
   
  If the PCs decide to hear the proposition, then go directly 
  to The Proposition section below. If they decline, then 
  the adventure may be over for them, as the Seneschal has 
  other options. He will say the following, to give the PCs 
  one last chance to say “yes”: 
   
  “Ah, very well, I understand completely, perhaps I 
  should approach the delegation from <insert any 
  other non-PC region> as they seem to have similar 
  qualities to you yourselves, and have an interest in 
  the establishment of friendly relations, and possible 
  trading rights. Are you certain you will not hear my 
  liege’s proposal?” 
   
  At APLs 4-8, the envoy the PCs are guarding will be 
  chafing at the bit to say “yes.” At other APLs the PCs 
  should realise that they will be jeopardising good 
  relations between the Khund and the people they 
  represent. If the PCs still refuse, then the adventure ends. 
   
  The Proposition 
  Read this when the PCs agree to hear the proposition: 
   
  The Seneschal is openly pleased with your answer 
  and, perhaps, a little relieved. 
   
  “Please,” he says, “come with me. I have some 
  people I need you to meet.”  
   
  You are promptly led from the festivities, 
  through the complex, and into what are probably the 
  private 
  halls 
  of 
  the 
  government. 
  Your 
  final 
  destination is a spartan meeting room. Sitting on the 
  floor, in quiet repose, is what appears to be a 
  lizardfolk, although this one has wings and a bronze 
  tinge. Standing farther back in the room is a man. He 
  has straw coloured hair and wears an open, black vest 
  over a simple cotton shirt and heavy woolen pants. 
   
  IUZ6-04 Acid Test 
  PCs who have played IUZ6-04 Acid Test will know the 
  man to be Gildor Arkanix a representative of a dragon 
  hunting society. Some PCs may also know that he is a 
  shape-changed gold dragon. Let these PCs meet and greet 
  Gildor in an appropriate manner. 
   
  Bandit Kingdom PCs 
  Gildor will say the following to Bandit Kingdom PCs: 
   
  IUZ6-06 Drach Treielabone 
   
  Page 5 
  
  “Ah I am glad representatives of the Bandit Kingdoms 
  are here. A person of note from the Shield Lands has 
  informed me that you have a rather troublesome red 
  dragon in your lands, what can you tell me about 
  this?” 
   
  Let the PC relay what information they have; they can 
  clearly see that Gildor is making a careful assessment of 
  what they are saying. 
   
  Highfolk PCs 
  Gildor will say the following to Highfolk PCs 
   
  “Ah some folk from Highfolk, tell me have you any 
  rumours of a dragon in the Clatspurs?” 
   
  Let the PC relay what information they have; they can 
  clearly see that Gildor is making a careful assessment of 
  what they are saying. 
   
  If the PCs have not played IUZ6-04 then Borlgot 
  introduces the lizardfolk: 
   
  “This is Wen. She is an envoy from our allies, the 
  Quagaloogal lizardfolk. She has travelled well beyond 
  her ken seeking assistance.” He then introduces the 
  man. “This is Gildor, a friend from the East who has 
  accompanied Wen to help her resolve a serious 
  problem. Wen’s mother has gone missing in the 
  mountains to the north. It is in an area that is taboo to 
  all Khund. The Quagaloogal are seeking our aid, and 
  we are in a quandary. Thus we are seeking your help. 
  Can you help us?” 
   
  DM’s Note: Some Perrenland PCs may actually have 
  kinship with Quagaloogal or be a member of the 
  Dragonborn. In this situation, Wen will leap up and 
  perform the traditional greeting dance and chant of the 
  Quagaloogal towards the PC. The PC should perform this 
  greeting back. 
   
  Traditional Quagaloogal/Dragonborn Greeting (PC’s 
  response in parentheses): 
  From afar I see my brothers and sisters. 
  (From afar I hear my brothers and sisters.) 
  From afar I need my brothers and sisters. 
  (From afar I need my brothers and sisters.) 
  Now they have returned. 
  (Now they have returned.) 
   
  The Taboo and Khund PCs: It is quite possible that 
  some PCs are Khund dwur or honorary members of the 
  Khund. Under normal circumstances, these PCs would 
  be as helpless in this situation as the rest of the Khund; 
  however, under these circumstances, a Khund PC is 
  loaned a ring of mind shielding by Wen. The ring masks 
  them so that they can operate within the Taboo area. The 
  Seneschal will raise an eyebrow in appreciation of how 
  deftly Wen covers this problem. This ring is not included 
  as item access on the AR; it must be returned to Wen at 
  the conclusion of the adventure. 
   
  Dragonborn Register PCs: Wen and Gildor will single 
  out such PCs as the logical point to make their plea. 
  These PCs will have a +5 Circumstance bonus to 
  Charisma based checks when dealing with Wen and 
  Gildor, and on Knowledge or Bardic Knowledge checks 
  to verify the information they impart. 
   
  At this stage, the PCs can ask their questions. Use the 
  Situation Synopsis below to answer what questions you 
  can. Wen speaks Common, Draconic, Dwur, and Flan. 
   
  Situation Synopsis: 
  Quagaloogal Perspective 
  • 
  The Quagaloogal are a nation of Lizardfolk that 
  occupy the marsh lands in various places around 
  Lake Quag. 
  • 
  They are the traditional inhabitants of the 
  Quaglands, predating the arrival of the human 
  cultures. 
  • 
  Their matriarch is an ancient bronze dragon called 
  Keeasaloogal. She is nearing the end of her reign as 
  the Waruna of the West and was raising a final 
  clutch from which she would raise a successor. Two 
  weeks ago, this last clutch was stolen by foul and 
  magical means from the great Quagaloogal city of 
  Agal. It was stolen by a band of fanatic sorcerer 
  monks known as the “Drache Tabellierprogramme 
  Conclave.” 
  • 
  The Drache Tabellierprogramme Conclave seeks 
  those who have dragon heritage in their bloodline. 
  They kill those who have good dragon heritage and 
  recruit those who have evil dragon heritage.  
  • 
  The Drache Tabellierprogramme Conclave is at war 
  with another society called the “Dragonborn 
  Register.” Wen is a founding member of the 
  Dragonborn Register.  
  • 
  If any PCs are members of the Dragonborn Register 
  meta-org, Wen charges them with undertaking this 
  mission. 
  If 
  they 
  refuse, 
  they 
  forfeit 
  their 
  membership immediately. 
  • 
  Wen is a daughter of Keeasaloogal. 
  • 
  Keeasaloogal was driven mad with worry when she 
  discovered that her last clutch had been stolen. Four 
  days ago, she set of in pursuit of the thieves on her 
  own – deep into the Northern Yatil Mountains. She 
  IUZ6-06 Drach Treielabone 
   
  Page 6 
  
  could sense that her clutch was beginning to hatch 
  and where they were located. 
  • 
  The Quagaloogal do not know their way in the Yatil 
  Mountains. That is why they are seeking help from 
  those who do. 
   
  The Khund Perspective 
  • 
  The Khund has an old alliance with the Quagaloogal, 
  and they must honour this. 
  • 
  The area Keeasaloogal has flown into is taboo to all 
  Khund. 
  • 
  The Taboo is related to an ancient promise made to 
  the Ur-Flan, and was sworn on the Great Forge itself. 
  The promise was that the Khund would never 
  trespass into the areas occupied by the ancient tombs 
  of the long lost Ur-Flan nation. 
  • 
  In the ancient days, the Khund built many of the Ur-
  Flan cities in the Quaglands. 
  • 
  The area that Keeasaloogal has flown into is one of 
  the areas occupied by the ancient tombs of the long 
  lost Ur-Flan nation of Guur-Zwaan. The High King 
  of the Khund cannot order his warriors into this 
  area, and none would ever volunteer. The breaking 
  of the taboo would bring a great woe upon the 
  Khund. 
  • 
  The Khund have a rough idea of the lay of the land 
  in this region and can provide directions to the PCs. 
  The tomb areas are nearby Khundholm. It should 
  take no more than 5 days to reach the destination. 
  The terrain is far too mountainous to take horses. As 
  none of the PCs have been there before, nobody is 
  able to teleport. The Khund advise against flying, as 
  the area is thick with creatures able to intercept 
  flying characters, and the more the PCs can avoid 
  this the better. 
   
  Gildor’s Perspective 
  • 
  The number of evil dragon cults seems to be 
  increasing across the Flanaess. 
  • 
  The Waruna of the West, Keeasaloogal, has been 
  found on a list of another cult in the Shield Lands. 
  • 
  If this cult has lured her out to her death, then this 
  would be a very great blow to Gildor’s organisation, 
  as they are seeking to end the perversions of these 
  dragon cultists. 
  • 
  These cults have one other thing in common; they 
  seem to be involved in trying to uncover the ancient 
  necromantic magic of the Ur-Flan. 
  • 
  If the PCs manage to determine the fate of 
  Keeasaloogal then they will earn Gildor’s favor. 
   
  Other Questions 
  Below are some answers to some possible questions. 
  Answers to other questions may be found in Appendix 5: 
  Quaglands Glossary. 
   
  Q: What’s in it for us? 
  A: The good will of the Khund and the Quagaloogal, the 
  forging of links between your Nation and the Khund, 
  and the favor of Gildor, a powerful broker within the 
  church of Bahamut. 
   
  Q: How do we rescue a huge dragon? 
  A: That will depend of what form she is currently in. 
   
  Q: Are these Ur-Flan tomb areas filled with undead? 
  A: Often, although Iggwilv the Famine Queen has 
  pillaged many of the tombs in the Quaglands recently to 
  create her undead army. 
   
  Q: What can you tell us about the Ur-Flan? 
  A: They were the dominant culture of the Quaglands. 
  The bulk of the Perrenland clans are descendants of this 
  Ur-Flan culture, as is Iggwilv herself. The Ur-Flan empire 
  was called Guur-Zwaan (which roughly translates as 
  “Empire of the Sun”); from which today is derived the 
  name for the Mounds of Dawn (or Zwaan in the Flan 
  tongue). The Mounds of Dawn house the remains of 
  seven of the nine city-states of Guur-Zwaan. 
   
  Q: What about the other two city states? 
  A: One city is lost to history, but was said to be in the 
  North. The other is the city called Schwartzenbruin or 
  “Black Bear.” Schwartzenbruin was the only city-state not 
  to succumb to the great decline. This was the period 
  when the Ur-Flan began to worship Nerull as their 
  primary 
  god 
  and 
  transformed 
  their 
  cities 
  into 
  Necropolises to house their undead rulers, the Ner-Grafs. 
  This ultimately led to the rise of Igg-Vuurz, mother of 
  Iggwilv, who forsook Nerull and his priesthood and 
  sponsored the worship of fiends. Her Cult of The Fiend 
  fought a long and protracted war, The Fiend War, with 
  the Ner-Grafs, which led to formation of the Old Kerk 
  (Old Church) and the destruction of the Ur-Flan Empire. 
   
  Development: If the PCs accept the mission, proceed to 
  the Favor of the Khund section below. If they decide not 
  to help then, once again, point out to them that this may 
  impact upon the standing of their nation with the 
  Khund. If they still decline the mission, then the 
  adventure is over for the party. 
   
  IUZ6-06 Drach Treielabone 
   
  Page 7 
  
  Favor of the Khund 
  From the look of relief and pleasure on the faces of 
  Borlgot and Wen, you suspect that you have made the 
  correct decision. Borlgot tells you that the Khund will 
  provision your party for the trip and offers each of 
  you access to the Haigh Righ’s armoury. 
   
  Each PC is loaned ONE of the following items to help on 
  the mission: 
  Sacred scabbard (CW), +1 mithral chain shirt of death 
  ward (CA), lesser metamagic rod of substitution (acid) 
  (CA), vest of resistance +2 (CA), adamantine melee 
  weapon (DMG), wand of daylight (DMG), gauntlets of 
  ogre power (DMG), scarab of golembane (DMG), pearl of 
  power - 2
  nd (DMG), cloak and boots of elvenkind (this is a 
  set) (DMG), +1 blue dragonhide full plate (DMG). 
   
  In addition, the PCs are given 10 days worth of trail 
  rations. 
   
  Finally, Wen demands to accompany the PCs on this 
  mission. This request is non-negotiable. 
   
  All APLs 
   
  Borlgot the Canny: Male dwur, Bard 12, Seneschal 
  of Khundholm. 
   
  Wen: 
  Female 
  ½ 
  bronze 
  dragon/lizardfolk, 
  Dru9/Sor5, handmaiden and daughter of Keeasaloogal. 
   
  Gildor: Secret 
   
  Development: The PCs should leave first thing in the 
  morning; once they are ready to do so go to Encounter 2. 
   
  ENCOUNTER 2: A CRASH 
  LANDING 
  Refer to DM’s Aid 5 for a map of this Encounter. 
   
  You leave Khundholm at dawn. For an entire day and 
  another five hours, you have hiked along the trails 
  mapped out for you by the Khund. The mountains at 
  this altitude are in a state of well-advanced thaw. The 
  magnificence of the Quaglands stretches out below 
  you and the Lake disappears into the misty horizon. 
  So far, you have made good progress. Occasionally, 
  Wen flies ahead to scout out your trail; she has been 
  pushing you along quite hard. It is late afternoon as 
  the trail you are on winds around a bend and you all 
  instantly notice something different ahead. It is a 
  dark stain on the face of the mountainside … 
   
  Keeasaloogal, the ancient bronze dragon, crash landed 
  here two days ago. This was after her fight at the Ur-Flan 
  necropolis against Cousins of the Red. Keeasaloogal was 
  badly outnumbered and took a lot of damage before 
  having to flee. Finally succumbing to her injuries, she hit 
  the cliff-face hard. She then slid down onto the rocky 
  trail before rolling over the cliff into the ravine 100 feet 
  below to escape the attack of the two adult red dragons, 
  which she did not notice were illusory in her debilitated 
  state. 
   
  PCs looking down into the ravine can easily see 
  Keeasaloogal’s path of descent – a trail of trees and shrubs 
  flattened down the side of the mountain. 
   
   The PCs can investigate the area on the trail, 
  learning some of the following information: 
  • 
  A DC 15 Heal check recognizes the dried liquid as a 
  large amount of dried blood (1-2 days old). The 
  creature would have had to be at least size huge to 
  lose the amount of dried blood found.  
  • 
  A DC 20 Track check reveals that a huge size 
  creature landed heavily here, injuring itself greatly 
  (given the amount of blood scattered about the area). 
  The creature managed to drag itself off the trail, 
  sliding down the mountainside into the thick, 
  wooded valley below. 
  • 
  A DC 25 Search check reveals a bronze dragon scale 
  wedged between two rocks. 
   
  If the PCs decide to follow these tracks, read the 
  following: 
   
  Following the trail of devastation, you descend down 
  the rocky mountainside carefully, taking care to avoid 
  the same fate as the fallen creature. At the mountain’s 
  base, the ravine is choked with vegetation, save for a 
  single flattened area about the size of a barn… 
   
  A DC 20 Track check does not find any more huge tracks 
  leaving the vicinity, but does find a set of medium-sized 
  footprints that lead northeast from the crash site, 
  following the ravine. If the PCs do not find these 
  medium tracks, Wen does so and leads the PCs through 
  the thick foliage.  
   
  A few hundred yards away from the crash site, 
  Keeasaloogal (thanks to her Alternate Form) has 
  managed to squeeze through a small fissure in the rock 
  face that opens into a cave large enough for her true 
  form. She hides there presently, slowly nursing herself 
  back to health.  
   
  Fighting through the thick underbrush at the 
  mountain’s base, it is slow and hard going at first. 
  Soon, however, the heavy brush thins to reveal a dry, 
  gravel-filled riverbed – and an obvious trail of dried 
  blood down its centre.  
   
  IUZ6-06 Drach Treielabone 
   
  Page 8 
  
  Other residents of the valley have also taken an interest 
  in the blood trail: a group of barghests. Having found the 
  blood trail an hour ago, they quickly tracked the dragon 
  to the fissure and the cave. So far, Keeasaloogal has kept 
  them at bay with her repulsion breath weapon, but the 
  creatures are growing bolder. They sense her weakened 
  state and are readying for another attack! 
   
  The PCs do not find any other tracks in the dry 
  riverbed, apart from those left by Keeasaloogal’s 
  lizardfolk form (thanks to the barghests’ pass without 
  trace ability). 
   
  As the PCs follow the stream, they can make a DC 15 
  Listen check. If successful, they can hear a group of 
  creatures ahead. In goblin, the creatures are arguing 
  about “who will go first.” As long as the PCs are quiet in 
  their approach, they gain a surprise round against the 
  barghests, as the creatures are totally focused on the 
  fissure in the rock face. 
   
  Ahead, the riverbed opens out into a large clearing 
  that rests in the shadow of a smooth cliff-face; but it is 
  the wolf-like creatures that gather in the clearing that 
  now draw your attention! One of their number 
  approaches a fissure in the base of the rock, where 
  another of the creatures lies prone and motionless.  
   
  APL 4 (EL 5*) 
   Barghests (2): hp 33 each; see Monster Manual 23. 
   
  APL 6 (EL 7*) 
   
  Greater Barghests (3): hp 67 each; see Monster 
  Manual 23. 
   
  APL 8 (EL 9*) 
   
  Advanced Greater Barghests (3): hp 97 each; see 
  Appendix 1 
   
  APL 10 (EL 11*) 
   
  Superior Greater Barghests (3): hp 142 each; see 
  Appendix 1. 
   
  APL 12 (EL 13*) 
   
  Alpha Greater Barghests (3): hp 173 each; see 
  Appendix 1. 
   
  APL 14 (EL 15*) 
   
  Alpha Greater Barghests (6): hp 173 each; see 
  Appendix 1. 
   
  * The EL of this encounter has been reduced by one to 
  account for the PCs’ advantage of surprise and the 
  possible help from the bronze dragon inside the fissure. 
   
  Keeasaloogal has cast several overlapping dimensional 
  lock (PHB 221) spells on the area surrounding the 
  entrance to the cave over the last few days, negating the 
  barghests’ dimension door and blink spell-like abilities, as 
  well as extra-dimensional travel spells cast by the PCs 
  within the ravine (all of DM’s Aid #5 map). Ironically, it is 
  this spell that has prevented her Quagaloogal kin from 
  teleporting to her location.  
   
  DM’s Note: Roll for initiative, including Keeasaloogal 
  (+3 Initiative modifier). Do not include Keeasaloogal in 
  any surprise round, as she and the barghests were aware 
  of each other. On Keeasaloogal’s turn, she uses her 
  lightning breath weapon (20d6, DC 33 Reflex save for 
  half), striking the creature approaching the fissure. In 
  subsequent rounds, she will not venture forth, but will 
  blast any barghest that falls within her line of effect with 
  her lightning breath weapon (check the Map Appendix – 
  there are two fissures detailed on the encounter map that 
  she can breathe through). 
   
  Tactics: The barghests, having lost one of their number 
  during their first attack, have been cautious about the 
  injured creature within the cave. They have been 
  planning and arguing, and it is during this time that the 
  PCs can catch them off-guard. But the barghests react 
  quickly, using invisibility sphere (quickened at APLs 12 
  and 14) to hide their presence. They will then cast charm 
  monster on the PCs before moving into melee. When 
  they attack, one of them each round will use their spell-
  like abilities (mass enlarge or mass bull strength), 
  swapping this role in subsequent rounds. After 
  Keeasaloogal breathes for the first time, the barghests 
  will attempt to avoid the fissures. 
   
  Development: Once the barghests are defeated, the PCs 
  can search the area. The creatures have no treasure and 
  only the dried blood trail leading to the rock fissure is left 
  to investigate. Once the PCs decide to search the rock 
  fissure go to Encounter 3. 
   
  ENCOUNTER 3: 
  KEEASALOOGAL 
  As you search the rock fissure, you are surprised 
  when Wen gives a sudden cry and rushes forward 
  into the fissure! You hear her talking in her draconic 
  tongue. Then a deeper, draconic voice answers… 
   
  PCs who understand Draconic, hear: 
   
  Wen 
  “From afar I have seen you 
  IUZ6-06 Drach Treielabone 
   
  Page 9 
  
  From afar I have heard you 
  Like a dream you have been to me 
  Now I have awakened and you are here, my mother, 
  my queen.” 
   
  Keeasaloogal 
  “From afar I have wished for you 
  From afar I have searched for you 
  Like a dream you have been to me 
  Now I have awakened and you are here, my 
  handmaiden, my daughter.” 
   
  PCs that follow Wen can see that the fissure opens up 
  into a large cave which is dominated by the badly injured 
  body of an ancient bronze dragon! In front of the dragon, 
  Wen has just finished performing a strange, ritualistic 
  dance. The body of a barghest lies to one side. Wen 
  explains to her mother all about the PCs, and why they 
  are here. She then introduces each PC, one by one. 
   
  DM’s Note: Some Perrenland PCs may actually have 
  kinship with Quagaloogal. In this situation, it would be 
  appropriate for them to repeat the greeting that Wen 
  gave to Keeasaloogal; not doing so would be very 
  impolite, but not disastrous. These PCs gain a +2 
  Circumstance bonus to Charisma based interaction skill 
  checks if they repeat the ritual greeting and a -2 to 
  Charisma based skill checks if they do not. Other PCs 
  who decide to be enterprising and attempt the same 
  ritual greeting will also gain this +2 bonus. 
   
  Once introductions are made (and Wen has explained 
  the PCs’ involvement to Keeasaloogal) the dragon says 
  the following: 
   
  “I thank you for helping my daughter find me, and 
  your aid is welcome. You have also upheld the honour 
  of the Khund; should feel under no further obligation 
  to them other than to return the gifts that they have 
  lent you and to report that your mission is done.”  
   
  “I would, however, ask you to assist me on a 
  matter of importance to me, as I have discovered a 
  great evil afoot in the mountains! 
   
  If the PCs give any sign of interest, Keeasaloogal 
  continues: 
   
  “I need you to recover my last clutch of dragon eggs! I 
  can feel them hatching! That is how I know my 
  young wyrmlings are alive! Evil men have stolen 
  them! I had a vision! In that vision I saw that they 
  intend to use my young to visit great woe upon the 
  surrounding lands! Alas, I am too hurt and fatigued to 
  pursue them on my own at this stage. Their sorcerers 
  know my weaknesses and will know when I 
  approach, thanks to their hold on my children, who 
  will sense when I am near. It would be folly for me to 
  continue in pursuit. But someone else might… Will 
  you help me?” 
   
  Development: If the PCs accept, then go to the Helping 
  Keeasaloogal section. 
   
  If the PCs decline to help, then they receive XP for 
  the fight with the barghests and any favors they are owed 
  from the Khund. Some roleplaying XP may also be 
  applicable. They do not get the Favor of the Quagaloogal. 
  End the adventure now. 
   
  Helping Keeasaloogal 
  Keeasaloogal explains the following things to the PCs: 
  • 
  She 
  tells 
  them 
  about 
  the 
  Drache 
  Tabellierprogramme Conclave and the Dragonborn 
  Register (see Adventure Background for this 
  information). 
  • 
  She tells them about the “Cousins of the Red.” 
  • 
  She describes to the PCs how to get to the ruins 
  where she knows her clutch is being held. It is about 
  5 minutes by dragon flight (one hour’s walk for the 
  PCs) to the North.  
  • 
  She stresses that the PCs must make haste as her 
  clutch are about to hatch. They have no time to rest 
  (or stay overnight, etc.). 
  • 
  She will explain that her opponents are sorcerers and 
  monks of varying abilities. 
  • 
  She explains that during the fight, when she made a 
  mad dash to try and reach the ruin, two young red 
  dragons flew up to counter her. She decided at that 
  point that she had better flee or die. They did not 
  give pursuit but a damaged wing caused her to crash 
  into the mountain; she suspect they think she is 
  dead.  
  • 
  She will again stress haste on the PCs’ part – as the 
  eggs are close to hatching and any delay may be fatal 
  to them. 
  • 
  She will also give the party a message runestone 
  (same as a sending scroll, but with no caster 
  requirements to use). This is so they may contact her 
  when they have freed her clutch from the Drach 
  Treielabone Conclave. 
   
  If the PCs ask insightful questions, use what information 
  you can to inform them of what tactics The Cousins use 
  (relevant to their APL) – e.g. at APL 14 stoneskin, 
  disintegrate and power word: blind are some examples of 
  spells they used against her. 
   
  IUZ6-06 Drach Treielabone 
   
  Page 10 
  
  Rescuing the Clutch 
  If the PCs are successful at rescuing the clutch, they are 
  to use the message runestone to inform Wen that they 
  have the eggs. Wen and Keeasaloogal will then come 
  immediately and collect them. 
   
  For now, Keeasaloogal will try and regain her 
  strength and Wen will remain behind to help heal her. 
  Any PC healing her of some of her injuries gains the 
  party a small amount of experience (see Experience Point 
  Summary). 
   
  Development: Once the DM is satisfied that the PCs 
  have all the information they need, proceed to Encounter 
  4. 
   
  ENCOUNTER 4: THE RUINS 
  After following the dragon’s directions through the 
  mountain pass, you finally sight your first glimpse of 
  the Ruins in the distance. They are only a few more 
  miles ahead of you! Climbing from the ravine, two 
  narrow, worn paths wind their way up the side of a 
  small mountain. At the top, only a few hundred feet 
  high, is a flat area of stone (where a peak should rise 
  but doesn’t). It appears as if, at some point in time, 
  the entire top of the mountain was sundered clean 
  away. 
   
  Even at this distance you can make out the 
  ancient Ruins built on the flat mountain base. At the 
  top of the pass, you see a large stone arch, guarding 
  the way to the ruined structures. Many of the 
  buildings seem to be newer ones built atop more 
  ancient foundations. Most of these newer structures 
  are also now in ruin, with the exception of a squat 
  tower. It is perched atop a large, ancient ziggurat. 
  This monolith still stands as if defying the ruined 
  remains of the rest of the place. You also spy a much 
  smaller group of buildings lying in the shadow of the 
  keep; but you cannot make out anything more about 
  the structure from this far away … 
   
  The PCs are in a ravine pass three miles from the foot of 
  the sundered mountain. If they continue to watch the 
  ruins, they will not see any signs of movement in the 
  ruins. At this time, the PCs are too far away to spot the 
  illusionary red dragons as they patrol the ruins at a low 
  altitude. 
   
  Because the PCs received a good description of the 
  ruins from Keeasaloogal and because of their very good 
  view of the ruins, give them Player Handout 1 at this 
  stage. 
   
  Once they reach the foot of the sundered mountain, 
  PCs at the base of one of the paths can make a DC 12 Spot 
  check to find an old and rusted place-sign that has been 
  thrown by the current residents into a small ravine with 
  the following faded letters upon it: 
   
  “KainenStadt” 
   
  PCs can make a DC 25 Knowledge (history) or 
  Knowledge (local: Iuz’s Border States) check, or a DC 20 
  Bardic Knowledge check to know some of the past 
  history of this place (see below). They can also rightly 
  surmise that this mountaintop structure has been 
  recently rebuilt. 
   
  KainenStadt Ruins 
  This structure was once an Ur-Flan Temple complex 
  which fell into ruin when the majority of its citizens fled 
  the downfall of Ur-Flan city-states. Those who remained 
  built upon the ruins for many centuries. This was, 
  primarily, a local family known as the Kainens.  
   
  Development: Move to Encounter 5 once the PCs decide 
  to enter the ruins. 
   
  ENCOUNTER 5: 
  KAINENSTADT  
  This encounter can be run a number of different ways, 
  depending on how the PCs decide to approach the ruins. 
  Let players use Player Handout 1 to work out their 
  approach. Cross-reference this with the DM’s version of 
  the map (DM’s Aid 3), to determine where the PCs are in 
  relation to the possible counter-movements of the 
  cultists. The modifiers on the map affect any Hide checks 
  made by the PCs to remain hidden from the two 
  illusionary red dragons (see below).  
   
  Once the PCs reach the top of the sundered peak, 
  they may spot the programmed illusions of a pair of 
  young red dragons. The illusions are part of the ancient 
  magical defenses left behind by the last Kainens to live 
  here. The dragons patrol the ruins at a low altitude, 
  sweeping the area to scare away looters and treasure 
  hunters seeking the relics of the Ur-Flan hidden beneath 
  the ancient structures. The ruins cover an extensive area, 
  so any Spot checks to notice the illusionary dragons 
  should take into account a -1 per 10 feet (due to distance). 
   
  All APLs (EL 1) 
   
  Illusionary Young Red Dragons (2): large 
  figments; programmed image*; (DC 19 negates);, see PHB 
  265 and MM 75.  
   
  * At APL 4 & 6, the magic of the illusion has begun to 
  degrade, granting the PCs a +4 bonus to see through the 
  illusion. Treat the illusionary dragons as possessing the 
  IUZ6-06 Drach Treielabone 
   
  Page 11 
  
  following skill modifiers: Hide +4, Listen +16, Move 
  Silently +4, and Spot +16. 
   
  Depending on how the PCs approach the ruins, they will 
  most likely encounter the illusionary dragons before they 
  find the Cousins of the Red. The Cousins have been at 
  the ruins for a couple of days, are used to the illusions by 
  now, and mostly ignore them as they sweep above the 
  ruins. If the PCs do not use a stealthy approach to avoid 
  the illusions or attack them, they react to the PCs 
  presence and move to attack (shrieking, breathing 
  illusionary fire, etc.).  
   
  The illusions are programmed to strafe intruders 
  with their illusionary breath weapons. Astute PCs may 
  notice the lack of fear that usually accompanies a dragon’s 
  presence. Any PCs that ask about the lack of this ability 
  get to make a Will save to pierce the illusion (as if they 
  had interacted with the illusion). 
   
  The reaction of the illusions to the PCs will draw the 
  attention of the cultists, who will cast several buff spells 
  before moving into position to ambush the PCs (see the 
  Tactics section below). 
   
  The dragon cultists have been searching the ruins 
  for the past three days, seeking the secrets of the Ur-Flan 
  hidden within these ruins. They are killing time before 
  the rendezvous. They have recently discovered the entry 
  stone and an arcane puzzle trap (Encounter 6). For the 
  past day, Vakran has sought the answer to opening the 
  entry stone without success. The arrival of the PCs 
  produces a nice diversion from his failure thus far. 
   
  APL 4 (EL 6) 
   
  Vakran: hp 17; see Appendix 1. 
   
  Ethis, Theldor and Vrein: hp 13 each; see Appendix 
  1. 
   
  APL 6 (EL 8) 
   
  Vakran: hp 25; see Appendix 1. 
   
  Ethis, Theldor and Vrein: hp 21 each; see Appendix 
  1. 
   
  APL 8 (EL 10) 
   
  Vakran: hp 42; see Appendix 1. 
   
  Ethis, Theldor & Vrein: hp 31 each; see Appendix 
  1. 
   
  APL 10 (EL 12) 
   
  Vakran: hp 68; see Appendix 1. 
   
  Ethis, Theldor & Vrein; hp 56 each; see Appendix 
  1. 
   
  APL 12 (EL 14) 
   
  Vakran: hp 85; see Appendix 1. 
   
  Ethis, Theldor & Vrein: hp 60 each; see Appendix 
  1. 
   
  APL 14 (EL 16) 
   
  Vakran: hp 93; see Appendix 1. 
   
  Ethis, Theldor & Vrein: hp 74 each; see Appendix 
  1. 
   
  CON PLAY NOTE  
  The dragon cultists’ use of benign transposition (see 
  Tactics below) can make this combat encounter take too 
  much time for most convention slots. This tactic should 
  only be used sparingly – and not at all if there are fewer 
  than 2 hours remaining in the con slot. For convention 
  play the spell should only be used to get the cousins into 
  melee range in the opening rounds of the combat, not to 
  prolong their survival.  
   
  Tactics: The three dragon cultists are completely devoted 
  to Vakran, and use their spells to protect him as well as to 
  exchange positions with each other during the combat. If 
  surprised, they will cast their defensive spells on one of 
  their number, who then moves to engage the PCs while 
  the others power up before joining the fight in later 
  rounds. They will frequently use benign transposition 
  (see Appendix 2) to swap positions with each other. 
   
  Vakran will cast invisibility or haste on the Cousins, 
  and blink on himself (at higher APLs) before using his 
  ranged touch spells to attack the PCs from a distance, 
  focusing 
  his 
  strongest 
  damaging 
  spells 
  against 
  troublesome PCs. He is conscious of his own safety above 
  all else and will use his defensive spells, if singled out, 
  before retaliating at any offending PCs. While the cultists 
  are fanatics and will continue to fight until death, Vakran 
  will try to escape if things are going poorly for the group! 
   
  If he has time to prepare, Vakran will cast invisibility 
  and stoneskin (at APL 8+) on the Cousins and himself, 
  while the cultists use the various wands he has crafted 
  and their own spells to prepare for the fight. When the 
  PCs come into view, the cultists will cast shield and fist of 
  stone (or vampiric touch at higher APLs); before moving 
  to engage the PCs in melee. 
   
  Treasure: 
   
  APL 4: L: 42gp; C: 62gp; M: 880gp, 3 x Cloak of 
  Resistance +1 (250gp), 3 x Potion CLW (12gp), Wand of 
  Mage Armor (63gp), Lens of Detection (292gp), 
  Metamagic Rod of Enlarge, Lesser (250gp).  
   
  APL 6: L: 42gp; C: 92gp; M: 1483gp, 3 x Cloak of 
  Resistance +1 (250gp), 3 x Potion CLW (12gp), Wand of 
  Mage Armor (63gp), Wand of Shield (63gp), Eyes of the 
  Eagle (208gp), Lens of Detection (292gp), Metamagic Rod 
  of Enlarge, Lesser (250gp), Cloak of Charisma +2 (333gp). 
  IUZ6-06 Drach Treielabone 
   
  Page 12 
  
   
  APL 8: L: 42gp; C: 142gp; M: 1867gp, 3 x Cloak of 
  Resistance +1 (250gp), 3 x Potion CMW (75gp), 3 x 
  Quaal’s Feather Token, Whip (125gp), Wand of Mage 
  Armor (63gp), Wand of Shield (63gp), Eyes of the Eagle 
  (208gp), Lens of Detection (292gp), Metamagic Rod of 
  Enlarge, Lesser (250gp), Cloak of Charisma +2 (333gp), 
  Ring of Sustenance (208gp). 
   
  APL 10: L: 42gp; C: 202gp; M: 3242gp, 3 x Cloak of 
  Resistance +2 (1000gp), 3 x Potion CMW (75gp), 3 x 
  Quaal’s Feather Token, Whip (125gp), Wand of Mage 
  Armor (63gp), Wand of Shield (63gp), Wand of False Life 
  (375gp), Eyes of the Eagle (208gp), Lens of Detection 
  (292gp), Metamagic Rod of Enlarge, Lesser (250gp), 
  Cloak of Charisma +2 (333gp), Ring of Sustenance 
  (208gp), Metamagic Rod of Extend, Lesser (250gp). 
   
  APL 12: L: 42gp; C: 252gp; M: 5575gp, 3 x Cloak of 
  Resistance +2 (1000gp), 3 x Potion CMW (75gp), 3 x 
  Quaal’s Feather Token, Whip (125gp), 3 x Ring of 
  Counterspells (1000gp), Wand of Mage Armor (63gp), 
  Wand of Shield (63gp), Wand of False Life (375gp) Eyes 
  of the Eagle (208gp), Lens of Detection (292gp), 
  Metamagic Rod of Enlarge, Lesser (250gp), Cloak of 
  Charisma +4 (1333gp), Ring of Sustenance (208gp), 
  Metamagic Rod of Extend, Lesser (250gp), Gloves of 
  Dexterity +2 (333gp). 
   
  APL 14: L: 42gp; C: 302gp; M: 10492gp, 3 x Cloak of 
  Resistance +2 (1000gp), 3 x Potion CMW (75gp), 3 x 
  Quaal’s Feather Token, Whip (125gp), 3 x Ring of 
  Counterspells (1000gp), 3 x Ring of Protection +2 
  (2000gp), Wand of Mage Armor (63gp), Wand of Shield 
  (63gp), Wand of False Life (375gp) Eyes of the Eagle 
  (208gp), Lens of Detection (292gp), Metamagic Rod of 
  Enlarge, Lesser (250gp), Cloak of Charisma +6 (3000gp), 
  Ring of Sustenance (208gp), Metamagic Rod of Extend, 
  Lesser (250gp), Gloves of Dexterity +2 (333gp). 
   
  ENCOUNTER 6: HATCHING 
  OF THE CLUTCH 
  Once the battle is over, the PCs may explore the area 
  previously occupied by The Cousins. The Cousins were 
  investigating the entry stone and the magical obelisks 
  (Encounter 7) before the arrival of the PCs, and the rest 
  of their belongings are found close to the entry point to 
  that location. There is, however, no immediate sign of 
  any bronze dragon eggs. 
   
  If the PCs begin to search for the bronze dragon 
  eggs, continue with the text below. If they want to 
  investigate the area containing the entry stone, skip 
  ahead to Encounter 7, returning to this section when the 
  PCs search for the eggs. 
   
  The Bronze Dragon Eggs 
  The bronze dragon eggs are hidden inside one of the 
  stadts (longhouses). This is Location F (as indicated on 
  the DM’s map of the ruin found in Appendix 2). As the 
  PCs begin to search the area, have them make a DC 20 
  Listen check. Those PCs who are successful hear several 
  faint cracking sounds coming from within one of the 
  stadts. These are the sounds of one of the bronze dragon 
  eggs hatching! Read the text below to any PC who 
  investigates the sound: 
   
  Entering the broken stadt, the cracking sound 
  becomes easier to hear and seems to be coming from 
  the far end of a long hall. Across the hall you, see 
  eight oval shaped objects. They are piled loosely in 
  the corner amongst a collection of tattered blankets. 
  Each object is about a foot in length, and half as wide. 
  They are muddy-yellow in color mixed with lines of 
  green that stretch across their surface. In the centre 
  of the objects, which you are sure are the bronze 
  dragon eggs you are searching for, is the source of the 
  cracking sound that led you here: a little draconic 
  head and neck which now stretches from a broken 
  eggshell! It looks at you with hate filled eyes as it 
  speaks: 
   
  In common:  
  “Evil mortals! Prepare to meet thy doom! Thou wilt 
  pay for thy deeds in thy own blood! For I am 
  Rananeloogal [Pron: Ran-an-e-loo-gal], and in my 
  mother’s name I defy you!” 
   
  Rananeloogal, along with the rest of the unborn bronze 
  wyrmlings, is angry and tormented by his ordeal up to 
  this moment. The wyrmlings can also sense their 
  mother’s 
  anger 
  and 
  frustration, 
  further 
  fueling 
  Rananeloogal’s anger. Now that he has hatched, 
  Rananeloogal can deal with his kidnappers personally. 
  Unfortunately, Rananeloogal believes that the PCs are his 
  kidnappers! 
   
  All APLs (EL 2*) 
   
  Rananeloogal: medium dragon (bronze wyrmling); 
  hp 45; see MM 80. 
   
  *The EL of this encounter has been reduced by one to 
  account for the favorable modifiers to any Diplomacy 
  checks made to alter his attitude and the fact he waits for 
  the PCs to attack first. 
   
  Tactics: Roll for initiative. On Rananeloogal’s initiative, 
  he attacks the nearest PC. Make sure the PCs beat the 
  IUZ6-06 Drach Treielabone 
   
  Page 13 
  
  hatchling on initiative though; allowing them the chance 
  to explain who they are before he attacks! 
   
  Rananeloogal is currently hostile. The PCs will need 
  to make Diplomacy checks to change his attitude (see 
  PHB 72). They can gain a circumstance bonus to this 
  check if the use some (or all) of the following means: 
  • 
  +2 if the PC mentions their own name at the start 
  (introducing themselves – something considered 
  courteous by bronze dragons) 
  • 
  +2 for mentioning Keeasaloogal in familiar terms 
  (describing her characteristics or personality) 
  • 
  +10 if they use the Quagaloogal greeting (+20 if the 
  player recites the greeting without help from the 
  DM) 
  • 
  +5 If the PCs respond in draconic rather than 
  common  
  • 
  +2 if they mention Wen (his half-sister) 
  • 
  +5 if the PC is a Dragon Disciple of a metallic dragon, 
  has the Draconic Heritage (any metallic) feat, has a 
  Pseudo-dragon familiar or shows some other obvious 
  draconic quality 
  • 
  -10 if the PC is a Dragon Disciple of a chromatic 
  dragon or has the Draconic Heritage (any chromatic) 
  feat 
  • 
  +5 if the PCs show him the remains of the dragon 
  cultists  
  • 
  +2 for any other arguments that make sense (DM’s 
  discretion) 
   
  If the PCs are successful in shifting his reaction from 
  hostile, Rananeloogal does not attack them. If the PCs 
  achieve a reaction of Indifferent or better, Rananeloogal 
  will talk with them, though even this newly hatched 
  dragon looks on the PCs as children, as all good dragons 
  do when dealing with the mortal races. 
   
  DM’s Note: If the PCs are unsuccessful in changing his 
  attitude from hostile (or if they attack Rananeloogal) 
  then they receive XP for the encounter if they defeat 
  him. Injuring the bronze wyrmling in any way voids all 
  favors listed on the AR for this adventure (as the PCs 
  have failed in their mission by attacking a Quagaloogal 
  dragon).  
   
  Rananeloogal does not remember much of his ordeal 
  and can only describe feelings of loss and separation that 
  he felt since his kidnapping. He is quite intelligent and is 
  a quick learner. Once over his initial hostility towards the 
  PCs, he becomes quite curious about them and begins to 
  ask the PCs questions of his own about their lives. 
   
  DM’s Note: If one (or more) of the PCs is a LG, LN or N 
  aligned arcane caster, Rananeloogal takes a special 
  interest in him/her. He is curious and feels an attraction 
  towards the PC. Quickly roleplay this interaction with 
  the player, as Rananeloogal tries to learn as much as he 
  can about the PC. The PC(s) in question may spend time 
  bonding with the wyrmlings at the end of the adventure 
  (see Brood of Keeasaloogal) 
   
  Using the Message Runestone 
  PCs who decide that they will summon Keeasaloogal 
  need not have bothered, but she will thank them all the 
  same. The hatching of the first wyrmling has sent her 
  speeding to the area. She will arrive either after the PCs 
  explore the Entry Stone in Encounter 7 or, if they 
  deliberately wait, right now. Use the Conclusion section 
  to cover her expression of gratitude. 
   
  ENCOUNTER 7: THE ENTRY 
  STONE  
  Refer to DM’s Aid 6 for a map of this Encounter. 
   
  CON PLAY NOTE  
  At conventions, some groups may not have enough time 
  to complete this encounter. Do not start this encounter 
  unless 30 minutes or more remain for the convention slot 
  – skip to the conclusion, subtract the xp reward for this 
  encounter and cross off the Kondkannen favor on the 
  AR. 
   
  In a secluded section of the ruin, The Cousins have 
  cleared the rubble from a 25 ft square stone slab in the 
  centre of the stadt. This is the entry stone to an Ur-Flan 
  vault. The stone block is 10 feet thick. Eight magical, 
  stone obelisks surround the stone slab. On each is a faded 
  arcane rune and a hand shaped imprint. A DC 15 
  Knowledge (arcana) check identifies the rune as a symbol 
  of one of the eight schools of magic. There is one stone 
  for each of the eight schools of magic. PCs must make a 
  separate DC 15 Knowledge (arcana) to identify each 
  stone.  
   
  To Activate Each Marker Stone: 
  • 
  A DC 25 Search check, plus DC 25 Disable Device or 
  Use Magic Device check. 
  • 
  Channelling a spell of the same school into the 
  appropriate stone activates it (can be arcane or 
  divine). This can also be achieved using wands, 
  scrolls, or staves. 
   
  Depending on the APL, the cultists have activated several 
  of the marker stones already: 
  • 
  APL 4 – all the stones have been activated except 
  conjuration and divination  
  IUZ6-06 Drach Treielabone 
   
  Page 14 
  
  • 
  APL 6 – all the stones have been activated except 
  conjuration, divination and evocation 
  • 
  APL 8 – all the stones have been activated except 
  conjuration, divination, evocation and alteration 
  • 
  APL 10 – all the stones have been activated except 
  conjuration, divination, evocation, alteration and 
  transmutation 
  • 
  APL 12 only the enchantment and illusion stones are 
  active  
  • 
  APL 14 – only the enchantment stone is active 
   
  Once all of the stones are activated, a new symbol begins 
  to glow on the entry stone – a 25’ x 25’ grid lights up 
  across the entry stone. Each 5’ square is separated by a 
  thick line of white light. At the same time, the lock 
  activates and a living spell is also triggered to guard entry 
  into the vault! 
   
  Attacking the stone slab will also trigger the living 
  spell, but not the puzzle that bypasses the slab. 
   
  APL 4 (EL 6*) 
   
  Living Burning Hands: hp 17; see Appendix 1. 
   
  APL 6 (EL 8*) 
   
  Burning Glitter: hp 32; see Appendix 1. 
   
  APL 8 (EL 10*) 
   
  Fire Glitter: hp 45; see Appendix 1. 
   
  APL 10 (EL 12*) 
   
  Confusing Fire: hp 67; see Appendix 1. 
   
  APL 12 (EL 14*) 
   
  Superior Confusing Fire: hp 82; see Appendix 1. 
   
  APL 14 (EL 16*) 
   
  Confusing Cold: hp 97; see Appendix 1. 
   
  *including +3 EL for the puzzle trap (see below) 
   
  Tactics: The living spell is mindless, and moves to engulf 
  any PC standing on the entry stone. It is confined to the 
  stone itself and cannot move outside the 25ft square 
  (though it can strike any PCs within reach). It can also 
  take attacks of opportunity as PCs move through its reach 
  to activate the key stones (see below). 
   
  The magic of the puzzle-lock can sustain the living 
  spell (see below) and also has a secondary effect: 
  randomly granting the energy substitution feat to the 
  living spell. At the beginning of each round, roll 1d4 to 
  determine the energy type for that round (the living spell 
  changes color each round to match the energy type 
  rolled):  
   
  Energy Substitution (D4)  
  • 
  1: Fire (red) 
  • 
  2: Cold (white) 
  • 
  3: Acid (brown) 
  • 
  4: Electricity (blue) 
   
  The Puzzle Lock 
  To gain entry to the vault, the PCs must depress the 
  correct series of squares (keystones) on the entry stone in 
  sequence as shown below: 
   
   
   
   
   
   
  North 
   
  1 
   
   
   
   
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  1 
   
   
   
   
   
  1 
  South 
   
  As the keystones are stepped on (activated), the correct 
  keystones glow a bright green colour, while any incorrect 
  keystones glow a dull red colour.  
   
  Each time an incorrect (red) keystone is activated, 
  the living spell gains a number of temporary hit points 
  equal to its HD (up to a maximum of twice its normal hit 
  point total). The PCs can see the living spell draw energy 
  from the red glowing stones as the colour lifts from the 
  stone to infuse it – this effect will rejuvenate the living 
  spell from below 0hp; reforming it even if it has been 
  defeated already.  
   
  DM’s Note: The DM should keep the initiative order 
  running until the puzzle is solved. If the living spell 
  reforms, it retains its place in the initiative order. Once 
  the PCs activate one of the correct key stones they should 
  have a better idea how to solve the puzzle. 
   
  Solving the Puzzle 
  The green keystones must be activated in an unbroken 
  sequence to deactivate the magical lock. If a wrong key 
  stone is activated, the sequence must be started again in a 
  new round. The PCs may not realise this at first, as the 
  keystones continue to glow red or green until the start of 
  the new round. When the stones reset (stop glowing 
  IUZ6-06 Drach Treielabone 
   
  Page 15 
  
  green or red) at the beginning of each round, any square 
  still occupied by a PC in the next round will be activated. 
   
  Once all the correct squares are activated, and none 
  of the wrong squares glow red, the living spell is 
  destroyed and the entry stone collapses on itself, forming 
  a staircase descending into the earth several hundred 
  feet.  
   
  At the bottom, the staircase opens out into a large 
  underground vault. The vault itself is a large, nondescript 
  chamber filled with ancient shelves from floor to ceiling 
  – upon which stands hundreds of Kondkannen (Pots of 
  Knowledge – see AR).  
   
  On one wall of the chamber is a 10 ft wide passage 
  extending 20 ft to a metal door. Three consecutive walls 
  of force block the path to this door. On the door itself, 
  PCs with a reasonable light source can make out a death’s 
  head and scythe series of bas relief carvings. A DC 15 
  Knowledge (religion) check will determine that these 
  motifs are archaic versions of the holy symbol for Nerull. 
  The door is made of obdurium (hardness 30, 600 hp). PCs 
  cannot pass further into the complex in this adventure. If 
  the PCs take down the first wall of force, they hear the 
  following message telepathically: 
   
  “Only a Kainen may pass beyond this point.” 
   
  Apart from the elaborately painted pots, the chamber is 
  empty of other treasure.  
   
  If any PC moves to grab a Kondkannen, read the 
  bold text below to the PC: 
   
  As your hands touch the strange painted pot you feel 
  an intense pain in your head as a whirlwind of images 
  flashes before your eyes. You are staggered by 
  thousands of images of a civilization lost in time! You 
  see the ruins in all their sinister grandeur; you see 
  that under the location that you stand is a huge 
  complex dominated in its centre by a large obsidian 
  obelisk that is surrounded with black energy. Yet, 
  after only a brief moment, the images fade and the 
  pain resides. The pot you are holding seems warmer 
  to the touch now, and you sense that it just imparted 
  a lifetime of knowledge on to you…in an instant! 
   
  Any PC who takes a Kondkannen receives the above 
  vision, and receives the Kondkannen favor on the AR 
  (see below). Only ONE pot can be taken per PC; any PC 
  attempting to take a second finds the pot taken by them 
  writhes and heats up in their hands, burning them 
  similar to an unending heat metal spell that affects 
  everything, flesh, clothing, etc., until they return it to its 
  resting place on the shelf. This effect also happens to any 
  Perrenland PC that already possesses a Kondkannen that 
  tries to take one from here. 
   
  Treasure: 
  All APL’s: L: 0gp; C: 0gp; M: 0gp, Kondkannen 
   
  CONCLUSION  
  If the PCs rescue the clutch and Keeasaloogal is called 
  upon: 
   
  Winging down from up high, the sight of the 
  majestic, ancient, bronze dragon is awe-inspiring. 
  With a grace that belies her size, Keeasaloogal lands 
  nearby. 
  She 
  soon 
  transforms 
  into 
  her 
  half-
  Quagaloogal half-brass dragon form and you are 
  struck by how much she resembles Wen, only older. 
  She says the following: 
   
  “You have done me a great service and I will 
  reward you for it. I offer you access to my library in 
  Agal to study what history and lore I have collected 
  over the ages. You may do this at your leisure. I must, 
  however, now hurry and return my clutch to Agal, so 
  that my offspring can be properly greeted by their 
  people. Return now to Khundholm, as I have asked 
  Barandon to honor you.”  
   
  With this, she collects her eggs into a bag of 
  holding and departs. 
   
  The PCs have earned the Favor of the Quagaloogal. 
   
   
  Departing the Ur-Flan ruins, you begin your 
  return to Khundholm and the celebration you left 
  only a few days ago. Several hours into your return 
  journey, you hear a distant scream from behind you. 
  You can’t help but chuckle at the enemy’s obvious 
  frustration, but deep down, you know that you have 
  only won a battle in the war against an evil you 
  haven’t heard the last of.  
   
  If the PCs have upheld Khund honor, and returned to 
  Khundholm: 
   
  Your aid to the Khund has been greatly appreciated. 
  Gildor has negotiated with the Haigh Righ and a 
  special ceremony is performed for you in front of the 
  Great Forge! Barandon tells you that if you are in 
  need of help in the future, call upon Moradin and you 
  will be blessed by the Great Forge. You have 
  rightfully earned the Grand Favor of the Khund! 
   
  DM’s Note: Khund PCs who were loaned a Ring of Mind 
  Shielding must return it to Wen at this point. 
  IUZ6-06 Drach Treielabone 
   
  Page 16 
  
   
  The End 
   
   EXPERIENCE POINT 
  SUMMARY 
  Encounter One 
  Accepting Haigh Righ Barandon’s mission: 
   
  All APL’s: 30xp 
   
  Encounter Two 
  Defeating the Barghests: 
   
  APL4: 150xp 
   
  APL6: 210xp 
   
  APL8: 270xp 
   
  APL10: 330xp 
   
  APL12: 390xp 
   
  APL14: 450xp 
   
  Encounter Three 
  Healing the bronze dragon Keeasaloogal: 
   
  All APL’s: 30xp 
   
   
  Encounter Five 
  Encountering the programmed illusion of the two red 
  dragons: 
   
  All APL’s: 30xp 
   
  Encounter Five 
  Defeating the red dragon cultists among the KainenStadt 
  ruins: 
   
  APL4: 180xp 
   
  APL6: 240xp 
   
  APL8: 300xp 
   
  APL10: 360xp 
   
  APL12: 420xp  
   
  APL14: 480xp 
   
  Encounter Six 
  Defeating the bronze wyrmling or convincing him they 
  are not his enemy: 
   
  All APLs: 60xp 
   
  Encounter Seven 
  Unlocking the puzzle lock on the entry stone and 
  defeating the living spell guardian: 
   
  APL4: 180xp 
   
  APL6: 240xp 
   
  APL8: 3000xp 
   
  APL10: 360xp 
   
  APL12: 420xp  
   
  APL14: 480xp 
   
  Discretionary role-playing award 
   
  APL4 75xp 
   
  APL6 120xp 
   
  APL 8 165xp 
   
  APL10 210xp 
   
  APL12 255xp 
   
  APL 14 300xp 
   
  Total possible experience: 
   
  APL 4: 675xp 
   
  APL 6: 900xp 
   
  APL 8: 1125xp 
   
  APL 10: 1350xp 
   
  APL 12: 1575xp 
   
  APL 14: 1800xp  
   
  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 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 
  IUZ6-06 Drach Treielabone 
   
  Page 17 
  
  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. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Five: 
   
  APL 4: L: 42gp; C: 62gp; M: 880gp.  
   
  APL 6: L: 42gp; C: 92gp; M: 1483gp 
   
  APL 8: L: 42gp; C: 142gp; M: 1867gp.  
   
  APL 10: L: 42gp; C: 202gp; M: 3242gp 
   
  APL 12: L: 42gp; C: 252gp; M: 5575gp.  
   
  APL 14: L: 42gp; C: 302gp; M: 10492gp 
   
  Total Possible Treasure 
   
  APL 4: L: 42gp; C: 62gp; M: 880gp. Total: 984gp (max 
  650gp).  
   
  APL 6: L: 42gp; C: 92gp; M: 1483gp. Total: 1617gp 
  (max 900gp).  
   
  APL 8: L: 42gp; C: 142gp; M: 1867gp. Total: 2051gp 
  (max 1300gp).  
   
  APL 10: L: 42gp; C: 202gp; M: 3242gp. Total: 3484gp 
  (max 2300gp).  
   
  APL 12: L: 42gp; C: 252gp; M: 5575gp. Total: 5869gp 
  (max 3300gp).  
   
  APL 14: L: 42gp; C: 302gp; M: 10492gp. Total: 
  10836gp (max 6600gp).  
   
  Special: 
  Grand Favor of the Khund: For helping the Khund 
  maintain their alliance with the Quagaloogal, you have 
  received a gift from Barandon the Haigh Righ of the 
  Khund from the Great Forge of Moradin. You may call 
  upon Moradin to receive one of the following effects at 
  CL 15: resist energy (any), restoration, or stoneskin. Once 
  one of these effects has been called upon, cross off all 
  three. You can only use this favor during an Iuz 
  metaregional adventure. If your PC is a Khund or a Cleric 
  of Moradin you may call upon all three effects before this 
  favor is lost. 
   
  Favor of Gildor Arkanix: Gildor Arkanix is extremely 
  impressed with your efforts and has commented that you 
  are bound for great things in his opinion. He has offered 
  to be your patron in the future. If you decline, cross out 
  this favor. 
   
  Brood of Keeasaloogal: With the hatching of the bronze 
  dragon eggs you have found a kindred spirit. In gratitude 
  for their safe return Keeasaloogal is willing to allow you 
  to play with one of her brood, this costs an additional 2 
  TUs. 
   
  Favor of the Quagaloogal: For helping Keeasaloogal 
  recover her clutch she has granted you one time access to 
  her very ancient library in Agal. You may use this favor at 
  the end of any Iuz’s Border States metaregional 
  adventure. This favor grants you the knowledge of two 
  non-restricted spells from the Spell Compendium. You 
  must have the ability to cast these spells and it costs you 2 
  TUs for research and learning. This research also gives 
  you a +2 competence bonus to Knowledge checks that 
  involve dragons. 
   
  Kainen Kondkannen (Pot of Knowledge): You have 
  taken one of the pots of knowledge from the vault 
  hidden beneath KainenStadt, as well as the Ur-Flan spirit 
  fragment that is housed within the pot. Whilst in 
  possession of this type of Kondkannen, you gain a +2 
  insight bonus to Spellcraft checks made to identify a 
  spell. Whilst you retain this Pot, you cannot be subject to 
  possession by another spirit. You can be rid of all these 
  effects by smashing the pot. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 4: 
  • 
  Wand of mage armor (Adventure, DMG, 750gp) 
  • 
  Lens of detection (Adventure, DMG) 
  • 
  Metamagic rod of enlarge, lesser (Adventure, DMG)  
   
  APL 6: (all of APL 4 plus the following): 
  • 
  Wand of shield (Adventure, DMG, 750gp) 
  • 
  Eyes of the eagle (Adventure, DMG) 
   
  APL 8: (all of APLs 4-6 plus the following): 
  • 
  Quaal’s feather token, whip (Adventure, DMG)  
  • 
  Ring of sustenance (Adventure, DMG) 
   
  APL 10: (all of APLs 4-8 plus the following): 
  • 
  Wand of false life (Adventure, DMG, 4500gp) 
  • 
  Cloak of resistance +2 (Adventure, DMG) 
  • 
  Metamagic rod of extend, lesser (Adventure, DMG) 
   
  APL 12: (all of APLs 4-10 plus the following): 
  • 
  Ring of counterspells (Adventure, DMG) 
  • 
  Cloak of charisma +4 (Adventure, DMG) 
   
  APL 14: (all of APLs 4-12 plus the following): 
  • 
  Cloak of charisma +6 (Adventure, DMG) 
  IUZ6-06 Drach Treielabone 
   
  Page 18 
  
  • 
  Ring of protection +2 (Adventure, DMG) 
  IUZ6-06 Drach Treielabone 
   
  Page 19 
  
  APPENDIX 1: APL 4
  ENCOUNTER FIVE  
   
   
   
  Cousin of the Red, Vakran: Male Human Sor4; CR 4; 
  Medium Humanoid (human); HD 4d4+4; hp 17; Init 
  +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, 
  +4 mage armor); BAB: +2; Grp: +1; Atk +1 melee (1d6-1, 
  staff) or +4 ranged (spell); SA spells; AL CE;  
  SV Fort +2, Ref +3, Will +4;  
  Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +8, Concentration +8, 
  Diplomacy +5, Disguise +5, Handle Animal +6, 
  Intimidate +5, Knowledge (arcana) +6, Search +5, 
  Spellcraft +6, Tumble +3; Craft Wand, Draconic 
  Heritage (Red Dragon), Point Blank Shot
  B, Simple 
  Weapon Proficiency
  B.  
   
   
  Languages: Common, Draconic. 
   
  Spells Known (6/6/4; base DC = 13 + spell level): 
  0--daze, detect magic, ghost sound, mage hand, read 
  magic, resistance; 1st--lesser orb of fire, mage armor; 
  shield; 2nd--invisibility. 
   
  Possessions: lens of detection, metamagic rod of 
  enlarge, lesser, masterwork dagger, robes, mirror, small 
  steel, backpack, rope, silk (50 ft.), spell component 
  pouch. 
   
  Ethis, Theldor & Vrein: Male Human Mnk1/Sor1; 
  CR 2; Medium Humanoid (human); HD 1d8+1 plus 
  1d4+1; hp 13; Init +2; Spd 30 ft.; AC 17, touch 13, flat-
  footed 15 (+2 Dex, +1 Wis, +4 mage armor); BAB +0; 
  Grp: +6; Atk +2 melee (1d6+2, unarmed strike) or +2 
  ranged (spell); Full Atk +2 melee (1d6+2, unarmed 
  strike) or +0/+0 melee (1d6+2, unarmed strike) or +3 
  ranged (spell); SA flurry of blows, unarmed strike, 
  spells; AL LE;  
  Fort +4, Ref +5, Will +6;  
  Str 14, Dex 14, Con 12, Int 8, Wis 13, Cha 14. 
   
  Skills & Feats: Concentration +9, Hide +4, Listen 
  +4, Move Silently +4, Speak Languages (Draconic), 
  Tumble +6; Draconic Heritage (Red Dragon)
  B, 
  Improved Grapple
  B, Improved Unarmed Strike
  B, 
  Simple 
  Weapon 
  Proficiency
  B, 
  Skill 
  Focus 
  (Concentration).  
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 5/4; base DC = 12 + spell level): 
  0--arcane mark, dancing lights, detect magic, mending, 
  read magic; 1st–benign transposition, fist of stone. 
   
  Possessions: cloak of resistance +1, quarterstaff, 
  potion of cure light wounds (2), wand of mage armor, 
  robes, backpack, caltrops (2), flint and steel, whetstone, 
  rope, silk (50 ft.), grappling hook, spell component 
  pouch, thunderstone. 
   
  ENCOUNTER SEVEN 
   
   
   
  Living Burning Hands: CR 3; Medium Ooze; HD 
  3d10; hp 14; Init -1; Spd 20 ft.; AC 10, touch 10, flat-
  footed 11 (+1 deflection, -1 Dex); BAB +2; Grp +2; Atk 
  +2 melee (1d4 plus spell effects, slam), SA burning 
  hands, engulf; SQ blindsight 60ft, damage reduction 
  10/magic, ooze traits, spell resistance 13; AL N;  
  Fort +2, Ref +1, Will +1;  
  Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11. 
   
  Skills and Feats: None. 
   
  Possessions: None. 
   
  Engulf (Ex): A living burning hands can flow 
  around creatures that fit within its space as a standard 
  action. It cannot make a slam attack during a round in 
  which it engulfs. A living burning hands merely has to 
  move over the opponents, affecting as many as it can 
  cover. Opponents can make attacks of opportunities 
  against a living burning hands, but if they do so they 
  are not entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a DC 
  11 Reflex save or be engulfed; on a success they are 
  pushed back or aside (opponent’s choice) as the spell 
  moves forward. Engulfed creatures are subject to the 
  burning hands effect and are considered to be 
  grappled. 
   
  Burning Hands (Su): A creature hit by a burning 
  hands’s slam attack or engulfed by it takes 3d4 fire 
  damage (Reflex DC 11 half). 
  IUZ6-06 Drach Treielabone 
   
  Page 20 
  
  APL 6
  ENCOUNTER FIVE  
   
   
   
  Cousin of the Red, Vakran: Male Human Sor6: CR 6; 
  Medium Humanoid (human); HD 6d4+6; hp 25; Init 
  +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, 
  +4 mage armor); BAB +3; Grp +2; Atk +2 melee (1d6-1, 
  staff) or +5 ranged (spell); SA spells; AL CE;  
  Fort +3, Ref +4, Will +5;  
  Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +11, Concentration +10, 
  Diplomacy +6, Disguise +6, Handle Animal +7, 
  Intimidate +6, Knowledge (arcana) +7, Search +5, 
  Spellcraft +7, Tumble +4; Craft Wand, Draconic 
  Heritage (Red Dragon), Point Blank Shot
  B, Precise 
  Shot, Simple Weapon Proficiency
  B. 
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/6/6/4; base DC = 14 + spell 
  level): 0--daze, detect magic, ghost sound, mage hand, 
  prestidigitation, read magic, resistance; 1st--guided 
  shot, lesser orb of fire, mage armor; shield; 2nd--
  invisibility, scorching ray; 3rd--dispel magic.. 
   
  Possessions: eyes of the eagle, lens of detection, 
  metamagic rod of enlarge, lesser, cloak of charisma +2, 
  masterwork dagger, robes, mirror, small steel, 
  backpack, rope, silk (50 ft.), spell component pouch. 
   
  Ethis, Theldor & Vrein: Male Human Mnk2/Sor1; 
  CR 3; Medium Humanoid (human); HD 2d8+2 plus 
  1d4+1; hp 21; Init +2; Spd 30 ft.; AC 17, touch 13, flat-
  footed 15 (+2 Dex, +1 Wis, +4 mage armor); BAB +1; 
  Grp: +7; Atk +3 melee (1d6+2, unarmed strike) or +3 
  ranged (spell); Full Atk +3 melee (1d6+2, unarmed 
  strike) or +1/+1 melee (1d6+2, unarmed strike) or +3 
  ranged (spell); SA evasion, flurry of blows, unarmed 
  strike, spells; AL LE;  
  Fort +5, Ref +6, Will +7;  
  Str 14, Dex 14, Con 12, Int 8, Wis 13, Cha 14. 
   
  Skills & Feats: Concentration +10, Hide +5, Listen 
  +4, Move Silently +5, Speak Languages (Draconic), 
  Tumble +7; Combat Reflexes
  B, Draconic Heritage (Red 
  Dragon)
  B, Improved Grapple
  B, Improved Unarmed 
  Strike
  B, Simple Weapon Proficiency
  B, Skill Focus 
  (Concentration).  
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 5/4; base DC = 12 + spell level): 
  0--arcane mark, dancing lights, detect magic, mending, 
  read magic; 1st–benign transposition, fist of stone. 
   
  Possessions: cloak of resistance +1, quarterstaff, 
  potion of cure light wounds (2), wand of mage armor, 
  wand of shield, robes, backpack, caltrops (2), flint and 
  steel, whetstone, rope, silk (50 ft.), grappling hook, 
  spell component pouch, thunderstone. 
   
  ENCOUNTER SEVEN 
   
   
   
  Burning Glitter: CR 5; Medium Ooze; HD 5d10+5; hp 
  32; Init -1; Spd 20 ft.; AC 11, touch 11, flat-footed 11 (-1 
  Dex, +2 deflection); BAB +3; Grp +4; Atk +4 melee 
  (1d4+1 plus spell effects, slam), SA Burning hands, 
  engulf, glitterdust; SQ Blindsight 60ft, damage 
  reduction 10/magic, ooze traits, spell resistance 15; AL 
  N;  
  Fort +4, Ref +2, Will +2;  
  Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12. 
   
  Skills and Feats: None. 
   
  Possessions: None. 
   
  Engulf (Ex): A burning glitter can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A burning glitter merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunities against a 
  burning glitter, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 13 Reflex save or be 
  engulfed; on a success they are pushed back or aside 
  (opponent’s choice) as the spell moves forward. 
  Engulfed creatures are subject to the burning hands 
  and glitterdust effects and are considered to be 
  grappled. 
   
  Burning Hands (Su): A creature hit by a burning 
  glitter’s slam attack or engulfed by it takes 5d4 fire 
  damage (Reflex DC 12 half)  
   
  Glitterdust (Su): A creature hit by a burning 
  glitter’s slam attack or engulfed by it is blinded (Will 
  DC 13 negates) and covered in dust for 5 rounds, 
  rendering it visible (if invisible) and applying a -40 
  penalty on Hide checks. 
   
  IUZ6-06 Drach Treielabone 
   
  Page 21 
  
  APL 8
  ENCOUNTER TWO  
   
   
   
  Advanced Greater Barghest: CR 7; Large Outsider 
  (Evil, 
  Lawful, 
  Extraplanar, 
  Shapechanger); 
  HD 
  13d8+39; hp 97; Init +6; Spd 40 ft.; AC 20, touch 11, 
  flat-footed 18 (-1 size, +2 Dex, +9 natural); BAB +13; Grp 
  +22; Atk +17 melee (1d8+5, bite); Full Atk +17 melee 
  (1d8+5, bite) and +15 melee (1d6+2, 2 claws); SA feed, 
  spell-like abilities; SQ scent, damage reduction 
  10/magic, darkvision 60 ft., change shape, outsider 
  traits; AL LE;  
  Fort +11, Ref +10, Will +12;  
  Str 21, Dex 15, Con 16, Int 18, Wis 18, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +16, 
  Climb 
  +17, 
  Concentration +19, Diplomacy +12, Disguise +8 (+10 
  acting), Hide +14*, Intimidate +22, Jump +25, Listen 
  +20, Move Silently +18, Sense Motive +20, Spot +20, 
  Survival +20 (+22 following tracks), Tumble +20; 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Multi Attack, Track. 
   
  Spell-Like 
  Abilities 
  (Sp): 
  At 
  will–blink, 
  invisibility sphere, levitate, misdirection (DC 16), rage 
  (DC 17); 1/day–charm monster (DC 18), crushing 
  despair (DC 18), dimension door, mass bull’s strength, 
  mass enlarge. CL 13th. The save DCs are Charisma-
  based. 
   
  Feed (Su): When a barghest slays a humanoid 
  opponent, it can feed on the corpse, devouring both 
  flesh and life force, as a full-round action. Feeding 
  destroys the victim’s body and prevents any form of 
  raising or resurrection that requires part of the corpse. 
  There is a 50% chance that a wish, miracle, or true 
  resurrection spell can restore a devoured victim to life. 
  Check once for each destroyed creature. If the check 
  fails, the creature cannot be brought back to life by 
  mortal magic. 
   
  A barghest advances in Hit Dice by consuming 
  corpses in this fashion. For every three suitable corpses 
  a barghest devours, it gains 1 Hit Die, and its Strength, 
  Constitution, and natural armor increase by +1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice, and it gains skill points, feats, 
  and ability score improvements normally. 
  The barghest only advances by consuming the corpses 
  of creatures whose Hit Dice or levels are equal to or 
  greater than its own current total.  
   
  Change Shape (Su): A greater barghest can 
  assume the form of a goblin or a dire wolf as a standard 
  action. This ability is similar to the polymorph spell, 
  except that it allows only goblin and dire wolf forms. 
   
   Pass Without Trace (Ex): A barghest in wolf 
  form can pass without trace (as the spell) as a free 
  action. 
   
  Greater barghests speak Goblin, Worg, and 
  Infernal. 
   
  Description: Though they resemble big goblins, 
  barghests are fiends that can change into lupine form. 
  They come into the world to feed on blood and souls 
  and thus grow stronger. 
   
  ENCOUNTER FIVE  
   
   
   
  Cousin of the Red, Vakran: Male Human Sor7: CR 7; 
  Medium Humanoid (human); HD 7d4+7 plus 13 false 
  life; hp 42; Init +2; Spd 30 ft.; AC 16, touch 12, flat-
  footed 14 (+2 Dex, +4 mage armor); BAB +3; Grp +2; 
  Atk +2 melee (1d6-1, staff) or +5 ranged (spell); SA 
  spells; AL CE;  
  Fort +3, Ref +4, Will +5;  
  Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +11, 
  Diplomacy +6, Disguise +6, Handle Animal +7, 
  Intimidate +6, Knowledge (arcana) +7, Search +5, 
  Spellcraft +7, Tumble +5; Craft Wand, Draconic 
  Heritage (Red Dragon), Point Blank Shot
  B, Precise 
  Shot, Simple Weapon Proficiency
  B. 
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/6/6/5; base DC = 14 + spell 
  level): 0- daze, detect magic, ghost sound, mage hand, 
  prestidigitation, read magic, resistance; 1st--guided 
  shot, lesser orb of fire, mage armor; ray of 
  enfeeblement, shield; 2nd--false life, invisibility, 
  scorching ray; 3rd--dispel magic, fireball. 
   
  Possessions: eyes of the eagle, lens of detection, 
  metamagic rod of enlarge, lesser, cloak of charisma +2, 
  ring of sustenance, masterwork dagger, robes, mirror, 
  small steel, backpack, rope, silk (50 ft.), spell 
  component pouch. 
   
  Ethis, Theldor & Vrein (*troglodyte form): Male 
  Human Mnk2/Sor4; CR 6; Medium Humanoid 
  (human); HD 2d8+2 plus 4d4+4; hp 31; Init +2; Spd 30 
  ft.; AC 24, touch 14, flat-footed 22 (+2 Dex, +2 Wis, +4 
  mage armor, +6 natural*); BAB +3; Grp: +9; Atk +5 
  melee (1d6+2, unarmed strike) or +5 ranged (spell); 
  Full Atk +3/+3 melee (1d6+2, unarmed strike) and +3 
  melee (1d4+2, bite) or +5 ranged (spell); SA evasion, 
  flurry of blows, unarmed strike, spells; AL LE;  
  Fort +7, Ref +8, Will +11;  
  Str 14, Dex 14, Con 12, Int 8, Wis 14, Cha 14. 
  IUZ6-06 Drach Treielabone 
   
  Page 22 
  
   
  Skills & Feats: Concentration +12, Hide +13*, 
  Listen +5, Move Silently +5, Speak Languages 
  (Draconic), Tumble +9; Combat Reflexes
  B, Draconic 
  Heritage (Red Dragon)
  B, Improved Grapple
  B, Improved 
  Unarmed Strike
  B, Multi Attack*
  B, Simple Weapon 
  Proficiency
  B, Skill Focus (Concentration).  
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/7/3; base DC = 12 + spell 
  level): 0--arcane mark, dancing lights, daze, detect 
  magic, mending, read magic; 1st–benign transposition, 
  fist of stone, shield; 2nd–alter self. 
   
  Skills: Troglodytes receive a +4 racial bonus on 
  Hide checks. In rocky or underground settings, this 
  bonus increases to +8 (included in the stats). 
   
  Possessions: cloak of resistance +2, quarterstaff, 
  potion of cure light wounds (2), wand of mage armor, 
  wand of shield, robes, backpack, caltrops (2), flint and 
  steel, whetstone, rope, silk (50 ft.), grappling hook, 
  spell component pouch, thunderstone. 
   
  ENCOUNTER SEVEN 
   
   
   
  Fire Glitter: CR 7; Large Ooze; HD 7d10+7; hp 45; Init 
  +0; Spd 40 ft.; AC 12, touch 12, flat-footed 12 (-1 size, +3 
  deflection); BAB +5; Grp +10; Atk +5 melee (1d6+1 plus 
  spell effects, slam), SA engulf, fireball, glitterdust; SQ 
  blindsight 60ft, damage reduction 10/magic, ooze 
  traits, spell resistance 17; AL N;  
  Fort +6, Ref +5, Will +5;  
  Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13. 
   
  Skills and Feats: None. 
   
  Possessions: None. 
   
  Engulf (Ex): A burning glitter can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A burning glitter merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunities against a 
  burning glitter, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 14 Reflex save or be 
  engulfed; on a success they are pushed back to aside 
  (opponent’s choice) as the spell moves forward. 
  Engulfed creatures are subject to the fireball and 
  glitterdust effects and are considered to be grappled. 
   
  Fireball (Su): A creature hit by a burning glitter’s 
  slam attack or engulfed by it takes 7d6 fire damage 
  (Reflex DC 14 half)  
   
  Glitterdust (Su): A creature hit by a burning 
  glitter’s slam attack or engulfed by it is blinded (Will 
  DC 13 negates) and covered in dust for 7 rounds, 
  rendering it visible (if invisible) and applying a -40 
  penalty on Hide checks. 
   
   
  IUZ6-06 Drach Treielabone 
   
  Page 23 
  
  APL 10
  ENCOUNTER TWO  
   
   
   
  Superior Greater Barghest: CR 9; Large Outsider 
  (Evil, 
  Lawful, 
  Extraplanar, 
  Shapechanger); 
  HD 
  15d8+75; hp 143; Init +5; Spd 40 ft.; AC 19, touch 10, 
  flat-footed 18 (-1 size, +1 Dex, +9 natural); BAB +15; Grp 
  +27; Atk +20 melee (2d6+8, bite); Full Atk +20 melee 
  (2d6+8, bite) and +17 melee (1d6+4, 2 claws); SA feed, 
  spell-like abilities; SQ scent, damage reduction 
  10/magic, darkvision 60 ft., change shape, outsider 
  traits; AL LE;  
  Fort +14, Ref +10, Will +14;  
  Str 26, Dex 12, Con 20, Int 18, Wis 20, Cha 21. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +19, 
  Climb 
  +20, 
  Concentration +23, Diplomacy +13, Disguise +11 (+13 
  acting), Hide +15*, Intimidate +25, Jump +30, Listen 
  +23, Move Silently +19, Sense Motive +23, Spot +23, 
  Survival +23 (+25 following tracks), Tumble +21; 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Multi Attack, Track, Improved Natural 
  Attack (bite). 
   
  Spell-Like 
  Abilities 
  (Sp): 
  At 
  will–blink, 
  invisibility sphere, levitate, misdirection (DC 17), rage 
  (DC 18); 1/day–charm monster (DC 19), crushing 
  despair (DC 19), dimension door, mass bull’s strength, 
  mass enlarge. CL 15th. The save DCs are Charisma-
  based. 
   
  Feed (Su): When a barghest slays a humanoid 
  opponent, it can feed on the corpse, devouring both 
  flesh and life force, as a full-round action. Feeding 
  destroys the victim’s body and prevents any form of 
  raising or resurrection that requires part of the corpse. 
  There is a 50% chance that a wish, miracle, or true 
  resurrection spell can restore a devoured victim to life. 
  Check once for each destroyed creature. If the check 
  fails, the creature cannot be brought back to life by 
  mortal magic. 
   
  A barghest advances in Hit Dice by consuming 
  corpses in this fashion. For every three suitable corpses 
  a barghest devours, it gains 1 Hit Die, and its Strength, 
  Constitution, and natural armor increase by +1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice, and it gains skill points, feats, 
  and ability score improvements normally. 
  The barghest only advances by consuming the corpses 
  of creatures whose Hit Dice or levels are equal to or 
  greater than its own current total.  
   
  Change Shape (Su): A greater barghest can 
  assume the form of a goblin or a dire wolf as a standard 
  action. This ability is similar to the polymorph spell, 
  except that it allows only goblin and dire wolf forms. 
   
   Pass Without Trace (Ex): A barghest in wolf 
  form can pass without trace (as the spell) as a free 
  action. 
   
  Greater barghests speak Goblin, Worg, and 
  Infernal. 
   
  Description: Though they resemble big goblins, 
  barghests are fiends that can change into lupine form. 
  They come into the world to feed on blood and souls 
  and thus grow stronger. 
   
  ENCOUNTER FIVE  
   
   
   
  Cousin of the Red, Vakran: Male Human Sor9: CR 9; 
  Medium Humanoid (human); HD 9d4+18 plus 22 
  empowered false life; hp 68; Init +2; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14 (+2 Dex, +4 mage armor); BAB 
  +4; Grp +3; Atk +3 melee (1d6-1, staff) or +6 ranged 
  (spell); SA spells; AL CE;  
  Fort +5, Ref +5, Will +6;  
  Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +14, Concentration +14, 
  Diplomacy +6, Disguise +6, Handle Animal +7, 
  Intimidate +6, Knowledge (arcana) +8, Search +5, 
  Spellcraft +8, Tumble +6; Craft Wand, Empower Spell, 
  Draconic Heritage (Red Dragon), Point Blank Shot
  B, 
  Precise Shot, Simple Weapon Proficiency
  B. 
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/6/7/7/4; base DC = 14 + spell 
  level): 0--daze, detect magic, ghost sound, mage hand, 
  prestidigitation, read magic, resistance, unnerving 
  gaze; 1st--guided shot, lesser orb of fire, mage armor; 
  ray of enfeeblement, shield; 2nd--false life, invisibility, 
  resist energy, scorching ray; 3rd--dispel magic, fireball, 
  haste; 4th—orb of acid, stoneskin. 
   
  Possessions: eyes of the eagle, lens of detection, 
  metamagic rod of enlarge, lesser, cloak of charisma +2, 
  ring of sustenance, metamagic rod of extend, lesser, 
  masterwork dagger, robes, mirror, small steel, 
  backpack, rope, silk (50 ft.), spell component pouch. 
   
  Ethis, Theldor & Vrein (*troglodyte form): Male 
  Human Mnk2/Sor6; CR 8; Medium Humanoid 
  (human); HD 2d8+4 plus 6d4+12 plus 9 false life; hp 56; 
  Init +2; Spd 30 ft.; AC 24, touch 14, flat-footed 22 (+2 
  Dex, +2 Wis, +4 mage armor, +6 natural*); BAB +4; Grp: 
  +10; Atk +6 melee (1d6+2, unarmed strike) or +6 
  ranged (spell); Full Atk +4/+4 melee (1d6+2, unarmed 
  strike) and +4 melee (1d4+2, bite) or +6 ranged (spell); 
  SA evasion, flurry of blows, unarmed strike, spells; AL 
  LE;  
  Fort +8, Ref +9, Will +12;  
  IUZ6-06 Drach Treielabone 
   
  Page 24 
  
  Str 14, Dex 14, Con 12, Int 8, Wis 14, Cha 15. 
   
  Skills & Feats: Concentration +13, Hide +13*, 
  Listen +5, Move Silently +5, Speak Languages 
  (Draconic), Tumble +10; Combat Reflexes
  B, Draconic 
  Heritage (Red Dragon)
  B, Improved Grapple
  B, Improved 
  Toughness, 
  Improved 
  Unarmed 
  Strike
  B, 
  Multi 
  Attack*
  B, Simple Weapon Proficiency
  B, Skill Focus 
  (Concentration).  
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/7/5/3; base DC = 12 + spell 
  level): 0--arcane mark, dancing lights, daze, detect 
  magic, mending, read magic, resistance; 1st–benign 
  transposition, fist of stone, shield, shocking grasp; 
  2nd–alter self, resist energy; 3rd--dragonskin. 
   
  Skills: Troglodytes receive a +4 racial bonus on 
  Hide checks. In rocky or underground settings, this 
  bonus increases to +8 (included in the stats). 
   
  Possessions: cloak of resistance +2, quarterstaff, 
  potion of cure light wounds (2), wand of mage armor, 
  wand of shield, wand of false life, robes, backpack, 
  caltrops (2), flint and steel, whetstone, rope, silk (50 ft.), 
  grappling hook, spell component pouch, thunderstone. 
   
  ENCOUNTER SEVEN 
   
   
   
  Confusing Fire: CR 9; Large Ooze; HD 9d10+18; hp 
  68; Init +0; Spd 40 ft.; AC 13, touch 13, flat-footed 13 (-1 
  size, +4 deflection); BAB +6; Grp +12; Atk +7 melee 
  (1d6+3 plus spell effects, slam), SA confusion, engulf, 
  fireball; SQ blindsight 60ft, damage reduction 
  10/magic, ooze traits, spell resistance 19; AL N;  
  Fort +9, Ref +7, Will +7;  
  Str 14, Dex 11, Con 14, INT --, Wis 11, Cha 14. 
   
  Skills and Feats: None. 
   
  Possessions: None. 
   
  Engulf (Ex): A burning glitter can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A burning glitter merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunities against a 
  burning glitter, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 16 Reflex save or be 
  engulfed; on a success they are pushed back to aside 
  (opponent’s choice) as the spell moves forward. 
  Engulfed creatures are subject to the confusion and 
  fireball effects and are considered to be grappled. 
   
  Confusion (Su): A creature hit by a confusing 
  fire’s slam attack or engulfed by it is confused for 9 
  rounds (Will DC 16 negates). 
   
  Fireball (Su): A creature hit by a confusing fire’s 
  slam attack or engulfed by it takes 9d6 fire damage 
  (Reflex DC 15 half)  
   
   
  IUZ6-06 Drach Treielabone 
   
  Page 25 
  
  APL 12
  ENCOUNTER TWO  
   
   
   
  Alpha Greater Barghest: CR 11; Large Outsider (Evil, 
  Lawful, Extraplanar, Shapechanger); HD 18d8+90; hp 
  173; Init +5; Spd 40 ft.; AC 19, touch 10, flat-footed 18 (-
  1 size, +1 Dex, +9 natural); BAB +18; Grp +30; Atk +23 
  melee (2d6+8, bite); Full Atk +23 melee (2d6+8, bite) 
  and +20 melee (1d6+4, 2 claws); SA feed, spell-like 
  abilities; SQ scent, damage reduction 10/magic, 
  darkvision 60 ft., change shape, outsider traits; AL LE;  
  Fort +16, Ref +12, Will +16;  
  Str 26, Dex 12, Con 20, Int 18, Wis 20, Cha 22. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +23, 
  Climb 
  +20, 
  Concentration +26, Diplomacy +14, Disguise +15 (+17 
  acting), Hide +18*, Intimidate +29, Jump +33, Listen 
  +26, Move Silently +22, Sense Motive +25, Spot +26, 
  Survival +26 (+28 following tracks), Tumble +24; 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Multi Attack, Track, Improved Natural 
  Attack (bite), Quicken Spell-Like Ability (invisibility 
  sphere). 
   
  Spell-Like 
  Abilities 
  (Sp): 
  At 
  will–blink, 
  invisibility sphere, levitate, misdirection (DC 18), rage 
  (DC 19); 3/day—quickened invisibility sphere; 1/day–
  charm monster (DC 20), crushing despair (DC 20), 
  dimension door, mass bull’s strength, mass enlarge. CL 
  18th. The save DCs are Charisma-based. 
   
  Feed (Su): When a barghest slays a humanoid 
  opponent, it can feed on the corpse, devouring both 
  flesh and life force, as a full-round action. Feeding 
  destroys the victim’s body and prevents any form of 
  raising or resurrection that requires part of the corpse. 
  There is a 50% chance that a wish, miracle, or true 
  resurrection spell can restore a devoured victim to life. 
  Check once for each destroyed creature. If the check 
  fails, the creature cannot be brought back to life by 
  mortal magic. 
   
  A barghest advances in Hit Dice by consuming 
  corpses in this fashion. For every three suitable corpses 
  a barghest devours, it gains 1 Hit Die, and its Strength, 
  Constitution, and natural armor increase by +1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice, and it gains skill points, feats, 
  and ability score improvements normally. 
  The barghest only advances by consuming the corpses 
  of creatures whose Hit Dice or levels are equal to or 
  greater than its own current total.  
   
  Change Shape (Su): A greater barghest can 
  assume the form of a goblin or a dire wolf as a standard 
  action. This ability is similar to the polymorph spell, 
  except that it allows only goblin and dire wolf forms. 
   
   Pass Without Trace (Ex): A barghest in wolf 
  form can pass without trace (as the spell) as a free 
  action. 
   
  Greater barghests speak Goblin, Worg, and 
  Infernal. 
   
  Description: Though they resemble big goblins, 
  barghests are fiends that can change into lupine form. 
  They come into the world to feed on blood and souls 
  and thus grow stronger. 
   
  ENCOUNTER FIVE  
   
   
   
  Cousin of the Red, Vakran: Male Human Sor12: CR 
  12; Medium Humanoid (human); HD 12d4+24 plus 24 
  empowered false life; hp 85; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 mage armor); BAB 
  +6; Grp +5; Atk +5 melee (1d6-1, staff) or +9 ranged 
  (spell); Full Atk +5/+0 melee (1d6-1, staff) or +9 ranged 
  (spell); SA spells; AL CE;  
  Fort +6, Ref +7, Will +8;  
  Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 21. 
   
  Skills and Feats: Bluff +16, Concentration +17, 
  Diplomacy +7, Disguise +7, Handle Animal +8, 
  Intimidate +7, Knowledge (arcana) +10, Search +5, 
  Spellcraft +10, Tumble +9; Craft Wand, Empower Spell, 
  Draconic Heritage (Red Dragon), Point Blank Shot
  B, 
  Precise Shot, Simple Weapon Proficiency
  B, Still Spell. 
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/6/7/7/6/6/3; base DC = 15 + 
  spell level): 0--daze, detect magic, detect poison, ghost 
  sound, mage hand, prestidigitation, read magic, 
  resistance, unnerving gaze; 1st--guided shot, lesser orb 
  of fire, mage armor; ray of enfeeblement, shield; 2nd--
  false life, invisibility, mirror image, resist energy, 
  scorching ray; 3rd—arcane sight, dispel magic, fireball, 
  haste; 4th—enervation, orb of acid, stoneskin; 5th--
  baleful polymorph, cone of cold; 6th—greater dispel 
  magic. 
   
  Possessions: eyes of the eagle, lens of detection, 
  metamagic rod of enlarge, lesser, cloak of charisma +4, 
  ring of sustenance, metamagic rod of extend, lesser, 
  gloves of dexterity +2, masterwork dagger, robes, 
  mirror, small steel, backpack, rope, silk (50 ft.), spell 
  component pouch. 
   
  Ethis, Theldor & Vrein (*troglodyte form): Male 
  Human Mnk2/Sor7; CR 9; Medium Humanoid 
  (human); HD 2d8+4 plus 7d4+14 plus 9 false life; hp 60; 
  Init +2; Spd 30 ft.; AC 24, touch 14, flat-footed 22 (+2 
  Dex, +2 Wis, +4 mage armor, +6 natural*); BAB +4; Grp: 
  +10; Atk +6 melee (1d6+2, unarmed strike) or +6 
  IUZ6-06 Drach Treielabone 
   
  Page 26 
  
  ranged (spell); Full Atk +4/+4 melee (1d6+2, unarmed 
  strike) and +4 melee (1d4+2, bite) or +6 ranged (spell); 
  SA evasion, flurry of blows, unarmed strike, spells; AL 
  LE;  
  Fort +8, Ref +9, Will +14;  
  Str 14, Dex 14, Con 12, Int 8, Wis 14, Cha 15. 
   
  Skills & Feats: Concentration +13, Hide +13*, 
  Listen +5, Move Silently +5, Speak Languages 
  (Draconic), Tumble +11; Combat Reflexes
  B, Draconic 
  Heritage (Red Dragon)
  B, Improved Grapple
  B, Improved 
  Toughness, Improved Unarmed Strike
  B, Iron Will, 
  Multi Attack*
  B, Simple Weapon Proficiency
  B, Skill 
  Focus (Concentration).  
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/7/6/4; base DC = 12 + spell 
  level): 0--arcane mark, dancing lights, daze, detect 
  magic, mending, read magic, resistance; 1st–benign 
  transposition, expeditious retreat, fist of stone, shield, 
  shocking grasp; 2nd–alter self, invisibility, resist 
  energy; 3rd—dragonskin, vampiric touch. 
   
  Skills: Troglodytes receive a +4 racial bonus on 
  Hide checks. In rocky or underground settings, this 
  bonus increases to +8 (included in the stats). 
   
  Possessions: cloak of resistance +2, quarterstaff, 
  potion of cure light wounds (2), wand of mage armor, 
  wand of shield, wand of false life, ring of counterspells 
  (dispel magic), robes, backpack, caltrops (2), flint and 
  steel, whetstone, rope, silk (50 ft.), grappling hook, 
  spell component pouch, thunderstone. 
   
  ENCOUNTER SEVEN 
   
   
   
  Superior Confusing Fire: CR 11; Large Ooze; HD 
  12d10+24; hp 91; Init +0; Spd 40 ft.; AC 13, touch 13, 
  flat-footed 13 (-1 size, +4 deflection); BAB +9; Grp +15; 
  Atk +10 melee (1d6+3 plus spell effects, slam); SA 
  confusion, engulf, fireball; SQ blindsight 60ft, damage 
  reduction 10/magic, ooze traits, spell resistance 22; AL 
  N;  
  Fort +10, Ref +8, Will +8;  
  Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14. 
   
  Skills and Feats: None. 
   
  Possessions: None. 
   
  Engulf (Ex): An elite confusing fire can flow 
  around creatures that fit within its space as a standard 
  action. It cannot make a slam attack during a round in 
  which it engulfs. An elite confusing fire merely has to 
  move over the opponents, affecting as many as it can 
  cover. Opponents can make attacks of opportunities 
  against an elite confusing fire, but if they do so they are 
  not entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a DC 
  16 Reflex save or be engulfed; on a success they are 
  pushed back to aside (opponent’s choice) as the spell 
  moves forward. Engulfed creatures are subject to the 
  confusion and fireball effects and are considered to be 
  grappled. 
   
  Confusion (Su): A creature hit by a burning 
  glitter’s slam attack or engulfed by it is confused for 12 
  rounds (Will DC 16 negates). 
   
  Fireball (Su): A creature hit by a burning glitter’s 
  slam attack or engulfed by it takes 10d6 fire damage 
  (Reflex DC 15 half)  
   
   
  IUZ6-06 Drach Treielabone 
   
  Page 27 
  
  APL 14
  ENCOUNTER TWO  
   
   
   
  Alpha Greater Barghest: CR 11; Large Outsider (Evil, 
  Lawful, Extraplanar, Shapechanger); HD 18d8+90; hp 
  173; Init +5; Spd 40 ft.; AC 19, touch 10, flat-footed 18 (-
  1 size, +1 Dex, +9 natural); BAB +18; Grp +30; Atk +23 
  melee (2d6+8, bite); Full Atk +23 melee (2d6+8, bite) 
  and +20 melee (1d6+4, 2 claws); SA feed, spell-like 
  abilities; SQ scent, damage reduction 10/magic, 
  darkvision 60 ft., change shape, outsider traits; AL LE;  
  Fort +16, Ref +12, Will +16;  
  Str 26, Dex 12, Con 20, Int 18, Wis 20, Cha 22. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +23, 
  Climb 
  +20, 
  Concentration +26, Diplomacy +14, Disguise +15 (+17 
  acting), Hide +18*, Intimidate +29, Jump +33, Listen 
  +26, Move Silently +22, Sense Motive +25, Spot +26, 
  Survival +26 (+28 following tracks), Tumble +24; 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Multi Attack, Track, Improved Natural 
  Attack (bite), Quicken Spell-Like Ability (invisibility 
  sphere). 
   
  Spell-Like 
  Abilities 
  (Sp): 
  At 
  will–blink, 
  invisibility sphere, levitate, misdirection (DC 18), rage 
  (DC 19); 3/day—quickened invisibility sphere; 1/day–
  charm monster (DC 20), crushing despair (DC 20), 
  dimension door, mass bull’s strength, mass enlarge. CL 
  18th. The save DCs are Charisma-based. 
   
  Feed (Su): When a barghest slays a humanoid 
  opponent, it can feed on the corpse, devouring both 
  flesh and life force, as a full-round action. Feeding 
  destroys the victim’s body and prevents any form of 
  raising or resurrection that requires part of the corpse. 
  There is a 50% chance that a wish, miracle, or true 
  resurrection spell can restore a devoured victim to life. 
  Check once for each destroyed creature. If the check 
  fails, the creature cannot be brought back to life by 
  mortal magic. 
   
  A barghest advances in Hit Dice by consuming 
  corpses in this fashion. For every three suitable corpses 
  a barghest devours, it gains 1 Hit Die, and its Strength, 
  Constitution, and natural armor increase by +1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice, and it gains skill points, feats, 
  and ability score improvements normally. 
  The barghest only advances by consuming the corpses 
  of creatures whose Hit Dice or levels are equal to or 
  greater than its own current total.  
   
  Change Shape (Su): A greater barghest can 
  assume the form of a goblin or a dire wolf as a standard 
  action. This ability is similar to the polymorph spell, 
  except that it allows only goblin and dire wolf forms. 
   
   Pass Without Trace (Ex): A barghest in wolf 
  form can pass without trace (as the spell) as a free 
  action. 
   
  Greater barghests speak Goblin, Worg, and 
  Infernal. 
   
  Description: Though they resemble big goblins, 
  barghests are fiends that can change into lupine form. 
  They come into the world to feed on blood and souls 
  and thus grow stronger. 
   
  ENCOUNTER FIVE  
   
   
   
  Cousin of the Red, Vakran: Male Human Sor14: CR 
  14; Medium Humanoid (human); HD 14d4+28 plus 24 
  empowered false life; hp 93; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 mage armor); BAB 
  +7; Grp +6; Atk +6 melee (1d6-1, staff) or +10 ranged 
  (spell); Full Atk +6/+1 melee (1d6-1, staff) or +10 
  ranged (spell); SA spells; AL CE;  
  Fort +6, Ref +7, Will +9;  
  Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 23. 
   
  Skills and Feats: Bluff +19, Concentration +19, 
  Diplomacy +8, Disguise +8, Handle Animal +9, 
  Intimidate +8, Knowledge (arcana) +10, Search +5, 
  Spellcraft +10, Tumble +11; Craft Wand, Empower 
  Spell, Draconic Heritage (Red Dragon), Point Blank 
  Shot
  B, Precise Shot, Simple Weapon Proficiency
  B, Still 
  Spell. 
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/6/7/7/6/7/6/3; base DC = 16 
  + spell level): 0--daze, detect magic, detect poison, ghost 
  sound, mage hand, prestidigitation, read magic, 
  resistance, unnerving gaze; 1st--guided shot, lesser orb 
  of fire, mage armor; ray of enfeeblement, shield; 2nd--
  false life, invisibility, mirror image, resist energy, 
  scorching ray; 3rd—arcane sight, dispel magic, fireball, 
  haste; 4th—dimension door, enervation, orb of acid, 
  stoneskin; 5th--baleful polymorph, cone of cold, wall of 
  force; 6th—disintegrate, greater dispel magic; 7th—
  power word blind. 
   
  Possessions: eyes of the eagle, lens of detection, 
  metamagic rod of enlarge, lesser, cloak of charisma +6, 
  ring of sustenance, metamagic rod of extend, lesser, 
  gloves of dexterity +2, masterwork dagger, robes, 
  mirror, small steel, backpack, rope, silk (50 ft.), spell 
  component pouch. 
   
  Cousin’s of the Red (3): Ethis, Theldor & Vrein, 
  Male Human Mnk2/Sor7/Dra2:  
   
  IUZ6-06 Drach Treielabone 
   
  Page 28 
  
  Ethis, Theldor & Vrein (*troglodyte form): Male 
  Human Mnk4/Sor7; CR 11; Medium Humanoid 
  (human); HD 4d8+8 plus 7d4+14 plus 9 false life; hp 74; 
  Init +2; Spd 40 ft.; AC 24, touch 14, flat-footed 22 (+2 
  Dex, +2 Wis, +4 mage armor, +6 natural*); BAB +6; Grp: 
  +12; Atk +8 melee (1d8+2, unarmed strike) or +8 
  ranged (spell); Full Atk +6/+6 melee (1d8+2, unarmed 
  strike) and +6 melee (1d4+2, bite) or +8 ranged (spell); 
  SA evasion, flurry of blows, unarmed strike, spells; SQ 
  ki strike (magic), slow fall 20 ft., still mind; AL LE;  
  Fort +9, Ref +10, Will +15;  
  Str 14, Dex 14, Con 12, Int 8, Wis 14, Cha 15. 
   
  Skills & Feats: Concentration +15, Hide +15*, 
  Listen +5, Move Silently +7, Speak Languages 
  (Draconic), Tumble +13; Combat Reflexes
  B, Draconic 
  Heritage (Red Dragon)
  B, Improved Grapple
  B, Improved 
  Toughness, Improved Unarmed Strike
  B, Iron Will, 
  Multi Attack*
  B, Simple Weapon Proficiency
  B, Skill 
  Focus (Concentration).  
   
  Languages: Common, Draconic. 
   
  Spells Known (Sor 6/7/6/4; base DC = 12 + spell 
  level): 0--arcane mark, dancing lights, daze, detect 
  magic, mending, read magic, resistance; 1st–benign 
  transposition, expeditious retreat, fist of stone, shield, 
  shocking grasp; 2nd–alter self, invisibility, resist 
  energy; 3rd—dragonskin, vampiric touch. 
   
  Skills: Troglodytes receive a +4 racial bonus on 
  Hide checks. In rocky or underground settings, this 
  bonus increases to +8 (included in the stats). 
   
  Possessions: cloak of resistance +2, quarterstaff, 
  potion of cure light wounds (2), wand of mage armor, 
  wand of shield, wand of false life, ring of counterspells 
  (greater dispel magic), robes, backpack, caltrops (2), 
  flint and steel, whetstone, rope, silk (50 ft.), grappling 
  hook, spell component pouch, thunderstone. 
   
  ENCOUNTER SEVEN 
   
   
   
  Confusing Cold: CR 13; Huge Ooze; HD 13d10+26; 
  hp 94; Init +1; Spd 20 ft.; AC 14, touch 14, flat-footed 13 
  (-2 size, +1 Dex, +5 deflection); BAB +9; Grp +19; Atk +9 
  melee (1d8+3 plus spell effects, slam); SA cone of cold, 
  confusion, engulf; SQ blindsight 60ft, damage 
  reduction 10/magic, ooze traits, spell resistance 23; AL 
  N; 
  Fort +11, Ref +10, Will +10;  
  Str 15, Dex 12, Con 15, Int --, Wis 12, Cha 15. 
   
  Skills and Feats: None. 
   
  Possessions: None. 
   
  Engulf (Ex): A confusing cold can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A confusing cold merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunities against a 
  confusing cold, but if they do so they are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 17 Reflex save or be 
  engulfed; on a success they are pushed back to aside 
  (opponent’s choice) as the spell moves forward. 
  Engulfed creatures are subject to the cone of cold and 
  confusion effects and are considered to be grappled. 
   
  Cone of Cold (Su): A creature hit by a confusing 
  cold’s slam attack or engulfed by it takes 13d6 cold 
  damage (Reflex DC 17 half)  
   
  Confusion (Su): A creature hit by a confusing 
  cold’s slam attack or engulfed by it is confused for 13 
  rounds (Will DC 16 negates). 
   
  IUZ6-06 Drach Treielabone 
   
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  APPENDIX 2 – NEW RULES ITEMS
  SPELLS 
   
   
   
   
   
  Benign Transposition (SpC) 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100ft + 10ft/level) 
  Targets: Two willing creatures of up to large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The 
  movement is instantaneous and does not provoke 
  attacks of opportunity. 
   
  Dragonskin (SpC) 
  Conjuration 
  Level: Sorcerer/wizard 3 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes / level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your skin toughens and becomes scaly like that of 
  a chromatic dragon of a color you select. You gain an 
  enhancement bonus to natural armor equal to +1 per 
  two levels (to a maximum of +5 at 10
  th level), as well as 
  energy resistance 10 against the type of energy 
  appropriate to the color you select: acid (black or 
  green), cold (white), electricity (blue), or fire (red). 
  Your energy resistance increases to 20 at 10
  th level. 
   
  Material Component: a dragon’s scale. 
   
  Special: Sorcerers cast this spell at +1 caster level. 
   
  Fist of Stone (SpC) 
  Transmutation (Earth) 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Targets: You 
  Duration: 1 minute 
  Saving Throw: None 
  Spell Resistance: No 
   
  You transform one of your hands into a mighty fist 
  of living stone, gaining a +6 enhancement bonus to 
  Strength for the purposes of attack rolls, grapple 
  checks or breaking and crushing items. In addition, 
  you gain the ability to make one natural slam attack, 
  dealing 1d6 + your new strength bonus, or 1½ times 
  your new strength bonus if you make no other attacks 
  in that round. You can make the slam attack as a 
  natural secondary weapon with the normal -5 penalty (-
  2 with the Multiattack Feat). However, you cannot 
  gain more than one slam attack each round with this 
  spell due to a high base attack bonus.  
   
  Your fist undergoes no change in size or form, 
  remaining flexible and responsive as it would normally 
  be while under the spell’s effect. 
   
  Material Component: A pebble inscribed with a 
  stylized fist design.  
   
  Guided Shot (SpC) 
  Divination 
  Level: Ranger 1, Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: No 
   
  While this spell is in effect, your ranged attacks do 
  not take a penalty due to distance. In addition, your 
  ranged attacks ignore the AC bonus granted to targets 
  by anything less than total cover, and ignore the miss 
  chance by anything less than total concealment. 
   
  This spell does not provide any ability to exceed 
  the maximum range of the weapon with which you are 
  attacking, nor does it confer any ability to attack targets 
  protected by total cover. 
   
  Orb of Fire, Lesser (SpC) 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft + 5ft / 2 levels) 
  Effect: One orb of Fire 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of Fire about 2 inches across shoots from 
  your palm at its target, dealing 1d8 points of fire 
  IUZ6-06 Drach Treielabone 
   
  Page 30 
  
  damage. You must succeed on a ranged touch attack to 
  hit your target. 
   
  For every two caster levels beyond 1
  st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3
  rd 
  level, 3d8 at 5
  th level, 4d8 at 7
  th level and the maximum 
  of 5d8 at 9
  th level or higher. 
   
  Orb of Acid (SpC) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft + 5ft / 2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from 
  your palm at its target, dealing 1d6 points of acid 
  damage per caster level (maximum 15d6). You must 
  succeed on a ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acids noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect but does not reduce the damage. 
   
  FEATS  
   
   
   
   
  Draconic Heritage [Draconic] (CA) 
  You have greater connection with your distant 
  draconic bloodline. 
   
  Prerequisite: Sorcerer level 1
  st. 
   
  Benefit: Choose one dragon from the Draconic 
  Heritage list and gain the indicated skill as a class skill. 
  This is your draconic heritage, which cannot be 
  changed once the feat has been taken. Half dragons 
  must choose the same dragon kind as their dragon 
  parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and abilities 
  with the energy type of your draconic heritage. This 
  bonus is equal to the number of draconic feats you 
  have. 
   
  Dragon Kind 
  Energy Type 
  Skill 
  Black 
  Acid 
  Hide 
  Blue 
  Electricity 
  Listen 
  Green 
  Acid 
  Move Silently 
  Red 
  Fire 
  Intimidate 
  White 
  Cold 
  Balance 
  Brass 
  Fire 
  Gather 
  Information 
  Bronze 
  Electricity 
  Survival 
  Copper 
  Acid 
  Hide 
  Gold 
  Fire 
  Heal 
  Silver 
  Cold 
  Disguise 
   
  Practiced Spellcaster [General] (CA) 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
  Prerequisite: Spellcraft 4 ranks. 
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4. This benefit cannot increase your 
  caster level to higher than your hit dice. However, 
  even if you can’t benefit from the full bonus 
  immediately, if you later gain hit dice in levels of non-
  spellcasting classes, you might be able to apply the rest 
  of the bonus. 
  This feat does not affect your spells per day or spells 
  known. It increases your caster level which would help 
  you penetrate spell resistance and increase the 
  duration and other effects of spells. 
  Special: You may select this feat multiple times. Each 
  time you choose it, you must apply it to a different 
  spellcasting class. 
   
  Improved Toughness [General] (CW) 
  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 gain a HD, you gain an 
  additional hit point. If you lose a HD you lose one hit 
  point permanently. 
   
  IUZ6-06 Drach Treielabone 
   
  Page 31 
  
  APPENDIX 3: RUMOURS
  SECTION A: 
  Perrenland: The Famine Queen Iggwilv has returned 
  to her son’s side in Dorakaa. Her daughter Drelzna now 
  commands her army and has claimed the entire 
  Quaglands as her ancient birthright. 
   
  Furyondy: Judges from Furyondy need to make 
  something up here (as nothing was received from the 
  region for this adventure). 
   
  Highfolk: Though Perrenland no longer has an 
  organized military presence in Highfolk, a number of 
  Perrenland mercenaries are still to be found. Many of 
  them have begun to flock to the mountains and rumors 
  persist that they are the prelude to an invasion of 
  Highfolk by Perrenland. 
   
  Bandit Kingdoms: Cranzer has returned to Riftcrag 
  after a ten-year absence and has been more than vocal 
  about his position as governor of the Bandit Lands. 
  Since his return, he has He completely annihilated the 
  Tangles Forest, easily killing Guardian General Hok of 
  the Warfields and a powerful druid of the Old Faith 
  Druids of the North in the process (though it is 
  rumored both were resurrected). Shortly thereafter, he 
  kidnapped the soul of the newly crowned King of the 
  Johrase, Ramiki Clowentz. To make matters worse, he 
  has recently taken to calling himself a "Greater" 
  Boneheart. While this claim cannot be substantiated, 
  the gap in Iuz's Greater Bonehearts has been well 
  known for years.  Given his recent activities, Cranzer's 
  claim does not seem quite so brazen. 
   
  Shield Lands: (From a guard) The uppity-ups in the 
  army ar' sayin' there's gonna be the Abyss to pay for our 
  gains in Admundfort recoverin' Gensal. Dunno 'bout 
  that. Way I sees it, we got Ol' Wicked on the run! 
  'course, that don' count them dragon cultists they 
  found on Admundfort none. I'm bettin' there's trubble 
  we ha'nt even counted on. Saaaayyyy... you from 'round 
  these parts? Yer accent's a bit off...  
   
  SECTION B: 
  Perrenland: Brar Ulfrig the Famine Queens servant 
  has escaped death once more. Franz and Karl Hussen 
  have yet to be avenged for the crimes he forced them 
  to do. 
   
  Furyondy: Judges from Furyondy need to make 
  something up here (as nothing was received from the 
  region for this adventure). 
   
  Highfolk: A group of halfling terrorists have begun 
  using an infernal curse to shrink those that oppress the 
  short 
  folk. 
  Rumors 
  suggest 
  that 
  the 
  Sidhee 
  representative from the Shield Lands was a recent 
  victim. 
   
  Bandit Kingdoms: Followers of the Dark Lord, He 
  Who Shall Not Be Named, Entropy itself, Evil 
  incarnate, Tharizdun, the one feared by all, have been 
  seen in increasing numbers in the Bandit Lands. Many 
  of them seem to be heading north and exhibit 
  numerous 
  odd 
  qualities, 
  including 
  hyper-violent reactions to commonplace words and 
  actions. As yet, there is no sign of any cohesive plot 
  among them, but their presence in such great numbers 
  is startling. 
   
  Shield Lands: (From an envoy) There has been a great 
  deal of price fluctuation in arms and armor, lately. 
  Anything produced in Bright Sentry seems to get 
  preferential sales, regardless of its quality, while 
  imports from other countries are definitely down! Still, 
  I wonder if those prices will be sustained. It’s been 
  whispered (and nothing MORE than a whisper mind 
  you) that orcs, goblins, gnolls and worse have been 
  killed 
  carrying weapons from the Bright Sentry forges 
  themselves! I certainly HOPE no one is dealing arms 
  on BOTH sides of a war... Uh, yes, that's 
  real otyugh-hide on that belt. I can give you a real good 
  deal on it... 
  IUZ6-06 Drach Treielabone 
   
  Page 32 
  
  APPENDIX 4: EXTENDED PLAY OPPORTUNITY 
  This section continues on from the introduction 
  section of the adventure. It should only be used for 
  home-play and the DM is free to modify any of these 
  optional mini-encounters. 
   
  This is broken into three basic PC options, 
  although PCs may well decide to do more than one of 
  them. 
   
  PCS WHO DECIDE TO PARTAKE IN 
  THE FESTIVITIES 
   
  Drinking Games: 
  A PC can easily get involved in a drinking game (PCs 
  with immunity to poison are prohibited under the 
  rules).  
   
  The PC needs to put down a personal stake of 20gp 
  to join in. If they win they get all the money in the 
  prize pool which is assumed to give them free luxury 
  upkeep in this adventure. 
   
  A PC can consume 3 drinks then for each 
  additional drink they need to make a DC 15 fortitude 
  save (+5 for each additional drink) to not fall 
  unconscious e.g. DC 25 Fort save on the sixth drink.  
   
  The PC(s) is stacked against the following 
  opponents 
  • 
  Brumbar the Ruddy, Khund (Fort +18) 
  • 
  Loogo Tallfellow, Halfling (Fort +16) 
  • 
  Grog, ½ Orc (Fort +10) 
  • 
  Nolg Hendriksen, Khund (Fort +8) 
  • 
  Plus any other PC silly enough to join in. 
   
  Dance: 
  Yes the Khund do dance…that’s if you consider line 
  dancing to the beat of a war-drum true dance. 
   
  A PC may decide to enter into one of the Khund 
  specialties the slashing battle-axe line dance. 
   
  The PC needs to put down a personal stake of 20gp 
  to join in. If they win they get all the money in the 
  prize pool which is assumed to give them free luxury 
  upkeep in this adventure. 
   
  A PC may use either their base Reflex save or they 
  may use their Perform (Dance) skill. 
   
  The rules of the slashing battle-axe line dance are 
  simple. The PC need to avoid getting hit by one of 
  several slashing battle-axes affixed by ropes to the 
  ceiling and swung with glee by a whole bunch of mad 
  Khund. The PC can wear no armour or magical 
  protections/spells and this is about as equal a contest as 
  it gets.  
   
  A swinging axe has a BAB of +10 and each PC 
  suffers 3 attacks per round. If an axe hits the PC must 
  make a either a reflex or Perform (Dance) check that is 
  higher than the attack role to avoid taking both 
  damage and the subsequent disqualification (or death). 
  If they fail, they take 1d8+1/x3 points of damage and 
  critical hits do apply so watch for those natural 20s. 
   
  The PCs opponents are: 
  • 
  Rergar the Swift, Khund (AC 16, Reflex + 12). 
  • 
  Jull the Fair, Khund (AC14, Perform [dance] +14). 
  • 
  Hergen Vosser, Flan (AC12, Reflex +8) 
  • 
  Olgas the Not-So-Wise, half-orc (AC8, Reflex -1). 
  • 
  Plus any other PC game enough to risk their neck 
  for luxury upkeep. 
   
  Music: 
  PCs with a musical version of the perform skill can 
  undertake to enter into a solo musical event. This 
  involves making a perform check before the crowd. 
  PCs must nominate what sort of musical rendition 
  they are going to make. Pleasing the crowd will be part 
  of this.  
   
  The following bonuses and penalties can be 
  applied. Roll a D6 to determine which choice their 
  opponent makes. 
  1) Line Dance +8 
  2) Bawdy tavern piece +5 
  3) Uplifting War-chant +5 
  4) Dirge of Sorrow +2 
  5) Elaborate musical piece –2 
  6) Love Song -5 
   
  The PC needs to put down a personal stake of 20gp 
  to join in. If they win they get all the money in the 
  prize pool which is assumed to give them free luxury 
  upkeep in this adventure. 
   
  The PC(s) is stacked against the following 
  ponents. 
  op
  •
  Winklet Moss, Gnome (Perform +10) 
   
  •
  form +8) 
   
  Hrafdom the Drum, Khund (Per
  • 
  Nanfrenda, Olve (Perform +15) 
  • 
  Uldra Hussen, Flan (Perform +5) 
   
  Plus any other PC who wishes to join in.  
  •
   
  Carousing: 
  If a PC wants to try and pick up a date for the evening 
  there are a number of attractive unattached folk of 
  various races at the festivities. Use you discretion to 
  play thin one out, Diplomacy checks would be the best 
  ill to use. 
  sk
  IUZ6-06 Drach Treielabone 
   
  Page 33 
  
   
  Gambling: 
  A PC can decide to gamble, there are plenty of games 
  they can join. The odds are always 50/50 and the return 
  is always 2/1. If you have another system you wish to 
  use then please do. Any winnings of the PC are added 
  to their personal tally but still cannot go past the gp cap 
  for the adventure. They could, however use they’re 
  winning to buy consumable magical items from the 
  Khund to help them in the adventure. Any 1
  st to 3
  rd 
  level potion or scroll from the DMG is available for 
  purchase; but if they are not used in this adventure 
  ey are lost.  
  CS WHO WANT TO MINGLE
  th
   
  P
   
   
  Eavesdropping: 
  PCs who take this option can choose to try and 
  overhear the conversation of one of the nationalities 
  present at the feast. Use this PCs listen skill whichever 
  I higher instead of their gather information check to 
  access a rumour(s) from Appendix 2 Section 2. Note 
  that a PC can choose to zero in on one particular group. 
   
  Shadowing: 
  PCs who take this option can choose to try and follow 
  around of one of the nationalities present at the feast, 
  to see who they are talking to. Use this PCs hide skill 
  whichever I higher instead of their gather information 
  check to access a rumour(s) from Appendix 2 Section 2
  Note th
  . 
  at a PC can choose to zero in on one particular 
  roup. 
  g
   
  Casual conversation: 
  PCs who take this option can choose to try an
  in a casual conversation to try and draw out 
  information in a subtle way from one of the 
  nationalities present at the feast. Use this PCs Bl
  skill whichever I higher instead of their gather
  information check to access a rumour(s) from 
  Appendix 2 Section 2. Note that a
  d engage 
  uff 
   
   PC can choose to 
  ro in on one particular group. 
  ze
   
  Diplomatic overtures: 
  PCs who take this option can choose to try and engage 
  in a casual conversation to try and draw out 
  information in a subtle way from one of the 
  nationalities present at the feast. Use this PCs Bluff 
  skill whichever I higher instead of their gather 
  information check to access a rumour(s) from 
  Appendix 2 Section 2. Note that a PC can choose to 
  ro in on one particular group. 
   
  ze
  PCS WHO EXPLORE KHUNDHOLM 
   
  The Great Temple of Moradin: 
  As you explore the confusing complex of 
  Khundholm you are drawn towards a large open 
  edifice that radiates soft red light. Upon entering 
  you find yourself in cathedral dedicated to the 
  dwur god Moradin. A large and well tended forge 
  acts as the altar and warmth fills this place. An 
  ancient looking dwur priest is slowly tending the 
  forge. 
   
  PCs that approach this priest are warmly greeted, 
  especially if they are dwur. The old Priest is battle-
  scared and proud of it. He will answer what questions 
  he can. His name is Drivold the Hammer. 
   
   
  Drivold the Hammer, male dwur (Khund), 
  Ftr9/Clr5. 
   
  Questions: Use the Khund history section to answer 
  what questions you can. Some specific questions: 
   
  What is the nature of the forge you tend? 
  “This is but an annex to the great holy place of the 
  Khund, Moradin’s Forge. We funneled a portion of 
  this magical fire here, but unlike the great forge 
  itself we need to feed this one with both fuel and 
  prayer to keep it here in the centre of the city.” 
   
  May I give prayer myself? 
  “Indeed you may, I would be grateful it is normal to 
  accompany such a prayer by playing a coin in the 
  forge.” 
   
  DM’s Note: If any PC prays and places a coin (any 
  value) they are temporality filled with the blessing of 
  Moradin and have the effect of a Bless spell for the 
  duration of the adventure. 
   
  Moradin’s Forge: 
  After a journey of a couple of hours you find the 
  temperature 
  of 
  the 
  tunnels 
  rising 
  rapidly. 
  Eventually you come into an area where the heat is 
  to intense to proceed further. A huge red-hot 
  doorway is up ahead, two azer guards stand at ease 
  on either side. 
   
  PCs without at least a resist elements (fire) will take 
  1d6 points of fire damage per round if they approach 
  the doors. PCs who are obviously taking damage will 
  be waved back by the azer, who will also shout out in 
  Ignan “Go back you fool”; if a PC goes unconscious 
  IUZ6-06 Drach Treielabone 
   
  Page 34 
  
  they will drag him out of burn range and cure them 
  back to 1 hit-point. 
   
  PCs who arrange magical protection can proceed 
  up to the door and seek entrance via the azer. 
   
  DMs note: The azer speak only Ignan and dwur and 
  will not grant access to a PC who is incapable of 
  conversing with them. PCs who attack the azer find 
  that several hundred more arrive and the PC(s) is 
  arrested and executed, their body fed to the Great 
  Forge. They cannot be raised or resurrected. 
   
  If the PC(s) can speak Ignan or dwur they may 
  make a DC20 Diplomacy check to gain entrance to 
  Moradin’s Forge. Using charming magic may work but 
  if it fails results in the PC being escorted from the area 
  and fined 200gp.  
   
   
  Azer (2), medium outsider, hp 19 each (See 
  Monster Manual 21). 
   
  Inside the Forge the PCs see that rivers of lava have 
  been trapped within some form of magical barrier 
  (walls of force) so that they provide seven large 
  forge/furnace areas. Here a mixture of Khund and 
  azers smiths are working on various projects (weapons 
  and armour mostly). PCs are free to go and view what 
  they are doing. 
   
  The Great Market: 
  The Great Market is just like its name implies, a market 
  full to the brim with goods from the four corners of the 
  Flanaess, well from two of them anyway. 
   
  PCs that spend time here can meet with 
  merchants from the West and from the North and may 
  learn some interesting things if they pay the right price 
  for a trinket or two. 
   
  Merchant from the North: PC must haggle for an 
  item of about 10gp value to learn the following upon 
  settling on the price. 
   
  “By the true ones most holy beard you are robbing 
  me blind, the Molloquate Consortium would allow 
  you in their ranks I am sure. I have had better 
  prices from the Tiger Nomads, although they are on 
  the war-path again so I will not be heading up 
  North for a while.” 
   
  Merchant from the West: A PC who buys a bolt of silk 
  after haggling for a settling price of around 50gp will 
  learn the following. 
   
  “My goodness you have the haggling skill of a great 
  Mufti, it is a good thing that the trade route 
  through the mountains to Tusmit is bypassing that 
  hated Ketite taxation or else I would not be able to 
  give this to you at such a bargain price. Now go 
  before you make me a pauper and tell your relatives 
  to say away.” 
   
  IUZ6-06 Drach Treielabone 
   
  Page 35 
  
  APPENDIX 5: QUAGLAND’S GLOSSARY
   
  Alliance of Churches: The ancient translation of 
  the name for the Old Kerk. 
   
  Alliance of Kerks: The original name of the Old 
  Kerk. 
   
  Baba-Yaga: Ur-Flan name meaning “Famine 
  Queen” a title held by the bloodline of Igg-Vuurz. 
   
  Beory: One of the five primary gods of the Old 
  Kerk. 
   
  Cult of the Fiend: See Fienden-Clix below. 
   
  Dance of Nerull: An annual festival macabre held 
  in the New City of Schwartzenbruin where Ootlanders 
  (foreigners) who reside outside the Kopkris system and 
  whose crime warranted death are flung off a cliff onto a 
  necromantic artifact called the Paleen Rock by the 
  Hand of Nerull. The festival is the only permitted 
  ritual to Nerull within the Old Kerk, and some say that 
  it is a condition of Nerull's compliance to the Pax. 
   
  Drelzna: Daughter of Iggwilv. Sister of Iuz the 
  Old (see below). 
   
  Empire of the Sun: See Guur-Zwaan below. 
   
  Famine Queen: The common (and whispered) 
  name for Iggwilv. 
   
  Feronwald: The “Grass Sea” the central area of 
  Perrenland dominated by tall grassy meadows and 
  rolling plains and considered to be mostly Old Seed 
  except to the Rosrijders who tend it. 
   
  Fienden-Clix: The ancient Cult of the Fiend 
  established via an alliance between the Baba-Yaga Igg-
  Vuurz in the year -2742. The Fienden-Clix and its 
  devotee’s believed that if the power of the Ur-Flan Ner-
  Grafs could be blended with the potency of the 
  Demons that a godling could be created who would 
  supplant Nerull and the God of the dead. Hence began 
  a series of depraved ritualized couplings, overseen by 
  Igg-Vuurz and her minions, between summoned 
  demons and humans creating several generations of 
  Half-Fiends who were used by Igg-Vuurz and troops in 
  the war for supremacy within Guur-Zwaan against the 
  other Ner-Grafs. This war was called the War of the 
  Winged Ones and led to the Alliance of Kerks who 
  defeated the Fienden-Clix in -2603 but also saw the 
  collapse of Guur-Zwaan. 
   
  Flan: The first and oldest human culture within 
  the Flanaess, it is debated if the Flan are one single race 
  or an assortment of human races bound by a similar 
  language and belief structure. Modern scholars 
  sometimes refer to the pre-historic Flan cultures as Ur-
  Flan or Proto-Flan but these distinctions are made 
  mostly by non-Flan human cultures. Some scholars 
  also claim that Flan culture has stagnated and declined 
  but others claim that this is true only where Flan 
  peoples have been overwhelmed and repressed by 
  invader cultures. The Flan have been disenfranchised 
  across most of the Flanaess suffering invasion and 
  repression at the hands of other human and non-
  human cultures. Pockets of distinctive Flan culture 
  today exist in Tenh, The Pale, Geoff, Sterich, 
  Perrenland, The Rovers of the Barrens, and in the 
  Burneal Forest. Flan traditions and folk still exist in 
  scattered pockets in other locations but can hardly be 
  called distinct. Flan culture is distinctive from other 
  human cultures in its reverence for nature and the 
  natural 
  order. 
  Flan 
  are 
  both 
  pragmatic 
  and 
  superstitious giving them a reputation for being 
  contrary. Some say that the Flan learned much from 
  the first inhabitants of the Flanaess the Olves and dwur 
  and hence they have great respect for the natural 
  cycles, music and poetry, good craftsmanship, and 
  kinship.  
   
  In Perrenland, Flan culture still flourishes and it is 
  one of few remaining locations where the principle 
  knowledge contained within the long oral tradition of 
  the Flan can be sourced. Flan culture has a strong link 
  to the Old Way and to both natural and necromantic 
  forms of magic, indeed it is said that the Olves taught 
  the Flan enchantment and charm and with it the Flan 
  discovered darkness and death. 
   
  Franz Hussen: Earlier Voormann of Perrenland. 
  Franz was responsible for the signing of the non-
  aggression pact with the Old One (Iuz) thus removing 
  a significant threat from this his western flank at a time 
  he was heavily engaged in war with Furyondy, The 
  Shield lands and Veluna. Perrenland was widely 
  condemned for this action by these states. Franz his 
  mind broken, still lives in Riberlund looked over by 
  his powerful wife Karla Hussen the Pfalzgraf of the 
  Hussen Clan. Franz Hussen is the father of the 
  infamous traitor Karl Hussen and the battle 
  commander of Nederboden, the Paladin Conrad 
  Hussen. 
   
  Graf: Both an hereditary and sometime elected 
  noble of the Perrender Clans. The Graf’s form a second 
  house within the political structure of Perrenland in 
  which the bills of the Voormann are debated and 
  ratified. This is called the House of Grafs. 
   
  Grove: The ruling branch of the Old Kerk, which 
  still obeys the ancient Old Ways. It is the owner of all 
  the land in the Quaglands with the exception of a few 
  locations. It controls the use of natural resources in 
  Perrenland through its strictly enforced Old Seed and 
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  New Seed dominions. The Grove is headed by a 
  mysterious figure called the Quagland Hierophant. 
   
  Guur-Zwaan: The ancient Ur-Flan empire of nine 
  semi-independent city-states with in the western half 
  of the Quaglands. Today this area is known as the 
  Mounds of Dawn. Dawn being corruption of the 
  Zwaan name, which means sun. The literal translation 
  of Guur-Zwaan is Empire of the Sun. There is some 
  relationship between Guur-Zwaan and Guur-Hok (the 
  Hobgoblin nation in the southern and central 
  Clatspurs) and may have been the driver behind the 
  arrival of this nation in the Quaglands so act as a thorn 
  in the side of the Kingdom of Kershane. Guur-Zwaan 
  was dominated by the cult of the reaper and thus its 
  rulers were known as Ner-Grafs (witch-lords).  
   
  Guur-Zwaan 
  at 
  it 
  zenith 
  controlled 
  the 
  hinterlands of the western Quaglands up to the 
  Burneal forest but was denied full control of the shores 
  of the Lake by the Quagaloogal lizard folk and an 
  alliance of nature worshiping Flan, centered upon the 
  island of Cli. To the east the expansion of Guur-Zwaan 
  was resisted by the grey elven kingdom of Kershane, 
  and the fierce Ros-Rijder clans of the Feronwald. For a 
  time Guur-Zwaan forced the Khund into the role of 
  client state and much of their grand architecture has 
  Khund influences as a result. 
   
  Guur-Zwaan was eventually dragged into ruin and 
  internecine war by the debauchery of one of its Ner-
  Grafs Igg-Vuurz, who styled herself the Baba Yaga 
  (Queen of Famine). In her lust for power and godhood 
  she forsook her worship of Nerull and created an 
  alliance with demons sponsoring their worship and the 
  creation of Half-Fiends through the Fienden-Clix (Cult 
  of the Fiend). Igg-Vuurz is the mother of Iggwilv and 
  hence the grandmother of Iuz and his sister Drelzna. 
  For a time she held the future Voormann Karenin as 
  her captive lover and upon her he fathered Iggwilv. 
   
  Henglerust and Brast: An ancient folk story 
  often told in taverns by the Voice 
   
  HetRechter: The High Judge of Perrenland, 
  currently this office is held by the HetShoolmann of 
  Allitur within the Shool, Bertgris Udden. 
   
  HetShoolmann: The high priest of a Shrine (god) 
  within the Old Kerk. There are nine of them, with one 
  (Nerull) being vacant. 
   
  HetVoorShoolmann: One of the Hetshoolmann 
  who is elected to be the head of the Shool. Currently 
  this is Reanulf Solcarde the HetShoolmann of Pelor. 
   
  House of Grafs: The second house within the 
  political structure of Perrenland in which the bills of 
  the Voormann are debated and ratified. It is comprised 
  of the Grafs of the Clans.  
   
  Hundrijders: The ancient name for the Sacraal 
  Hund. 
   
  Igg-Vuurz: See Guur-Zwaan and Fienden-Clix, 
  the mother of Iggwilv. 
   
  Iggwilv: The famine queen. In 594 CY, Iggwilv 
  returned to Perrenland and raised many undead forces. 
  For the last two years, much of Perrenland’s resources 
  have gone towards defeating Iggwilv on a range of 
  fronts. Some battles have been victorious – others not. 
  Recently, word has come that Iggwilv is passing her 
  “baton” onto her daughter, Drelzna (a vampire).  
   
  Jor-Russ: The capital of the last Ner-Graf, Oomkar 
  Hus, a High Priest of Nerull. Jor-Russ is a necropolis 
  that lays hidden beneath the capital of Nederboden, 
  Riberbund. 
   
  Mount Hellspaar: The volcano in the Clatspur 
  Ranges which erupted in 594 CY – causing Hell’s 
  Gloom. 
   
  Ner-Graf: Literally witch-lord, the title was given 
  to the nine rulers of the city-states of Guur-Zwaan. All 
  were necromancers and had learned through a variety 
  of methods to circumvent their own mortality, but for 
  some this brought madness. 
   
  Nerull: The Flan god of Death and a bound 
  member of the Old Kerk. His surviving servants are 
  forbidden by him to make war upon the Quaglands or 
  to sponsor others into unlife except during the one 
  ritual permitted by the Old Kerk in his name the 
  Dance of Nerull. 
   
  Obad-Hai: The Shalm, one of the principle Gods 
  of the Old Kerk, some say “the” principle god of the 
  Old Kerk. 
   
  Old Kerk: The alliance of Flan gods originally 
  formed to combat the evils of the Fienden-Clix. Its 
  original gods were: 
  • 
  Beory 
  • 
  Nerull 
  • 
  Obad-Hai 
  • 
  Pelor 
  • 
  Rao 
  • 
  Vathris (before his death). 
  Three servant powers were also included: 
  • 
  Allitur 
  • 
  Berei 
  • 
  Zodal 
  Later Mayaheine was admitted as the servant power of 
  Pelor (who had reserved his right to a servant). Vathris 
  upon his death was forgotten until his rise again in 562 
  CY.  
   
  Old One, The: The name all sensible folk use 
  when referring to Iuz, as to say his name is to draw his 
  attention. 
   
  Quagaloogal: The Quagaloogal are said to be the 
  first of the sentient races of the Quaglands, and have 
  inhabited the swampy areas of the Quaglands several 
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  ages. Quite an advanced society the Quagaloogal have 
  long maintained a policy of mutual distance between 
  themselves and the other humanoids of the Quaglands. 
  Little is really know of them, other than they have up 
  to four ancient city complexes in the Quaglands, 
  possibly more, that it is unwise to adventure into with 
  permission. The only people who have regular contact 
  with the Quagaloogal are the members of the Grove, 
  the Druidic order of the Old Kerk. It is rumoured that 
  the Quaglands Hierophant may be a Quagaloogal 
  known as “The Keiper.” It is known that some of the 
  Quagaloogal have dragon heritage. 
   
  Rechter: A Perrenland judge, mostly a wandering 
  magistrate who dispenses the law as required. Most are 
  associated one way or another with the Shool of 
  Allitur. 
   
  Sacraal 
  Hund: 
  A 
  branch 
  of 
  the 
  Grove 
  commissioned to protect the Old Kerk at Ulmt and the 
  highways that branch out from it. 
   
  Sept: Generally a branch of a major clan, each 
  with a Graf of some standing. Some Septs do not 
  belong to a major clan, for example the Bruinsmenn of 
  Schwartzenbruin.  
   
  Shoolmann: A Cleric of one of the Shrines of the 
  Old Kerk 
   
  Stadt: A Perrenland longhouse, a standard Stadt 
  houses an extended intergeneration family of between 
  20 -60. All Stadts are built partially sunken and are 
  well-fortified affairs. They are dominated by a large 
  central room that contains the communal hearths. 
   
  Sway of Keph: Both the land over which Keph 
  the celestial servant of Allitur is said to roam, (also 
  known as the Feronwald), and the herds of horses that 
  dominate the Feronwald over which Keph is said to 
  have passed his seed. 
   
  The Hollows of Mordaine: A conclave high in 
  the Clatspur Ranges where, legend tells, the drow have 
  made allies with a band of aberrations. Only time will 
  tell how far their march will impact upon greater 
  Perrenland. 
   
  Ur-Flan: A term that refers to the Flan 
  civilizations and people as they stood before the twin 
  cataclysms. 
   
  Voice: The Bardic branch of the Old Kerk (Old 
  Way) in Perrenland. The Voice is actually the last 
  remaining College of the Flan Bards in the Flanaess. In 
  this case the College of Cli. Bards of the Voice always 
  go openly (wearing a blue trimmed purple cloak) and 
  are considered sacrosanct (not open to harm) within 
  Perrender culture. They are the keepers of both the 
  oral and written histories of the Flan and Perrenland. 
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  DM’S AID 1: THE ANCIENT AND NEW REALM OF KHUNDHOLM 
   
   
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  DM’S AID 2: MAP OF THE NORTHEN YATILS/QUAGLANDS 
   
   
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  DM’S AID 3: MAP OF THE RUINS (DM) 
   
  A to D four different initial approach points, E Ancient Ziggurat and ruined tower, F Ruined Stadts, 
  G Ancient Palace Complex, H Location of the Entry Stone, V Location of Vathran 
  1-3 Locations of the 3 Cousins 
  The transparent circle is the Dragons patrol area at low altitude. 
  The +/- modifiers to Hide checks represent the PCs ability to use the terrain and shadows to remain undetected by the 
  illusionary dragons. 
   
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  DM’S AID 4: THE KHUND 
   
  • 
  The Khund have 3 major tribal divisions, the Oosterkhund, Vesterkhund and Khund. 
  • 
  The Oosterkhund clans have joint loyalty to Perrenland and the Haigh Righ Barandon, taxes, however, flow mostly 
  to the Voormann of Perrenland. 
  • 
  The Vesterkhund clans have joint loyalty to Tusmit and the Haigh Righ Barandon, taxes, however, flow mostly to 
  the Pasha of Tusmit. 
  • 
  The Khund tribal division or central Khund clans stands as an independent enclave. This enclave will be ruled by 
  Barandon the new Haigh Righ (High King) of the Khund. 
  • 
  The Vesterkhund and Oosterkhund are ruled by sub-kings “Righ’s” crowned by Barandon’s after the according to 
  the will of the Khund elders from each clan. 
  • 
  All Khund are mountain dwarves, recently some non-dwur have been made honourable members of the Khund. 
  • 
  The Khund from all three areas combined number over 40,000. 
  • 
  In addition there are several thousand Khund in the city of Haigh (the winter capital of Nederboden) and this is a 
  Khund city of old that has been semi taken over by the Hussen clan (a powerful Flan tribe). These Khund are part 
  of the Oosterkhund, but are not in the dominion of Khundholm. 
  • 
  Much of Khundholm remains undiscovered, territory marked with “here be dragons” in many places. 
  • 
  The heraldic symbol of the Khund is black banner with a silver hammer (scepter), anvil and crown. 
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  DM’S AID 5: ENCOUNTER 2 MAP 
   
  1 sq =5 ft 
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  DM’S AID 6: ENCOUNTER 7 MAP 
   
  THE ENTRY STONE ROOM (LOCATION H) 
   
   
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  PLAYER HANDOUT 1: PLAYERS’ MAP OF THE RUINS 
   
  A to D four different initial approach points 
  E Ancient Ziggurat and ruined tower 
  F Ruined Stadts 
  G Ancient Palace Complex 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/596/Normal Scenarios/IUZ6-06 Drach Treielabone (APL 4-14)/IUZ6-06 - Drach Treielabone.pdf