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 
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  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, 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  TUS8-02 
    
    
  One More for the Road 
    
  A One -Round Dungeons & Dragons
  ® 
  Living Greyhawk™ Tusmit Regional Adventure 
   
  by Jean-Philipe ‘JP’ Chapleau 
   
  Circle Reviewers: Tim Sech 
  Reviewers: Alexandre Foisy-Geoffroy 
    
   A Dwarven wedding is often the site of many things. This one will not be any different. Between a hunt for a great 
  beast, a daring raid and kegs of ale, it really makes for a nice Dwarven wedding. One the Khund nation will not soon 
  forget. This adventure is particularly interesting to Khund PCs and PCs with an interest in the Khund Nation. This 
  adventure is the final part of the Khund Saga series (TUSI4-03 Miss Khundgeniality & TUS6-01 Gambling with Fate). A 
  one-round Regional adventure set in the lands of the Khund in Tusmit for characters level 6-15 (APLs 8-16). 
    
  Resources for this adventure [and the authors of those works] include Complete Divine [David Noonan], Complete 
  Warrior [Andy Collins, David Noonan, Ed Stark], Draconomicon [Andy Collins, Skip Williams, James Wyatt], IUZ6-06 
  Drach Treielabone [Patrick Williamson & Andrew Cowan], Monster Manual IV [Many], PER3-07 Under the Hills [Bob 
  Beck & Patrick Williamson], Player Handbook II [David Noonan], TUSInt3-05 Dark Risings, TUSI4-03 Miss 
  Khungeniality, TUSInt4-05 Rebellion [All JP Chapleau], TUS6-01 Gambling with Fate [Eric Deschamps], and TUSSM7-
  02 The Captive Voice [Jean Guérette]. 
  
  TUS8-02 One More For the Road 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring one 
  animal, plus any creatures gained from class abilities to 
  help in combat. (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the animal 
  bestows a significant benefit in combat add the animal’s 
  CR to the level of the PC it is accompanying for 
  calculating APL. (Animals gained from class abilities and 
  one standard horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the nearest 
  whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of 
  the Living Greyhawk Campaign Sourcebook. Check the 
  current version of the LGCS and follow any updated 
  rules presented within.  
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Tusmit adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Tusmit, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs 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 PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC 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. 
  PREPARATION FOR PLAY 
  Review the following elements  
  KHUND PC 
  During this adventure, we will use “Khund PCs”. PCs 
  who are considered “Khund” are PCs who have valid 
  documentation about them being a Khund, are dwarves 
  who Hail From the Khund Lands and Clan members of 
  the Khund. Some PCs may also be honorary Khund 
  members even if they are not dwarves. 
  PREVIOUS AR REWARDS 
  IUZ6-06 Drach Treielabone: PCs with the Great Favor of 
  the Khund. 
  PER3-07 Under the Hills: PCs with the Favor of the 
  Khund. 
  TUS3-I05 Dark Risings: Khund Leader PCs. 
  TUS4-I03 Miss Khundgeniality: Make sure no failure has 
  been recorded on there. 
  TUS4-I05 Rebellion (Quebec): PCs with influence points 
  with King Barandon. 
  TUS6-01 Gambling with Fate: PCs with Invitations or 
  Personal Invitations, Dwarf Killers and PCs who handed 
  the goods to “the Khund Nation”. 
  STARTING DISTANCE 
  Have each PC give you a Spot check before starting. Note 
  the highest score. This will be immediately useful at the 
  start of the adventure. 
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster 
  Manual). The full write-up of any featured feats, spells, or 
  equipment appears in Appendix 2. Information on 
  featured classes, prestige classes, and races appears in the 
  relevant creature’s stat block. This adventure includes all 
  the information required to run these characters. The 
  DM should double-check that he fully understands any 
  new rule items presented in this adventure before play 
  begins. 
  ADVENTURE BACKGROUND 
  Barandon re-opened the halls of the Khund in 593CY. 
  Before the year's end, the Khund nation was reborn. 
  TUS8-02 One More For the Road 
   
  Page 2 
  
  Adventurers ventured in dark, derro-controlled halls to 
  retrieve the Khund's Hammer of Office and the Crown of 
  the Khund (TUSInt3-05 Dark Risings). Barandon settled 
  at his new capital at Moradin’s Forge (PER4-01 Moradin’s 
  Forge). 
   
  In 594CY, Lady Emeraud of House Thunderstone 
  was chosen to be his queen. Lady Emeraud took on the 
  mantle and went through the rituals of purification 
  (TUSI4-03 Miss Khungedniality). 
   
  Treaties were established that separated the lands of 
  the Khund in three: the Easterkhund, living next to 
  Perrenland, the Vesterkhund living next to Tusmit and 
  the lands of Barandon who are dominated only the High 
  King himself. The Vesterkhund set their capital in the 
  ruins of Dungarth Llith. 
   
  In the years since, troubles in Tusmit has prevented 
  the wedding of High King Barandon and Lady Emeraud. 
  Though little of these problems have affected the Khund 
  nation, the dwarves focused on rebuilding their 
  strongholds, providing housing and making the major 
  routes more secure.  
   
  Finally, a date has been set and preparations are on 
  the way. Envoys from nearly every sheikdom in Tusmit 
  are gathering at Dungarth Llith capital. The wedding and 
  cementing of the clam will no longer be denied or 
  delayed. 
  THE KHUND TODAY 
  The Khund have 3 major tribal divisions: Oosterkhund, 
  Vesterkhund and Khund. 
   
  The Oosterkhund clans have joint loyalty to 
  Perrenland and the Haigh Righ (High King) Barandon. 
  Taxes however, flow mostly to the Voorman 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 "Central" Khund is ruled by the Haigh Righ 
  Barandon and is independent of both nations. 
   
  The Oosterkhund and Vesterkhund are ruled by 
  Righs (sub-kings) crowned by Barandon according to the 
  will of the respective clans. The Righ of the Vesterkhund 
  is Lord Taklinn Thunderstone.  
   
  Most Khund are mountain dwarves. However, some 
  of the Khund are hill dwarves due to marriage during the 
  years of exile.  
   
  The number of Khund is estimated at around 40,000 
  for the entire nation. 
   
  Much of Khundholm remains unexplored. There are 
  many area marked "Here be dragons" on the map. 
   
  The Heraldic symbol of the Khund is a black banner 
  with a silver hammer, anvil and crown. 
  THE THUNDERSTONE CLAN 
  The Thunderstone family was one of the first families 
  that joined Barandon in re-establishing the Khund 
  nation. Minor nobles in Tusmit, the Thunderstone have 
  become the most powerful family of the Vesterkhund (or 
  Western Khund). Lord Taklinn rules the clan from his 
  fortress at Dungarth Llith.  
   
  For the last four years, he has led the rebuilding 
  efforts and these efforts have met with success. The 
  fortress is now battle-ready and Dwarven patrols have 
  made the road to Moradin’s Forge safer. 
  Lord Taklinn is the head of the church of Moradin in 
  Khundholm and is recognized as the king of the 
  Vesterkhund. Lord Taklinn is a close friend of King 
  Barandon and the two dwarves work in close proximity. 
  At the start of the adventure, he sends the PCs to kill a 
  white dragon to make a wedding cloak for Lady Emeraud. 
   
  His sister, Lady Emeraud is a former member of the 
  Patrol of the Great Convention and a born warrior. In 
  594CY, pressures on the Khund (and by Khund) selected 
  her to be the Queen of the Khund. 
  EMERAUD AS QUEEN 
  Lady Emeraud is a warrior and she initially resented the 
  nomination; after a pilgrimage where she visited sites 
  holy to Berronar Truesilver, she accepted her destiny. 
   
  She is not the kind of person who is interested in 
  sitting down and raising a new bloodline; she is a dwarf 
  of action. She takes a very active role in organizing 
  retributive strikes against derro, giants and any other 
  threats to the Khund nation. 
   
  Barandon and her family keep trying to shelter her 
  from the dangers she keep s getting into. This nurturing 
  makes Emeraud even madder about the situation.  
   
  During this adventure, instead of worrying about her 
  wedding, Lady Emeraud is planning an assault on a Derro 
  stronghold. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are walking on a glacier hunting 
  for a great beast. 
  TUS8-02 One More For the Road 
   
  Page 3 
  
   
  1: An Ill Wind Comes Arising: The PCs face the 
  “great beast”, a white dragon. 
   
  2: Lord Taklinn: The PCs return to Dungarth Llith 
  and meet with Lord Taklinn. They also catch up to 
  current rumors 
   
  3: Dungarth Llith: The PCs explore Dungarth Llith, 
  capital of the Khund kingdom. The future Queen's 
  handmaiden has a request for them. 
   
  4: Making Plans: The PCs meet with Emeraud 
  Thunderstone and make their battle plans. 
   
  5: The Antechamber: Derro and traps, the attack on 
  the temple starts. 
   
  6: The Temple: A nasty surprise awaits the 
  adventurers: demons are guarding the temple! 
   
  Conclusion: Where the PCs are either sitting at a 
  wedding table or in a jail cell. 
   
  INTRODUCTION 
  This adventure begins in media res (in the middle of the 
  action). 
  Lord Taklinn of the Vesterkhund didn’t mention the 
  cold, the winds and the snow you would be facing 
  hunting for the great beast.  
   
  The freezing winds that sweep the glacier upon 
  which you now walk carry snowflakes that sting your 
  face. You take solace that you are closing in on your 
  target, a great beast of the glaciers. 
  The PCs only have day-long and hour-long spells active. 
  Once they have selected their spells and have sorted out 
  what spells are currently active, proceed to Encounter 1. 
   
  1: AN ILL WIND COMES 
  ARISING 
  Actually… *IT* is now closing in on you!!! 
  “DRAGON!” 
  The terrain is open and windswept. Visibility is limited to 
  within the battle mat area (snow blocks sight beyond). 
  There are no obstacles and no effects on movement. 
   
  In the preparation of play, you noted down a Spot 
  check. The encounter begins 30 feet away +5 feet for each 
  2 points by which they beat a DC of 15, to a maximum of 
  100 feet (with a Spot of 38).  
   
  Snowind the dragon starts 60 feet in the air. The 
  wind hides the whitespawn on the first turn, until they 
  move within 50 feet (or the starting encounter distance, 
  whichever is shorter). They start at the same distance as 
  Snowind, but on the ground. 
   
  The giants are visible at the same time as Snowind. 
  APL 8 (EL 11) 
   
  Snowind: Female adult white dragon; hp 189; 
  Appendix 1. 
   
  Whitespawn Hordelings (3): barbarian 2/ fighter 2; 
  hp 59 each; Appendix 1. 
  APL 10 (EL 13) 
   
  Snowind: Female mature adult white dragon; hp 
  241; Appendix 1. 
   
  Whitespawn Hordelings (6): barbarian 2/ fighter 2; 
  hp 59 each; Appendix 1. 
  APL 12 (EL 15) 
   
  Snowind: Female mature adult white dragon, hp 
  241; Appendix 1. 
   
  Whitespawn Hordelings (12): barbarian 2/ fighter 
  4; hp 80 each; Appendix 1. 
  APL 14 (EL 17) 
   
  Snowind: Female old white dragon; hp 287; 
  Appendix 1. 
   
  Whitespawn Hordelings (8): barbarian 2/ fighter 6; 
  hp 101 each; Appendix 1. 
  APL 16 (EL 19) 
   
  Frost Giant Ranger (2): male frost giant fighter 4/ 
  ranger 2; hp267 each; Appendix 1. 
   
  Snowind: Female old white dragon; hp 287; 
  Appendix 1. 
   
  Whitespawn Hordelings (16): barbarian 2/fighter 
  6; hp 101 each; Appendix 1. 
  Tactics: Snowind swoops in, uses it breath weapon, with 
  all the Metabreath feats it has. She then lands and fights 
  it out with the PCs. Note that she uses her Quickened 
  Breath whenever she can. 
   
  The hordelings charge in and focus on one or two 
  PCs. If they can not hit that PC, they move on to the next 
  one.  
  TUS8-02 One More For the Road 
   
  Page 4 
  
   
  The creatures use their breath weapon without 
  regard to each other (since they are all immune to cold).  
   
  The giants move in after throwing one rock each at 
  any flying PC. They move to flank, throwing rocks as 
  they do so. 
  Development: Proceed to Encounter 2. 
   
  2: LORD TAKLINN 
  Leaving the Dwarven artisans to work on the white 
  dragon carcass, you make your way back to Dungarth 
  Llith. 
   
  You are quickly escorted to the meeting with the 
  Righ at the palace. The palace is filled with soldiers 
  and men-at-arms. You are showed into a great dining 
  room where a single dwarf is seated. 
  Give the PCs Player Handouts 1, 2 and 3. Once the PCs 
  have read it, they are likely to have questions for Lord 
  Taklinn. When the PCs are through, proceed to 
  “Farewell”. 
  • 
  Isn’t Emeraud free to choose her own path? 
  That freedom was stripped from her when she 
  was chosen to become queen. Duty and 
  privilege are expected from nobles. Otherwise 
  the All-Father would not have chosen her to 
  lead and the All-Mother would not have given 
  her blessing to the wedding. 
  • 
  Blessing of the All-Mother? Yes, three years ago 
  now, Emeraud undertook a pilgrimage to 
  determine whether she would be fit to become 
  Queen. During that pilgrimage, the All-Mother 
  sent her a silver necklace. (These events took 
  place in TUS4-I03 Miss Khungeniality) 
  • 
  All-Father/All Mother? Father Moradin the 
  Soul Forger is the Father of all Dwarves while 
  Mother Berronar Truesilver, his wife is the one 
  who keeps the clans together. 
  • 
  Why must she not go? I have met with one of 
  the Pasha’s advisors, you may have met her, her 
  name is Dunya Hal'elzabin Al-Istus… She is has 
  provided me with access to divinations from the 
  Lady-of-Our-Fate. She has assured me that if 
  Emeraud goes to the temple, she will surely die. 
  (Dunya Hal'elzabin is the high priestess of Istus 
  in Sefmur, last seen in TUSInt6-04 The 
  Meeting) 
  • 
  Where is Dunya now? She has left for Moradin’s 
  Forge to meet with the High King on behalf of 
  His Exalted Splendor.  
  • 
  What is there in the Derro’s temple? I do not 
  know for sure, though divinations lead me to 
  believe it is one of the better-defended places. 
  • 
  Why does she want to destroy the Derro? She is 
  a Dwarven warrior and like all of us she wants 
  the derro out of the lands of our ancestors. 
  • 
  What do we get paid for doing so? Obviously 
  any loot and plunder, but you will also get my 
  personal thanks, and that of the High Queen... 
  • 
  What if we refuse? It would not be wise to 
  refuse. (Lord Taklinn does no elaborate, but 
  make sure the PCs understand he is not joking). 
  • 
  Why did you send us to kill Snowind? Because 
  according to recently discovered information, a 
  Khund Queen needs to be married in the skin 
  of a great beast. Is there a greater beast than a 
  dragon? 
  • 
  What about Snowind’s hoard? We have not yet 
  located its lair 
  • 
  Where do you stand on the war of the faiths? I 
  am a priest of the All-father (Moradin)… I am 
  saddened by the religious strife that has 
  engulfed the West. However I take no side… I 
  wish for peace to return. 
  FAREWELL 
  The following assumes the PCs agreed to Taklinn’s 
  “offer”.  
   
  PCs that refuse are arrested and thrown in jail until 
  the end of the adventure; proceed to the Conclusion 
  under “Refused Taklinn’s offer”. 
  Lord Taklinn stands and extends a hand. “Thank 
  you… I knew you’d understand my position. Please, 
  go into town and make any preparations you deem 
  necessary. I’m sure you’ll find the town fully-stocked 
  with any adventuring need you may have.” 
   
  “Have some ale to our good King Barandon’s 
  health!” Lord Taklinn laughs as he sees you out. 
  Proceed to Encounter 3. 
  3: DUNGARTH LLITH 
  The stone fortress stands flying the black banner of 
  the Khund and the arms of the Thunderstone family. 
  TUS8-02 One More For the Road 
   
  Page 5 
  
  You can make out what seems to be the façade of a 
  palace. The façade is carved within the cliff itself and 
  depicts mythical Dwarven battles under the watchful 
  and benevolent gaze of Father Moradin and Mother 
  Berronar.  
  Once the PCs are done exploring Dungarth Llith, 
  proceed to Encounter 4. 
  WORD ON THE STREET 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check as listed 
  below. They gain all the information at the lower DC’s as 
  well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +4). 
   
  PCs who “Hail from the Khund Lands” automatically 
  know up to and including DC 15. To get more 
  information, they need to make a check. This 
  information is copied in Player Handout 4. 
  • 
  DC 1 High King Barandon and Lady Emeraud 
  will get married within a month! I have to get 
  my armor polished!!! 
  • 
  DC 5 You are in Dungarth Llith, capital of the 
  Vesterkhund. 
  • 
  DC 6 Lady Emeraud is often at the Temple of 
  the All-Father. 
  • 
  DC 8 If you want anything, I’d recommend you 
  visit Bimira’s emporium. 
  • 
  DC 9 The Grand Mufti of the Yatils has left his 
  retreat in the mountains and heading for 
  Tusmit. 
  • 
  DC 10 The road from Reijah in Dihn to Exag in 
  Perrenland is open all the time and has never 
  been safer 
  • 
  DC 11 Lord Taklinn has promised he’d open 
  some new mining territories as soon as the 
  white dragon Snowind was defeated. 
  • 
  DC 12 The road is kept safe because it is heavily 
  patrolled by dwarves and mercenary patrols 
  • 
  DC 13 The exiled priests of Azor’alq have joined 
  the Grand Mufti in his crusade. 
  • 
  DC 15 High King Barandon, Lord Taklinn and 
  the rest of the Thunderstone clan have been 
  trying to keep Lady Emeraud cornered off, but 
  the Lady has still managed to run expeditions 
  against Giants, derro and dragons. 
  • 
  DC 20 Most of the Flan who came through here 
  were worshippers of Beory, the Oerth-Mother. 
  BIMIRA’S EMPORIUM 
  Passing the door to “Bimira, World Famous Trading 
  Posts and Inns at the Top of the Yatils”, you are 
  greeted with the smell of smoke and gnomish 
  cooking. Like everywhere in Dungarth Llith, the 
  patrons are nearly all dwarves.  
   
  A short gnome wearing a mockery of a Baklunish 
  costume: huge turban, long robes, a huge handlebar 
  moustache and an elaborate scimitar approaches you. 
  “Welcome to “Bimira, World Famous Trading Posts 
  and Inns at the Top of the Yatils”, I am Bimira, your 
  host and owner of this wholesome establishment… 
  Are you interested in our trading facilities OR in our 
  restoration facilities? Best eatery in town!” 
  Bimira is a gnome who moved here to the Yatils to make 
  some quick gold, and he succeeded. He now owns a 
  “chain” of trading posts and Inns (read: he has 2, one on 
  the road to Reijah and one here). 
   
  Bimira is perhaps too nice… But he is just that: a 
  nice guy. His trading facilities have access to any open-
  access item and anything with access Regional or 
  Metaregional a PC may have access to. He also has hired a 
  few Dwarven smiths to upgrade weapons. PCs who visit 
  his store during the adventure gain access to “Bimira’s 
  Smiths”. 
   
  Meals at his eatery are good but simple meals. Any 
  meals here covered by upkeep. 
  All APLs (non-Combatant) 
   
  Bimira: Exp 7; NG; Diplomacy +17 
  TEMPLE OF THE ALL-FATHER 
  While the fortress-palace is the most visible of all the 
  buildings in town, another building attracts attention: 
  the Temple of Father Moradin.  
   
  The stone temple boasts a wide colonnade each 
  sculpted to the semblance of mythical Dwarven gods 
  and heroes. The temple rests on a rise and near the 
  sheer rock face that is the Yatils and overlooks the 
  whole town. A grand statue of blue marble over 25 
  feet tall depicts the All-Father in full military regalia. 
   
  Inside, a tall forge emits a lot of heat. One can 
  not help but feel the divine energy pulsing through 
  the hammers of the many smiths working in this holy 
  place. 
   
  Many dwarves are sitting around the forge, heads 
  bowed in prayer. 
  TUS8-02 One More For the Road 
   
  Page 6 
  
  There are many priests here, mostly priests of Moradin, 
  but a number of female priestesses of Berronar Truesilver 
  also walk the halls. 
   
  If the PCs spend any time here, they are approached 
  by Katar Silverbraid, the high-priestess of Berronar 
  Silverbraid. 
  Katar 
  is 
  one 
  of 
  Queen 
  Emeraud’s 
  handmaiden, her good friend and confidante.  
  The bulky dwarf female wears a silver-threaded dress 
  with patterns of interlinked silver rings. A silvered 
  heavy mace hangs from her belt. 
   
  “I am Katar Silverbraid, high-priestess of the All-
  Mother and handmaiden to Lady Emeraud. I bear a 
  message from her to you… if you would listen.” 
  All APLs (non-Combatant) 
   
  Katar Silverbraid: Cleric of Berronar 17; LG. 
  If there are any Khund PCs amongst the party, proceed to 
  “Khund” Otherwise, proceed to “Non-Khund”. If one of 
  the PCs has an invitation (personal or not) to Emeraud’s 
  wedding, then assume that PC is a Khund for this 
  purpose. 
  KHUND 
  Katar Silverbraid turns to [PC’s name(s)] “You more 
  than anyone must understand… Lady Emeraud is a 
  proud warrior who wants to be remembered for more 
  than just being the founder of the new dynasty of 
  Khund… She is building one last expedition and she 
  wants you to partake.” 
   
  “Please be at the palace after morning prayers. 
  She wishes to meet with you personally and ask you 
  what you would like to do in the assault. Do you have 
  any favorite targets?” 
  This would be a good time for the PCs to volunteer for 
  the assault on the temple. Katar asks them if they are 
  certain and continues.  
   
  “Of course, all your friends are invited to attend. I 
  encourage you to meditate around the holy forge of 
  Dungarth Llith.” 
  Give Player Handout 5 to Khund or any dwarf who is a 
  divine caster of Moradin, Berronar or Clangeddin. 
  NON-KHUND 
  “Lady Emeraud is building one last expedition and 
  she wants you to join her. Please be at the palace after 
  morning prayers. You are all invited to attend. I 
  encourage you to meditate around the holy forge of 
  Dungarth Llith. You will be assigned a target. Unless 
  there is some place you would like to go?” 
  This would be a good time for the PCs to volunteer for 
  the assault on the temple. Katar asks them if they are 
  certain and continues.  
   
  Give Player Handout 5 to any divine caster of 
  Moradin, Berronar or Clangeddin. 
  4: MAKING PLANS 
  A large number of other adventurers, most of them 
  dwarves, are also at the palace. You are shown to a 
  large hall where a stands female dwarf in adamantine 
  plate armor surrounded by soldiers.  
   
  “I am Emeraud Thunderstone. I lead this 
  expedition to free the halls of my people.” 
  If the PCs met with Katar in Encounter 3 and 
  volunteered to take on the temple proceed to 
  “Volunteers”. Otherwise proceed to “The armory”. 
  VOLUNTEERS 
  “My closest friend tells me you wish to take on the 
  Temple of Diriinka… I was to keep it for myself, but 
  you can take it. I’ll not ask why you wish to do so… 
  I’m sure my brother or father has something to do 
  with it.” 
   
  “Destroy them. Destroy all these critters and do 
  not offer mercy.” 
  Proceed to “Further Questions” 
  THE ARMORY 
  “You and your group are tasked with taking and 
  destroying the derro armory; Burn what you can’t 
  carry. I will be leading an assault on the temple of 
  Diriinka.” 
  This is the PCs’ last chance to volunteer for the temple. If 
  they do not, proceed to “Further Question”. 
   
  If the PCs volunteer, Emeraud is annoyed but she 
  asks the PCs why they want to do it. The PCs need to 
  succeed at a DC 15+APL Bluff or Diplomacy check to 
  convince Emeraud to change her mind. The PCs may 
  retry ONCE with the same DC and the same bonuses and 
  penalties. Apply the following bonuses: 
  • 
  +1 per dwarves in the party. 
  • 
  +1 per Khund in the party. 
  • 
  +2 per cleric of a Dwarven deity in the party. 
  • 
  +5 if one of the PCs has successfully completed 
  TUSI4-03 Miss Khundgeniality. 
  TUS8-02 One More For the Road 
   
  Page 7 
  
  • 
  +5 per influence point with the Khund or 
  Dwarven clergy spent. 
  • 
  +10 per PC who is “Khund Leader” in the party. 
  • 
  +15 per PC who is a “Handmaiden of the 
  Queen” in the party.  
  • 
  -1 per member of the Mouqollad Consortium in 
  the party.  
  • 
  -30 if the PCs mention Lord Taklinn. 
  • 
  +4/-4 good roleplaying. 
  If the PCs fail to convince Lady Emeraud, the adventure 
  proceeds as written, but replace all mention of the temple 
  with the armory. 
  FURTHER QUESTIONS 
  The PCs may have questions for Emeraud.  
  What do you think about becoming queen? I will be.  
  What do we get? You get to keep any loot you find plus 
  my own recognition. 
  Why attack now? It’s the perfect time! They will assume 
  we are all busy with the wedding, most likely preparing a 
  disruption of their own…  
  Can you give us anything? I can offer each of you a 
  scroll of cure light wounds, which has to be returned if 
  unused.  
  Should we take prisoners? No. I want them dead. Being 
  dead will make my people safer. 
  Anything we should know? The derro usually have 
  slaves like goblins or kobolds, and they often ally with 
  other large-sized subterranean creatures. 
   
  When the PCs are done, proceed to Encounter 5.  
  5: THE ANTECHAMBER 
  The map given to you is easy to follow. However, 
  when you entered the area marked “Derro Enclave”, 
  the stench of decay and evil filled the area. Rubbish 
  and debris littered the ground and blood spatters are 
  common. 
   
  As dwarven war cries begin to echo through the 
  tunnels, you enter a large natural cave. Like 
  everywhere, it is unlit and dark.  
  A map of the antechamber The traps are not marked on 
  the map, allowing for you the DM to place them where 
  you wish. The Derro and the kobolds know where they 
  are located and they make full use of those, to get the 
  PCs to fall into them. 
  APL 8 (EL 9) 
   
  Derro 
  Savant: 
  Sorcerer 
  3/Warrior1; 
  hp 
  58; 
  Appendix 1. 
   
  Kobold Snipers (3): Warrior 4/Fighter2; hp 42 each, 
  Appendix 1. 
   
  Pit Trap (2): CR 3; Appendix 1. 
   
  Spiked Pit Trap (80-ft. deep): CR 5; Appendix 1. 
  APL 10 (EL 11) 
   
  Derro Savant: Sorcerer 5/Warrior 1; hp 71; 
  Appendix 1. 
   
  Kobold Snipers (3): Warrior 4/Fighter 4; hp 56 
  each, Appendix 1. 
   
  Pit Trap (2): CR 3; Appendix 1. 
   
  Spiked Pit Trap (80-ft. deep) (2): CR 5; Appendix 1. 
   
  Spiked Pit Trap (100 Ft. Deep): CR 6; Appendix 1. 
  APL 12 (EL 13) 
   
  Derro 
  Savant: 
  Sorcerer 
  5/Warrior1; 
  hp 
  84; 
  Appendix 1. 
   
  Kobold Snipers (6): Warrior 4/Fighter 6; hp 70 
  each, Appendix 1. 
   
  Pit Trap (2): CR 3; Appendix 1. 
   
  Spiked Pit Trap (80-ft. deep) (2): CR 5; Appendix 1. 
   
  Spiked Pit Trap (100 Ft. Deep): CR 6; Appendix 1. 
  APL 14 (EL 15) 
   
  Built-to-Collapse Wall (2): CR 6; mechanical; 
  proximity trigger; no reset; Atk +20 melee (8d6, stone 
  blocks); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); Search DC 14; Disable Device DC 16. 
   
  Derro Savant (2): Sorcerer 7/Warrior1; hp 97 each; 
  Appendix 1. 
   
  Kobold Snipers (9): Warrior 4/Fighter 6; hp 70 
  each, Appendix 1. 
   
  Pit Trap (2): CR 3; Appendix 1. 
   
  Spiked Pit Trap (80-ft. deep) (2): CR 5; Appendix 1. 
   
  Spiked Pit Trap (100 Ft. Deep): CR 6; Appendix 1. 
  APL 16 (EL 17) 
   
  Advanced Elder Earth Elemental (3): hp 325 each; 
  Appendix 1. 
   
  Built-to-Collapse Wall (2): CR 6; mechanical; 
  proximity trigger; no reset; Atk +20 melee (8d6, stone 
  TUS8-02 One More For the Road 
   
  Page 8 
  
  blocks); multiple targets (all targets in a 10-ft.-by-10-ft. 
  area); Search DC 14; Disable Device DC 16. 
   
  Derro Savant (2): Sorcerer 7/Warrior1; hp 97 each; 
  Appendix 1. 
   
  Kobold Snipers (9): Warrior 4/Fighter 6; hp 70 
  each, Appendix 1. 
   
  Pit Trap (2): CR 3; Appendix 1. 
   
  Spiked Pit Trap (80-ft. deep) (2): CR 5; Appendix 1. 
   
  Spiked Pit Trap (100 Ft. Deep): CR 6; Appendix 1. 
  Tactics: The kobolds snipers focus their attacks on a PC 
  to get one of them down. 
   
  The savant uses his most powerful spells to hurt the 
  party using area of effects or to disrupt spellcasters. 
   
  The earth elementals move in from under the earth 
  using their earth glide ability. They target spellcasters 
  who stay at the back of the party. 
   
  These creatures do not expect mercy nor do they 
  grant it. They try to target whoever is most hurt (for this 
  purpose, most hurt = took most hits). If the kobolds are 
  unable to hit a target, they move on to another. 
   
  Note that the creatures all have darkvision and can 
  fire at lit targets (such PCs carrying light sources) 
  through the darkness. Doing so however does provide a 
  20% concealment. 
  Development: The road to the temple is now open. 
  Proceed to Encounter 6.  
  6: THE TEMPLE 
  All boxed texts assume the PCs are heading to the temple. 
  Modify if inappropriate. 
  You have fought through a number of patrols 
  composed of derro, goblins and kobolds, nothing to 
  trouble you, but enough to slow you down. 
   
  You are now in the antechamber of your 
  destination. The spiral symbol of grey, white and 
  black painted over the doors. 
   
  Beyond the door, chanting reaches a crescendo 
  and then stops as the ground shakes for a moment. 
  It took two hours to reach it from here. It is assumed the 
  PCs fight a series of minor encounters with low-ranking 
  opponents.  
   
  Call for initiative and place the PCs between the sets 
  of doors. Go around the order and let the PCs do as they 
  wish, they have a surprise round.  
   
  If the PCs open the doors during the surprise round, 
  proceed 
  OPENING THE DOORS NOW 
  The room beyond is dimly lit by a towering horned 
  humanoid with huge bat wings. Lurid flames dance 
  over its skin. Before it stand a number of derro with 
  hands outstretched as if praying to the creature.  
   
  The monster nods its head as if approving their 
  requests. 
   
  In a flash, the derro explodes; replacing them are 
  vile, slime covered creatures. 
  Note that the demon did not have time to summon other 
  creatures.  
   
  The tall horned creature is a Balor. It does not 
  interfere in the fight and simply leaves when the fight 
  turns against his minions. 
   
  Proceed to Diirinka’s Envoys. 
  WAITING 
  The room beyond is dark. 
  The PCs have missed a good opportunity to get the jump 
  on the demon. If the door isn’t opened on during the 
  second round, one of the summoned demons does so. 
   
  Each demon has summoned other tanar’ri. Babau 
  attempt to bring in more babau and the hezrou attempt to 
  bring in another hezrou. Take a moment to check out 
  which demon comes in.  
   
  Proceed to Diirinka’s Envoys. 
  DIIRINKA’S ENVOYS 
  APL 8 (EL 10) 
   
  Arrow Demon: hp 135; Appendix 1. 
   
  Babau (3): hp 66 each; Monster Manual 40. 
  APL 10 (EL 12) 
   
  Advanced Jovoc: hp 120; Appendix 1. 
   
  Arrow Demon (2): hp 135 each; Appendix 1. 
   
  Babau (3): hp 66 each; Monster Manual 40. 
  APL 12 (EL 14) 
   
  Advanced Arrow Demon (2): hp 246 each; 
  Appendix 1. 
   
  Advanced Jovoc (3): hp 120 each; Appendix 1. 
  TUS8-02 One More For the Road 
   
  Page 9 
  
  APL 14 (EL 16) 
   
  Advanced Arrow Demon (2): hp 246 each; 
  Appendix 1. 
   
  Advanced Hezrou: hp 280; Appendix 1. 
   
  Advanced Jovoc (3): hp 120 each; Appendix 1. 
  APL 16 (EL 18) 
   
  Advanced Arrow Demon (4): hp 246 each; 
  Appendix 1. 
   
  Advanced Hezrou (2): hp 280 each; Appendix 1. 
   
  Advanced Jovoc (6): hp 120 each; Appendix 1. 
  Tactics: The Babau focus on one PC at a time, someone 
  they can sneak (they avoid PCs with uncanny dodge and 
  concealment). 
   
  The Hezrou moves right in and trades blows with 
  whoever is on the front line. 
   
  The Glabrezu stays back and uses its spell-like 
  abilities to split the PCs, de-buff them or hurt them 
  depending on the situation. If forced into melee, it 
  supports the other demons as best it can. 
   
  All the demons fight to the death. 
   
  Fiendish Codex I states that demons who can 
  possess have an increase in their CR. This increase is not 
  taken into account in this encounter because the demons 
  do not use it. 
   
  Summoned demons attack the PCs in melee. If they 
  can not (because of protection vs evil-type spells) then 
  they use their spell-like abilities to attack or dispel 
  whatever the PCs have.  
  Development: Proceed to the conclusion. 
  CONCLUSION 
  Run the PCs through the appropriate conclusion. 
  REFUSED TAKLINN’S OFFER 
  You have spent the last few days in a jail cell. News 
  reaches you of the royal wedding that took place in 
  Moradin’s Forge between High King Barandon and 
  Lady Emeraud. 
   
  After three weeks, you are released and brought 
  to Lord Taklinn whose demeanor indicates his 
  displeasure. 
   
  “You couldn’t do it… Because of you my sister 
  was killed by the derro in their temple. This is your 
  fault. I am to hand over your banishment orders.” 
   
  Unfurling a scroll, he reads. 
   
  “By order of High Queen Emeraud the First, 
  Queen of the Khund by celestial decree of the All-
  Mother, it is hereby declared that the following 
  individuals are banished from the lands of the Khund 
  forever. Any titles bestowed upon them are hereby 
  revoked and any Khund of good faith is forbidden to 
  associate with them.” Your names and titles are then 
  stated one by one. 
   
  “I will have my men escort you back to Tusmit. 
  Know that it brings me no pleasure to do this, but I 
  was clear, and you refused a direct order.” 
   
  The soldiers who escort you do not talk to you 
  and leave you only once Reijah is in sight. As they 
  leave you, you have a feeling that going back to the 
  Khund lands would be a very bad idea. 
  Proceed to AR Rewards. 
  ATTACKED THE ARMORY 
  Upon your return you are brought to Lord Taklinn 
  whose demeanor indicates his displeasure. 
   
  “You couldn’t do it… Because of you, my sister 
  was killed by the derro in their temple. This is your 
  fault. I am to hand over your banishment orders.” 
   
  Unfurling a scroll, he reads. 
   
  “By order of High King Barandon, King of the 
  Khund by celestial decree of the All-Father, it is 
  hereby declared that the following individuals are 
  banished from the lands of the Khund forever. Any 
  titles bestowed upon them are hereby revoked and 
  any Khund of good faith is forbidden to associate 
  with them.” Your names and titles are then stated one 
  by one. 
   
  “I will have my men escort you back to Tusmit. 
  Know that it brings me no pleasure to do this, but I 
  was clear, and you refused a direct order.” 
   
  The soldiers who escort you do not talk to you 
  and leave you only once Reijah is in sight. As they 
  leave you, you have a feeling that going back to the 
  Khund lands would be a very bad idea. 
   
  News comes to you later that Lady Emeraud was 
  raised and that she and Barandon are now married. 
  Proceed to AR Rewards. 
  ATTACKED THE TEMPLE 
  Two weeks later, you stand in the grand hall of 
  Moradin’s Forge in a place of honor amongst the 
  Vesterkhund nobles. 
  TUS8-02 One More For the Road 
   
  Page 10 
  
   
  Dressed in a long white dragon dress, threads of 
  silver braided in her long hair and a platinum diadem 
  around her forehead, Lady Emeraud walks towards 
  the front of the room. Behind her, her retinue of 
  handmaidens walks carrying baskets full of gold, 
  silver, mithral, adamantine and gems of every color. 
   
  Barandon is dressed very elegantly, his beard 
  trimmed and wearing a red tunic embroidered with 
  gold and silver.  
   
  Both meet near the throne where Lord Taklinn, 
  dressed in an exquisitely crafted adamantine armor 
  presides. Around him, priests of Moradin, Berronar, 
  Clangeddin and all the other faiths of the Dwarven 
  Pantheon stand dressed in their holiest outfits. One 
  of the Queen’s handmaiden, Katar Silverbraid, joins 
  Lord Taklinn and the priests. 
   
  Lord Taklinn begins the ceremony with the 
  Khund traditional blessing. “Barandon, High King of 
  the Khund, by the will of the All-Father, do you agree 
  to forge a future with this woman, to merge your 
  blood with her like metals join in the forge?” 
   
  “Yes”, replies Barandon. 
   
  Katar adds: “Lady Emeraud, do you agree to 
  become Barandon’s Queen, to give him children and 
  to keep his clan and his blood strong so that the 
  nation may live and his dynasty may endure?” 
   
  Emeraud hesitates a moment… “Yes, I will do so.” 
   
  At that point the crowd erupts in cheers and 
  merriment. More formalities are exchanged, but at 
  this time, the Khund think of only one thing. They 
  now have a High King and a High Queen. The nation 
  has truly been re-forged.  
  Proceed to AR Rewards. 
  AR REWARDS 
  PCs who visit Bimira’s trading emporium during the 
  adventure receive the “Bimira’s Smiths” AR Reward. 
   
  PCs who took part in the slaying of Snowind and the 
  hordlings receive the “White Dragon Parts” AR Reward. 
   
  PCs who assaulted the temple receive the “Gratitude 
  of Lord Taklinn” AR Reward. 
   
  Khund and Dwarven divine casters who prayed at 
  the temple of Moradin receive the “Prayed at the Temple 
  of Moradin” AR Reward. 
   
  PCs who witness the wedding of Queen Emeraud 
  with Barandon receive the “Thanks of Queen Emeraud” 
  AR Reward. 
   
  PCs who refused to help Lord Taklinn or who did 
  not assault the Temple receive the “Ire of Khund” AR 
  Reward. PCs that get this entry can UNDER NO 
  CIRCUMSTANCE get any of the following AR rewards: 
  “White Dragon Parts”, “Gratitude of Lord Taklinn”, 
  “Prayed at the temple of Moradin” or “Thanks of Queen 
  Emeraud”. Indeed, getting this entry is a catastrophic 
  failure for the PCs. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  1: An Ill Wind Comes Arising 
  Defeating Snowind and the Hordeling 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16 
  570 XP 
  5: The Antechamber 
  Defeating Derro guardians 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
  APL 16 
  510 XP 
  6: The Temple 
  Defeating Demon overlords 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16 
  540 XP 
  Story Award 
  Attending the Wedding 
  TUS8-02 One More For the Road 
   
  Page 11 
  
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16 
  405 XP 
  Total Possible Experience 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 XP 
  APL 16 
  2,025 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
  1: Introduction 
   
  APL8: Loot 63gp; Magic 2,238gp; +1 short sword x6 
  (193gp each); minor ring of fire resistance (1,000gp); vest 
  of resistance +1 (83gp); Total 2,301gp. 
   
  APL10: Loot 126gp; Magic 3,393gp; +1 short sword 
  x12 (193gp each); minor ring of fire resistance (1,000gp); 
  vest of resistance +1 (83gp); Total 3,519gp. 
   
  APL12: Loot 2gp; Magic 6,953gp; +1 chain shirt x12 
  (104gp each); +1 short sword x24 (193gp each); minor 
  ring of fire resistance (1,000gp); vest of resistance +1 
  (83gp); Total 6,955gp. 
   
  APL14: Loot 1gp; Magic 4,997gp; +1 chain shirt x8 
  (104gp each); +1 short sword x16 (193gp each); minor 
  ring of fire resistance (1,000gp); vest of resistance +1 
  (83gp); Total 4,998gp. 
   
  APL16: Loot 3gp; Magic 13,072gp; +1 short sword 
  x32 (193gp each); minor ring of fire resistance (1,000gp); 
  +1 chain shirt x16 (104gp each); vest of resistance +1 
  (83gp); +2 large light maces x4 (693gp each); +2 large 
  chain shirt x2 (363gp each); cloak of resistance +2 x2 
  (333gp each); Total 13,075gp. 
  5: The Antechamber 
   
  APL8: Loot 76gp; Magic 2,732gp; +1 chain shirt x3 
  (354gp each); +1 light crossbow x3 (195gp each); amulet 
  of health +2 (333gp); cloak of charisma +2 (333gp); gloves 
  of dexterity +2 (333gp); potion of cure light wounds 
  (2gp); vest of resistance +1 (83gp); Total 2,808gp. 
   
  APL10: Loot 76gp; Magic 4,565gp; +1 chain shirt x3 
  (354gp each); +1 frost light crossbow x3 (695gp each); 
  amulet of health +2 (333gp); cloak of charisma +2 (333gp); 
  dragonmask (333gp); gloves of dexterity +2 (333gp); 
  potion of cure light wounds (2gp); vest of resistance +1 
  (83gp); Total 4,641gp. 
   
  APL12: Loot 151gp; Magic 7,711gp; +1 chain shirt x6 
  (354gp each); +1 frost light crossbow x6 (695gp each); 
  amulet of health +2 (333gp); cloak of charisma +2 (333gp); 
  dragonmask (333gp); gloves of dexterity +2 (333gp); 
  potion of cure light wounds (2gp); vest of resistance +1 
  (83gp); Total 7,862gp. 
  TUS8-02 One More For the Road 
   
  Page 12 
  
   
  APL14: Loot 227gp; Magic 12,276gp; +1 chain shirt 
  x9 (354gp each); +1 frost light crossbow x9 (695gp each); 
  amulet of health +2 x2 (333gp each); cloak of charisma +2 
  x2 (333gp each); dragonmask x2 (333gp each); gloves of 
  dexterity +2 x2 (333gp each); potion of cure light wounds 
  x2 (2gp each); vest of resistance +1 x2 (83gp each); Total 
  12,503gp. 
   
  APL16: Loot 227gp; Magic 12,276gp; +1 chain shirt 
  x9 (354gp each); +1 frost light crossbow x9 (695gp each); 
  amulet of health +2 x2 (333gp each); cloak of charisma +2 
  x2 (333gp each); dragonmask x2 (333gp each); gloves of 
  dexterity +2 x2 (333gp each); potion of cure light wounds 
  x2 (2gp each); vest of resistance +1 x2 (83gp each); Total 
  12,503gp. 
  6: The Temple 
   
  APL8: Magic 500gp; +1 large composite longbow (str 
  +5) x2 (250gp each); Total 500gp. 
   
  APL10: Magic 1,000gp; +1 large composite longbow 
  (str +5) x4 (250gp each); Total 1,000gp. 
   
  APL12: Magic 3,667gp; +1 large flaming composite 
  longbow (str +5) x4 (250gp each); gloves of dexterity +4 
  x2 (1,333gp each); Total 3,667gp. 
   
  APL14: Magic 7,880gp; +1 large flaming composite 
  longbow (str +5) x4 (250gp each); +2 huge longsword 
  (697gp); +2 huge studded leather (350gp); belt of giant 
  strength +4 (1,333gp); cloak of resistance +2 (333gp); 
  devastation gauntlets (167gp); gloves of dexterity +4 x2 
  (1,333gp each); winged boots (1,333gp); Total 7,880gp. 
   
  APL16: Magic 15,760gp; +1 large flaming composite 
  longbow (str +5) x8 (250gp each); +2 huge longsword x2 
  (697gp each); +2 studded leather x2 (350gp each); belt of 
  giant strength +4 x2 (1,333gp each); cloak of resistance +2 
  x2 (333gp each); devastation gauntlets x2 (167gp each); 
  gloves of dexterity +6 x4 (3000gp each); winged boots x2 
  (1,333gp each); Total 17,427gp. 
  Treasure Cap 
   
  APL 8: 
  1,300gp. 
   
  APL 10: 
  2,300gp. 
   
  APL 12: 
  3,300gp. 
   
  APL 14: 
  6,600gp. 
   
  APL 16: 
  9,900gp. 
  Total Possible Treasure 
   
  APL 8: 
  5,609gp. 
   
  APL 10: 
  9,160gp. 
   
  APL 12: 
  18,484gp. 
   
  APL 14: 
  25,381gp. 
   
  APL 16: 
  43,005gp. 
  ADVENTURE RECORD ITEMS 
  White dragon parts: You have a one-time regional access 
  to any one dragoncraft item from Draconomicon p 116-
  118.  The only blood elixir available is the White elixir. 
  You must pay all costs. Cross off once used. 
  Bimira’s smiths: Bimira gives you regional access to 
  Weapon upgrade: Bane (dragon, orc, elemental, goblin or 
  monstrous humanoid). 
  Gratitude of Lord Taklinn: Lord Taklinn offers his 
  smiths to you. This influence point may be used the 
  following way. You can use this favor more than once, 
  but each time beyond the first, you must spend 2 TUs 
  working for Lord Taklinn (Khund pay 1 TU instead). You 
  must pay any upgrade costs. 
  • 
  You may upgrade a weapon with one of the 
  following upgrade: axiomatic, earth outsider 
  bane, giantbane, holy or speed 
  • 
  You may purchase any weapon (up to huge size) 
  or armor (that you have access to) made of 
  adamantine, blue ice (Frostburn), mithral or 
  solanian truesteel (Arms and Equipment Guide). 
  • 
  Purchase a Dwarvencraft item (RoS). 
  Thanks of Queen Emeraud: You may obtain a remove 
  curse or miracle spell cast upon you (CL17th) for the 
  purpose of removing an adverse condition such as a 
  curse. You MUST pay the full costs for the spell and 
  spend 17 TUs (34 TUs for non-Khund) working for the 
  Khund church in exchange.  
  Prayed at the Temple of Moradin: Priests of Moradin, 
  Berronar and Clangeddin can call upon a Dwarf Ancestor 
  (Monster Manual 4) as a lesser planar ally. This ancestor 
  may be called for half price in service of a Khund or to 
  defend Khund lands or people directly.  
   
  Khund priests of any other lawful or good deity also 
  gain this ability only when defending the Khund people 
  directly but cannot gain the half cost. 
   
  Another PC may call upon the ancestor for you, but 
  only when defending the Khund people directly but 
  cannot gain the half cost. 
  Ire of the Khund: Because of your inaction, Lady 
  Emeraud was killed. The Khund now hate you. Lose any 
  and all access and favors granted by the Khund. It would 
  be wise to avoid their lands from now on. This never 
  expires. 
  TUS8-02 One More For the Road 
   
  Page 13 
  
  ITEM ACCESS 
  APL 8: 
  White dragon parts (regional, see above, only one per PC) 
  APL 10: (all of APL 8 plus) 
  +1 frost light crossbow (Adventure; DMG) 
  Dragonmask (Adventure; MIC; 4,000gp) 
  APL 12: (all of APL 8-10 plus) 
  +1 flaming composite longbow (Adventure; DMG) 
  APL 14: (all of APL 8-12 plus) 
  +2 huge longsword (Adventure; DMG) 
  +2 huge studded leather (Adventure; DMG) 
  Devastation gauntlets (Adventure; MIC; 4,000gp)  
  Winged boots (Adventure, DMG) 
  APL 16: (all of APL 8-14) 
  None
  TUS8-02 One More For the Road 
   
  Page 14 
  
  TUS8-02 One More For the Road 
   
  Page 15 
  APPENDIX 1: APL 8 
  1: AN ILL WIND COMES ARISING 
  SNOWIND 
  CR 10 
  Female Adult White Dragon 
  CE Large dragon (cold) 
  Init +0; Senses blindsense 60ft, darkvision 120ft, 
  keen senses, Listen +21, Spot +21 
  Aura frightful presence 180ft DC 20 
  Languages Draconic  
  AC 30, touch 9, flat-footed 30 
   (-1 size, +4 mage armor, +17 natural) 
  hp 189 (18 HD); DR 5/magic 
  Immune cold, paralysis, sleep 
  Resist fire 10; SR 18 
  Fort +16, Ref +12, Will +12 
  Weakness vulnerability to fire 
  Speed 60ft (12 squares), burrow 30ft, fly 200ft (poor), 
  hover, swim 60ft 
  Melee bite +22 (2d6+6) and claws +20/+20/+15 
  (1d8+3) and wings +20/+20 (1d6+3) and tail slap 
  +20 (1d8+9) 
  Space 10 ft.; Reach 10 ft. (5ft with claws) 
  Base Atk +18; Grp +28  
  Atk Options Breath Weapon, Clinging Breath, 
  Quicken Breath, Recover Breath 
  Special Actions Fly-by Attack 
  Combat Gear minor ring of fire resistance 
  Sorcerer Spells Known (CL 1st): 
   1st (5(6)/day)—disguise self, mage armor 
   0 (5/day)—detect magic, mage hand, 
  prestidigitation, read magic 
  Spell-Like Abilities (CL 6th): 
   3/day—fog cloud, gust of wind (DC12) 
  Abilities Str 23, Dex 10, Con 19, Int 10, Wis 11, Cha 
  12 
  SQ icewalking 
  Feats Clinging Breath*, Flyby Attack, Hover, 
  Multiattack, Quicken Breath*, Rapidstrike* (claws), 
  Recover Breath*  
  Skills Hide +17, Intimidate +22, Listen +21, Search 
  +21, Spot +21, Use Magic Device +22, 
  Possessions combat gear plus vest of resistance +1 
  Breath Weapon (Ex) 40ft cone of cold, 6d6 cold, 
  Reflex 23 or half. Every 1d4-1 round (min 1).  
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons. 
  * see Appendix 2: New Rules Items 
  WHITESPAWN HORDELING (3) CR 5 
  Male or Female White Spawn Hordeling Barbarian 2 
  Fighter 2 
  *list non core race or class source  
  CE Small monstrous humanoid (cold, dragonblood) 
  Init +1; Senses darkvision 60ft, Listen +0, Spot +0 
  Languages Draconic 
  AC 18, touch 12, flat-footed 18; Dodge, Mobility, 
  uncanny dodge 
   (+1 size, +1 Dex, +4 armor, +2 natural) 
  hp 59 (6 HD);  
  Immune cold 
  Fort +10, Ref +4, Will +3 
  Weakness vulnerable to fire 
  Speed 50 ft. (10 squares), fly 30ft (clumsy) 
  Melee +1 short sword +12 (1d4+4/ 19-20) and bite +8 
  (1d4+1) 
  Melee +1 short sword +10/+10 (1d4+4/ 19-20) and 
  bite +8 (1d4+1) 
  Ranged dart +6 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4  
  Special Actions breath weapon, rage 
  Abilities Str 16, Dex 13, Con 18, Int 4, Wis 10, Cha 6 
  Feats Dodge, Improved Toughness*, Mobility, 
  Multiattack, Two-Weapon FightingB, Weapon focus 
  (short sword)  
  Skills Balance +10, Climb +9, Jump +12, Listen +0, 
  Spot +0, Survival +4, 
  Possessions 2 +1 short sword, masterwork chain 
  shirt, 4 darts 
  Breath Weapon (Su) 30 ft cone, once every 1d4 
  rounds, damage 1d6 cold, Reflex DC15 half.  
  Skills +5 racial on Balance and Climb 
  Power-Up Suite (Rage 9 rounds): AC 16 (touch 10, 
  Flat-Footed 16); hp 71; Fort +12, Will +5; Melee +1 
  short sword +14 (1d4+6) or +1 short sword 
  +12/+12 (1d4+6/1d4+3) and bite +10 (1d4+2) 
  * see Appendix 2: New Rules Items 
   
  5: THE ANTECHAMBER 
  DERRO SAVANT 
  CR 6 
  Male derro Sorcerer 3/ Warrior 1  
  CE Small monstrous humanoid 
  Init +4; Senses darkvision 60ft Listen -4, Spot -4 
  Languages Common Dwarven, Undercommon 
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +4 mage armor, +2 natural) 
  hp 58 (7 HD);  
  Immune confusion and insanity 
  SR 15 
  Fort +8, Ref +8, Will +10 
  Weakness sunlight 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +7/+2 (damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +2  
  Special Actions poison use, sneak attack +1d6 
  Combat Gear potion of cure light wounds 
  Sorcerer Spells Known (CL 7th): 
  
   1st (6(7)/day)—mage armor, magic missile (4 
  missiles), protection from law 
   0 (6/day)—detect magic, mage hand, 
  prestidigitation, ray of frost (+10 ranged touch), 
  read magic 
  Spell-Like Abilities (CL 7th): 
   At Will—darkness, ghost sound 
   1/day—daze (DC16), sound burst (DC18) 
  Abilities Str 10, Dex 19, Con 18, Int 12, Wis 2, Cha 
  22 
  SQ madness 
  Feats Exotic Weapon Proficiency (light repeating 
  crossbow)B, Point Blank Shot, Precise Shot, 
  Practiced Spellcaster* (Sorcerer),  
  Skills Bluff +12, Climb +3, Concentration +9, Hide 
  +14, Listen -4, Move Silently +14, Spellcraft +5, 
  Spot -4, 
  Possessions combat gear plus amulet of health +2, 
  cloak of charisma +2, gloves of dexterity +2, vest of 
  resistance +1, quarterstaff 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short of a miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) A derro takes 1 point 
  of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered 
  at the rate of 1 per every 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  KOBOLD SNIPER (3) 
  CR 3 
  Male Kobold Fighter 2 /Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +3; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 20, touch 14, flat-footed 17 
    (+1 size, +3 Dex, +5 armor, +1 natural) 
  hp 42 (6 HD);  
  Fort +8, Ref +4, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +8/+3 (1d6-1) or 
  Ranged +1 light crossbow +12/+7 (1d6+1) or 
  Ranged +1 light crossbow +10/+10/+5 (1d6+1) or 
  Base Atk +6; Grp +2  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Abilities Str 8, Dex 17, Con 12, Int 12, Wis 10, Cha 8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, 
  Rapid Reload (light crossbow), Weapon Focus 
  (light crossbow)  
  Skills Climb +8, Ride +12, Swim +6,  
  Possessions +1 light crossbow, +1 chain shirt, 
  masterwork spear, many bolts 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  PIT TRAP (2) 
  CR 3 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 60ft deep (6d6 fall) 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (80FT) 
  CR 5 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 80ft deep (8d6 fall), 1d4 
  pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  6: THE TEMPLE 
  ARROW DEMON (2) 
  CR 7 
  CE Medium outsider (tanar’ri, extraplanar, evil, 
  chaotic) 
  Init +4; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100 ft. 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 natural) 
  hp 135 (10 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +16, Ref +11, Will +10 
  Speed 40 ft. (8 squares) 
  Ranged 2 Large +1 composite longbows (+5 Str) 
  +14/+14/+9/+9 (2d6+6/x3) 
  Melee 4 claws +15 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Close combat shot, oversized weapons, 
  spell-like abilities, symmetrical archery 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 10th): 
   At will—dimension door (self plus 50 pounds of 
  objects only) 
  Abilities Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 
  12 
  SQ Damage reduction 5/cold iron or good, darkvision 
  60 ft., immunity to electricity and poison, resistance 
  to acid 10, cold 10, fire 10, spell resistance 18, 
  telepathy 100 ft. 
  TUS8-02 One More For the Road 
   
  Page 16 
  
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Longbow) 
  Skills Balance +17, Bluff +14, Climb +18, 
  Concentration +22, Hide +17, Jump +22, Listen 
  +16,  Move Silently +17, Sense Motive +16, Spot 
  +16 
  Possessions 2 large +1 composite longbow (str+5) 
  Physical Description: Lean and wiry, this four-armed 
  creature holds two powerful longbows in its left 
  arms and draws the strings back in parallel with its 
  right arms. The massive arrows notched in the 
  bows draw the eye, and the emaciated limbs with 
  which it holds obviously conceal an abyssal 
  strength. The creature’s gray skin is oily and moist, 
  and it is entirely hairless. The creature’s long legs 
  end in four-jointed toes, and it grips the ground as 
  it walks. 
  Close Combat Shot (Ex): An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex): Arrow demons can use 
  bows of any kind that are up to one size larger than 
  their size would allow without penalty. 
  Spell-Like Abilities: At will – dimension door (self 
  plus 50 pounds of objects only). Caster level 10th. 
  Summon Tanar’ri (Sp): Once per day, an arrow 
  demon can automatically summon 1d6 dretches, or 
  attempt to summon another arrow demon with a 
  35% chance of success. This ability is the 
  equivalent of a 4th level spell. 
  Symmetrical Archery (Ex): The arrow demon has an 
  amazing ability to wield two bows at once in unison. 
  Any time the arrow demon could make a single 
  attack with a bow, it can attack with both of its 
  bows, at -2 to all of its attack rolls that round. For 
  example, when making an attack action, an arrow 
  demon can fire one arrow from each bow at its 
  normal attack bonus minus 2, and when making a 
  full attack action, it can fire one arrow from each 
  bow for each of its normal iterative attacks (two 
  arrows from each bow, each shaft at a -2 penalty). 
  The statistics block above already includes these 
  bonuses. The arrow demon takes no additional 
  penalties for using multiple weapons as long as it is 
  using only bows. 
  Telepathy (Su): Arrow demons can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  JUVENILE NABASSU (2) 
  CR 5 
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +6; Senses darkvision 60 ft.; Listen +10,  
  Spot +10 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural)  
  hp 52 (5 HD); DR  5/cold iron or good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +10, Ref +6, Will +8 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +11 (1d8+6) and 2 claws +6 (1d4+3) 
  (damage) 
  Base Atk +5; Grp +11 
  Atk Options sneak attack +2d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
   At will—darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 
  17  
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Iron Will  
  Skills Bluff +11, Concentration +14, Diplomacy +5, 
  Hide +10 (+18 in underground or barren 
  environments), Intimidate +13, Jump +16, 
  Knowledge (local – Iuz) +10, Listen +10, Move 
  Silently +10, Spot +10, Tumble +12 
  Physical Description: The demon’s body is tall and 
  sinewy. The head is long with small horns and ears 
  like a bat’s. Its teeth are practically tusks, set in a 
  mouth that seems too large for its head. Its eyes glow 
  with a hateful yellow light. Its long fingers in equally 
  long talons, and scales cover its wings and skin. Tufts 
  of black fur stud the tops of its shoulder. The demon’s 
  back and arms are dull black, while the chest and 
  belly are a sickly dirty gray. 
  Camouflage (Ex): A juvenile nabassu has the ability 
  to change the coloration of its flesh between various 
  shades of black, grey, and brown. As a result, it gains 
  a +8 circumstance bonus on Hide checks made in 
  underground or barren environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 15 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s death-stealing gaze dies and is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup de grace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restore a 
  devoured victim to life. 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: +1 profane bonus to its natural armor, 
  attack rolls, saving throws, skill checks, and ability 
  checks; +5 hit points, +1 effective level. 
  A 
  juvenile nabassu that devours 30 humanoids in this 
  TUS8-02 One More For the Road 
   
  Page 17 
  
  fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, 
  the newly matured nabassu plane shifts back to the 
  Abyss with any items currently in its possession, 
  abandoning its ghoul minions. 
  TUS8-02 One More For the Road 
   
  Page 18 
  
  TUS8-02 One More For the Road 
   
  Page 19 
  APL 10 
  1: AN ILL WIND COMES ARISING 
  SNOWIND 
  CR 12 
  Female Mature Adult White Dragon 
  CE Large dragon (cold) 
  Init +0; Senses blindsense 60ft, darkvision 120ft, 
  keen senses, Listen +25, Spot +25 
  Aura frightful presence 210ft DC 21 
  Languages Draconic  
  AC 32, touch 8, flat-footed 32 
   (-2 size, +4 mage armor, +20 natural) 
  hp 241 (21 HD); DR 10/magic 
  Immune cold, paralysis, sleep 
  Resist fire 10; SR 20 
  Fort +16, Ref +13, Will +14 
  Weakness vulnerability to fire 
  Speed 60ft (12 squares), burrow 30ft, fly 200ft (poor), 
  swim 60ft 
  Melee bite +28 (2d8+8) and claws +26/+26/+21 
  (2d6+4) and wings +26/+26 (1d8+4) and tail slap 
  +26 (2d6+12) 
  Space 15 ft.; Reach 15 ft. (10ft with claws) 
  Base Atk +21; Grp +37  
  Atk Options Breath Weapon, crush 2d8+12, Clinging 
  Breath, Quicken Breath, Recover Breath 
  Special Actions Fly-by Attack, Snatch 
  Combat Gear minor ring of fire resistance,  
  Sorcerer Spells Known (CL 3rd): 
   1st (5(6)/day)— disguise self, mage armor, 
  protection from good 
   0 (6/day)—detect magic, mage hand, 
  prestidigitation, read magic 
  Spell-Like Abilities (CL 7th): 
   3/day—fog cloud, gust of wind (DC12) 
  Abilities Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 
  12 
  SQ icewalking 
  Feats Clinging Breath*, Flyby Attack, Hover, 
  Multiattack, Quicken Breath*, Rapidstrike* (claws), 
  Recover Breath*, Snatch 
  Skills Diplomacy +4, Hide +16, Intimidate +25, Listen 
  +25, Move Silently +24, Search +25, Spot +25, 
  Use Magic Device +22, 
  Possessions combat gear plus vest of resistance +1 
  Breath Weapon (Ex) 70ft cone of cold, 7d6 cold, 
  Reflex 25 or half. Every 1d4-1 round (min 1).  
  Crush (Ex) This special attack allows a flying or 
  jumping dragon of at least Huge size to land on 
  opponents as a standard action, using its whole 
  body to crush them. Crush attacks are effective 
  only against opponents three or more size 
  categories smaller than the dragon (though it can 
  attempt normal overrun or grapple attacks against 
  larger opponents). 
   
  A crush attack affects as many creatures as can 
  fit under the dragon’s body. Creatures in the 
  affected area must succeed on a Reflex save (DC 
  equal to that of the dragon’s breath weapon) or be 
  pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off 
  them. If the dragon chooses to maintain the pin, 
  treat it as a normal grapple attack. Pinned 
  opponents take damage from the crush each round 
  if they don’t escape. 
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons. 
  * see Appendix 2: New Rules Items 
   
  WHITESPAWN HORDELING (6) CR 5 
  Male or Female White Spawn Hordeling Barbarian 2 
  /Fighter 2 
  CE Small monstrous humanoid (cold, dragonblood) 
  Init +1; Senses darkvision 60ft, Listen +0, Spot +0 
  Languages Draconic 
  AC 18, touch 12, flat-footed 18; Dodge, Mobility, 
  uncanny dodge 
   (+1 size, +1 Dex, +4 armor, +2 natural) 
  hp 59 (6 HD);  
  Immune cold 
  Fort +10, Ref +4, Will +3 
  Weakness vulnerable to fire 
  Speed 50 ft. (10 squares), fly 30ft (clumsy) 
  Melee +1 short sword +12 (1d4+4/ 19-20) and bite +8 
  (1d4+1) 
  Melee +1 short sword +10/+10 (1d4+4/ 19-20) and 
  bite +8 (1d4+1) 
  Ranged dart +6 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4  
  Special Actions breath weapon, rage 
  Combat Gear 2 +1 short sword, masterwork chain 
  shirt, 4 darts 
  Abilities Str 16, Dex 13, Con 18, Int 4, Wis 10, Cha 6 
  Feats Dodge, Improved Toughness*, Mobility, 
  Multiattack, Two-Weapon FightingB, Weapon focus 
  (short sword)  
  Skills Balance +10, Climb +9, Jump +12, Listen +0, 
  Spot +0, Survival +4, 
  Possessions combat gear 
  Breath Weapon (Su) 30 ft cone, once every 1d4 
  rounds, damage 1d6 cold, Reflex DC 15 half.  
  Skills +5 racial on Balance and Climb 
  Power-Up Suite (Rage 9 rounds): AC 16 (touch 10, 
  Flat-Footed 16); hp 71; Fort +12, Will +5; Melee +1 
  short sword +14 (1d4+6) or +1 short sword 
  +12/+12 (1d4+6/1d4+3) and bite +10 (1d4+2) 
  * see Appendix 2: New Rules Items 
   
  
  5: THE ANTECHAMBER 
  DERRO SAVANT 
  CR 8 
  Male derro Sorcerer 5/ Warrior 1  
  CE Small monstrous humanoid 
  Init +5; Senses darkvision 60ft Listen -4, Spot -4 
  Languages Common Dwarven, Undercommon 
  AC 22, touch 16, flat-footed 17 
   (+1 size, +5 Dex, +4 mage armor, +2 natural) 
  hp 71 (9 HD);  
  Immune confusion and insanity 
  SR 15 
  Fort +9, Ref +10, Will +11 
  Weakness sunlight 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +8/+3 (damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3  
  Special Actions poison use, sneak attack +1d6 
  Combat Gear dragonmask*, potion of cure light 
  wounds 
  Sorcerer Spells Known (CL 9th): 
   2nd (6/day)—invisibility, scorching ray (+13 ranged 
  touch, 2 rays) 
   1st (7(8)/day)—mage armor, magic missile (4 
  missiles), protection from law, ray of 
  enfeeblement (+13 ranged touch, 1d6+5 Str) 
   0 (6/day)—detect magic, light, mage hand, 
  prestidigitation, ray of frost (+13 ranged touch), 
  read magic 
  Spell-Like Abilities (CL 9th): 
   At Will—darkness, ghost sound 
   1/day—daze (DC16), sound burst (DC18) 
  �Already cast 
  Abilities Str 10, Dex 20, Con 18, Int 12, Wis 2, Cha 
  22 
  SQ madness 
  Feats Exotic Weapon Proficiency (light repeating 
  crossbow)B, Point Blank Shot, Precise Shot, 
  Practiced Spellcaster* (Sorcerer), Weapon Focus 
  (ray), 
  Skills Bluff +12, Climb +3, Concentration +15, Hide 
  +15, Listen -4, Move Silently +15, Spellcraft +5, 
  Spot -4, 
  Possessions combat gear plus amulet of health +2, 
  cloak of charisma +2, gloves of dexterity +2, vest of 
  resistance +1, quarterstaff 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short of a miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) A derro takes 1 point 
  of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered 
  at the rate of 1 per every 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  KOBOLD SNIPER (3) 
  CR 5 
  Male Kobold Fighter 4 /Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 21, touch 15, flat-footed 17 
    (+1 size, +4 Dex, +5 armor, +1 natural) 
  hp 56 (8 HD);  
  Fort +9, Ref +6, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +9/+4 (1d6-1) or 
  Ranged +1 frost light crossbow +15/+10 (1d6+3 +1d6 
  cold) or 
  Ranged +1 frost light crossbow +13/+13/+8 (1d6+3 
  +1d6 cold)  
  Base Atk +8; Grp +4  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, 
  Rapid Reload (light crossbow), Weapon Focus 
  (light crossbow), Weapon Specialization (light 
  crossbow),  
  Skills Climb +9, Ride +15, Swim +9,  
  Possessions +1 frost light crossbow, +1 chain shirt, 
  masterwork spear, many bolts 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  PIT TRAP (2) 
  CR 3 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 60ft deep (6d6 fall) 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (80FT) (2) 
  CR 5 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 80ft deep (8d6 fall), 1d4 
  pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (100FT) 
  CR 6 
  Description see text. 
  TUS8-02 One More For the Road 
   
  Page 20 
  
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 100ft deep (10d6 fall), 
  1d4 pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  6: THE TEMPLE 
  ADVANCED JOVOC 
  CR 9 
  From Monster Manual II 
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15, Spot +15 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  iron 
  SR 13 
  Fort +12, Ref +10, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, Con 19, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improved 
  Initiative, Improved Toughness*, Toughness (x2) 
  Skills Hide +17, Listen +15, Move Silently +17, 
  Search +13, Sense Motive +15, Spot +15,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealt to nontanar’ri by this effect 
  is not subject to negation or reduction because of 
  resistance, immunity, damage reduction, spell 
  resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
  * see Appendix 2: New Rules Items 
   
  ARROW DEMON (2) 
  CR 7 
  CE Medium outsider (tanar’ri, extraplanar, evil, 
  chaotic) 
  Init +4; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100 ft. 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 natural) 
  hp 135 (10 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +16, Ref +11, Will +10 
  Speed 40 ft. (8 squares) 
  Ranged 2 Large +1 composite longbows (+5 Str) 
  +14/+14/+9/+9 (2d6+6/x3) 
  Melee 4 claws +15 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Close combat shot, oversized weapons, 
  spell-like abilities, symmetrical archery 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 10th): 
   At will—dimension door (self plus 50 pounds of 
  objects only) 
  Abilities Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 
  12 
  SQ Damage reduction 5/cold iron or good, darkvision 
  60 ft., immunity to electricity and poison, resistance 
  to acid 10, cold 10, fire 10, spell resistance 18, 
  telepathy 100 ft. 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Longbow) 
  Skills Balance +17, Bluff +14, Climb +18, 
  Concentration +22, Hide +17, Jump +22, Listen 
  +16,  Move Silently +17, Sense Motive +16, Spot 
  +16,  
  Possessions 2 large +1 composite longbow (str+5) 
  Physical Description: Lean and wiry, this four-armed 
  creature holds two powerful longbows in its left 
  arms and draws the strings back in parallel with its 
  right arms. The massive arrows notched in the 
  bows draw the eye, and the emaciated limbs with 
  which it holds obviously conceal an abyssal 
  strength. The creature’s gray skin is oily and moist, 
  and it is entirely hairless. The creature’s long legs 
  end in four-jointed toes, and it grips the ground as 
  it walks. 
  Close Combat Shot (Ex): An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex): Arrow demons can use 
  bows of any kind that are up to one size larger than 
  their size would allow without penalty. 
  Spell-Like Abilities: At will – dimension door (self 
  plus 50 pounds of objects only). Caster level 10th. 
  Summon Tanar’ri (Sp): Once per day, an arrow 
  demon can automatically summon 1d6 dretches, or 
  attempt to summon another arrow demon with a 
  35% chance of success. This ability is the 
  equivalent of a 4th level spell. 
  Symmetrical Archery (Ex): The arrow demon has an 
  amazing ability to wield two bows at once in unison. 
  Any time the arrow demon could make a single 
  attack with a bow, it can attack with both of its 
  bows, at -2 to all of its attack rolls that round. For 
  example, when making an attack action, an arrow 
  demon can fire one arrow from each bow at its 
  normal attack bonus minus 2, and when making a 
  full attack action, it can fire one arrow from each 
  TUS8-02 One More For the Road 
   
  Page 21 
  
  bow for each of its normal iterative attacks (two 
  arrows from each bow, each shaft at a -2 penalty). 
  The statistics block above already includes these 
  bonuses. The arrow demon takes no additional 
  penalties for using multiple weapons as long as it is 
  using only bows. 
  Telepathy (Su): Arrow demons can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
   
  TUS8-02 One More For the Road 
   
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  TUS8-02 One More For the Road 
   
  Page 23 
  APL 12 
  1: AN ILL WIND COMES ARISING 
  SNOWIND 
  CR 12 
  Female Mature Adult White Dragon 
  CE Large dragon (cold) 
  Init +0; Senses blindsense 60ft, darkvision 120ft, 
  keen senses, Listen +25, Spot +25 
  Aura frightful presence 210ft DC21 
  Languages Draconic  
  AC 32, touch 8, flat-footed 32 
   (-2 size, +4 mage armor, +20 natural) 
  hp 241 (21 HD); DR 10/magic 
  Immune cold, paralysis, sleep 
  Resist fire 10; SR 20 
  Fort +16, Ref +13, Will +14 
  Weakness vulnerability to fire 
  Speed 60ft (12 squares), burrow 30ft, fly 200ft (poor), 
  swim 60ft 
  Melee bite +28 (2d8+8) and claws +26/+26/+21 
  (2d6+4) and wings +26/+26 (1d8+4) and tail slap 
  +26 (2d6+12) 
  Space 15 ft.; Reach 15 ft. (10ft with claws) 
  Base Atk +21; Grp +37  
  Atk Options Breath Weapon, crush 2d8+12, Clinging 
  Breath, Quicken Breath, Recover Breath 
  Special Actions Fly-by Attack, Snatch 
  Combat Gear minor ring of fire resistance 
  Sorcerer Spells Known (CL 3rd): 
   1st (5(6)/day)— disguise self, mage armor, 
  protection from good 
   0 (6/day)—detect magic, mage hand, 
  prestidigitation, read magic 
  Spell-Like Abilities (CL 7th): 
   3/day—fog cloud, gust of wind (DC12) 
  Abilities Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 
  12 
  SQ icewalking 
  Feats Clinging Breath*, Flyby Attack, Hover, 
  Multiattack, Quicken Breath*, Rapidstrike* (claws), 
  Recover Breath*, Snatch 
  Skills Diplomacy +4, Hide +16, Intimidate +25, Listen 
  +25, Move Silently +24, Search +25, Spot +25, 
  Use Magic Device +22, 
  Possessions combat gear plus vest of resistance +1 
  Breath Weapon (Ex) 70ft cone of cold, 7d6 cold, 
  Reflex 25 or half. Every 1d4-1 round (min 1).  
  Crush (Ex) This special attack allows a flying or 
  jumping dragon of at least Huge size to land on 
  opponents as a standard action, using its whole 
  body to crush them. Crush attacks are effective 
  only against opponents three or more size 
  categories smaller than the dragon (though it can 
  attempt normal overrun or grapple attacks against 
  larger opponents). 
   
  A crush attack affects as many creatures as can 
  fit under the dragon’s body. Creatures in the 
  affected area must succeed on a Reflex save (DC 
  equal to that of the dragon’s breath weapon) or be 
  pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off 
  them. If the dragon chooses to maintain the pin, 
  treat it as a normal grapple attack. Pinned 
  opponents take damage from the crush each round 
  if they don’t escape. 
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons. 
  * see Appendix 2: New Rules Items 
   
  WHITESPAWN HORDELING (12) CR 7 
  Male or Female White Spawn Hordeling Barbarian 2 
  /Fighter 4 
  from Monster Manual IV 
  CE Small monstrous humanoid (cold, dragonblood) 
  Init +1; Senses darkvision 60ft, Listen +0, Spot +0 
  Languages Draconic 
  AC 20, touch 13, flat-footed 20; Dodge, Mobility, 
  uncanny dodge 
   (+1 size, +2 Dex, +5 armor, +2 natural) 
  hp 80 (8 HD);  
  Immune cold 
  Fort +11, Ref +6, Will +4 
  Weakness vulnerable to fire 
  Speed 50 ft. (10 squares), fly 30ft (clumsy) 
  Melee +1 short sword +14/+9 (1d4+6/ 19-20) and bite 
  +10 (1d4+1) 
  Melee +1 short sword +12/+7 (1d4+6/ 19-20) and +1 
  short sword +12 (1d4+4/ 19-20) and bite +10 
  (1d4+1) 
  Ranged dart +10/+5 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +6  
  Special Actions breath weapon, rage 
  Combat Gear 2 +1 short sword, +1 chain shirt, 4 
  darts 
  Abilities Str 16, Dex 14, Con 18, Int 4, Wis 10, Cha 6 
  Feats Dodge, Improved Toughness*, Mobility, 
  Multiattack, Two-Weapon FightingB, Weapon 
  Focus (short sword), Weapon Specialization (short 
  sword) 
  Skills Balance +10, Climb +9, Jump +12, Listen +0, 
  Spot +0, Survival +4, 
  Possessions combat gear 
  Breath Weapon (Su) 30 ft cone, once every 1d4 
  rounds, damage 1d6 cold, Reflex DC15 half.  
  Skills +5 racial on Balance and Climb 
  Power-Up Suite (Rage 9 rounds): AC 18 (touch 11, 
  Flat-Footed 18); hp 96; Fort +13, Will +6; Melee +1 
  short sword +16/+11 (1d4+8) or +1 short sword 
  +14/+14/+9 (1d4+8/1d4+6/1d4+8) and bite +12 
  (1d4+2) 
   
  
  5: THE ANTECHAMBER 
  DERRO SAVANT 
  CR 10 
  Male derro Sorcerer 7/ Warrior 1  
  CE Small monstrous humanoid 
  Init +5; Senses darkvision 60ft Listen -4, Spot -4 
  Languages Common Dwarven, Undercommon 
  AC 22, touch 16, flat-footed 17 
   (+1 size, +5 Dex, +4 mage armor, +2 natural) 
  hp 84 (11 HD);  
  Immune confusion and insanity 
  SR 15 
  Fort +10, Ref +11, Will +12 
  Weakness sunlight 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +9/+4 (damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +4  
  Special Actions poison use, sneak attack +1d6 
  Combat Gear dragonmask*, potion of cure light 
  wounds 
  Sorcerer Spells Known (CL 11th): 
   3rd (5/day)—fireball (DC19), haste 
   2nd (6/day)—glitterdust (DC18), invisibility, 
  scorching ray (+14 ranged touch, 3 rays) 
   1st (7(8)/day)—mage armor, magic missile (4 
  missiles), protection from law, ray of 
  enfeeblement (+14 ranged touch, 1d6+5 Str), 
  shield 
   0 (6/day)—detect magic, light, mage hand, 
  prestidigitation, ray of frost (+14 ranged touch), 
  read magic 
  Spell-Like Abilities (CL 11th): 
   At Will—darkness, ghost sound 
   1/day—daze (DC16), sound burst (DC18) 
  �Already cast 
  Abilities Str 10, Dex 20, Con 18, Int 12, Wis 2, Cha 
  22 
  SQ madness 
  Feats Exotic Weapon Proficiency (light repeating 
  crossbow)B, Point Blank Shot, Precise Shot, 
  Practiced Spellcaster* (Sorcerer), Weapon Focus 
  (ray), 
  Skills Bluff +12, Climb +3, Concentration +15, Hide 
  +15, Listen -4, Move Silently +15, Spellcraft +5, 
  Spot -4, 
  Possessions combat gear plus amulet of health +2, 
  cloak of charisma +2, gloves of dexterity +2, vest of 
  resistance +1, quarterstaff 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short of a miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) A derro takes 1 point 
  of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered 
  at the rate of 1 per every 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  KOBOLD SNIPER (6) 
  CR 7 
  Male Kobold Fighter 6 /Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
    (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +11/+6 (1d6-1) or 
  Ranged +2 frost light crossbow +20/+15 (1d6+8 +1d6 
  cold) or 
  Ranged +2 frost light crossbow +18/+18/+13 (1d6+8 
  +1d6 cold) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper*, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Mastery* 
  (piercing), Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization 
  (light crossbow),  
  Skills Climb +11, Ride +17, Swim +11,  
  Possessions +1 frost light crossbow, +2 chain shirt, 
  masterwork spear, many bolts 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  * see Appendix 2: New Rules Items 
   
  PIT TRAP (2) 
  CR 3 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 60ft deep (6d6 fall) 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (80FT) (2) 
  CR 5 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 80ft deep (8d6 fall), 1d4 
  pit spikes +10 melee, 1d4+5 
  TUS8-02 One More For the Road 
   
  Page 24 
  
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (100FT) 
  CR 6 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 100ft deep (10d6 fall), 
  1d4 pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  6: THE TEMPLE 
  ADVANCED ARROW DEMON(2) CR 10 
  From Monster Manual III 
  CE Medium Outsider (chaotic, evil, extraplanar 
  tanar’ri) 
  Init +7; Senses darkvision 60ft; Listen +23, Spot +23 
  Languages Abyssal, telepathy 100ft 
  AC 22, touch 17, flat-footed 15 
   (+7 Dex, +5 natural) 
  hp 246 (17 HD); DR 5/cold iron and good 
  Immune poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +20, Ref +17, Will +13 
  Speed 40 ft. (8 squares) 
  Melee claws +22/+22/+22/+22 (1d6+5) or 
  Ranged 2x +1 large flaming composite longbow 
  (str+5) +26/+26/+26/+26/+21/+21/+16/+16/+11/+11 
  (2d6+6/ 19-20, x3 plus 1d6 fire) or  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +17; Grp +22  
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions Close Combat Shot, oversized 
  weapons, spell-like abilities, summon tanar’ri, 
  symmetrical archery 
  Spell-Like Abilities (CL 10th): 
   At Will—dimension door (self plus 50 pounds of 
  gear only). 
  Abilities Str 21, Dex 24, Con 30, Int 14, Wis 16, Cha 
  12 
  Feats Improved Critical (longbow), Improved Precise 
  Shot*, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow) 
  Skills Balance +27, Bluff +21, Climb +25, 
  Concentration +30, Hide +26, Jump +29, Listen 
  +23, Move Silently +27, Sense Motive +24, Spot 
  +23,  
  Possessions 2x +1 large flaming composite longbow, 
  gloves of dexterity +4 
  Close Combat Shot (Ex) An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex) Arrow demons use bows of 
  any kind that are up to one size larger than their 
  size would allow without penalty. 
  Summon Tanar’ri (Sp) Once per day, an arrow 
  demon can either automatically summon 1d6 
  dretches or attempt to summon another arrow 
  demon with a 35% chance of success. This is the 
  equivalent of a 4th-level spell. 
  Symmetrical Archery (Ex) The arrow demon has an 
  amazing ability to wield two bows at once in unison. 
  Any time the arrow demon could make a single 
  attack with a bow, it can attack with both its bows, 
  taking a -2 to its attack roll. The arrow demon takes 
  no additional penalties for using multiple weapons 
  as long as it is using only bows. The statistics 
  blocks above already include these bonuses. 
  * see Appendix 2: New Rules Items 
   
  ADVANCED JOVOC (3) 
  CR 9 
  From Monster Manual II 
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15, Spot +15 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  iron 
  SR 13 
  Fort +12, Ref +10, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, Con 19, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improved 
  Initiative, Improved Toughness*, Toughness (x2)  
  Skills Hide +17, Listen +15, Move Silently +17, 
  Search +13, Sense Motive +15, Spot +15,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealt to nontanar’ri by this effect 
  is not subject to negation or reduction because of 
  resistance, immunity, damage reduction, spell 
  resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
  * see Appendix 2: New Rules Items 
  TUS8-02 One More For the Road 
   
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  TUS8-02 One More For the Road 
   
  Page 26 
  APL 14 
  1: AN ILL WIND COMES ARISING 
  SNOWIND 
  CR 15 
  Female Old White Dragon 
  CE Large dragon (cold) 
  Init +0; Senses blindsense 60ft, darkvision 120ft, 
  keen senses, Listen +28, Spot +28 
  Aura frightful presence 240ft DC24 
  Languages Draconic  
  AC 35, touch 8, flat-footed 35 
   (-2 size, +4 mage armor, +20 natural) 
  hp 287 (25 HD); DR 10/magic 
  Immune cold, paralysis, sleep 
  Resist fire 10; SR 20 
  Fort +21, Ref +15, Will +16 
  Weakness vulnerability to fire 
  Speed 60ft (12 squares), burrow 30ft, fly 200ft (poor), 
  swim 60ft 
  Melee bite +32 (2d8+9) and claws +30/+30/+25 
  (2d6+4) and wings +30/+30 (1d8+4) and tail slap 
  +30 (2d6+13) 
  Space 15 ft.; Reach 15 ft. (10ft with claws) 
  Base Atk +24; Grp +41  
  Atk Options Breath Weapon, crush 2d8+13, Clinging 
  Breath, Quicken Breath, Recover Breath 
  Special Actions Fly-by Attack, Snatch 
  Combat Gear minor ring of fire resistance,  
  Sorcerer Spells Known (CL 5th): 
   2nd (4/day)—invisibility, see invisibility 
   1st (6(7)/day)—disguise self, expeditious retreat, 
  mage armor, protection from good 
   0 (6/day)—detect magic, mage hand, 
  prestidigitation, read magic 
  Spell-Like Abilities (CL 8th): 
   3/day—fog cloud, freezing fog, gust of wind (DC12) 
  Abilities Str 29, Dex 10, Con 21, Int 12, Wis 13, Cha 
  12 
  SQ icewalking 
  Feats Clinging Breath*, Flyby Attack, Hover, 
  Improved Snatch*, Multiattack, Quicken Breath*, 
  Rapidstrike* (claws), Recover Breath**, Snatch 
  Skills Diplomacy +7, Hide +19, Intimidate +28, Listen 
  +28, Move Silently +27, Search +28, Spot +28, 
  Use Magic Device +22, 
  Possessions combat gear plus vest of resistance +1 
  Breath Weapon (Ex) 70ft cone of cold, 78d6 cold, 
  Reflex 27 or half. Every 1d4-1 round (min 1).  
  Crush (Ex) This special attack allows a flying or 
  jumping dragon of at least Huge size to land on 
  opponents as a standard action, using its whole 
  body to crush them. Crush attacks are effective 
  only against opponents three or more size 
  categories smaller than the dragon (though it can 
  attempt normal overrun or grapple attacks against 
  larger opponents). 
   
  A crush attack affects as many creatures as can 
  fit under the dragon’s body. Creatures in the 
  affected area must succeed on a Reflex save (DC 
  equal to that of the dragon’s breath weapon) or be 
  pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off 
  them. If the dragon chooses to maintain the pin, 
  treat it as a normal grapple attack. Pinned 
  opponents take damage from the crush each round 
  if they don’t escape. 
  Freezing Fog (Sp) An old or older white dragon can 
  use this ability three times per day. It is similar to a 
  solid fog spell but also causes a rime of slippery ice 
  to form on any surface the fog touches, creating 
  the effect of a grease spell. The dragon is immune 
  to the grease effect because of its icewalking 
  ability. This ability is the equivalent of a 5th-level 
  spell. 
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons. 
  * see Appendix 2: New Rules Items 
   
  WHITESPAWN HORDELING (8) CR 9 
  Male or Female White Spawn Hordeling Barbarian 2 
  /Fighter 6 
  From Monster Manual IV 
  CE Small monstrous humanoid (cold, dragonblood) 
  Init +1; Senses darkvision 60ft, Listen +0, Spot +0 
  Languages Draconic 
  AC 20, touch 13, flat-footed 20; Dodge, Mobility, 
  uncanny dodge 
   (+1 size, +2 Dex, +5 armor, +2 natural) 
  hp 101 (10 HD);  
  Immune cold 
  Fort +11, Ref +6, Will +4 
  Weakness vulnerable to fire 
  Speed 50 ft. (10 squares), fly 30ft (clumsy) 
  Melee +1 short sword +18/+13 (1d4+8/ 17-20) and 
  bite +14 (1d4+3) 
  Melee +1 short sword +16/+11 (1d4+8/ 17-20) and +1 
  short sword +16 (1d4+6/ 17-20) and bite +12 
  (1d4+3) 
  Ranged dart +12/+7 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +8  
  Special Actions breath weapon, rage 
  Abilities Str 16, Dex 14, Con 18, Int 4, Wis 10, Cha 6 
  Feats Dodge, Improved Critical (short sword), 
  Improved Toughness*, Melee Weapon Mastery 
  (piercing)*, Mobility, Multiattack, Two-Weapon 
  FightingB, Weapon Focus (short sword), Weapon 
  Specialization (short sword) 
  Skills Balance +10, Climb +11, Jump +12, Listen +0, 
  Spot +0, Survival +4, 
  Possessions 2 +1 short sword, +1 chain shirt, 4 darts 
  
  Breath Weapon (Su) 30 ft cone, once every 1d4 
  rounds, damage 1d6 cold, Reflex DC 15 half.  
  Skills +5 racial on Balance and Climb 
  Power-Up Suite (Rage 9 rounds): AC 18 (touch 10, 
  Flat-Footed 18); hp 121; Fort +13, Will +6; Melee 
  +1 short sword +20/+15 (1d4+10) or +1 short 
  sword +18/+18/+13 (1d4+10/1d4+8/1d4+10) and 
  bite +14 (1d4+4) 
  * see Appendix 2: New Rules Items 
   
  5: THE ANTECHAMBER 
  BUILT-TO-COLLAPSE WALL (2) CR 6 
  Description see text. 
  Search DC 15; Type mechanical, no reset 
  Trigger location (passing within 5 feet of the wall); 
  Effect +24 melee (8d6 stone blocks), all targets within 
  a 10ft by 10ft area;  
  Duration instantaneous 
  Disarm Disable Device DC 24 
  DERRO SAVANT (2) 
  CR 12 
  Male derro Sorcerer 9/ Warrior 1  
  CE Small monstrous humanoid 
  Init +5; Senses darkvision 60ft Listen -4, Spot -4 
  Languages Common Dwarven, Undercommon 
  AC 22, touch 16, flat-footed 17 
   (+1 size, +5 Dex, +4 mage armor, +2 natural) 
  hp 97 (11 HD);  
  Immune confusion and insanity 
  SR 15 
  Fort +12, Ref +13, Will +14 
  Weakness sunlight 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +10/+5 (damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +5  
  Special Actions poison use, sneak attack +1d6 
  Combat Gear dragonmask*, potion of cure light 
  wounds 
  Sorcerer Spells Known (CL 13th): 
   4th (5/day)—enervation (+15 ranged touch), 
  greater invisibility, 
   3rd (6/day)—dispel magic, fireball (DC20), haste 
   2nd (6/day)—blur, glitterdust (DC18), invisibility, 
  scorching ray (+15 ranged touch, 3 rays) 
   1st (7(8)/day)—mage armor, magic missile (5 
  missiles), protection from law, ray of 
  enfeeblement (+15 ranged touch, 1d6+5 Str), 
  shield 
   0 (6/day)—dancing lights, detect magic, light, mage 
  hand, prestidigitation, ray of frost (+15 ranged 
  touch), read magic 
  Spell-Like Abilities (CL 13th): 
   At Will—darkness, ghost sound 
   1/day—daze (DC16), sound burst (DC19) 
  �Already cast 
  Abilities Str 10, Dex 20, Con 18, Int 12, Wis 2, Cha 
  22 
  SQ madness 
  Feats Exotic Weapon Proficiency (light repeating 
  crossbow)B, Point Blank Shot, Precise Shot, 
  Practiced Spellcaster* (Sorcerer), Spell Focus 
  (evocation),Weapon Focus (ray), 
  Skills Bluff +12, Climb +3, Concentration +15, Hide 
  +15, Listen -4, Move Silently +15, Spellcraft +5, 
  Spot -4, 
  Possessions combat gear plus amulet of health +2, 
  cloak of charisma +2, gloves of dexterity +2, vest of 
  resistance +2, quarterstaff 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short of a miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) A derro takes 1 point 
  of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered 
  at the rate of 1 per every 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  KOBOLD SNIPER (9) 
  CR 7 
  Male Kobold Fighter 6 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
    (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +11/+6 (1d6-1) or 
  Ranged +2 frost light crossbow +20/+15 (1d6+8 +1d6 
  cold) or 
  Ranged +2 frost light crossbow +18/+18/+13 (1d6+8 
  +1d6 cold) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper*, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Mastery* 
  (piercing), Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization 
  (light crossbow),  
  Skills Climb +11, Ride +17, Swim +11 
  TUS8-02 One More For the Road 
   
  Page 27 
  
  Possessions +1 frost light crossbow, +2 chain shirt, 
  masterwork spear, many bolts 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  * see Appendix 2: New Rules Items 
   
  PIT TRAP (2) 
  CR 3 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 60ft deep (6d6 fall) 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (80FT) (2) 
  CR 5 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 80ft deep (8d6 fall), 1d4 
  pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (100FT) 
  CR 6 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 100ft deep (10d6 fall), 
  1d4 pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
   
  6: THE TEMPLE 
  ADVANCED ARROW DEMON(2) CR 10 
  from Monster Manual III 
  CE Medium Outsider (chaotic, evil, extraplanar 
  tanar’ri) 
  Init +7; Senses darkvision 60ft; Listen +23, Spot +23 
  Languages Abyssal, telepathy 100ft 
  AC 22, touch 17, flat-footed 15 
   (+7 Dex, +5 natural) 
  hp 246 (17 HD); DR 5/cold iron and good 
  Immune poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +20, Ref +17, Will +13 
  Speed 40 ft. (8 squares) 
  Melee claws +22/+22/+22/+22 (1d6+5) or 
  Ranged 2x +1 large flaming composite longbow 
  (str+5) +26/+26/+26/+26/+21/+21/+16/+16/+11/+11 
  (2d6+6/ 19-20, x3 plus 1d6 fire) or  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +17; Grp +22  
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions Close Combat Shot, oversized 
  weapons, spell-like abilities, summon tanar’ri, 
  symmetrical archery 
  Spell-Like Abilities (CL 10th): 
   At Will—dimension door (self plus 50 pounds of 
  gear only). 
  Abilities Str 21, Dex 24, Con 30, Int 14, Wis 16, Cha 
  12 
  Feats Improved Critical (longbow), Improved Precise 
  Shot*, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow) 
  Skills Balance +27, Bluff +21, Climb +25, 
  Concentration +30, Hide +26, Jump +29, Listen 
  +23, Move Silently +27, Sense Motive +24, Spot 
  +23,  
  Possessions 2x +1 large flaming composite longbow, 
  gloves of dexterity +4 
  Close Combat Shot (Ex) An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex) Arrow demons use bows of 
  any kind that are up to one size larger than their 
  size would allow without penalty. 
  Summon Tanar’ri (Sp) Once per day, an arrow 
  demon can either automatically summon 1d6 
  dretches or attempt to summon another arrow 
  demon with a 35% chance of success. This is the 
  equivalent of a 4th-level spell. 
  Symmetrical Archery (Ex) The arrow demon has an 
  amazing ability to wield two bows at once in unison. 
  Any time the arrow demon could make a single 
  attack with a bow, it can attack with both its bows, 
  taking a -2 to its attack roll. The arrow demon takes 
  no additional penalties for using multiple weapons 
  as long as it is using only bows. The statistics 
  blocks above already include these bonuses. 
  * see Appendix 2: New Rules Items 
   
  ADVANCED HEZROU 
  CR 14 
  CE Huge Outsider (Chaotic, Extraplanar, Evil, 
  Tanar’ri) 
  Init -1; Senses darkvision 60ft, Listen +30, Spot +30 
  Aura stench 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100ft 
  AC 30, touch 8, flat-footed 30 
   (-2 size, -1 Dex, +5 armor, +17 natural, +1 
  deflection) 
  Miss Chance displacement 50% 
  hp 280 (17 HD); DR 10/good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10; SR 26 
  Fort +24, Ref +11, Will +14 
  Speed 30 ft. (6 squares); fly 60ft (good) 
  Melee +2 huge longsword +29/+24/+19/+14 
  (3d6+14/19-20) and bite +25 (4d6+12) and claw 
  +25 (2d6+6) or 
  Melee bite +27 (4d6+12) and claws +25/+25 (2d6+6) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +17; Grp +37  
  Atk Options Improved Grab, Power Attack 
  TUS8-02 One More For the Road 
   
  Page 28 
  
  Special Actions Cleave 
  Spell-Like Abilities (CL 17th): 
   At Will—chaos hammer (DC18), greater teleport 
  (self plus 50 pounds of objects only), unholy 
  blight (DC18) 
   3/day—blasphemy (DC21), gaseous form 
  Abilities Str 34, Dex 8, Con 34, Int 14, Wis 14, Cha 
  18 
  Feats Blind-Fight, Cleave, Multiattack, Power Attack, 
  Practiced Spellcaster* (Outsider), Quicken Spell-
  like ability (unholy blight),  
  Skills Climb +30, Concentration +32, Escape Artist 
  +19, Hide +11, Intimidate +24, Listen +30, Move 
  Silently +19, Search +22, Spellcraft +22, Spot +30, 
  Survival +2 (+4 following tracks), Use Rope +0 (+2 
  with bindings) 
  Possessions cloak of resistance +2, devastation 
  gauntlets*, belt of giant strength +4, winged boots, 
  potion of displacement+2 studded leather, cloak of 
  resistance +2, +2 huge longsword 
  Improved Grab (Ex) To use this ability, a hezrou 
  must hit with both claw attacks. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Stench (Ex) A hezrou’s skin produces a foul-smelling, 
  toxic liquid whenever it fights. Any living creature 
  (except other demons) within 10 feet must succeed 
  on a DC 24 Fortitude save or be nauseated for as 
  long as it remains within the affected area and for 
  1d4 rounds afterward. Creatures that successfully 
  save are sickened for as long as they remain in the 
  area. A creature that successfully saves cannot be 
  affected again by the same hezrou’s stench for 24 
  hours. A delay poison or neutralize poison spell 
  removes either condition from one creature. 
  Creatures that have immunity to poison are 
  unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws.. 
  The save DC is Constitution-based. 
  Summon Demon (Sp) Once per day a hezrou can 
  attempt to summon 4d10 dretches or another 
  hezrou with a 35% chance of success. This ability 
  is the equivalent of a 4th-level spell. 
  Skills: Hezrous have a +8 racial bonus on Listen and 
  Spot checks. 
  ADVANCED JOVOC (3) 
  CR 9 
  From Monster Manual II 
  CE Medium Outsider (chaotic, evil, tanar’ri) 
  Init +6; Senses Listen +15, Spot +15 
  Aura aura of retribution 
  Languages Abyssal, telepathy 100ft 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 120 (12 HD); fast healing 5; DR 5/ good or cold 
  iron 
  SR 13 
  Fort +12, Ref +10, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claws +15/+15 (1d4+3) and bite +10 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Abilities Str 16, Dex 14, Con 19, Int 7, Wis 10, Cha 7 
  SQ aura of retribution, outsider traits, summon 
  tanar’ri, tanar’ri traits 
  Feats Ability Focus (aura of retribution), Improved 
  Initiative, Improved Toughness*, Toughness (x2),  
  Skills Hide +17, Listen +15, Move Silently +17, 
  Search +13, Sense Motive +15, Spot +15,  
  Aura of retribution (Su) This effect if always active in 
  a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri with the area immediately takes an 
  equal amount of damage. A successful Fortitude 
  save (DC18) halved the damage.  
   
  Regardless of the source of the damage to the 
  jovoc, the damage dealt to nontanar’ri by this effect 
  is not subject to negation or reduction because of 
  resistance, immunity, damage reduction, spell 
  resistance or the like. 
  Summon Tanar’ri (Sp) Once per day a jovoc can 
  attempt to summon another jovoc with a 25% 
  chance of success. 
  * see Appendix 2: New Rules Items 
  TUS8-02 One More For the Road 
   
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  TUS8-02 One More For the Road 
   
  Page 30 
  APL 16 
  1: AN ILL WIND COMES ARISING 
  FROST GIANT RANGER (2) 
  CR 15 
  Male Frost Giant Ranger 2 /Fighter 4 
  CE Large Giant (cold) 
  Init +4; Senses low-light vision, Listen +4, Spot +21 
  Languages Draconic, Giant 
  AC 24, touch 9, flat-footed 24 
   (-1 size, +6 armor, +9 natural) 
  hp 267 (20 HD);  
  Immune cold 
  Fort +25, Ref +10, Will +9 
  Weakness vulnerable to fire 
  Speed 40 ft. in light (8 squares) 
  Melee +2 light mace +33/+28/+23/+18 (1d8+19/19-20, 
  x3) or 
  Melee (two-weapon fighting) +2 light mace 
  +31/+26/+21/+16 (1d8+19/19-20, x3) and +2 light 
  mace +31 (1d8+12/19-20, x3) 
  Melee slam +31/+31 (1d4+15) 
  Melee (two-weapon fighting) slam +29/+29 (1d4+15) 
  and slam +29 (1d4+8) 
  Ranged rock +15 (2d6+13) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16; Grp +33  
  Atk Options rock throwing.  
  Special Actions favored enemy (dwarves +2), rock 
  catching 
  Abilities Str 36, Dex 11, Con 24, Int 14, Wis 14, Cha 
  8 
  SQ rock catching 
  Feats Cleave, Favored Power Attack*, Improved 
  Critical (light mace), Improved Initiative, Improved 
  Overrun, Improved Toughness*, Melee Weapon 
  Mastery* (bludgeoning), Power Attack, TrackB, 
  Two-Weapon FightingB, Weapon Focus (light 
  mace), Weapon Specialization (light mace), 
  Skills Climb +29, Craft (trapmaking) +13, Handle 
  Animal +6, Hide -3, Listen +4, Move Silently +1, 
  Ride +12, Spot +21, Survival +6,  
  Possessions 2 +2 large light maces, +2 chain shirt, 
  cloak of resistance +2, 3 rocks 
  Rock Catching (Ex) A giant of at least Large size can 
  catch Small, Medium, or Large rocks (or projectiles 
  of similar shape). 
   
  Once per round, a giant that would normally be 
  hit by a rock can make a Reflex save to catch it as 
  a free action. The DC is 15 for a Small rock, 20 for 
  a Medium one, and 25 for a Large one. (If the 
  projectile provides a magical bonus on attack rolls, 
  the DC increases by that amount.) The giant must 
  be ready for and aware of the attack in order to 
  make a rock catching attempt. 
  The range increment is 120 feet for a frost 
  giant’s thrown rocks. 
  Rock Throwing (Ex) Adult giants are accomplished 
  rock throwers and receive a +1 racial bonus on 
  attack rolls when throwing rocks. A giant of at least 
  Large size can hurl rocks weighing 40 to 50 pounds 
  each (Small objects) up to five range increments. 
  The size of the range increment varies with the 
  giant’s variety. A Huge giant can hurl rocks of 60 to 
  80 pounds (Medium objects).  
  * see Appendix 2: New Rules Items 
   
  SNOWIND 
  CR 15 
  Female Old White Dragon 
  CE Large dragon (cold) 
  Init +0; Senses blindsense 60ft, darkvision 120ft, 
  keen senses, Listen +28, Spot +28 
  Aura frightful presence 240ft DC24 
  Languages Draconic  
  AC 35, touch 8, flat-footed 35 
   (-2 size, +4 mage armor, +20 natural) 
  hp 287 (25 HD); DR 10/magic 
  Immune cold, paralysis, sleep 
  Resist fire 10; SR 20 
  Fort +21, Ref +15, Will +16 
  Weakness vulnerability to fire 
  Speed 60ft (12 squares), burrow 30ft, fly 200ft (poor), 
  swim 60ft 
  Melee bite +32 (2d8+9) and claws +30/+30/+25 
  (2d6+4) and wings +30/+30 (1d8+4) and tail slap 
  +30 (2d6+13) 
  Space 15 ft.; Reach 15 ft. (10ft with claws) 
  Base Atk +24; Grp +41  
  Atk Options Breath Weapon, crush 2d8+13, Clinging 
  Breath, Quicken Breath, Recover Breath 
  Special Actions Fly-by Attack, Snatch 
  Combat Gear minor ring of fire resistance 
  Sorcerer Spells Known (CL 5th): 
   2nd (4/day)—invisibility, see invisibility 
   1st (6(7)/day)—disguise self, expeditious retreat, 
  mage armor, protection from good 
   0 (6/day)—detect magic, mage hand, 
  prestidigitation, read magic 
  Spell-Like Abilities (CL 8th): 
   3/day—fog cloud, freezing fog, gust of wind (DC12) 
  Abilities Str 29, Dex 10, Con 21, Int 12, Wis 13, Cha 
  12 
  SQ icewalking 
  Feats Clinging Breath*, Flyby Attack, Hover, 
  Improved Snatch*, Multiattack, Quicken Breath*, 
  Rapidstrike* (claws), Recover Breath*, Snatch 
  Skills Diplomacy +7, Hide +19, Intimidate +28, Listen 
  +28, Move Silently +27, Search +28, Spot +28, 
  Use Magic Device +22, 
  Possessions combat gear plus vest of resistance +1 
  Breath Weapon (Ex) 70ft cone of cold, 78d6 cold, 
  Reflex 27 or half. Every 1d4-1 round (min 1).  
  Crush (Ex) This special attack allows a flying or 
  jumping dragon of at least Huge size to land on 
  opponents as a standard action, using its whole 
  body to crush them. Crush attacks are effective 
  
  only against opponents three or more size 
  categories smaller than the dragon (though it can 
  attempt normal overrun or grapple attacks against 
  larger opponents). 
   
  A crush attack affects as many creatures as can 
  fit under the dragon’s body. Creatures in the 
  affected area must succeed on a Reflex save (DC 
  equal to that of the dragon’s breath weapon) or be 
  pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off 
  them. If the dragon chooses to maintain the pin, 
  treat it as a normal grapple attack. Pinned 
  opponents take damage from the crush each round 
  if they don’t escape. 
  Freezing Fog (Sp) An old or older white dragon can 
  use this ability three times per day. It is similar to a 
  solid fog spell but also causes a rime of slippery ice 
  to form on any surface the fog touches, creating 
  the effect of a grease spell. The dragon is immune 
  to the grease effect because of its icewalking 
  ability. This ability is the equivalent of a 5th-level 
  spell. 
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
  Skills Hide, Move Silently, and Swim are considered 
  class skills for white dragons. 
  * see Appendix 2: New Rules Items 
   
  WHITESPAWN HORDELING (16) CR 9 
  Male or Female White Spawn Hordeling Barbarian 2 / 
  Fighter 6 
  from Monster Manual IV 
  CE Small monstrous humanoid (cold, dragonblood) 
  Init +1; Senses darkvision 60ft, Listen +0, Spot +0 
  Languages Draconic 
  AC 20, touch 13, flat-footed 20; Dodge, Mobility, 
  uncanny dodge 
   (+1 size, +2 Dex, +5 armor, +2 natural) 
  hp 101 (10 HD);  
  Immune cold 
  Fort +11, Ref +6, Will +4 
  Weakness vulnerable to fire 
  Speed 50 ft. (10 squares), fly 30ft (clumsy) 
  Melee +1 short sword +18/+13 (1d4+8/ 17-20) and 
  bite +14 (1d4+3) 
  Melee +1 short sword +16/+11 (1d4+8/ 17-20) and +1 
  short sword +16 (1d4+6/ 17-20) and bite +12 
  (1d4+3) 
  Ranged dart +12/+7 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +8  
  Special Actions breath weapon, rage 
  Abilities Str 16, Dex 14, Con 18, Int 4, Wis 10, Cha 6 
  Feats Dodge, Improved Critical (short sword), 
  Improved Toughness*, Melee Weapon Mastery* 
  (piercing), Mobility, Multiattack, Two-Weapon 
  FightingB, Weapon Focus (short sword), Weapon 
  Specialization (short sword) 
  Skills Balance +10, Climb +11, Jump +12, Listen +0, 
  Spot +0, Survival +4, 
  Possessions 2 +1 short sword, +1 chain shirt, 4 darts 
  Breath Weapon (Su) 30 ft cone, once every 1d4 
  rounds, damage 1d6 cold, Reflex DC15 half.  
  Skills +5 racial on Balance and Climb 
  Power-Up Suite (Rage 9 rounds): AC 18 (touch 10, 
  Flat-Footed 18); hp 121; Fort +13, Will +6; Melee 
  +1 short sword +20/+15 (1d4+10) or +1 short 
  sword +18/+18/+13 (1d4+10/1d4+8/1d4+10) and 
  bite +14 (1d4+4) 
  * see Appendix 2: New Rules Items 
   
  5: THE ANTECHAMBER 
  ADVANCED ELDER EARTH ELEMENTAL 
  (3) CR 12 
  N Huge Elemental (Earth, Extraplanar) 
  Init -1; Senses Darkvision 60ft Listen +36, Spot +36 
  Languages Terran  
  AC 22, touch 7, flat-footed 23 
   (-2 size, -1 Dex, +15 natural) 
  hp 325 (31 HD); DR 10/- 
  Immune elemental traits 
  Fort +22, Ref +9, Will +12 
  Speed 30 ft.  
  Melee slam +34/+34 (4d8+12/19-20, x2)  
  Space 15 ft; Reach 15 ft. 
  Base Atk +23; Grp +43  
  Atk Options Improved Bull Rush, Power Attack,  
  Special Actions Cleave, Great Cleave 
  Abilities Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 
  11 
  Feats Alertness, Awesome Blow, Cleave, Great 
  Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Natural Attack (Slam), Improved 
  Sunder, Improved Toughness*, Iron Will, Power 
  Attack 
  Skills Listen +36, Spot +36, 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  foe are touching the ground. If an opponent is 
  airborne or waterborne, the elemental takes a –4 
  penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics block.) 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of 
  opportunity. The combat modifiers given in Earth 
  Mastery, above, also apply to the elemental’s 
  opposed Strength checks. 
  Earth Glide (Ex) An earth elemental can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other 
  signs of its presence. A move earth spell cast on 
  an area containing a burrowing earth elemental 
  flings the elemental back 30 feet, stunning the 
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  creature for 1 round unless it succeeds on a DC 15 
  Fortitude save. 
  * see Appendix 2: New Rules Items 
   
  BUILT-TO-COLLAPSE WALL (2) CR 6 
  Description see text. 
  Search DC 15; Type mechanical, no reset 
  Trigger location (passing within 5 feet of the wall); 
  Effect +24 melee (8d6 stone blocks), all targets within 
  a 10ft by 10ft area;  
  Duration instantaneous 
  Disarm Disable Device DC 24 
  DERRO SAVANT (2) 
  CR 12 
  Male derro Sorcerer 9/ Warrior 1  
  CE Small monstrous humanoid 
  Init +5; Senses darkvision 60ft Listen -4, Spot -4 
  Languages Common Dwarven, Undercommon 
  AC 22, touch 16, flat-footed 17 
   (+1 size, +5 Dex, +4 mage armor, +2 natural) 
  hp 97 (11 HD);  
  Immune confusion and insanity 
  SR 15 
  Fort +12, Ref +13, Will +14 
  Weakness sunlight 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +10/+5 (damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +5  
  Special Actions poison use, sneak attack +1d6 
  Combat Gear dragonmask*, potion of cure light 
  wounds 
  Sorcerer Spells Known (CL 13th): 
   4th (5/day)—enervation (+15 ranged touch), 
  greater invisibility, 
   3rd (6/day)—dispel magic, fireball (DC20), haste 
   2nd (6/day)—blur, glitterdust (DC18), invisibility, 
  scorching ray (+15 ranged touch, 3 rays) 
   1st (7(8)/day)—mage armor, magic missile (5 
  missiles), protection from law, ray of 
  enfeeblement (+15 ranged touch, 1d6+5 Str), 
  shield 
   0 (6/day)—dancing lights, detect magic, light, mage 
  hand, prestidigitation, ray of frost (+15 ranged 
  touch), read magic 
  Spell-Like Abilities (CL 13th): 
   At Will—darkness, ghost sound 
   1/day—daze (DC16), sound burst (DC19) 
  �Already cast 
  Abilities Str 10, Dex 20, Con 18, Int 12, Wis 2, Cha 
  22 
  SQ madness 
  Feats Exotic Weapon Proficiency (light repeating 
  crossbow)B, Point Blank Shot, Precise Shot, 
  Practiced Spellcaster* (Sorcerer), Spell Focus 
  (evocation),Weapon Focus (ray), 
  Skills Bluff +12, Climb +3, Concentration +15, Hide 
  +15, Listen -4, Move Silently +15, Spellcraft +5, 
  Spot -4, 
  Possessions combat gear plus amulet of health +2, 
  cloak of Charisma +2, gloves of Dexterity +2, vest 
  of resistance +2, quarterstaff 
  Madness (Ex) Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means 
  short of a miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma. 
  Poison Use (Ex) Derro are not at risk of poisoning 
  themselves when handling poison. 
  Vulnerability to Sunlight (Ex) A derro takes 1 point 
  of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered 
  at the rate of 1 per every 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Skills Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  * see Appendix 2: New Rules Items 
   
  KOBOLD SNIPER (9) 
  CR 7 
  Male Kobold Fighter 6 /Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
    (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +11/+6 (1d6-1) or 
  Ranged +2 frost light crossbow +20/+15 (1d6+8 +1d6 
  cold) or 
  Ranged +2 frost light crossbow +18/+18/+13 (1d6+8 
  +1d6 cold) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper*, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Mastery* 
  (piercing), Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization 
  (light crossbow),  
  Skills Climb +11, Ride +17, Swim +11,  
  Possessions +1 frost light crossbow, +2 chain shirt, 
  masterwork spear, many bolts 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  * see Appendix 2: New Rules Items 
   
  PIT TRAP (2) 
  CR 3 
  Description see text. 
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  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 60ft deep (6d6 fall) 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (80FT) (2) 
  CR 5 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 80ft deep (8d6 fall), 1d4 
  pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
  SPIKED PIT TRAP (100FT) 
  CR 6 
  Description see text. 
  Search DC 24; Type mechanical, manual reset 
  Trigger location trigger;  
  Effect DC24 Reflex avoids; 100ft deep (10d6 fall), 
  1d4 pit spikes +10 melee, 1d4+5 
  Duration instantaneous 
  Disarm Disable Device DC 24 
   
  6: THE TEMPLE 
  ADVANCED ELITE ARROW DEMON (4)
   
  CR 12 
  From Monster Manual III 
  CE Medium Outsider (chaotic, evil, extraplanar 
  tanar’ri) 
  Init +8; Senses darkvision 60ft; Listen +26, Spot +26 
  Languages Abyssal, telepathy 100ft 
  AC 23, touch 18, flat-footed 15 
   (+8 Dex, +5 natural) 
  hp 310 (20 HD); DR 5/cold iron and good 
  Immune poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +22, Ref +20, Will +15 
  Speed 40 ft. (8 squares) 
  Melee claws +25/+25/+25/+25 (1d6+5) or 
  Ranged 2x +1 large flaming composite longbow 
  (str+5) +30/+30/+30/+30/ +25/+25/ +20/+20/ 
  +15/+15 (2d6+6/ 19-20, x3 plus 1d6 fire) or  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +20; Grp +25  
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions Close Combat Shot, oversized 
  weapons, spell-like abilities, summon tanar’ri, 
  symmetrical archery 
  Combat Gear  
  Spell-Like Abilities (CL 10th): 
   At Will—dimension door (self plus 50 pounds of 
  gear only). 
  Abilities Str 21, Dex 24, Con 30, Int 14, Wis 16, Cha 
  12 
  Feats Improved Critical (longbow), Improved Precise 
  Shot*, Improved Toughness*, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus 
  (longbow) 
  Skills Balance +31, Bluff +24, Climb +28, 
  Concentration +33, Hide +31, Jump +32, Listen 
  +26, Move Silently +31, Sense Motive +26, Spot 
  +26,  
  Possessions 2x +1 large flaming composite longbow, 
  gloves of dexterity +6 
  Close Combat Shot (Ex) An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex) Arrow demons use bows of 
  any kind that are up to one size larger than their 
  size would allow without penalty. 
  Summon Tanar’ri (Sp) Once per day, an arrow 
  demon can either automatically summon 1d6 
  dretches or attempt to summon another arrow 
  demon with a 35% chance of success. This is the 
  equivalent of a 4th-level spell. 
  Symmetrical Archery (Ex) The arrow demon has an 
  amazing ability to wield two bows at once in unison. 
  Any time the arrow demon could make a single 
  attack with a bow, it can attack with both its bows, 
  taking a -2 to its attack roll. The arrow demon takes 
  no additional penalties for using multiple weapons 
  as long as it is using only bows. The statistics 
  blocks above already include these bonuses. 
  * see Appendix 2: New Rules Items 
   
  ADVANCED HEZROU (2) 
  CR 14 
  CE Huge Outsider (Chaotic, Extraplanar, Evil, 
  Tanar’ri) 
  Init -1; Senses darkvision 60ft, Listen +30, Spot +30 
  Aura stench 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100ft 
  AC 30, touch 8, flat-footed 30 
   (-2 size, -1 Dex, +5 armor, +17 natural, +1 
  deflection) 
  Miss Chance displacement 50% 
  hp 280 (17 HD); DR 10/good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10; SR 26 
  Fort +24, Ref +11, Will +14 
  Speed 30 ft. (6 squares); fly 60ft (good) 
  Melee +2 huge longsword +29/+24/+19/+14 
  (3d6+14/19-20) and bite +25 (4d6+12) and claw 
  +25 (2d6+6) or 
  Melee bite +27 (4d6+12) and claws +25/+25 (2d6+6) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +17; Grp +37  
  Atk Options Improved Grab, Power Attack 
  Special Actions Cleave 
  Spell-Like Abilities (CL 17th): 
   At Will—chaos hammer (DC18), greater teleport 
  (self plus 50 pounds of objects only), unholy 
  blight (DC18) 
   3/day—blasphemy (DC21), gaseous form 
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  Abilities Str 34, Dex 8, Con 34, Int 14, Wis 14, Cha 
  18 
  Feats Blind-Fight, Cleave, Multiattack, Power Attack, 
  Practiced Spellcaster (outsider), Quicken Spell-like 
  ability (unholy blight),  
  Skills Climb +30, Concentration +32, Escape Artist 
  +19, Hide +11, Intimidate +24, Listen +30, Move 
  Silently +19, Search +22, Spellcraft +22, Spot +30, 
  Survival +2 (+4 following tracks), Use Rope +0 (+2 
  with bindings) 
  Possessions combat gear plus cloak of resistance 
  +2, devastation gauntlets*, belt of giant strength 
  +4, winged boots, potion of displacement, +2 
  studded leather, cloak of resistance +2, +2 huge 
  longsword 
  Improved Grab (Ex) To use this ability, a hezrou 
  must hit with both claw attacks. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Stench (Ex) A hezrou’s skin produces a foul-smelling, 
  toxic liquid whenever it fights. Any living creature 
  (except other demons) within 10 feet must succeed 
  on a DC 24 Fortitude save or be nauseated for as 
  long as it remains within the affected area and for 
  1d4 rounds afterward. Creatures that successfully 
  save are sickened for as long as they remain in the 
  area. A creature that successfully saves cannot be 
  affected again by the same hezrou’s stench for 24 
  hours. A delay poison or neutralize poison spell 
  removes either condition from one creature. 
  Creatures that have immunity to poison are 
  unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws.. 
  The save DC is Constitution-based. 
  Summon Demon (Sp) Once per day a hezrou can 
  attempt to summon 4d10 dretches or another 
  hezrou with a 35% chance of success. This ability 
  is the equivalent of a 4th-level spell. 
  Skills: Hezrous have a +8 racial bonus on Listen and 
  Spot checks. 
  * see Appendix 2: New Rules Items 
   
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Clinging Breath [Metabreath] 
  Your breath weapon clings to creatures and continues 
  to affect them in the round after you breathe. 
   
  Prerequisite: Con 13, breath weapon. 
   
  Benefit: Your breath weapon has its normal effect, 
  but also clings to anything caught in its area. A 
  clinging breath weapon lasts for one round. In the 
  round after you breathe, the clinging breath deals half 
  the damage it dealt in the previous round. Creatures 
  that avoid damage from the breath weapons (such as 
  creatures with the evasion ability or incorporeal 
  creatures) do not take the extra damage. 
   
  For example an old silver dragon uses its cold 
  breath and deals 72 points of cold damage (or 36 if the 
  target made its save). In the following rounds, foes that 
  failed their saves against the breath weapon initially 
  take and additional 36 points of damage, and foe that 
  succeeded on their saves take 18 points of cold damage. 
   
  A foe can take a full-round action to attempt to 
  remove the clinging breath weapon before taking 
  additional damage. It takes a successful Reflex saving 
  throw (same DC as the breath weapon) to remove the 
  effect. Rolling around on the ground grants a +2 bonus 
  to the saving throw, but leaves the foe prone.  A 
  clinging breath weapon cannot be removed or 
  smothered by jumping into water. A clinging breath 
  weapon can be magically dispelled (DC equal to your 
  breath weapon DC). 
   
  This feat only works on a breath weapon that has 
  instantaneous duration and that deals some kind of 
  damage, such as energy damage, ability damage or 
  negative levels. 
   
  When you use this feat, add +1 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You can apply this feat more than once to 
  the same breath weapon. Each time you do, the 
  clinging breath weapons lasts an additional round. 
   
  Source: Draconomicon, p. 73 
  Crossbow Sniper 
  You are skilled in lining up accurate, deadly shots with 
  your crossbow. Perhaps you add extra custom-made 
  sights to your weapon or you have learned to maximize 
  the stability and precision the weapon offers. 
   
  Prerequisite: Proficiency with hand, heavy, or 
  light crossbow, Weapon Focus with hand, heavy or 
  light crossbow, base attack bonus +1. 
   
  Benefit: When using a crossbow for which you 
  have the Weapon Focus feat, you gain a bonus on 
  damage rolls equal to ½ your Dexterity bonus. 
   
  If you have the skirmish or sneak attack ability, 
  the maximum range at which you can make such 
  attacks increases to 60feet when you are using a 
  crossbow for which you have the Weapon Focus feat. 
   
  Special: A fighter may select Crossbow Sniper as 
  one of his fighter’s bonus feats. 
   
  Source: Player Handbook II, p. 77 
  Favored Power Attack [General] 
  You are able to deal more damage against your favored 
  enemies. 
   
  Prerequisites: Favored enemy ability, Power 
  Attack, base attack bonus +4. 
   
  Benefit: When you use the Power Attack feat 
  against a favored enemy, you may subtract a number 
  from your melee attack rolls and add twice that 
  number to your melee damage rolls. If you attack with 
  a weapon in two hands, add three times the number. 
  The normal restrictions of the Power Attack feat apply. 
   
  Source: Complete Warrior, p. 98 
  Improved Rapidstrike [Monstrous] 
  You can make multiple attacks with a natural weapon. 
   
  Prerequisite: Dex 9, one or more pairs or natural 
  weapons, aberration, dragon, elemental, magical beast 
  or plant type, base attack bonus +15, Rapidstrike. 
   
  Benefit: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make two or more extra attack with one of those 
  weapons the first at a -5 penalty and subsequent attacks 
  at an additional -5, but never more than four extra 
  attacks. A creature with multiple limbs qualifies for 
  this feat as well, such as a creature with 3 arms and 3 
  claw attack. 
   
  Normal: Without this feat you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapon you have.  
   
  Source: Draconomicon, p. 73 
  Improved Snatch [General] 
  You can make snatch attacks against bigger opponents 
  than other creatures can 
   
  Prerequisites: Snatch 
   
  Benefit: As the Snatch feat (see Monster Manual 
  304), except that you can grab a creature two size 
  categories smaller than you with your bite or claw 
  attack. 
   
  Source: Draconomicon, p. 71 
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  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior, p. 101 
  Melee Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisite: Proficiency with selected weapons, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  select, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once, 
  each time. Each time, you can select a new damage 
  type. 
   
  A fighter may select Melee Weapon Mastery as 
  one of his fighter bonus feats. 
   
  Source: Player Handbook II, p. 81 
  Practiced Spellcaster [General] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t gain from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus.  
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  would cast cleric spells as an 8th-level caster and 
  wizard spells as a 9th-level caster. 
   
  Source: Complete Divine, p. 82 
  Quicken Breath [Metabreath] 
  You can loose your breath weapon with but a thought. 
   
  Prerequisite: Con 19, breath weapon. 
   
  Benefit: Using your breath weapon is a free 
  action. 
   
  When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You cannot use this feat and the 
  Maximize Breath feat on the same weapon at the same 
  time. 
   
  Source: Draconomicon, p. 73 
  Ranged Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisite: Proficiency with selected weapons, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  ranged weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  select, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. In addition, you increase its 
  range increment by 20feet. 
   
  Special: You can select this feat more than once, 
  each time. Each time, you can select a new damage 
  type. 
   
  A fighter may select Ranged Weapon Mastery as 
  one of his fighter bonus feats. 
   
  Source: Player Handbook II, p. 82 
  Rapidstrike [Monstrous] 
  You can attack more than once with a natural weapon. 
   
  Prerequisite: Dex 9, one or more pairs or natural 
  weapons, aberration, dragon, elemental, magical beast 
  or plant type, base attack bonus +10. 
   
  Benefit: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
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  make one extra attack with one of those weapons at a -5 
  penalty. A creature with multiple limbs qualifies for 
  this feat as well, such as a creature with 3 arms and 3 
  claw attack. 
   
  Normal: Without this feat you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair of 
  natural weapon you have.  
   
  Source: Draconomicon, p. 73 
  Recover Breath [Metabreath] 
  You wait less time before being able to use your breath 
  weapon again. 
   
  Prerequisites: Con 17, breath weapon 
   
  Benefit: You reduce the interval between uses of 
  your breath weapon. You wait 1 round less than usual 
  before breathing again, but always at least 1 round. The 
  feat stacks with the effects of metabreath feats, 
  reducing the total time you must wait to use your 
  breath weapon again by 1 round. 
   
  Special: If you have multiple heads with breath 
  weapons, all breath weapons use the reduced interval. 
   
  Source: Draconomicon, p. 73 
  MAGIC ITEMS 
  Devastation Gauntlets 
  Price (Item Level): 2,000gp (6th) 
  Body Slot: Hands 
  Caster Level: 5
  th 
  Aura: faint; (DC17) transmutation 
  Activation: Swift (command) 
  Weight: - 
  These gauntlets have 3 charges, which are renewed 
  each day at dawn. Spending 1 or more charges grants 
  you a bonus to the damage dealt by a critical hit you 
  make in melee. You activate the gauntlets after you 
  confirmed a critical hit, but before damage is rolled. 
   
  1 charge: +2d6 points of damage 
   
  2 charges: +3d6 points of damage 
   
  3 charges: +4d6 points of damage 
   
  Prerequisite: Craft Wondrous Item, keen edge. 
   
  Cost to Create: 1,000gp, 80XP, 2 days. 
   
  Source: Magic Item Compendium, p. 93 
  Dragon Mask 
  Price (Item Level): 4,000gp (8th) 
  Body Slot: Face 
  Caster Level: 6th 
  Aura: Moderate; (DC18) divination 
  Activation: Swift (command) 
  Weight: 2 lbs 
  When activated, a dragon mask allows you to use see 
  invisibility, as the spell, for 5 minutes. This ability 
  functions two times per day. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  see 
  invisibility 
   
  Cost to Create: 2,000gp, 160XP, 4 days. 
   
  Source: Magic Item Compendium, p. 94 
  Vest of Resistance  
  Price (Item Level): 1,000 gp (4
  th) (+1), 4,000 gp (8
  th) 
  (+2), 9,000 gp (12
  th) (+3), 16,000 gp (14
  th) (+4), 25,000 gp 
  (15
  th) (+5) 
  Body Slot: Torso 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) abjuration 
  Activation: - 
  Weight: 1 lbs 
   
  A vest of resistance offers magic protection in the 
  form of a +1 to +5 resistance bonus on saving throws. 
   
  Prerequisites: Craft Wondrous Items, resistance. 
   
  Cost to Create: 500 gp, 40 XP, 1 day (+1); 2,000 gp, 
  160 XP, 4 day (+2); 4,500 gp, 360 XP, 9 day (+3); 8,000 
  gp, 640 XP, 16 day (+4); 12,500 gp, 1,000 XP, 25 day (+5) 
   
  Source: Magic Item Compendium, p. 147 
  TUS8-02 One More For the Road 
   
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  TUS8-02 One More For the Road 
   
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  APPENDIX 3: THE LAW IN NORTHERN TUSMIT 
  Although the laws of Tusmit are supposed to be the 
  same throughout the nation, the southern sheikdoms 
  are much more rigorous in their following and 
  application of the laws than the northern ones. In the 
  sheikdoms of the north, justice is often swiftly served 
  in the name of the True Faith and without any 
  consultations or regards to the civil laws of the nation. 
  Generalities 
  Sentences range will vary depending on the 
  circumstances of the offense and/or the status of the 
  person being judged. Each week represents 1 Time 
  Units (TU) in game play. 
   
  Please note that the laws outlined here do not 
  comprise of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  LASHINGS 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  HORSES 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  HIGH FINES 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains (gp) per week in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadi and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  THE SELF-DEFENSE CLAUSE 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  week of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  LEGAL AUTHORITIES 
  The Pasha’s influence in the northern sheikdoms is 
  rather weak and local authorities tend to interpret the 
  laws as they see fit. Minor offenses will most often be 
  dealt with by the Military as in the southern 
  sheikdoms. Major offenses are usually taken care of by 
  the local ruler or a high ranking priest of Al’Akbar. 
  Most grievous offenses are rarely put in the hands of 
  the Pasha since the people of the northern sheikdoms 
  don’t usually like to deal with him. In this case, a high-
  ranking priest of the True Faith will be entitled to 
  judge the offense. In some cases, a person who has 
  been wronged will take matters in his own hands 
  without any intervention from the militia or the 
  Church. No one will ask any questions if justice has 
  been served in the name of the True Faith. 
  THE OFFENCES 
  Assault (Noble, Church or Ggovernment official) 
  Threat or use of lethal force that results in bodily harm 
  upon a person a lawful representative of the Tusman 
  Government, a Tusman noble or member of an 
  organized Tusman Church. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to 1 year (52 TUs). 
  Assault (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six weeks and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three weeks and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of four weeks 
  and loss of seventy-five percent of property. 
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Any other: Death 
  Spying 
  Any activity that results in foreign powers learning 
  secrets or information about the nation of Tusmit. 
  Sentence: Death 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentences: 
  1. 
  Less than 100 fountains stolen: 2d10 lashes per 25 
  fountains stolen. 
  2. 
  100 to 500 fountains in value: Imprisonment for 1 
  week per 100 fountains’ worth of goods, and 5d10 
  lashes. 
  3. 
  500 fountains in value or more: Sent to the mines 
  for 1 week per 100 fountains stolen, followed by 
  severance of main hand. 
  4. 
  Horse theft: Death. 
  Treason 
  Any activity that weakens or gives an edge to a foreign 
  power against the good of the nation of Tusmit. 
  Sentence: Torture and death 
  Vandalism 
  Willful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Worship of a banned religion 
  Holding worshiping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, Hextor, 
  Iuz, Pyremious, Tharizdun, Vecna 
  Sentence: Death. 
   
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  TUS8-02 One More For the Road 
   
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  APPENDIX 4: TEXTES EN FRANCAIS 
  A French translation of the boxed texts is available; if 
  they are not included with this scenario, please contact 
  poc@tusmit.org to receive them 
   
  La traduction en français des textes en gras est 
  disponible; si elle n’est pas incluse avec ce scénario, 
  veuillez contactez poc@tusmit.org pour l’obtenir. 
  
  DM MAPS 
   
  Map 1: The Antechamber 
   
   
  Map 2: The Temple of Diriinka 
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  PLAYER HANDOUT 1: MAP OF KHUNDHOLM 
   
   
  Player's Map 1: Khundholm 
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  PLAYER HANDOUT 2: THE KHUND NATION 
  The Khund have 3 major tribal divisions: Oosterkhund, Vesterkhund and Khund. 
   
  The Oosterkhund clans have joint loyalty to Perrenland and the Haigh Righ Barandon. Taxes however, flow mostly 
  to the Voorman 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 "Central" Khund is ruled by High King Barandon and is independent of both nations. 
   
  The Oosterkhund and Vesterkhund are ruled by sub-kings 'Righs'crowned by Barandon according to the will of the 
  respective clans. The King of the Vesterkhund is Lord Taklinn Thunderstone.  
   
  Most Khund are mountain dwarves. However, some of the Khund are hill dwarves due to marriage during the 
  years of exile.  
   
  The number of Khund is estimated at around 40,000 for the entire nation. 
   
  Much of Khundholm remains unexplored. There are many area marked "Here be dragons" on the map. 
   
  The Heraldic symbol of the Khund is a black banner with a silver hammer, anvil and crown. 
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  PLAYER HANDOUT 3: KING TAKLINN’S SPEECH 
  King Taklinn sat at the end of the table, looking 
  worried as you entered. His thick beard with braided 
  moustache and the adamantine circlet around his head 
  gave him an even graver appearance. 
   
  “Well done on slaying Snowind… Now with some 
  of its leather, my sister Emeraud will wear the great 
  wedding dress tradition demands. As an added bonus, 
  you have opened up a whole new expanse of territory 
  for my prospectors to explore. The area was deemed 
  too dangerous to mine before, but now… I was told the 
  area was rich in silver… You will be greatly rewarded 
  for this great deed. I instructed by artisan to keep some 
  select parts of the beast for you.” 
   
  The King stands and begins pacing. “If you don’t 
  know, Emeraud is… Well… She’s a warrior. I managed 
  to buy the peace with her by allowing her to plan an 
  assault on a derro enclave.” 
   
  “I must ask you to join her expedition and 
  volunteer to take on the temple when she asks for 
  volunteers. Let me make myself clear… SHE MUST 
  NOT PARTICIPATE IN THE TEMPLE ASSAULT. 
  Did I make myself clear?” King Taklinn’s expression 
  leaves no doubt as to the seriousness of his words. 
   
   
   
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  PLAYER HANDOUT 4: WORD ON THE STREET 
  You are in Dungarth Llith, capital of the Vesterkhund. 
   
  High King Barandon and Lady Emeraud will get 
  married within a month! I have to get my armor 
  polished!!! 
   
  High King Barandon, King Taklin and the rest of 
  the Thunderstone clan have been trying to keep Lady 
  Emeraud cornered off, but the Lady has still managed 
  to run expeditions against Giants, derro and dragons. 
   
  King Taklinn has promised he’d open some new 
  mining territories as soon as the white dragon 
  Snowind was defeated. 
   
  The road from Reijah in Dihn to Exag in 
  Perrenland is open all the time and has never been 
  safer 
   
  The road is kept safe because it is heavily patrolled 
  by dwarves and mercenary patrols 
   
  Lady Emeraud is often at the Temple of the All-
  Father. 
   
  If you want anything, I’d recommend you visit 
  Bimira’s emporium. 
   
   
   
   
   
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  PLAYER HANDOUT 5: THE KHUND ANCESTORS 
   
  BOOM! The hammer hits the metal. 
  BOOM! The smith imposes his will. 
  BOOM! 
  BOOM! 
  BOOM! 
  Boom! 
  Boom 
  boom 
   
  The dull thumping of the hammer upon the anvil 
  seems to dim in the distance. The sound echoes in your 
  own soul instead. 
   
  Your eyes focus on the glowing red metal upon 
  the anvil. Embers fly in all directions as the smith 
  works the metal. 
   
  “The forge tempered your soul as it tempered ours. 
  We now wait in the Soul Forge and looking down on 
  our sons and daughters…” 
   
  Turning around, three burly-looking dwarves 
  made of embers stand eying you. “Yes, we are your 
  ancestors, we are Khund. And we died fighting for 
  these halls. Though we failed our task, we wish to tell 
  you that we have been re-forged and are ready to serve 
  again. If you ever need us, call to us and we will return 
  to defend our lands and our people…” 
   
  “We are watching.” Then like the embers, the 
  ancestors disappear into nothing. 
  Boom 
  Boom 
  Boom! 
  BOOM! 
  BOOM! 
  BOOM! 
  Your thoughts once again return to the temple. 
   
   
   
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/598/Normal Scenarios/TUS8-02 - One More for the Road (APL 8-16)/TUS8-02 - One More for the Road.pdf