TEXT:   
  DDrraaggoonnss  OOff  DDeessppaaiirr  
  A D&D® 3rd Edition Conversion 
  By 
  Cam Banks 
   
  Credits 
  Editor and Layout: Neil Burton 
  Adventure Portal Selection Committee: Cam Banks, Richard Connery, 
  Adam J. Dembroski, Doug Meerschaert, Claus Oleson, James O’Rance, 
  Troy Trboyevich, Keith Williams 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dragonlance® and D&D® and logos are trademarks of Wizards of the Coast  
  and are used with permission. This material is copyright © 2001 The Dragonlance Nexus,  
  Cam Banks, and Wizards of the Coast, and is not to be re-used without the express  
  permission of all of the copyright holders. 
  Visit the Nexus at www.dl3e.com and 
  Wizards of the Coast at www.wizards.com
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  2 
  a Dragonlance Nexus Adventure Conversion 
  TTaabbllee  ooff  CCoonntteennttss  
    
  Introduction .....................................................................................................................................................................4 
  Summary of Conversion .................................................................................................................................................4 
  How To Use This Document...........................................................................................................................................4 
  Chapter 1: The Road Travels East ..................................................................................................................................5 
  Event 1 – The Adventure Begins.....................................................................................................................................5 
  Encounter 1a. Inn of the Last Home................................................................................................................................5 
  Encounter 4. New Haven Road.......................................................................................................................................5 
  Encounter 5. Prayers Eye Peak .......................................................................................................................................6 
  Encounter 6. Twin Flat ...................................................................................................................................................6 
  Encounters 13-15. North Seeker Reaches........................................................................................................................6 
  Encounter 16. Haven’s Vale ...........................................................................................................................................7 
  Encounter 17. Lordcity of Haven ....................................................................................................................................7 
  Encounter 17a. Steel Tankard Tavern..............................................................................................................................7 
  Encounter 17b. Councilhall of Highseekers.....................................................................................................................7 
  Encounter 18. River White-rage......................................................................................................................................8 
  Encounter 19. Qualinesti Elflands...................................................................................................................................8 
  Encounter 20. The White-rage Cut..................................................................................................................................8 
  Encounter 22. Spirit Forest .............................................................................................................................................8 
  Encounter 23. Centaur Reaches.......................................................................................................................................9 
  Encounter 24. Dryad Forests...........................................................................................................................................9 
  Encounter 25. Starnight Canyon .....................................................................................................................................9 
  Encounter 26. Unicorn Grove .........................................................................................................................................9 
  Encounter 30. Que-Teh.................................................................................................................................................10 
  Encounter 31. The Great Crossroads.............................................................................................................................10 
  Encounter 32. Que-Kiri ................................................................................................................................................10 
  Encounter 35. North Desolation....................................................................................................................................10 
  Encounter 36. Que-Shu.................................................................................................................................................10 
  Encounter 38. Refugee .................................................................................................................................................10 
  Encounter 39. Oldroad Bridge ......................................................................................................................................10 
  Encounter 40. Southway...............................................................................................................................................11 
  Encounter 41. Sageway East.........................................................................................................................................11 
  Encounter 42. Cursed Lands of Newsea ........................................................................................................................11 
  Encounter 43. Dragonlands...........................................................................................................................................11 
  Chapter 2: Lost City of the Ancients .............................................................................................................................13 
  Encounter 44a. Swamp Ruins.......................................................................................................................................13 
  Encounter 44c. Vine Bridges ........................................................................................................................................13 
  Encounter 414. Battle of the Fallen Ironclaw.................................................................................................................13 
  Encounter 44e. Broken Bridge......................................................................................................................................13 
  Encounter 44f. Temple of Baaz.....................................................................................................................................13 
  Encounter 44h. Breeding Pool ......................................................................................................................................14 
  Encounter 44j. Fallen Obelisk.......................................................................................................................................14 
  Encounter 44k. Plaza of Death......................................................................................................................................14 
  Chapter 3: Descent into Darkness..................................................................................................................................15 
  Encounter 42d. North Worship Room ...........................................................................................................................15 
  Encounter 46e. Southern Holy Circle............................................................................................................................15 
  Encounter 47b. Southern Crypts ...................................................................................................................................15 
  Encounter 47c. Going Down.........................................................................................................................................15 
  Encounter 47f. Watch Room.........................................................................................................................................16 
  Encounter 47g. Treasury...............................................................................................................................................16 
  Encounter 48. Sewer Entrance ......................................................................................................................................16 
  Encounter 51a. Cellar Above........................................................................................................................................16 
  Encounter 51c. Ceiling Cooks.......................................................................................................................................16 
  Encounter 55. Bottoms Down .......................................................................................................................................17 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  3 
  Encounter 54b. Sage’s Court.........................................................................................................................................17 
  Encounter 55. Treasury Court.......................................................................................................................................17 
  Encounter 56. View from the Falls................................................................................................................................17 
  Encounter 57a. Outer Treasury .....................................................................................................................................18 
  Encounter 57b. Vault....................................................................................................................................................18 
  Encounter 59b. Dance on the Wall................................................................................................................................18 
  Chapter 4: Lair of the Dragon .......................................................................................................................................19 
  Encounter 63. North Mall .............................................................................................................................................19 
  Encounter 64. Palace Guard Hall ..................................................................................................................................19 
  Encounter 64a. Entry....................................................................................................................................................19 
  Encounter 64c. North Armory.......................................................................................................................................19 
  Encounter 614. Assembly.............................................................................................................................................19 
  Encounter 64g. Quarters...............................................................................................................................................19 
  Encounter 64h. Mess Hall.............................................................................................................................................20 
  Encounter 65a. Larder Office........................................................................................................................................20 
  Encounter 65b. Larder ..................................................................................................................................................20 
  Encounter 66. Court of Reception .................................................................................................................................20 
  Encounter 67. Great Plaza.............................................................................................................................................21 
  Encounter 67a. East Falls..............................................................................................................................................21 
  Encounter 67b. West Falls............................................................................................................................................21 
  Encounter 68c. Slud Clan Rooms..................................................................................................................................21 
  Encounter 68f. Guards Post ..........................................................................................................................................22 
  Encounter 68h. Treasury...............................................................................................................................................22 
  Encounter 68i. Messy Mess ..........................................................................................................................................22 
  Encounter 68j. Bulp Clan Room ...................................................................................................................................23 
  Encounter 68m. Court of the Aghar ..............................................................................................................................23 
  Encounter 69b. The Secret Way....................................................................................................................................23 
  Encounter 70c. First Hall..............................................................................................................................................23 
  Encounter 70d. Palace Treasury....................................................................................................................................23 
  Encounter 70g. Prisoner Cell ........................................................................................................................................24 
  Encounter 70h. Bozak Commander...............................................................................................................................24 
  Encounter 70j. Hall of Sound........................................................................................................................................24 
  Encounter 70k. Court of the Balance.............................................................................................................................24 
  Appendix A: Magical Items ...........................................................................................................................................26 
  Blue Crystal Staff of Mishakal......................................................................................................................................26 
  Disks of Mishakal.........................................................................................................................................................26 
  Appendix B: Random Encounter Listings.....................................................................................................................27 
  General Random Encounter Table ................................................................................................................................27 
  The Darken Wood Random Encounter Table................................................................................................................29 
  Appendix C: Summary and Credits ..............................................................................................................................30 
  Converted Product........................................................................................................................................................30 
  Additional Credits........................................................................................................................................................30 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  4 
  a Dragonlance Nexus Adventure Conversion 
  IINNTTRROODDUUCCTTIIOONN  
   
  SSuum
  mm
  maarryy  ooff  CCoonnvveerrssiioonn  
   
  Dragons of Despair was the first official Dragonlance 
  module. This conversion is the first in a series of 
  conversions for the DL modules. 
   
  Only encounters with creatures, treasure, or traps of some 
  kind were converted. This document has been designed 
  to go hand-in-hand with a copy of either the original 1st 
  Edition module DL1 Dragons of Despair, or the first 
  section 
  of 
  the 
  2nd 
  Edition 
  revised 
  collection 
  Dragonlance Classics Volume 1. As such, no maps or 
  module text have been included except where necessary 
  as part of a conversion. 
   
  Please note that this module makes certain assumptions 
  regarding the number of characters in the party – it is 
  designed for 8 characters of levels 4-6, and is best used 
  with my Heroes of the Lance/Innfellows pre-generated 
  character conversions (available on The Nexus). The 
  encounter levels and challenge ratings included in this 
  conversion are scaled for a party of 4, as described in the 
  DMG, but assume that a party of 8 PCs can handle an EL 
  or CR of 2 levels higher than the average party level. For 
  example, the average level of the Heroes of the Lance is 
  around 4.75 (rounded to 5), and thus an EL of 7 would be 
  a Challenging encounter. Some of the higher EL 
  encounters, however, aren’t designed to be beaten by the 
  players, or require special means to handle (such as 
  Khisanth, who is CR 18 and beyond the scope of the 
  characters to handle without divine help). 
   
  Full stat blocks are given for most encounters, even those 
  which appear in the Monster Manual. The exception to 
  this is the Wandering Monster section, although monsters 
  that aren’t included in the Monster Manual do receive a 
  full stat block in that section. I find having more than just 
  the name and hit points very helpful during the course of 
  a game! 
   
  H
  Hooww  TToo  UUssee  TThhiiss  DDooccuum
  meenntt  
   
  This conversion is meant to give DM’s all of the 
  information they need to run the original adventure using 
  3rd Edition rules. 
   
  Events and encounters in the module are listed below 
  wherever a 3ed perspective is needed or is useful, listing 
  for example DC’s for various tasks, or relevant skills to 
  be used. 
   
  Stat blocks for all monsters and NPC’s are given in the 
  body of the text – repeated where necessary for your 
  convenience, with the exception of Special Attacks and 
  Qualities, which are listed only once, the first time the 
  creature is mentioned (let us know how this format works 
  for you). 
   
  Finally, various appendices detail magical items and 
  random encounter tables to use as you see fit.
   
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  5 
  CCHHAAPPTTEERR  11::  TTHHEE  RROOAADD  TTRRAAVVEELLSS  EEAASSTT  
   
  EEvveenntt  11  ––  TThhee  AAddvveennttuurree  BBeeggiinnss  
   
  TTooeeddee  aanndd  HHoobbggoobblliinnss  ((EELL  77))  
  This is an EL7 encounter because Toede will flee on his 
  pony before the hobgoblins attack. If for some reason he 
  becomes part of the combat, raise the EL to 8. 
   
  Fewmaster Toede, Male Hobgoblin Ftr4: CR 4; 
  Medium-Size Humanoid (Goblinoid) (5 ft. 5 in. tall); 
  HD 4d10; hp 22; Init +4 (Improved Initiative); Spd 30 
  ft.; AC 14 (+3 studded leather, +1 small shield); Atk 
  +6 melee (1d6+2, short sword) or +6 melee (1d4+2, 
  dagger); SQ Darkvision 60 ft, leaping; AL LE; SV 
  Fort +6, Ref +1, Will +1; Str 16, Dex 10, Con 16, Int 
  8, Wis 11, Cha 6. 
  Skills: Intimidate +1 (+11 vs goblins, hobgoblins and 
  ogres), Jump +141, Move Silently +42, Ride +3.  
  Feats: Alertness, Improved Initiative, Mounted 
  Combat, Skill Focus (Intimidate), Trample. 
  SQ-Leaping (Ex): Toede has a +10 bonus to Jump 
  checks. 
  SQ-Goblin Charm (Ex): Toede has a +10 bonus to 
  Intimidate checks vs. goblins, hobgoblins and ogres. 
  Possessions:  Studded leather armor, small shield, 
  short sword, dagger. 
  1 Includes+10 racial bonus 
  2 Includes +4 racial bonus 
   
  Hobgoblins (10): CR 1/2; Medium-Size Humanoid 
  (Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1; Spd 
  30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 small 
  shield); Atk +1 melee (1d8, longsword); SQ 
  Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will 
  +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
  Skills: Hide +1, Listen +3, Move Silently +3, Spot +3.  
  Feats: Alertness. 
  Possessions:  Studded leather armor, longsword, small 
  shield 
   
  EEnnccoouunntteerr  11aa..  IInnnn  ooff  tthhee  LLaasstt  
  H
  Hoom
  mee  
   
  Otik Sandath the Innkeeper, Male Human Ftr3: 
  CR 3; Medium-Size Humanoid (6 ft. 1 in.  tall); HD 
  3d10+12; hp 22; Init +1 (Dex); Spd 30 ft.; AC 12 (+1 
  Dex, +1 leather apron); Atk +6 melee (1d6+2, club) or 
  +5 melee (1d4+2, dagger); AL LN; SV Fort +9, Ref 
  +2, Will +3; Str 15, Dex 12, Con 18, Int 12, Wis 16, 
  Cha 15. 
  Skills: Craft (brewing) +5, Craft (cooking) +91, Listen 
  +51, Spot +51, Profession (innkeeper) +4. 
  Feats: Alertness, Great Fortitude, Improved Unarmed 
  Strike, Skill Focus (Craft/cooking), Weapon Focus 
  (club). 
  Possessions:  Tap handle (club), dagger, leather apron 
  1 Craft (cooking), Listen, and Spot include bonuses 
  from Skill Focus or Alertness feats 
   
  Tika Waylan, Barmaid, Female Human Rog3/Ftr2: 
  CR 5; Medium-Size Humanoid (5 ft. 8 in. tall); HD 
  3d6+2d10+5; hp 22; Init +3; Spd 30 ft.; AC 14 (+3 
  Dex, +1 leather apron); Atk +7 melee (1d8+2, heavy 
  frying pan); SA sneak attack +2d6; SQ uncanny 
  dodge, evasion; AL NG; SV Fort +5, Ref +6, Will +2; 
  Str 14, Dex 16, Con 13, Int 9, Wis 12, Cha 14. 
  Skills: Bluff +6, Climb +10, Disable Device +3, Hide 
  +5, Intimidate +6, Jump +3, Move Silently +5, Open 
  Lock +7, Pick Pocket +9, Profession (barmaid) +5, 
  Ride +4, Search +3, Sense Motive +5, Tumble +7. 
  Feats: Dodge, Mobility, Spring Attack, Weapon 
  Focus (heavy mace/frying pan), Weapon Focus (short 
  sword). 
  Possessions:  Frying pan, leather apron, gold ring (on 
  chain around neck). 
   
  Townspeople , Male and Female Human Com1 (5): 
  CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init 
  +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, 
  unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 
  10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. 
  Skills: Climb +2, Profession (varies) +3, Ride +1, 
  Swim +2. 
  Feats: Skill Focus (varies). 
   
  EEnnccoouunntteerr  44..  NNeeww  H
  Haavveenn  RRooaadd  
   
  To spot the hidden draconians, characters must make a 
  Spot check (DC 20). PCs who climb a tree gain a +5 
  circumstance bonus to this check. 
   
  DDrraaccoonniiaannss  ((EELL  66))  
  The draconians, if spotted or in an advantageous position, 
  launch from the trees and glide down to block the road 
  back to Solace. A few of them may attempt charging 
  attacks, while at least one Baaz will blow a horn to warn 
  any other Baaz in the area, as per module text. 
   
  Baaz Draconians (8): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  6 
  a Dragonlance Nexus Adventure Conversion 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  SA-Death throe (Su): On the round that a Baaz reaches 
  0 or fewer hit points, its body turns to stone. The 
  creature that struck the deathblow must roll a 
  successful Dexterity check (DC 13) or have his 
  weapon fused to the draconian. The Baaz "statue" 
  crumbles to dust after 1d4 minutes. Items carried by 
  the Baaz are unaffected by the petrification and 
  subsequent dissolution. Any stuck weapons can be 
  retrieved after the Baaz crumbles away. 
  SQ-Disease immunity (Ex): Baaz are immune to all 
  natural diseases. 
  SQ-Low metabolism (Ex): Baaz can survive on one-
  tenth the food and water it takes to sustain a human. 
  SQ-Glide (Ex): A Baaz can use its wings to glide, 
  negating any damage from a fall of any height and 
  allowing it to travel horizontally up to four times the 
  vertical distance descended. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerr  55..  PPrraayyeerrss  EEyyee  PPeeaakk  
   
  Randomly determine a character to make a Spot Check 
  (DC 18), or have them all attempt it. If the party is being 
  pursued into the area, the DC is reduced to 13. 
   
  White Stag (1): CR 7; Large Magical Beast (7 ft. 
  tall); HD 10d10+30; hp 77; Init +9 (Dex, Improved 
  Initiative); Spd 60 ft.; AC 24 (-1 size, +5 Dex, +10 
  natural); Atk +14 melee (1d12+4, antlers) or +12 
  melee (1d6+2, hooves); SA death-curse; SQ spell-like 
  abilities; AL LG; SV Fort +10, Ref +12, Will +6; Str 
  18, Dex 21, Con 17, Int 14, Wis 16, Cha 16. 
  Skills: Hide +12, Listen +121, Move Silently +12, Spot 
  +121, Wilderness Lore +11. 
  Feats: 
  Alertness, 
  Dodge, 
  Improved 
  Initiative, 
  Mobility, Track. 
  SA-Death-curse (Su): If the White Stag is killed, its 
  body disappears and dark thunderclouds form 
  overhead. These clouds follow the killers for seven 
  days, during which time they suffer a –1 luck penalty 
  to their Armor Class. 
  SQ-Spell-like abilities  (Sp): At will – detect good, 
  detect thoughts, find the path, speak with animals. 
  3/day – bless. The white stag uses these abilities as if 
  they were spells cast by an 11th level cleric (save DC 
  18) 
  1 Includes bonus from Alertness feat 
   
  EEnnccoouunntteerr  66..  TTwwiinn  FFllaatt  
   
  These draconians are disguised: hoods and black cloth 
  masks cover their faces, their hands are wrapped and they 
  wear heavy robes. Seeing through their disguise is an 
  opposed Spot check against the draconian’s Disguise 
  skill. In combat, a draconian can tear their robes free to 
  allow greater movement; this is a move-equivalent 
  action. While disguised, they lose the benefit of their Run 
  feat and can only move at their standard rate. 
   
  DDrraaccoonniiaannss  ((EELL  88))  
  The draconians won’t attack the party, choosing instead 
  to extract some information from them if possible. Refer 
  to the module text for particulars. If the encounter does 
  turn to combat, the draconians fight to the death, hoping 
  to drive the party further down the road to gain support 
  and reinforcements. 
   
  Baaz Draconian Leader (1): CR 2; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 3d8+6; hp 20; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +3 melee 
  (1d4, claws) or +3 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +6, Disguise +5, Gather Information +6, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Baaz 
  Draconians 
  (10): 
  CR 
  1; 
  Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerrss  1133--1155..  NNoorrtthh  SSeeeekkeerr  
  RReeaacchheess  
   
  There is a 15% chance per turn that the heroes find a 
  typical farmer and his family moving to the south. On the 
  main road this happens 30% of the time in area 13, and a 
  70% of the time in area 14. In area 15 the heroes will 
  always encounter the family. 
   
  Refugees, Male and Female Human Com1 (2-20): 
  CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  7 
  +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, 
  unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 
  10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. 
  Skills: Climb +2, Profession (varies) +3, Ride +1, 
  Swim +2. 
  Feats: Skill Focus (varies). 
   
  EEnnccoouunntteerr  1166..  H
  Haavveenn’’ss  VVaallee  
   
  Refugees, Male and Female Human Com1 (2-20): 
  CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init 
  +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, 
  unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 
  10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. 
  Skills: Climb +2, Profession (varies) +3, Ride +1, 
  Swim +2. 
  Feats: Skill Focus (varies). 
   
  Every game hour there is a 25% chance of a troop of 
  Holy Guard passing. Half the time they are heading away 
  from Haven. Heroes can stop the guard leader by making 
  a successful Diplomacy check (DC 10). 
   
  CCrreeaattuurreess  ((EELL  1111))  
  This shouldn’t turn into a combat encounter, but in the 
  unlikely event the party attacks the Holy Guards, they 
  may find them to be more than a challenge. 
   
  Guardleader, Male Human Ftr5: CR 5; Medium-
  Size Humanoid (6 ft. tall); HD 5d10+5; hp 30; Init +5 
  (Dex, Improved Initiative); Spd 20 ft.; AC 18 (+7 half-
  plate, +1 small shield); Atk +8 melee (1d8+2, long 
  sword); AL CG; SV Fort +5, Ref +2, Will +1; Str 15, 
  Dex 12, Con 12, Int 10, Wis 10, Cha 13. 
  Skills: Climb +5 (-2 in armor), Diplomacy +51, Listen 
  +3, Ride +5, Search +3. 
  Feats: Cleave, Improved Initative, Power Attack, Skill 
  Focus (diplomacy), Weapon Focus (long sword). 
  Possessions:  Half-plate armor (-7 check penalty), 
  small shield, long sword, Seeker symbols 
  1 Includes bonus from Skill Focus feat 
   
  Holy Guards, Male Human War4 (10): CR 3; 
  Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp 
  15; Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small 
  shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort 
  +4, Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, 
  Wis 10, Cha 11. 
  Skills: Climb +5 (+0 in armor), Intimidate +3, Jump 
  +5 (+0 in armor), Listen +2, Ride +4, Search +2. 
  Feats: Improved Initiative, Power Attack, Weapon 
  Focus (long sword). 
  Possessions:  Chainmail armor (-5 check penalty), 
  small shield, long sword, Seeker symbols 
   
  EEnnccoouunntteerr  1177..  LLoorrddcciittyy  ooff  H
  Haavveenn  
   
  Refugees, Male and Female Human Com1 (2-20): 
  CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init 
  +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, 
  unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 
  10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. 
  Skills: Climb +2, Profession (varies) +3, Ride +1, 
  Swim +2. 
  Feats: Skill Focus (varies). 
   
  Holy Guards, Male Human War4 (10): CR 3; 
  Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp 
  15; Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small 
  shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort 
  +4, Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, 
  Wis 10, Cha 11. 
  Skills: Climb +5 (+0 in armor), Intimidate +3, Jump 
  +5 (+0 in armor), Listen +2, Ride +4, Search +2. 
  Feats: Improved Initiative, Power Attack, Weapon 
  Focus (long sword). 
  Possessions:  Chainmail armor (-5 check penalty), 
  small shield, long sword, Seeker symbols 
   
  EEnnccoouunntteerr  1177aa..  SStteeeell  TTaannkkaarrdd  
  TTaavveerrnn  
   
  Refugees, Male and Female Human Com1 (2-20): 
  CR 1/2; Medium-Size Humanoid; HD 1d4; hp 3; Init 
  +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, 
  unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 
  10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. 
  Skills: Climb +2, Profession (varies) +3, Ride +1, 
  Swim +2.  
  Feats: Skill Focus (varies). 
   
  EEnnccoouunntteerr  1177bb..  CCoouunncciillhhaallll  ooff  
  H
  Hiigghhsseeeekkeerrss  
   
  CCrreeaattuurreess  
  No EL is given for this encounter. The DM may choose 
  to hand out XP for good or clever roleplaying, but any 
  combat is futile given the overwhelming numbers. 
   
  Holy Guards, Male Human War4 (100): CR 3; 
  Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp 
  15; Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small 
  shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort 
  +4, Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, 
  Wis 10, Cha 11. 
  Skills: Climb +5 (+0 in armor), Intimidate +3, Jump 
  +5 (+0 in armor), Listen +2, Ride +4, Search +2. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  8 
  a Dragonlance Nexus Adventure Conversion 
  Feats: Improved Initiative, Power Attack, Weapon 
  Focus (long sword). 
  Possessions:  Chainmail armor (-5 check penalty), 
  small shield, long sword, Seeker symbols 
   
  Master of the Highseekers, Male Human Clr7: CR 
  7; Medium-Size Humanoid (5 ft. 9 in. tall); HD 7d8; 
  hp 35; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk 
  +5 (1d8, heavy mace); AL CG; SV Fort +5, Ref +4, 
  Will +9; Str 11, Dex 14, Con 11, Int 13, Wis 15, Cha 
  15. 
  Skills: Bluff +81, Diplomacy +10, Knowledge 
  (religion) +9, Sense Motive +6, Spot +6. 
  Feats: Dodge, Iron Will, Run, Skill Focus (Bluff). 
  Possessions:  Highseeker robes, heavy mace, Seeker 
  symbols, steel girdle 
  Note: Although the Master of the Highseekers is a 
  Cleric, his Seeker gods are not real and he does not 
  gain any clerical powers. This includes his spellcasting 
  and turning ability. 
  1 Includes bonus from Skill Focus feat 
   
  Highseeker Councilors, Male Human Clr5 (8): CR 
  5; Medium-Size Humanoid (5 ft. 7 in. tall); HD 5d8; 
  hp 22; Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +3 
  (1d8, heavy mace); AL CG; SV Fort +4, Ref +3, Will 
  +5; Str 11, Dex 14, Con 11, Int 11, Wis 13, Cha 13. 
  Skills: Bluff +5, Diplomacy +71, Knowledge (religion) 
  +4, Sense Motive +3, Spot +3. 
  Feats: Dodge, Run, Skill Focus (Diplomacy). 
  Possessions:  Highseeker robes, heavy mace, Seeker 
  symbols, steel girdle 
  Note: Although the Highseekers are Clerics, their 
  Seeker gods are not real and they do not gain any 
  clerical powers. This includes any spellcasting and 
  turning ability. 
  1 Includes bonus from Skill Focus feat 
   
  EEnnccoouunntteerr  1188..  RRiivveerr  W
  Whhiittee--rraaggee  
   
  Those trying to walk or swim across the river apart from 
  at the fords must make a successful Swim or Strength 
  Check (DC 15) to make their way back to the side of the 
  river they started from, or be swept away for 100 feet 
  dealing 2d6 points of damage. They must then make 
  another Strength Check to avoid this happening again, 
  until they are back on shore. Even with a successful 
  check, the character takes 1d6 points of subdual damage 
  from the fast-moving water and rapids.  
   
  EEnnccoouunntteerr  1199..  Q
  Quuaalliinneessttii  EEllffllaannddss  
   
  CCrreeaattuurreess  ((EELL  99))  
  If attacked, these elves will fight to the death. See the 
  module text for details of further reinforcements and the 
  consequences of being so reckless as to attack the elves 
  in their homeland. 
   
  Qualinesti Elf Patrol, Male Elf War2 (15): CR 1; 
  Medium-Size Humanoid (5 ft. 6 in. tall); HD 2d8+2; 
  hp 17; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather 
  armor); Atk +3 melee (1d8+1, long sword) or +4 
  ranged (1d8, longbow); SQ low-light vision, elf traits; 
  AL LG; SV Fort +4, Ref +2, Will +0; Str 12, Dex 14, 
  Con 12, Int 11, Wis 11, Cha 11. 
  Skills: Climb +2, Hide +1, Listen +31, Search +31, 
  Spot +21. 
  Feats: Point-Blank Shot. 
  Possessions:  Longbow, long sword, leather armor, 
  quiver and 20 arrows. 
  1 Include racial skill bonuses 
   
  EEnnccoouunntteerr  2200..  TThhee  W
  Whhiittee--rraaggee  
  CCuutt  
   
  Raft pilots must make Dexterity and Strength Checks 
  (Difficulty 10 each) once per turn here. They cannot take 
  10 on these checks. If a pilot fails a check the raft 
  splinters on a rock and all passengers are thrown into the 
  rapids. Raft moves 2 miles/turn. Use swimming rules in 
  Encounter 18 above. Survivors reach the north shore and 
  can make their way up to Encounter 22 via cliff paths. 
   
  EEnnccoouunntteerr  2222..  SSppiirriitt  FFoorreesstt  
   
  CCrreeaattuurreess  ((EELL  1100))  
  This is a tough encounter and involves dealing with 
  incorporeal opponents. If the party turns it into a stand-up 
  fight, the spectral minions should make use of their 
  Guardian traits and military trainng to attempt to flank 
  and outnumber the PCs. They will not kill party 
  members, satisfied with incapacitating them and leaving 
  them to be found by Darkenwood’s centaurs, dryads or 
  other fey subjects of the Forestmaster. 
   
  Spectral Minions (12): CR 3; Medium-Size Undead 
  (Incorporeal) (6 ft. tall); HD 3d12; hp 17; Init +6 
  (Dex, Improved Initiative); Spd 20 ft.; AC 19 (+5 
  breastplate, +2 Dex, +1 small shield, +1 deflection); 
  Atk +6 (1d8, long sword); SA Guardian; SQ SR 16, 
  turn resistance +4, undead; AL CE; SV Fort +3, Ref 
  +3, Will +1; Str -, Dex 14, Con -, Int 11, Wis 10, Cha 
  10. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  9 
  Skills: Listen +6, Search +6, Spot +6. 
  Feats: Dodge, Improved Initiative, Weapon Focus 
  (long sword). 
  SA-Guardian (Su): Gains an additional attack of 
  opportunity and a +2 dodge bonus to AC when 
  protecting or defending post. 
  SQ- Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from 
  a corporeal source. Can pass through solid objects at 
  will, and own attacks pass through armour. Always 
  moves silently. Gains deflection bonus to AC equal to 
  Charisma bonus, minimum of +1. 
  SQ-Undead (Su): Immune to mind–influencing 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Possessions:  Long sword, breastplate, small shield 
  (all incorporeal). 
   
  EEnnccoouunntteerr  2233..  CCeennttaauurr  RReeaacchheess  
   
  CCrreeaattuurreess  ((EELL  99))  
  These individuals will fight to the death if resisted. It will 
  probably bode poorly for the party if they kill them.  
   
  Centaurs (8): CR 3; Large Monstrous Humanoid (9 
  ft. tall); HD 4d8+8; hp 26; Init +2 (Dex); Spd 50 ft.; 
  AC 15 (-1 size, +2 Dex, +2 natural, +2 large shield); 
  Atk +7 melee (1d8, shortspear) or +3 melee (1d6+2, 2 
  hooves); Face 5 ft. by 10 ft. ; AL CG; SV Fort +3, Ref 
  +6, Will +5; Str 18, Dex 14, Con 15, Int 8, Wis 13, 
  Cha 11. 
  Skills: Hide +2, Listen +4, Move Silently +4, Spot +4, 
  Wilderness Lore +5. 
  Feats: Weapon Focus (hoof). 
  Possessions:  Shortspear, large shield 
   
  EEnnccoouunntteerr  2244..  DDrryyaadd  FFoorreessttss  
   
  CCrreeaattuurreess  
  No EL is given as these creatures will not engage the 
  party in combat. 
   
  Dryads (1-6): CR 1; Medium-Size Fey (5 ft. 6 in. 
  tall); HD 2d6; hp 7; Init +6 (Dex, Improved Initiative); 
  Spd 30 ft.; AC 12 (+2 Dex); Atk +1 melee (1d4, 
  dagger); SA spell-like abilities; SQ symbiosis; AL 
  CG; SV Fort +0, Ref +5, Will +5; Str 10, Dex 15, Con 
  11, Int 14, Wis 15, Cha 18. 
  Skills: Animal Empathy +9, Knowledge (nature) +6, 
  Escape Artist +7, Hide +7, Listen +9, Move Silently 
  +7, Sense Motive +7, Spot +9, Wilderness Lore +7. 
  Feats: Alertness, Dodge, Improved Initiative. 
  SA-Spell-like Abilities (Sp): At will – speak with 
  plants, dimension door (as 7th level sorcerer, only 
  through trees, only to reach their own oak). 3/day: 
  charm person (as 4th level sorcerer, Will save DC 15 
  or be charmed for 4 hours). 
  SQ-Symbiosis (Su): Dryads who stray more than 300 
  yards from their oak tree become ill and die within 
  4d6 hours. 
  Possessions:  Dagger. 
   
  EEnnccoouunntteerr  2255..  SSttaarrnniigghhtt  CCaannyyoonn  
   
  15% chance per turn the party is in this area of 
  encountering the pegasi. The creatures are docile and 
  easily mounted – they will flee if attacked for any reason. 
   
  Pegasi (1-12): CR 3; Large Magical Beast (6 ft. 
  shoulder, wingspan 20 ft.); HD 4d10+12; hp 34; Init 
  +2 (Dex); Spd 60 ft. fly 120 ft (average); AC 14 (-1 
  size, +2 Dex, +3 natural); Atk +7 melee (1d6+4, 2 
  hooves) or +2 melee (1d3+2, bite); SQ scent, spell-
  like abilities; AL CG; SV Fort +7, Ref +6, Will +4; 
  Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13. 
  Skills: Listen +12, Sense Motive +7, Spot +121, 
  Wilderness Lore +3. 
  Feats: Iron Will. 
  SA-Spell-like Abilities (Sp): At will: detect good, 
  detect evil 60 yard radius, as 5th-level sorcerer. 
  1 Includes +4 racial bonus 
   
  EEnnccoouunntteerr  2266..  UUnniiccoorrnn  G
  Grroovvee  
   
  CCrreeaattuurree  ((EELL  88))  
  While this is an EL 8 encounter, it should never come 
  down to combat. The Forestmaster will almost certainly 
  have the almost immediate support of his subjects if she 
  is attacked. Roll on the random encounter table for 
  Darkenwood to determine who shows up to defend her, 
  and raise the EL appropriately. 
   
  Forestmaster Unicorn: CR 8; Large Magical Beast (7 
  ft. tall, 10 ft long); HD 10d10+20; hp 60; Init +3 
  (Dex); Spd 60 ft.; AC 18 (-1 size, +3 Dex, +6 natural); 
  Atk +17 melee (1d8+8, horn) or +10 melee (1d4+2, 2 
  hooves); Face/Reach 5 ft by 10 ft/5 ft (10 ft with 
  horn); SQ magic circle against evil, spell-like abilities, 
  immunities; AL CG; SV Fort +12, Ref +10, Will +10; 
  Str 20, Dex 17, Con 21, Int 20, Wis 21, Cha 24. 
  Skills: Animal Empathy +12, Knowledge (nature) 
  +12, Knowledge (local) +12, Listen +12, Move 
  Silently +11, Sense Motive +11, Spot +12, Wilderness 
  Lore +101. 
  Feats: Alertness, Iron Will. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  10 
  a Dragonlance Nexus Adventure Conversion 
  SA-Horn (Su): The Forestmaster’s horn is a +3 
  magical weapon (included in stats above) 
  SQ-Spell-like abilities (Sp): At will: detect evil as a 
  free action. 3/day: cure light wounds as 5th-level 
  druid. 1/day: cure moderate wounds as 5th-level druid, 
  neutralize poison as 8th-level druid, teleport without 
  error to anywhere within Darkenwood. 
  SQ-Immunities (Ex): The Forestmaster is immune to 
  all poisons and to hold and charm spells or abilities.  
  1 Receives a +3 competence bonus to Wilderness Lore 
  in Darkenwood 
   
  Flying out of the forest on pegasus back, the heroes must 
  each make a Will saving throw (DC 18) every 10 minutes 
  or fall asleep. 
   
  EEnnccoouunntteerr  3300..  Q
  Quuee--TTeehh  
   
  Characters with the Track feat can make a Wilderness 
  Lore check (DC 10) to spot the tracks that lead to 
  Encounter 38. 
   
  EEnnccoouunntteerr  3311..  TThhee  G
  Grreeaatt  
  CCrroossssrrooaaddss  
   
  Characters with the Track feat can make a Wilderness 
  Lore check (DC 15) to determine that the tracks that lead 
  to the village of Que-Shu are draconian (provided they 
  have encountered draconians previously). 
   
  EEnnccoouunntteerr  3322..  Q
  Quuee--K
  Kiirrii  
   
  CCrreeaattuurreess  ((EELL  88))  
  Killing these guards will incur the wrath of the entire 
  town, who will drive the party out and most likely never 
  let them within a hundred yards of the town limits again, 
  let alone give them information. 
   
  Que-Kiri City Guards, Male Human War2 (10): 
  CR 1; Medium-Size Humanoid (6 ft. 2 in. tall); HD 
  2d8+4; hp 10; Init +0; Spd 30 ft.; AC 12 (+2 leather 
  armor); Atk +3 melee (1d6+1, short sword); AL N; 
  SV Fort +4, Ref +0, Will +0; Str 13, Dex 11, Con 14, 
  Int 9, Wis 12, Cha 10. 
  Skills: Climb +3, Handle Animal +2, Listen +3, Spot 
  +3, Swim +3, Wilderness Lore +3. 
  Feats: Alertness, Track. 
  Possessions:  Leather armor, short sword 
   
  EEnnccoouunntteerr  3355..  NNoorrtthh  DDeessoollaattiioonn  
   
  Characters with the Track feat can make a Wilderness 
  Lore check (DC 10) to tell the tracks are draconian, if 
  they have previously encountered draconians. If the 
  check also beat a DC of 18, it’s possible to tell the prints 
  first pass south, then return north. 
   
  EEnnccoouunntteerr  3366..  Q
  Quuee--SShhuu  
   
  Reading the writing on the shield requires a Decipher 
  Script or Intelligence check (DC 20).  
   
  EEnnccoouunntteerr  3388..  RReeffuuggeeee  
   
  CCrreeaattuurreess  ((EELL  33))  
  As these draconians see the party as a real threat, they 
  will ignore Nightshade and attack the party instead. See 
  module text. 
   
  Baaz Draconians (3): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Nightshade the Refugee, Human Male War4: CR 3; 
  Medium-Size Humanoid (6 ft. tall); HD 4d8+8; hp 21 
  (currently 6); Init +3 (Dex); Spd 30 ft.; AC 13 (+3 
  Dex); Atk +6 melee (1d3+2 subdual, fists); AL LG; 
  SV Fort +6, Ref +4, Will +2; Str 16, Dex 17, Con 15, 
  Int 10, Wis 12, Cha 13. 
  Skills: Climb +7, Handle Animal +6, Jump +7, Listen 
  +3, Spot +3, Wilderness Lore +4. 
  Feats: Alertness, Run, Weapon Focus (short bow). 
  Possessions:  None. 
   
  EEnnccoouunntteerr  3399..  O
  Ollddrrooaadd  BBrriiddggee  
   
  CCrreeaattuurreess  ((EELL  44))  
  See module text for details of this encounter. The 
  draconians attack the party on sight. 
   
  Baaz Draconian Guards (4): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  11 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Baaz Reserves (10-20): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerr  4400..  SSoouutthhwwaayy  
   
  CCrreeaattuurreess  ((EELL  99++))  
  Another futile encounter, at least after the first wave of 
  draconians. See the module text for details. 
   
  Baaz Reserves (10-20): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerr  4411..  SSaaggeewwaayy  EEaasstt  
   
  Characters with the Track feat can make a Wilderness 
  Lore check (DC 10) to spot tracks of human plainsman 
  mixed in with heavier tracks. If the check also made DC 
  15, it’s possible to tell the heavy prints are draconian if 
  the character has encountered draconians before. 
   
  EEnnccoouunntteerr  4422..  CCuurrsseedd  LLaannddss  ooff  
  NNeewwsseeaa  
   
  Each turn, there is a 15% chance the trail the heroes are 
  on dead-ends and they must cross 5-9 feet (1d4+5) of 
  water to continue. 
   
  EEnnccoouunntteerr  4433..  DDrraaggoonnllaannddss  
   
  CCrreeaattuurreess  ((EELL  77))  
  While the party could probably take on this outpost, 
  going ay further north is a very bad idea. See module 
  text. 
   
  Bozak Draconian Guardleader: CR 4; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Death throe (Su): When reduced to 0 hit points, a 
  Bozak’s flesh shrivels on its bones and crumble into 
  dust, and then the bones explode for 1d6 damage 
  within a 10 ft radius (Reflex negates, DC 14). 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  charm person, magic missile, shield. 2nd-level: 
  invisibility, mirror image. 
  SQ-Disease immunity (Ex): Bozaks are immune to all 
  natural diseases. 
  SQ-Low metabolism (Ex): Bozaks can survive on one-
  tenth the food and water it takes to sustain a human. 
  SQ-Glide (Ex): A Bozak can use its wings to glide, 
  negating any damage from a fall of any height and 
  allowing it to travel horizontally up to four times the 
  vertical distance descended.  
  Possessions:  Long sword. 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  Baaz Draconian Guards (2): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Hobgoblins (6): CR 1/2; Medium-Size Humanoid 
  (Goblinoid) (6 ft. tall); HD 1d8+1; hp 5; Init +1; Spd 
  30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 small 
  shield); Atk +1 melee (1d8, longsword); SQ 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  12 
  a Dragonlance Nexus Adventure Conversion 
  Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will 
  +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
  Skills: Hide +1, Listen +3, Move Silently +3, Spot +3. 
  Feats: Alertness. 
  Possessions:  None. 
   
  Baaz Reserves (10-20): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  13 
  CCHHAAPPTTEERR  22::  LLOOSSTT  CCIITTYY  OOFF  TTHHEE  AANNCCIIEENNTTSS  
   
  EEnnccoouunntteerr  4444aa..  SSwwaam
  mpp  RRuuiinnss  
   
  Characters with the Track feat can make a Wilderness 
  Lore check (DC 15) to tell the tracks are draconian, if 
  they have previously encountered draconians. 
   
  EEnnccoouunntteerr  4444cc..  VViinnee  BBrriiddggeess  
   
  Heroes who cross the bridge and fail a Reflex save (DC 
  20) fall into the water. 
   
  EEnnccoouunntteerr  441144..  BBaattttllee  ooff  tthhee  
  FFaalllleenn  IIrroonnccllaaww  
   
  CCrreeaattuurreess  ((EELL  1100))  
  This is a very tough encounter, potentially lethal for one 
  or more heroes, though the bozaks are trying to capture 
  the party, not kill them. Refer to module text for details. 
  Those heroes attacked by web and who fail their saving 
  throws by 5 or more become snared in the trees behind 
  them, making all checks to escape the webs penalized by 
  –2. 
   
  Bozak 
  Draconians 
  (6): 
  CR 
  4; 
  Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. Feats: Alertness, Combat 
  Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  magic missile, shield, sleep. 2nd-level: darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  EEnnccoouunntteerr  4444ee..  BBrrookkeenn  BBrriiddggee  
   
  CCrreeaattuurreess  ((EELL  22))  
  A minor encounter at best, and one that should pose little 
  trouble. 
   
  Baaz Draconians (2): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerr  4444ff..  TTeem
  mppllee  ooff  BBaaaazz  
   
  CCrreeaattuurreess  ((EELL  77))  
  This encounter offers many opportunities for fun, as 
  recounted in Dragons of Autumn Twilight. It is also 
  substantially more difficult when some or all of the party 
  are prisoners. 
   
  Bozak Draconian ‘Priest’ (1): CR 4; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  charm person, magic missile, shield. 2nd-level: 
  invisibility, mirror image. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  Baaz Draconians (7): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  14 
  a Dragonlance Nexus Adventure Conversion 
   
  The chance of anyone inside the wicker dragon 
  accidentally knocking it into the bonfire is 30%. 
  Characters inside the burning wicker dragon must make a 
  Reflex save (DC 14) to escape, or take 1d6 points of fire 
  damage each round. The chance of the draconian 
  guarding the bamboo cage falling asleep is 10% during 
  the day, 30% at night. The cage is made of bamboo 
  (Hardness 5, hp 10, Break DC 15). 
   
  EEnnccoouunntteerr  4444hh..  BBrreeeeddiinngg  PPooooll  
   
  CCrreeaattuurreess  ((EELL  77))  
  As this is possibly the first encounter the party has with 
  dragons, it may offer a good opportunity to showcase 
  their abilities. Try the use of the snatch attack, and have 
  at least two or three dragons sneak up on the party and 
  flank characters in the rear. They will also use their 
  breath weapons to good effect. 
   
  Black Dragon Hatchlings (5): CR 2; Tiny Dragon 
  (Water) (2 ft. long); HD 4d12+4; hp 20; Init +0; Spd 
  60 ft., fly 100 ft (average), swim 60 ft; AC 15 (+2 
  size, +3 natural); Atk +6 melee (1d4, bite) or +1 melee 
  (1d3, 2 claws); Face 2.5 ft by 2.5 ft; Reach 5 ft 
  (greater than usual for size); SA breath weapon; SQ 
  keen senses, immunities, blindsight 30 ft; AL ; SV 
  Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int 
  8, Wis 11, Cha 8. 
  Skills: Escape Artist +4, Hide +4, Listen +61, Move 
  Silently +4, Spot +61, Search +3. 
  Feats: Alertness. 
  SA-Breath weapon (Su): 30 ft long stream of acid, 2d4 
  acid damage, Reflex DC 13, usable once every 1d4 
  rounds. 
  SQ-Keen senses (Ex): Sees 4 times as well as humans 
  in low-light conditions and  twice as well in normal 
  light; darkvision 100 ft. 
  SQ-Immunities (Ex): Immune to acid, and to sleep and 
  paralysis spells and spell-like effects. 
  SQ-Blindsight (Ex): Range 30 ft. 
  1 Includes +2 bonus from Alertness feat 
   
  EEnnccoouunntteerr  4444jj..  FFaalllleenn  O
  Obbeelliisskk  
   
  Reading the writing on the obelisk requires a Decipher 
  Script or Intelligence check (DC 20).  
   
  EEnnccoouunntteerr  4444kk..  PPllaazzaa  ooff  DDeeaatthh  
   
  CCrreeaattuurreess  ((EELL  1188))  
  Obviously, this is a potentially deadly encounter and 
  Khisanth as presented here is even more powerful than in 
  previous versions of this module. Be very strict with how 
  you play her at this point – follow the module’s 
  guidelines for her activity, and keep her use of high-level 
  spells to a minimum. You can pull out all the stops later, 
  for now have her resort to her frightful presence for the 
  first round, magic missiles and sleep spells from the air 
  for a couple of rounds, followed by a round of acid 
  breath. Onyx then flies back down the well. It is very 
  likely that one or more PCs will die or be very near death 
  – this is what the Staff of Mishakal (and the statue inside 
  the Temple) are for.  
   
  Khisanth (Onyx), Female Ancient Black Dragon: 
  CR 18; See stat block at encounter 70k, Court of the 
  Balance. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  15 
  CCHHAAPPTTEERR  33::  DDEESSCCEENNTT  IINNTTOO  DDAARRKKNNEESSSS  
   
  EEnnccoouunntteerr  4422dd..  NNoorrtthh  W
  Woorrsshhiipp  
  RRoooom
  m  
   
  CCrreeaattuurreess  ((EELL  33))  
  Defeating these draconians provides an opportunity for 
  extracting information. Of course, killing them won’t 
  loosen their lips at all. 
   
  Baaz Draconians (3): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Treasure: The scroll is a scroll of lightning bolt (caster 
  level: 10th). 
   
  EEnnccoouunntteerr  4466ee..  SSoouutthheerrnn  H
  Hoollyy  
  CCiirrccllee  
   
  CCrreeaattuurreess  ((EELL  55))  
  While technically an EL5 encounter, these dwarves are 
  more of a roleplaying encounter than a combat one. They 
  flee if attacked, or huddle into small balls, and DMs 
  should not award XP for attackin helpless and frightened 
  foes like these. 
   
  Glup Clan Gully Dwarves, Male Aghar  Com2 (5): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31. 
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
  EEnnccoouunntteerr  4477bb..  SSoouutthheerrnn  CCrryyppttss  
   
  CCrreeaattuurreess  
  Again, not a combat/XP award encounter. Despite their 
  numbers, the gully dwarves run if attacked. 
   
  Glup Clan Gully Dwarves, Male Aghar  Com2 (30): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31.  
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  4477cc..  G
  Gooiinngg  DDoowwnn  
   
  CCrreeaattuurreess  ((EELL  22  oorr  EELL  66))  
  A potentially tough encounter if the reinforcements 
  arrive, even moreso since the party is near a very long 
  drop. Having a draconian bullrush a character towards 
  the holes should give them something to worry about, but 
  otherwise it’s a fairly average fight. 
   
  Baaz Draconian Overseers (2): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 18; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Baaz Draconians (6): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  16 
  a Dragonlance Nexus Adventure Conversion 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerr  4477ff..  W
  Waattcchh  RRoooom
  m  
   
  Due to the slippery floor, all physical actions here (such 
  as combat or movement) suffer a –2 circumstance 
  penalty. 
   
  EEnnccoouunntteerr  4477gg..  TTrreeaassuurryy  
   
  CCrreeaattuurreess((EELL  33))  
  The spectral minion is not likely to attack the party, and 
  will attempt to parley as described in the module text. 
   
  Guardian Spectral Minion: CR 3; Medium-Size 
  Undead (Incorporeal) (6 ft. tall); HD 3d12; hp 17; Init 
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 19 (+5 
  breastplate, +2 Dex, +1 small shield, +1 deflection); 
  Atk +6 (1d8, long sword); SA Guardian; SQ SR 16, 
  turn resistance +4, undead; AL CE; SV Fort +3, Ref 
  +3, Will +1; Str -, Dex 14, Con -, Int 11, Wis 10, Cha 
  10. 
  Skills: Listen +6, Search +6, Spot +6. 
  Feats: Dodge, Improved Initiative, Weapon Focus 
  (long sword). 
  SA-Guardian (Su): Gains an additional attack of 
  opportunity and a +2 dodge bonus to AC when 
  protecting or defending post. 
  SQ- Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from 
  a corporeal source. Can pass through solid objects at 
  will, and own attacks pass through armour. Always 
  moves silently. Gains deflection bonus to AC equal to 
  Charisma bonus, minimum of +1. 
  SQ-Undead (Su): Immune to mind–influencing 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Possessions:  Long sword, breastplate, small shield 
  (all incorporeal). 
   
  Treasure: Six +1 long swords are interred in the coffins 
  with the skeletons. 
   
  EEnnccoouunntteerr  4488..  SSeewweerr  EEnnttrraannccee  
   
  Without both hands free, heroes climbing down the 
  slippery shaft need to succeed at a Balance check (DC 
  20) or slide all the way down the shaft to area 49. 
   
  Glup Clan Gully Dwarves, Male Aghar  Com2 (5): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31. 
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  5511aa..  CCeellllaarr  AAbboovvee  
   
  CCrreeaattuurree  ((EELL  11))  
  Not a very difficult encounter at all, unless only one or 
  two party members end up in this room, and even then 
  this shouldn’t pose much of a threat. The poison is a 
  potential annoyance, however. 
   
  Monstrous Hunting Spider, Medium: CR 1; 
  Medium-Size Vermin (6 ft. long); HD 2d8+2; hp 14; 
  Init +3 (Dex); Spd 30 ft. climb 20 ft; AC 14 (+3 Dex, 
  +1 natural); Atk +4 melee (1d6, bite); SA poison (DC 
  14, 1d4 Str); SQ vermin; AL N; SV Fort +4, Ref +3, 
  Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. 
  Skills: Climb +12, Hide +10, Jump +6, Spot +15. 
  Feats: Weapon Finesse (bite). 
   
  EEnnccoouunntteerr  5511cc..  CCeeiilliinngg  CCooookkss  
   
  CCrreeaattuurreess  ((EELL  66))  
  Strictly speaking, this encounter probably isn’t worth any 
  experience. These spectral minions might try and scare 
  the party out of the kitchen, but aren’t particularly 
  combat-trained (they’re 3rd level commoners with the 
  spectral minion template). 
   
  Spectral Minion Cooks (3): CR 3; Medium-Size 
  Undead (5 ft 9 in. tall); HD 3d12; hp 15; Init +0; Spd 
  30 ft.; AC 11 (+1 deflection); Atk +1 (1d3 subdual, 
  unarmed); SA none; SQ SR 16, bound, turn resistance 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  17 
  +4, undead; AL CE; SV Fort +3, Ref +1, Will +1; Str 
  --, Dex 10, Con --, Int 11, Wis 10, Cha 10. 
  Skills: Listen +6, Profession (Cook) +8, Spot +6. 
  Feats: 
  Dodge, 
  Great 
  Fortitude, 
  Skill 
  Focus 
  (Profession: Cook). 
  SQ- Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from 
  a corporeal source. Can pass through solid objects at 
  will, and own attacks pass through armour. Always 
  moves silently. Gains deflection bonus to AC equal to 
  Charisma bonus, minimum of +1. 
  SQ-Undead (Su): Immune to mind–influencing 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Possessions:  Cook’s implements (wooden spoon, 
  ladle, etc) 
   
  EEnnccoouunntteerr  5555..  BBoottttoom
  mss  DDoowwnn  
   
  CCrreeaattuurreess  ((EELL  1122))  
  Again, unless the PCs manage to corner these spectral 
  minion revellers, they will scatter and flee from the party 
  and not engage in combat. 
   
  Spectral Minions (20): CR 3; Medium-Size Undead 
  (5 ft 9 in. tall); HD 3d12; hp 15; Init +4; Spd 30 ft.; 
  AC 11 (+1 deflection); Atk +1 (1d3 subdual, 
  unarmed); SA none; SQ SR 16, bound, turn resistance 
  +4, undead; AL CE; SV Fort +1, Ref +1, Will +1; Str 
  --, Dex 10, Con --, Int 11, Wis 10, Cha 10. 
  Skills: Listen +6, Perform +6, Spot +6. 
  Feats: Dodge, Improved Initiative, Run. 
  SQ- Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from 
  a corporeal source. Can pass through solid objects at 
  will, and own attacks pass through armour. Always 
  moves silently. Gains deflection bonus to AC equal to 
  Charisma bonus, minimum of +1. 
  SQ-Undead (Su): Immune to mind–influencing 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Possessions:  Expensive (but incorporeal) clothing. 
   
  EEnnccoouunntteerr  5544bb..  SSaaggee’’ss  CCoouurrtt  
   
  CCrreeaattuurreess  ((EELL  33))  
  Ossamis will answer one question about Xak Tsaroth, 
  including any query about the Disks of Mishakal, before 
  he vanishes. He should not be considered a typical 
  encounter. 
   
  Ossamis, Sage Spectral Minion: CR 3; Medium-Size 
  Undead (5 ft 9 in. tall); HD 3d12; hp 15; Init +0; Spd 
  30 ft.; AC 11 (+1 deflection); Atk +1 (1d3 subdual, 
  unarmed); SA none; SQ SR 16, bound, turn resistance 
  +4, undead; AL CN; SV Fort +1, Ref +1, Will +3; Str 
  --, Dex 10, Con --, Int 16, Wis 10, Cha 10. 
  Skills: Alchemy +9, Decipher Script +9, Diplomacy 
  +6, Gather Information +6, Knowledge (history) +11, 
  Knowledge (arcane) +9, Listen +6, Spot +6, Use 
  Magical Device +6. 
  Feats: Dodge, Iron Will, Skill Focus (Knowledge: 
  history). 
  SQ- Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from 
  a corporeal source. Can pass through solid objects at 
  will, and own attacks pass through armour. Always 
  moves silently. Gains deflection bonus to AC equal to 
  Charisma bonus, minimum of +1. 
  SQ-Undead (Su): Immune to mind–influencing 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage 
   
  EEnnccoouunntteerr  5555..  TTrreeaassuurryy  CCoouurrtt  
   
  Wading across the river requires a Strength check (DC 
  10). For Small sized characters, the DC is 15. Failure 
  means the hero travels 10 ft down the hall towards the 
  falls at area 56, taking 1d6 subdual damage. The hero 
  must continue to check until he succeeds or goes over the 
  falls. 
   
  EEnnccoouunntteerr  5566..  VViieeww  ffrroom
  m  tthhee  
  FFaallllss  
   
  Climbing down the vines requires making two Climb 
  checks (DC 15). Failure means a long drop and 20d6 
  damage, as well as attracting the attention of the 
  draconians. 
   
  Glup Clan Gully Dwarves, Male Aghar  Com2 (8): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31. 
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  18 
  a Dragonlance Nexus Adventure Conversion 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  5577aa..  O
  Ouutteerr  TTrreeaassuurryy  
   
  CCrreeaattuurreess  ((EELL  88))  
  Since this could easily turn into a fight, the EL here more 
  or less represents the challenge to the party. 
   
  Clerk Spectral Minion (1): CR 3; Medium-Size 
  Undead (5 ft 9 in. tall); HD 3d12; hp 15; Init +0; Spd 
  30 ft.; AC 11 (+1 deflection); Atk +1 (1d3 subdual, 
  unarmed); SA none; SQ SR 16, bound, turn resistance 
  +4, undead; AL CN; SV Fort +1, Ref +1, Will +3; Str 
  --, Dex 10, Con --, Int 13, Wis 10, Cha 10. 
  Skills: Appraise +7, Decipher Script +7, Diplomacy 
  +6, Gather Information +6, Listen +6, Profession 
  (clerk) +9, Spot +6. 
  Feats: Dodge, Iron Will, Skill Focus (Profession: 
  clerk). 
  SQ- Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from 
  a corporeal source. Can pass through solid objects at 
  will, and own attacks pass through armour. Always 
  moves silently. Gains deflection bonus to AC equal to 
  Charisma bonus, minimum of +1. 
  SQ-Undead (Su): Immune to mind–influencing 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Possessions: Clerk’s instruments and writing tools. 
   
  Guardian Spectral Minions (4): CR 3; Medium-Size 
  Undead (Incorporeal) (6 ft. tall); HD 3d12; hp 17; Init 
  +6 (Dex, Improved Initiative); Spd 20 ft.; AC 19 (+5 
  breastplate, +2 Dex, +1 small shield, +1 deflection); 
  Atk +6 (1d8, long sword); SA Guardian; SQ SR 16, 
  turn resistance +4, undead; AL CE; SV Fort +3, Ref 
  +3, Will +1; Str -, Dex 14, Con -, Int 11, Wis 10, Cha 
  10. 
  Skills:  Listen +6, Search +6, Spot +6. 
  Feats: Dodge, Improved Initiative, Weapon Focus 
  (long sword). 
  SA-Guardian (Su): Gains an additional attack of 
  opportunity and a +2 dodge bonus to AC when 
  protecting or defending post. 
  SQ- Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from 
  a corporeal source. Can pass through solid objects at 
  will, and own attacks pass through armour. Always 
  moves silently. Gains deflection bonus to AC equal to 
  Charisma bonus, minimum of +1. 
  SQ-Undead (Su): Immune to mind–influencing 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
  Possessions:  Long sword, breastplate, small shield 
  (all incorporeal). 
   
  EEnnccoouunntteerr  5577bb..  VVaauulltt  
   
  Reading the inscriptions here requires a Decipher Script 
  or Intelligence check (DC 15).  
   
  EEnnccoouunntteerr  5599bb..  DDaannccee  oonn  tthhee  
  W
  Waallll  
   
  Moving from one curtain to another to cross the room 
  requires a successful Climb check (DC 13). Failure 
  means the character falls to the floor (3d6 falling 
  damage) and is attacked by the snakes. 
   
  CCrreeaattuurreess  ((EELL  88))  
  This could be quite deadly to solitary characters who 
  drop to the floor. Avoiding this room’s inhabitants by 
  safely crossing over the curtains may deserve an 
  experience award, depending on the whim of the DM. 
   
  Snakes, Medium-sized Vipers (10): CR 1; Medium-
  Size Animal (5 ft. long); HD 2d8; hp 9; Init +3 (Dex); 
  Spd 20 ft, climb 20 ft, swim 20 ft; AC 16 (+3 Dex, +3 
  natural); Atk +4 melee (1d4-1 and poison, bite); SA 
  poison (DC 11, 1d6 temporary Con damage); SQ 
  scent; AL N; SV Fort +3, Ref +6, Will +1; Str 8, Dex 
  17, Con 11, Int 1, Wis 12, Cha 2. 
  Skills: Balance +11, Climb +11, Hide +12, Listen +9, 
  Spot +9. 
  Feats: Weapon Finesse (bite). 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  19 
  CCHHAAPPTTEERR  44::  LLAAIIRR  OOFF  TTHHEE  DDRRAAGGOONN  
   
  EEnnccoouunntteerr  6633..  NNoorrtthh  M
  Maallll  
   
  Wading across the water within 50 ft of the chasm 
  requires a Swim check (DC 10) and a Balance check (DC 
  10). For Small sized characters, the DC is 15. Failing 
  either check means the hero travels 10 ft towards the 
  twisting whirlpool, taking 1d6 subdual damage. The hero 
  must continue to check until he succeeds or disappears 
  into the chasm, where he or she will likely drown (or, in 
  the case of characters who have a spell, potion, or device 
  of water breathing, find themselves at the bottom of a 
  1000 ft cliff, floating out into the Newsea). 
   
  EEnnccoouunntteerr  6644..  PPaallaaccee  G
  Guuaarrdd  H
  Haallll  
   
  Reading the runes here requires a Decipher Script or 
  Intelligence check (DC 10).  
   
  EEnnccoouunntteerr  6644aa..  EEnnttrryy  
   
  Working out the party’s position on the map requires 
  succeeding at an Intelligence check (DC 15) or an Intuit 
  Direction check (DC 10).  
   
  EEnnccoouunntteerr  6644cc..  NNoorrtthh  AArrm
  moorryy  
   
  CCrreeaattuurreess  ((EELL  55))  
  These Baaz fight to the death. 
   
  Baaz Draconians (5): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerr  661144..  AAsssseem
  mbbllyy  
   
  CCrreeaattuurreess  ((EELL  22))  
  The draconian is drunk, and confused by the characters 
  as it is, so the EL of this encounter has been substantially 
  lowered. 
   
  Drunk Bozak Draconian (1): CR 4; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  magic missile, shield, sleep. 2nd-level: darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  Being drunk incurs a –2 penalty to the bozak’s attack 
  rolls, weapon damage rolls, and skill rolls. 
   
  EEnnccoouunntteerr  6644gg..  Q
  Quuaarrtteerrss  
   
  Heroes moving in this room need to succeed at a Move 
  Silently check (DC 15) to avoid waking up the 
  draconians. 
   
  CCrreeaattuurreess  ((EELL  88))  
  Being trapped in this room with 15 angry newly awoken 
  draconians is not a pleasant experience (as has been 
  learned in playtest). 
   
  Baaz 
  Draconians 
  (15): 
  CR 
  1; 
  Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  20 
  a Dragonlance Nexus Adventure Conversion 
  EEnnccoouunntteerr  6644hh..  M
  Meessss  H
  Haallll  
   
  CCrreeaattuurreess  ((EELL  33))  
  Three more Baaz who will fight to the death. 
   
  Baaz Draconians (3): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  EEnnccoouunntteerr  6655aa..  LLaarrddeerr  O
  Offffiiccee  
   
  CCrreeaattuurreess  ((EELL  77))  
  This could be an amusing encounter, but also a 
  dangerous one. The Bozak draconians are keen on 
  keeping Hugon captive, and will fight to the death. 
   
  Bozak 
  Draconians 
  (3): 
  CR 
  4; 
  Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  magic missile, shield, sleep. 2nd-level: darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  Hugon Barker, Male Kender Rog3: CR 3; Small 
  Humanoid (3 ft 7 in. tall); HD 3d6; hp 14; Init +2; Spd 
  20 ft.; AC 15 (+2 leather armor, +2 Dex, +1 size); Atk 
  +3 melee (1d4, dagger); SA taunt, sneak attack +2d6; 
  SQ uncanny dodge, evasion, fear immunity; AL CG; 
  SV Fort +1, Ref +5, Will +0; Str 11, Dex 15, Con 10, 
  Int 13, Wis 9, Cha 13. 
  Skills: Bluff +7, Disable Device +7, Hide +6, Intuit 
  Direction +5, Listen +7, Move Silently +10, Open 
  Lock +8, Pick Pocket +8, Search +3, Spot +5. 
  Feats: Run, Skill Focus (Hide). 
  SA-Taunt (Ex): A kender can enrage foes by taunting 
  them with verbal abuse. This is a mind-influencing 
  effect and a free action that affects only one opponent 
  at a time. It requires an opposed Bluff check against 
  the Sense Motive check of the opponent. If the 
  opponent fails the check, they suffer a –2 morale 
  penalty to AC for as long as the kender taunts them. 
  Every round after the first a Will saving throw (DC 
  16) can be attempted to overcome the taunting. 
  SQ-Kender traits (Ex): Kender are immune to fear, 
  small-sized, receive a +2 racial bonus to Move 
  Silently and Intuit Direction checks. Intuit Direction is 
  always a class skill for kender. Kender also receive a 
  +2 bonus to saving throws against poison, spells, and 
  spell-like effects. 
  Possessions:  Leather armor, dagger, various bits and 
  pieces in pockets and pouches. 
   
  EEnnccoouunntteerr  6655bb..  LLaarrddeerr  
   
  Treasure: The elven weapons are not magical although 
  they are finely crafted. The cache consists of three 
  masterwork long swords , a masterwork longbow, and 
  twelve masterwork arrows. 
   
  EEnnccoouunntteerr  6666..  CCoouurrtt  ooff  RReecceeppttiioonn  
   
  CCrreeaattuurreess  ((EELL  77))  
  This encounter would be much more challenging if the 
  draconians weren’t on their way up the chain elevator. As 
  it is, you should consider lowering the EL of this fight to 
  1 if the robed draconian is alone at any point when 
  attacked. 
   
  Robed Baaz Draconian (1): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Baaz Draconians (8): CR 1; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 2d8+4; hp 13; Init +0; Spd 
  20 ft.; AC 16 (+6 natural); Atk +2 melee (1d4, claws) 
  or +2 melee (1d8, long sword); SA death throe; SQ 
  spell resistance 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  21 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  Glup Clan Gully Dwarves, Male Aghar  Com2 (15): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31. 
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  6677..  G
  Grreeaatt  PPllaazzaa  
   
  CCrreeaattuurreess  ((EELL  44))  
  Despite the brief appearance by Khisanth, this is a minor 
  encounter, especially since the Bozak is in no hurry to 
  fight heroes just yet. 
   
  Khisanth, Female Ancient Black Dragon: CR 18; 
  See stat block at encounter 70k, Court of the Balance. 
   
  Slud Clan Gully Dwarves, Male Aghar  Com2 (7): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31. 
  Feats: Dodge, Run.  
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  Bozak Leader (1): CR ; CR 4; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  magic missile, shield, sleep. 2nd-level: darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  EEnnccoouunntteerr  6677aa..  EEaasstt  FFaallllss  
   
  Climbing up the vines requires making two Climb checks 
  (DC 15), once halfway up and again at the top to climb to 
  the ruins of the treasury. Failing the first means a drop 
  dealing 10d6 damage. Failing the second means a longer 
  drop and 20d6 damage. 
   
  EEnnccoouunntteerr  6677bb..  W
  Weesstt  FFaallllss  
   
  Sunstar, Que-Shu Survivor, Female Human War2: 
  CR 1; Medium-Size Humanoid (5 ft. 8 in. tall); HD 
  2d8+2; hp 8; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 
  Dex, +2 leather armor); Atk +2 melee (1d4, dagger); 
  AL CG; SV Fort +3, Ref +1, Will +1; Str 11, Dex 13, 
  Con 13, Int 10, Wis 12, Cha 15. 
  Skills: Bluff +4, Handle Animal +6, Profession 
  (shepherd) +3. 
  Feats: Dodge, Run. 
  Possessions:  Leather armor, dagger. 
   
  EEnnccoouunntteerr  6688cc..  SSlluudd  CCllaann  RRoooom
  mss  
   
  Heroes entering this room must make a Move Silently 
  check (DC 20) to avoid waking up the Aghar. 
   
  CCrreeaattuurreess  ((EELL  88))  
  These creatures would rather run away than stay and 
  fight. In fact, they probably surrender, making this an 
  almost routine encounter. 
   
  Slud Clan Gully Dwarves, Male Aghar  Com2 (15): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  22 
  a Dragonlance Nexus Adventure Conversion 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31. 
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  6688ff..  G
  Guuaarrddss  PPoosstt  
   
  CCrreeaattuurreess  ((EELL  33))  
  These crack Aghar guards turn tail and run for the 
  Throne Room of the Highbulp to announce the arrival of 
  a “small army”. 
   
  Bulp Clan Gully Dwarf Guards, Male Aghar  
  War2 (3): CR 1; Small Humanoid (dwarf) (3 ft.  6 in. 
  tall); HD 2d8-2; hp 10; Init +1 (Dex); Spd 20 ft.; AC 
  14 (+1 size, +1 Dex, +2 leather armor); Atk +2 melee 
  (1d6-1, short sword); SQ darkvision 60 ft, dwarf traits; 
  AL CN; SV Fort +2, Ref +1, Will -2; Str 9, Dex 13, 
  Con 9, Int 7, Wis 7, Cha 7. 
  Skills: Climb +2, Craft (junk) +11, Hide +7, Listen +0, 
  Spot –1, Tumble +31.  
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty leather armor, short sword, 
  assorted junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  6688hh..  TTrreeaassuurryy  
   
  CCrreeaattuurreess  ((EELL  22))  
  An information-gathering scene, worth around EL 2 or 3, 
  perhaps. 
   
  Bulp Clan Gully Dwarf Guards, Male Aghar  
  War2 (2): CR 1; Small Humanoid (dwarf) (3 ft.  6 in. 
  tall); HD 2d8-2; hp 10; Init +1 (Dex); Spd 20 ft.; AC 
  14 (+1 size, +1 Dex, +2 leather armor); Atk +2 melee 
  (1d6-1, short sword); SQ darkvision 60 ft, dwarf traits; 
  AL CN; SV Fort +2, Ref +1, Will -2; Str 9, Dex 13, 
  Con 9, Int 7, Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen 
  +0, Spot –1, Tumble +31. 
  Feats: Dodge, Run. *Includes racial bonuses. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty leather armor, short sword, 
  assorted junk 
  1 Include racial bonuses 
   
  Bozak Draconian (1): CR 4; Medium-Size Monstrous 
  Humanoid (6 ft. tall); HD 4d8+8; hp 26; Init +1 (Dex); 
  Spd 20 ft.; AC 18 (+1 Dex, +7 natural); Atk +6 melee 
  (1d4+2, 2 claws) or +6 melee (1d6+2, long sword) or 
  +4 melee (1d6+1, bite); SA death throe, spells; SQ 
  spell resistance 14, divine grace, glide, immunities, 
  low metabolism; AL LE; SV Fort +5, Ref +7, Will +7; 
  Str 15, Dex 13, Con 14, Int 15, Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  charm person, magic missile, sleep. 2nd-level: 
  darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  EEnnccoouunntteerr  6688ii..  M
  Meessssyy  M
  Meessss  
   
  CCrreeaattuurreess  ((EELL  66))  
  These Aghar are throwing around some foul-smelling 
  stew. Each round there is a 70% that a character will be 
  hit with Aghar stew. If so, for 1d20 minutes the character 
  will stink horribly and all characters unafflicted must 
  make successful Fortitude saving throws (DC 10) to 
  stand near him. 
   
  Bulp Clan Gully Dwarves, Male Aghar  Com2 (8): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +7, Listen -1, 
  Spot –1, Tumble +31. 
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  23 
  EEnnccoouunntteerr  6688jj..  BBuullpp  CCllaann  RRoooom
  m  
   
  CCrreeaattuurreess  ((EELL66))  
  These gully dwarves would rather flee than stay and talk. 
  The EL is provided here in case the party gets 
  particularly belligerent. 
   
  Bulp Clan Gully Dwarves, Male Aghar  Com2 (8): 
  CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); HD 
  2d4-2; hp 4; Init +1 (Dex); Spd 20 ft.; AC 12 (+1 size, 
  +1 Dex); Atk +1 melee (1d6-1, club) or +1 (1d4-1, 
  dagger); SQ darkvision 60 ft, dwarf traits; AL CN; SV 
  Fort -1, Ref +1, Will -2; Str 9, Dex 13, Con 9, Int 7, 
  Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen -
  1, Spot –1, Tumble +31. 
  Feats: Dodge, Run. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty clothes, club or dagger, assorted 
  junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  6688m
  m..  CCoouurrtt  ooff  tthhee  
  AAgghhaarr  
   
  Phudge Highbulp, High King of the Aghar, Male 
  Ftr1/Rog1: CR 2; Small Humanoid (4 ft. tall); HD 
  1d10+1d6; hp 16; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 20 ft.; AC 12 (+1 Dex, +1 size); Atk 
  +1 melee (1d6-1, short sword); SA sneak attack +1d6; 
  SQ darkvision 60 ft, dwarf traits; AL CN; SV Fort +1, 
  Ref +3, Will -1; Str 9, Dex 13, Con 11, Int 9, Wis 9, 
  Cha 9. 
  Skills: Bluff +3, Climb +61, Craft (junk) +11, Hide 
  +71, Listen +3, Move Silently +5, Spot +3, Tumble 
  +71. 
  Feats: Dodge, Improved Initiative. 
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Crown, robes, short sword, various regal 
  items, mostly dirty. 
  1 Include racial bonuses 
   
  Highbulp Gully Dwarf Guards, Male Aghar  War2 
  (4): CR 1; Small Humanoid (dwarf) (3 ft.  6 in. tall); 
  HD 2d8-2; hp 10; Init +1 (Dex); Spd 20 ft.; AC 14 (+1 
  size, +1 Dex, +2 leather armor); Atk +2 melee (1d6-1, 
  short sword); SQ darkvision 60 ft, dwarf traits; AL 
  CN; SV Fort +2, Ref +1, Will -2; Str 9, Dex 13, Con 
  9, Int 7, Wis 7, Cha 7. 
  Skills: Climb +21, Craft (junk) +11, Hide +71, Listen 
  +0, Spot –1, Tumble +31. 
  Feats: Dodge, Run.  
  SQ-Dwarf traits (Ex): Stonecunning, +2 racial bonus 
  on Climb, Craft (junk), Hide and Tumble checks, +2 
  racial bonus on saving throws against poison, spells 
  and spell-like effects. 
  Possessions:  Dirty leather armor, short sword, 
  assorted junk 
  1 Include racial bonuses 
   
  EEnnccoouunntteerr  6699bb..  TThhee  SSeeccrreett  W
  Waayy  
   
  Up to four characters at once may attempt to lift the trap 
  door. This requires a successful Strength check (DC 25). 
  One character makes the roll, while the others make 
  Strength checks against DC 10 and each add a +2 
  circumstance bonus to the main character’s roll if they 
  succeed. Characters cannot take 10 on this roll.  
   
  EEnnccoouunntteerr  7700cc..  FFiirrsstt  H
  Haallll  
   
  CCrreeaattuurreess  ((EELL  66))  
  These guards sound an alarm once the combat is joined. 
   
  Bozak Draconian Guards (2): CR 4; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  magic missile, shield, sleep. 2nd-level: darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  EEnnccoouunntteerr  7700dd..  PPaallaaccee  TTrreeaassuurryy  
   
  Treasure: Characters who make a Search check (DC 15) 
  will find, amongst the worthless clay Culli, one or more 
  of the following items: two +3 daggers, one pair of 
  gloves of swimming and climbing, one wizard spellbook 
  containing the spells arcane lock, knock and invisibility, 
  and a +1 small steel shield. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  24 
  a Dragonlance Nexus Adventure Conversion 
   
  EEnnccoouunntteerr  7700gg..  PPrriissoonneerr  CCeellll  
   
  Raven-Eye, Que-Shu Warrior, Male Human War2: 
  CR 1; Medium-Size Humanoid (5 ft 10 in. tall); HD 
  2d8+2; hp 16; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 
  Dex); Atk +4 melee (1d3+2 subdual, unarmed); AL 
  CG; SV Fort +4, Ref +2, Will -1; Str 14, Dex 14, Con 
  12, Int 12, Wis 9, Cha 12. 
  Skills: Craft (leatherworking) +4, Handle Animal +6, 
  Jump +6, Swim +7. 
  Feats: Power Attack, Run. 
  Possessions:  Ragged clothing. 
   
  EEnnccoouunntteerr  7700hh..  BBoozzaakk  
  CCoom
  mm
  maannddeerr  
   
  CCrreeaattuurreess  ((EELL  44))  
  This draconian is a sly and cunning individual, and will 
  attempt to lead the party to the dragon if outnumbered. 
   
  Bozak Draconian Commander (1): CR 4; Medium-
  Size Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 
  30; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 
  natural); Atk +6 melee (1d4+2, 2 claws) or +6 melee 
  (1d6+2, long sword) or +4 melee (1d6+1, bite); SA 
  death throe, spells; SQ spell resistance 14, divine 
  grace, glide, immunities, low metabolism; AL LE; SV 
  Fort +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 
  15, Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  charm person, magic missile, shield. 2nd-level: 
  invisibility, mirror image. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  EEnnccoouunntteerr  7700jj..  H
  Haallll  ooff  SSoouunndd  
   
  A rogue using Search (DC 15) will notice the traps in the 
  floor, as will anyone who makes a successful Spot check 
  (DC 20). 
   
  EEnnccoouunntteerr  7700kk..  CCoouurrtt  ooff  tthhee  
  BBaallaannccee  
   
  CCrreeaattuurreess  ((EELL  1188))  
  Obviously, since this is the big finish, you don’t need to 
  pull as many punches. However, it won’t be any fun for 
  the players if you wipe them all out, so have Onyx switch 
  targets frequently, just short of killing them. The only 
  real way to kill Onyx is to strike her with the Blue 
  Crystal Staff, but this is actually much simpler than it 
  sounds – her AC against touch attacks (which is all that 
  is needed) is only 8. Of course, the other characters can 
  attempt to take her out, but her Damage Reduction is 
  substantial and she has a great number of hit points – 
  assuming they can land blows at all. 
   
  Khisanth (Onyx), Female Ancient Black Dragon: 
  CR 18; Huge Dragon (Water) (32 ft. long); HD 
  31d12+186; hp 387; Init +4 (Improved Initiative); Spd 
  60 ft., fly 150 ft (poor), swim 60 ft; AC 38 (-2 size, 
  +30 natural); Atk +40 melee (2d8+11, bite) or +36 
  melee (2d6+5, 2 claws) or +35 melee (1d8+5, 2 
  wings) or +35 melee (2d6+16, tail slap) or crush 
  (Reflex DC 31 to avoid being pinned, Small size 
  opponents or smaller only, 2d8+16 damage/round); 
  Face 10 ft by 20 ft; Reach 10 ft; SA breath weapon, 
  spells (cast as Sor11); SQ SR 25, Damage Reduction 
  15/+2, frightful presence (Will save DC 28), spell-like 
  abilities, darkvision 1000 ft, immunities, blindsight 
  300 ft; AL CE; SV Fort +22, Ref +16, Will +19; Str 
  31, Dex 10, Con 23, Int 16, Wis 17, Cha 16. 
  Skills: Bluff +23, Concentration +26, Diplomacy +23, 
  Escape Artist +20, Hide +12, Jump +30, Knowledge 
  (arcane) +23, Listen +361, Move Silently +20, Sense 
  Motive +29, Spot +361, Search +34. 
  Feats: Alertness, Cleave, Flyby Attack, Improved 
  Initiative, Quicken Spell-Like Ability, Weapon Focus 
  (claws). 
  SA-Breath weapon (Su): 100 ft long stream of acid, 
  20d4 acid damage, Reflex DC 31, usable once every 
  1d4 rounds. 
  SQ-Spell-like abilities (Sp): 3/day: insect plague, 
  darkness (100 ft radius); 1/day: corrupt water, plant 
  growth. All cast as 11th-level sorcerer. Khisanth’s 
  Quicken Spell-Like Ability feat allows her to use one 
  of these abilities as a free action each round. 
  Sorcerer Spells (6/7/7/7/6/4), chosen from the 
  following list: 0 (DC 13) arcane mark, daze, detect 
  magic, ghost sound, light, open/close, prestidigitation, 
  read magic, resistance; 1st (DC 14) charm person, 
  magic missile, protection from good, shocking grasp, 
  sleep; 2nd (DC 15) blur, detect thoughts, fog cloud, 
  melf’s acid arrow, summon swarm; 3rd (DC 16) 
  gaseous form, haste, slow, stinking cloud; 4th (DC 17) 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  25 
  evard’s 
  black 
  tentacles, 
  minor 
  globe 
  of 
  invulnerability, 
  polymorph 
  self. 
  5th 
  (DC 
  18) 
  feeblemind, teleport  
  1 Include +2 bonus from Alertness feat 
   
  Development: Once the dragon is destroyed by the Blue 
  Crystal Staff, the cavern walls begin to collapse. Every 
  ten minutes the characters remain in the sunken city, 
  have them make saving throws to avoid taking damage 
  from falling rock and debris (1d12 damage, Reflex saves 
  (DC 13) for no damage) 
   
  Treasure: The dragon’s hoard includes the Disks of 
  Mishakal, a cloak of invisibility, and a large amount of 
  coins (1000 platinum pieces) and gems (fifty-six 200 
  gold piece value precious stones). 
   
   
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  26 
  a Dragonlance Nexus Adventure Conversion 
  AAPPPPEENNDDIIXX  AA::  M
  MAAGGIICCAALL  IITTEEM
  MSS  
   
  BBlluuee  CCrryyssttaall  SSttaaffff  ooff  M
  Miisshhaakkaall  
   
  The staff holds up to 20 charges at any one time. It 
  regains one charge per day from the combined light of 
  Krynn’s 3 moons. It can be recharged fully and 
  immediately in the arms of the statue of Mishakal. 
  Further information is provided under the Goldmoon 
  character conversion (detailed elsewhere, see Innfellows 
  Conversion Notes q.v.) 
   
  DDiisskkss  ooff  M
  Miisshhaakkaall  
   
  These platinum disks are 18 inches in diameter and one-
  sixteenth of an inch thick. There are 160 disks in all, 
  bound together by a bolt allowing individual disks to be 
  swiveled out. Anyone of Lawful Good or Neutral Good 
  alignment may examine the plates. Others take 4d6 
  points of electrical damage (no saving throw) each time 
  they try to touch or read them. Clerics who study the 
  disks learn about the Gods of Good and may acquire all 
  the normal powers and abilities of a cleric if they choose 
  to worship these gods (i.e. they can cast spells, turn 
  undead, etc). This will also allow non-cleric characters 
  the ability to multiclass into the cleric class when 
  opportunity and experience points present. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  27 
  AAPPPPEENNDDIIXX  BB::  RRAANNDDOOM
  M  EENNCCOOUUNNTTEERR  LLIISSTTIINNGGSS  
   
  G
  Geenneerraall  RRaannddoom
  m  EEnnccoouunntteerr  
  TTaabbllee  
   
  1. Townspeople , Male and Female Human Com1 
  (3-30): CR 1/2; Medium-Size Humanoid; HD 1d4; hp 
  3; Init +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, 
  unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 
  10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. 
  Skills: Climb +2, Profession (varies) +3, Ride +1, 
  Swim +2. 
  Feats: Skill Focus (varies). 
   
  2. Baaz Draconians (6-12): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ SR 11, glide, disease immunity, low 
  metabolism; AL LE; SV Fort +2, Ref +3, Will +2; Str 
  10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  3. Plainsmen, Male Human War2 (1-10): CR 1; 
  Medium-Size Humanoid (6 ft. 2 in. tall); HD 2d8+4; 
  hp 10; Init +0; Spd 30 ft.; AC 12 (+2 leather armor); 
  Atk +3 melee (1d6+1, short sword); AL N; SV Fort 
  +4, Ref +0, Will +0; Str 13, Dex 11, Con 14, Int 9, 
  Wis 12, Cha 10. 
  Skills: Animal Handling +2, Wilderness Lore +2. 
  Feats: Track. 
  Possessions:  Leather armor, short sword 
    
  4. Qualinesti Elves, Male Elf War2 (1-4): CR 1; 
  Medium-Size Humanoid (5 ft. 6 in. tall); HD 2d8+2; 
  hp 17; Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather 
  armor); Atk +3 melee (1d8+1, long sword) or +4 
  ranged (1d8, longbow); SQ low-light vision, elf traits; 
  AL LG; SV Fort +4, Ref +2, Will +0; Str 12, Dex 14, 
  Con 12, Int 11, Wis 11, Cha 11. 
  Skills: Climb +2, Hide +1, Listen +31, Search +31, 
  Spot +21. 
  Feats: Point-Blank Shot. 
  Possessions:  Longbow, long sword, leather armor, 
  quiver and 20 arrows. 
  1 Include racial bonuses 
   
  5. Townspeople , Male and Female Human Com1 
  (2-20): CR 1/2; Medium-Size Humanoid; HD 1d4; hp 
  3; Init +0; Spd 30 ft.; AC 10; Atk +0 (1d3 subdual, 
  unarmed); AL var; SV Fort +0, Ref +0, Will -1; Str 
  10, Dex 10, Con 10, Int 10, Wis 9, Cha 9. 
  Skills: Climb +2, Profession (varies) +3, Ride +1, 
  Swim +2. 
  Feats: Skill Focus (varies). 
   
  6. Seeker Guards, Male Human War4 (1-6): CR 3; 
  Medium-Size Humanoid (5 ft. 10 in. tall); HD 4d8; hp 
  15; Init +4; Spd 20 ft.; AC 16 (+5 chainmail, +1 small 
  shield); Atk +7 (1d8+2, long sword); AL CG; SV Fort 
  +4, Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 10, 
  Wis 10, Cha 11. 
  Skills: Climb +5 (+0 in armor), Intimidate +3, Jump 
  +5 (+0 in armor), Listen +2, Ride +4, Search +2. 
  Feats: Improved Initiative, Power Attack, Weapon 
  Focus (long sword). 
  Possessions:  Chainmail armor (-5 check penalty), 
  small shield, long sword, Seeker symbols. 
   
  7. White Stag (1): CR 7; See stat block at encounter 
  5, Prayer’s Eye Peak. The Stag will lead the PCs on 
  the right path, staying just ahead of them for 3-6 hexes 
  on the wilderness map before disappearing. 
   
  8. Giant Eagles (2-8):  HP 26 each; see Monster 
  Manual 102. 
   
  9. Dire Boars (1-4): HP 52 each; see Monster Manual 
  57. 
   
  10. Riding Dogs, Wild (4-16): HP 13 each; see 
  Monster Manual 196. 
   
  11. Baaz Draconians (1-10): CR 1; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 2d8+4; hp 13; 
  Init +0; Spd 20 ft.; AC 16 (+6 natural); Atk +2 melee 
  (1d4, claws) or +2 melee (1d8, long sword); SA death 
  throe; SQ spell resistance 11, glide, disease immunity, 
  low metabolism; AL LE; SV Fort +2, Ref +3, Will +2; 
  Str 10, Dex 11, Con 14, Int 10, Wis 9, Cha 10. 
  Skills: Bluff +5, Disguise +5, Gather Information +5, 
  Listen +5, Spot +4. 
  Feats: Alertness, Run. 
  Possessions:  Cloaks, robes, long sword 
   
  12. Bozak Draconians (1-8): CR 4; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  28 
  a Dragonlance Nexus Adventure Conversion 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  magic missile, shield, sleep. 2nd-level: darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  13. Monstrous Hunting Spiders, Medium (1-10): 
  HP 14 each; see Monster Manual 210. 
   
  14. Ogres (2-12): HP 26 each; see Monster Manual 
  144. 
   
  15. Wraiths (2-12): HP 32 each; see Monster Manual 
  185. 
   
  16. Trolls (2-8): HP 63 each; see Monster Manual 
  180. 
   
  17. Will-o-wisps (1-3): HP 40 each; see Monster 
  Manual 183. 
   
  18. Snakes, Medium-sized Vipers (1-6): HP 9 each; 
  see Monster Manual 202. 
   
  19. Khisanth (Onyx), Female Ancient Black 
  Dragon: CR 18; See stat block at encounter 70k, 
  Court of the Balance. Onyx will not attack the PCs 
  directly, preferring to stay in the air, though she will 
  allow her Fearsome Presence ability to take hold of 
  them. If attacked by the party, she will use her breath 
  weapon on them once, and fly off. 
   
  20. Bozak Draconians (1-10): CR 4; Medium-Size 
  Monstrous Humanoid (6 ft. tall); HD 4d8+8; hp 26; 
  Init +1 (Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 natural); 
  Atk +6 melee (1d4+2, 2 claws) or +6 melee (1d6+2, 
  long sword) or +4 melee (1d6+1, bite); SA death 
  throe, spells; SQ spell resistance 14, divine grace, 
  glide, immunities, low metabolism; AL LE; SV Fort 
  +5, Ref +7, Will +7; Str 15, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 14. 
  Skills: Bluff +8, Diplomacy +81, Hide +7, Intimidate 
  +4, Knowledge (religion) +6, Listen +3, Move 
  Silently +7, Spot +9. 
  Feats: Alertness, Combat Casting, Multiattack, Run. 
  SA-Spells (Sp): As a 4th-level sorcerer: 1st-level: 
  magic missile, shield, sleep. 2nd-level: darkness, web. 
  Possessions:  Long sword 
  1 Bozaks get a +4 bonus to Diplomacy with other 
  draconians 
   
  21. Catoblepas (1): CR 5; Large Aberration (9 ft. 
  long); HD 6d8+18; hp 45; Init +0; Spd 20 ft.; AC 13 (-
  1 size, +4 natural); Atk +7 melee (1d6+6 and stun, tail 
  slap); SA Death gaze, stun; SQ Heavy head, 
  darkvision 60 ft; AL N; SV Fort +5, Ref +2, Will +6; 
  Str 18, Dex 10, Con 16, Int 4, Wis 12, Cha 14. 
  Skills: Listen +9, Search +7, Spot +5. 
  SA- Death Gaze (Su): 60 feet, Fortitude save (DC 17) 
  or die. Even if the save is successful, the target takes 
  3d6+6 points of damage. 
  SA-Stun (Ex): A creature hit with the catoblepas’ tail 
  must succeed at a Fortitude save (DC 17) or be 
  stunned for 1d3 rounds. Stunned creatures cannot act 
  and lose any Dexterity bonus to AC. Attackers get a 
  +2 bonus on attack rolls against a stunned opponent. 
  SQ-Heavy head (Ex):The catoblepas must succeed at a 
  Strength check (DC 15) each round to lift its head high 
  enough to use its gaze attack. If the target is smaller 
  than the catoblepas, lower the DC by –1 for each size 
  category difference. If the target is larger, add +1 to 
  the DC for each size category difference. If the 
  catoblepas has to swing its head back and forth to 
  follow a target (such as one that is constantly moving) 
  the DC is increased by +4. If the catoblepas is aware 
  of its enemies and can attack in the surprise round, one 
  target automatically meets its gaze and must make a 
  successful Fortitude save (DC 17) or die. 
   
  22. Black Dragon Hatchlings (1-10): CR 2; Tiny 
  Dragon (Water) (2 ft. long); HD 4d12+4; hp 20; Init 
  +0; Spd 60 ft., fly 100 ft (average), swim 60 ft; AC 15 
  (+2 size, +3 natural); Atk +6 melee (1d4, bite) or +1 
  melee (1d3, 2 claws); Face/Reach 2.5 ft by 2.5 ft/5 ft; 
  SA breath weapon; SQ keen senses, immunities, 
  blindsight; AL ; SV Fort +5, Ref +4, Will +4; Str 11, 
  Dex 10, Con 13, Int 8, Wis 11, Cha 8. 
  Skills: Escape Artist +4, Hide +4, Listen +61, Move 
  Silently +4, Spot +61, Search +3. 
  Feats: Alertness. 
  SA-Breath weapon (Su): 30 ft long stream of acid, 2d4 
  acid damage, Reflex DC 13. 
  1 Include +2 bonuses from Alertness feat 
   
  23. Snakes, Medium-sized Vipers (1-6): HP 9 each; 
  see Monster Manual 202. 
   
  24. Wraiths (2-12): HP 32 each; see Monster Manual 
  185. 
   
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
   
   
  a Dragonlance Nexus Adventure Conversion 
   
  29 
  TThhee  DDaarrkkeenn  W
  Woooodd  RRaannddoom
  m  
  EEnnccoouunntteerr  TTaabbllee  
   
  1. Griffons (1-12): HP 59 each; see Monster Manual 
  113. 
   
  2. Treants (1-20): HP 66 each; see Monster Manual 
  178. 
   
  3. Satyrs (2-8): HP 22 each; see Monster Manual 160. 
   
  4. Centaurs (1-12): HP 26 each; see Monster Manual 
  33. 
   
  5. Brownie (1): CR 1; Tiny Fey (1 1/2 ft. tall); HD 
  1/2d6; hp 2; Init +8 (Dex, Improved Initiative); Spd 20 
  ft.; AC 17 (+2 size, +4 Dex, +1 natural); Atk +6 melee 
  (1d4-2, short sword); SA spell-like abilities; SQ SR 
  16, low-light vision; Face 2 1/2 ft by 2 1/2 ft; Reach 0 
  ft; AL LG; SV Fort +0, Ref +6, Will +4; Str 7, Dex 
  18, Con 11, Int 14, Wis 14, Cha 16. 
  Skills: Bluff +6, Craft (woodworking) +6, Craft 
  (leatherworking) +6, Craft (metalworking) +6, Escape 
  Artist +7, Hide +12, Move Silently +8, Listen +9, 
  Search +5, Sense Motive +5, Spot +10. 
  Feats: Dodge, Improved Initiative, Weapon Finesse 
  (short sword). 
  SA-Spell-like Abilities (Sp): 1/day— confusion, 
  continual flame, dancing lights, dimension door, 
  magic circle against evil, mirror image, and 
  ventriloquism. These abilities are as the spells cast by 
  a 7th-level sorcerer (save DC 13 + spell level). 
  SQ-Skills- (Ex): Brownies receive a +2 racial bonus to 
  Listen and Spot checks (in addition to the normal +2 
  bonus granted to all sprites, See page 172 in the 
  Monster Manual). They also receive a +5 racial bonus 
  to Hide checks in a forest setting. These bonuses have 
  been included in the above stats block. 
   
  6. Sprites (Pixies) (10-100): HP 3 each; see Monster 
  Manual 172. 
   
  7. Nymph (1): HP 10; see Monster Manual 143. 
  
   
  the Dragonlance Nexus  •  DL1: Dragons Of Despair 
  30 
  a Dragonlance Nexus Adventure Conversion 
  AAPPPPEENNDDIIXX  CC::  SSUUM
  MM
  MAARRYY  AANNDD  CCRREEDDIITTSS  
   
  CCoonnvveerrtteedd  PPrroodduucctt  
   
  Name: ‘DL1 Dragons of Despair’ 
  Product Code: 9130 
  Published: 1984 by TSR 
  System: AD&D® 1st Edition 
   
  AAddddiittiioonnaall  CCrreeddiittss  
   
  • 
  Catoblepas and Brownie stat blocks converted by Scott Greene. Visit Scott Greene’s Creature Catalog 
  website for other creature conversions and original creature creations at   
  http://www.rpgplanet.com/dnd3e/creaturecatalog/ 
   
  • 
  White stag, gully dwarf and spectral minion stat blocks originally converted by James O’ Rance (dragon-
  dreamer@geocities.com). Some modifications may have been made for this adventure conversion. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1st Edition/Dragonlance/DL1 - Dragons of Despair 3e Conversion.pdf