TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
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  visit www.wizards.com/d20 
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  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NMR8−01 
   
   
   
   
   
  Draconic Schemes 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Nyrond Meta−regional Adventure 
   
  by JP Chapleau 
   
  Based on an idea by JP Chapleau and Matt Thompson 
  Circle Reviewers: Colleen Simpson  
  Reviewers: Mark Somers 
  Playtesters: Sean Clark, John Foye, Brian Glose, Leonard Logan, Murry McEntire, Barry Oviatt 
  Special thanks: Derek Schubert (art, maps, support) 
   
   
  Four years ago, a woodsman of the Gamboge told the tale of how he escaped a green dragon to anyone who would listen. 
  Now, folks from a number of regions are interested in the fate of that dragon. Why are Urnstians so interested in the 
  beast and Nyrondese interested in giving it to them? Schemes are afoot. A one-round meta-regional adventure set in the 
  Northern Gamboge forest for characters level 2-15 (APLs 4-14). This adventure has a particular interest for members of 
  House Duncombe, the Pale Diplomatic corps and anyone with an interest in the Gamboge Forest. 
   
  Resources for this adventure [and the authors of those works] include Draconomicon [Andy Collins, Skip Williams, James 
  Wyatt], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt], 
  Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], NMR6-02 Mad Baron of Pikemaster 
  [JP Chapleau], PAL4-06 Strands of Gloom [Derek Schubert], PAL7-03 Wyrm Signs[Matt Thompson] and Races of the dragon 
  [Gwendolyn F.M. Kestrel Jennifer Clarkes Wilkes, Kolja Raven Liquette]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK 
  setting—you must sanction it as part of an RPGA event. 
  This event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  NMR8-01 Draconic Schemes 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  ROUNDS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  The Archbarony of Eastmarch in the County of Urnst.
   
  Adventurer’s Standard Upkeep costs 12 gp per round 
  for characters who have a home region in the Nyrond 
  Metaregion, and 24 gp for characters who do not have a 
  home region in the Nyrond Metaregion. Rich and 
  Luxury Upkeep cost 75 gp per round for characters who 
  have a home region in the Nyrond Metaregion, and 150 
  gp for characters who do not have a home region in the 
  Nyrond Metaregion. Characters that fail to pay at least 
  Standard Upkeep retain temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Find out which PC has played the adventures listed 
  below. PCs who have played these adventures are 
  assumed to have met the associated NPCs.  
  BDK7-04 Proof of Loyalty: Lady Ilya Duncombe 
  NMR6-02 Mad Baron of Pikemaster: Bishop Freznook  
  PAL4-06 Strands of Gloom: Druidess Taraya and Lerth 
  the behir 
  PAL7-03 Wyrm Signs: Druidess Taraya 
   
  Enmities 
  County of Urnst: Any member of House Duncombe or 
  Countess Rachel. 
  ADP6-03 Red Hand of Doom (Part 5): These PCs have 
  the enmity of Tiamat and as such are preferred targets of 
  Ferenklor and any monster with the dragonblood 
  subtype. 
   
  Meta−Orgs 
  Find out if any PC belongs to one of the following meta-
  orgs. 
  • 
  Any Druidic or Wilderness organization (any 
  country (NMR or beyond)) 
  • 
  Church of Pholtus (any country) 
  • 
  House Duncombe (County of Urnst) 
  • 
  Knights of the Swan (County of Urnst) 
  • 
  Pale Diplomatic Corps (Pale) 
  • 
  Any PC with a nobility title 
   
  Time warning! 
  This adventure can easily run long. The fights are 
  complex and have a number of creatures. For this reason, 
  terrain for the combats was kept simple.  
   
  Some time warnings have been placed into the 
  adventure to tell you which combat should be kept short 
  and which should be played out. 
   
  NEW RULE ITEMS 
  Metaregional adventures often utilize new rules items – 
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  This adventure ties a number of events together from the 
  Pale, Nyrond and the County of Urnst. Make sure you 
  understand what is going on and what the NPCs are 
  trying to do here. 
   
  LERTH THE BEHIR 
  In Pal4-06 Strands of Gloom, adventurers met with an old 
  behir called Lerth. Lerth’s mate was killed by the dragon 
  Sassy and her children, forcing him to flee northwards 
  into the Pale. The lair he found there was inhabited by 
  hobgoblins that again drove him out.  
   
  Lerth is a large old male behir, about 45 feet long and 
  weighing 5,000 pounds. His scales are a green-tinged blue 
  with brown bands, and his underbelly is light blue. The 
  end of his left horn was broken off in an old fight. He 
  sometimes falls into coughing fits, which send showers of 
  sparks from his mouth. 
   
  Lerth is old and wily, a genius among behirs, and 
  therefore vain. His typical tactics involved luring his prey 
  into a vulnerable position, then striking. He used to enjoy 
  a comfortable life with plentiful food and a pleasing mate, 
  but the invading green dragons ruined it all. 
   
  Since he was last seen, Lerth has remained in the 
  Gamboge both hunting and hiding from the minions of 
  Sassy. Lerth wishes to leave the Gamboge, but is afraid of 
  traveling across country. He understands that there are 
  people out there he can not kill (PAL4-06 Strands of Gloom 
  left him a bad taste in his mouth). 
   
  Lerth has been hunting and raiding farms along the 
  Pale border and as far south as the city of Greenplane. 
  NMR8-01 Draconic Schemes 
   
  Page 2 
  
  This has made him somewhat unpopular in both Nyrond 
  and the Pale. Since he usually hunts at night those who 
  have seen him in the moonlight have spread stories of 
  green dragons (they didn’t get a good look at him because 
  they were usually running the other way once they saw 
  his shape). 
   
  However, Lerth has only attacked livestock and 
  goblinoids (which he has found to his taste). There are no 
  reports of sentient fatalities from either Nyrond or the 
  Pale. 
   
  SASSY 
  Sasrananakmasha, “Sassy”, “the Green of the Gamboge” is 
  a green dragon known for her… frequent mating habits. 
  She mates with everything she can.  
   
  One of her children is the green dragon Ferenklor 
  who is pivotal to this adventure. 
   
  Sassy does NOT appear in this adventure, but anyone 
  who has seen Ferenklor assumes that it is Sassy. 
   
  FERENKLOR THE DRAGON 
  Ferenklor is one of Sassy’s green dragon children. He is 
  now out to try and forge himself an enclave in the 
  northern Gamboge where he hopes he can become 
  known as King of the northern Gamboge and rule 
  without having to bow to his mother. In fact, he hopes to 
  plunder his mother’s hoard one day… But first, he must 
  create his own little kingdom. 
   
  Ferenklor gathered a group of kobolds and forest 
  giants hoping to conquer the northern Gamboge. These 
  minions are starting to cause trouble in Bronzebrook by 
  attacking hunters and wilderness folks. 
   
  What Ferenklor did not count upon was the 
  presence of Lerth. Naturally behirs tend to give up 
  territory in favor of the true dragon, but Lerth has a chip 
  on his shoulder and a score to settle. 
   
  CLIMATE BETWEEN NYROND & COUNTY 
  Since the signing of the Non-Aggression Treaty between 
  the County of Urnst and the short-lived Nyrond 
  Imperium the County gained the lands that were formed 
  into the Barony of Starkwall.  
   
  With king Lynwerd’s return to power, legal 
  arguments were made on both sides as to who should 
  keep the tract of land. The argument has lasted to this day 
  as the County invested time and money in the barony in 
  the form of what became known as Elone’s Wall. The wall 
  fortified the new border with an actual wall and a series of 
  towers, keeps and gates.  
   
  Early in 597CY, the Countess sent her Lord 
  Chamberlain (prime minister) Lord Darius Alan Dane to 
  meet with the King in Rel Mord. While the talks weren’t 
  exactly successful, both sides made concessions to the 
  other, though the exact details are known only to Lord 
  Dane, the Countess, the King and Queen.  
   
  The net result of Lord Dane’s trip to Rel Mord was 
  that the Countess ordered the wall destroyed and its 
  stones used to build a summer palace in the center of the 
  County. 
   
  At present, the relations between the County and 
  Nyrond remain cold, but talks of war have calmed down 
  for the moment. 
   
  LORD DUNCOMBE’S PLAN 
  The Countess’s father, Lord Terard Duncombe the 
  Second is a man used to doing things his way. He 
  controls the most heavily militarized lands of the County 
  and he has the financial backing of House Torquann, 
  making him close second in power to the Countess 
  herself, his own daughter Rachel. 
   
  Rachel and Lord Duncombe don’t see eye-to-eye 
  most of the time. Whereas Rachel is an Heironean 
  paladin, Lord Duncombe is used to power and to pushing 
  his own plan forward. Lord Duncombe has a very mixed 
  reputation in the County, except in his domain of 
  Eastmarch where he is seen as a benevolent leader 
  tarnished by jealous slander. 
   
  At the time of this adventure, Lord Duncombe is 
  preparing for his daughter’s wedding. He needs a large 
  number of soldiers for his venture. Having Lerth as a 
  friend and an ally against the many humanoid tribes of 
  the Blue Mounds definitely helps solidify his hold on the 
  area, and in case of a Nyrondese invasion, Lerth should be 
  useful.  
   
  Of course, Lord Duncombe has not shared his plans 
  with his daughter, Countess Rachel. Everyone in this 
  adventure ASSUMES that he does this endeavor with his 
  daughter’s blessing, or at her request.  
   
  What Rachel thinks of this is outside the scope of 
  this adventure. You will need to come to the County of 
  Urnst to know what repercussion this has! Love 
  shameless plugs! 
   
  STRADSETT 
  (From www.TheocracyOfThePale.com) 
  Stradsett is the capital of the Prelacy of Gamboge. The 
  city is located in the southeast region of the Theocracy of 
  the Pale, along the northern edge of the Gamboge Forest. 
  Stradsett is built in a circular form spreading out from its 
  small logging-town roots (so to speak).  
   
  As of CY 594, Stradsett has a population of 
  approximately 13,000 people: 90% are human, 5% are half-
  elf, 3% are elves, and 2% are other demi-humans. The 
  residents of Stradsett are known as especially tolerant. 
  They enjoy talking and bargaining with others, a trait 
  they may get from their Prelate, Andon Kavelle, who is 
  also the Circle of Nine’s chief negotiator as well as the 
  head of the Pale Diplomatic Corps. 
   
  The city is organized in varying degrees of grids and 
  more disorganized communities. The closer to the forest 
  one gets, the more disorganized the city is, while 
  northern portions are laid out in grids for easy movement 
  and organization. The Cathedral of Law is located almost 
  directly at the separation point of these two districts of 
  the city. This temple of Pholtus is the highest church in 
  NMR8-01 Draconic Schemes 
   
  Page 3 
  
  the prelacy and is constructed from a mixture of marble 
  from the Rakers and wood from the Gamboge.  
   
  The headquarters of the Pale Diplomatic Corps is 
  located in Stradsett and with so many diplomats 
  wandering around the city, the people can’t help but be 
  more inclined to talk out their problems than fight. The 
  large complex in which the Diplomatic Corps is housed is 
  located in the eastern section of the “Law Quarter,” as the 
  citizens have dubbed the more organized half of the city. 
  The area is filled with many sub-embassies of countries 
  that negotiate with the Theocracy (aside from their chief 
  embassies in Wintershiven), in order to be closer to 
  Andon Kavelle’s most dedicated diplomats. 
   
  The city also houses a small guildhall of the Arcanist 
  Guild. This small hall is capable of supporting many 
  brothers and sisters of the guild, but is a simple structure, 
  rather than the grand hall of most other cities. The 
  “Jumble Quarter,” as the more disorganized half of the 
  city has come to be known, is dominated by a large 
  lumber industry. The city does a fair amount of logging in 
  the Gamboge Forest, although many loggers have become 
  more cautious in recent years with the rumors coming up 
  from Nyrond about the Green of the Gamboge, a terrible 
  dragon. 
   
  The city has large numbers of farms located around it 
  due to its proximity to the huge open plain of central 
  Pale. The farms are mostly dedicated to hardy wheat 
  grasses and other vegetables during the Pale’s short 
  growing season, but a few are dedicated to fruit-bearing 
  trees. 
   
  Stradsett is home of the Prelatal Army’s Seventh 
  Dawn Command. They maintain a walled complex of 
  buildings inside the city. The Pale Patrol maintains its 
  own walled complex outside the city walls. The Church 
  Militant maintains a small contingent in Stradsett as well. 
  Their complex is located in the western section of the 
  “Law Quarter.” 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are called upon to escort one 
  envoy from the Pale, Nyrond or the County of Urnst to 
  Stradsett in the Pale. There are three different 
  introductions, based on where the adventure is played.  
   
  1: The PCs gather in Stradsett where they meet a 
  number of NPCs: an Abbot of the Pale, an envoy of Lord 
  Duncombe and a representative of the Count of 
  Gamboge. The PCs meet the envoys who did not hire 
  them. Role-play opportunities. 
   
  2: The PCs travel to Bronzebrook in the Gamboge 
  with the envoys. Here the PCs can learn about the true 
  reason for this meeting: Lerth the Behir. More role-play 
  opportunities. 
   
  3: They head off to find Lerth the Behir, find his lair 
  and the scavengers that have moved in.  
   
  4: Following the trail, the PCs are attacked by the 
  vanguard of Ferenklor’s army. 
   
  5: The PCs find Lerth and Ferenklor’s base.  
   
  6: Having rescued Lerth, the PCs have to convince 
  him to attend the meeting.  
   
  7: If the PCs decided to return to Bronzebrook 
  before stopping Ferenklor, the green dragon launches all 
  his forces against the village. 
   
  Conclusion: The PCs’ actions can lead to the three 
  countries moving closer or apart. 
   
  INTRODUCTION 
  The adventure begins in different places based on the 
  Living Greyhawk region where it is being played. 
   
  COUNTY OF URNST 
  The letter with a seal of a bull was quite clear, head 
  to Starkwall where you would meet with Lady Ilya 
  Duncombe at the Baronial manor. A reward in gold 
  nobles was hinted at. 
   
  With the destruction of most of Elone’s Wall, 
  Nyrondese and Urnstian mingle freely in the streets 
  of Starkwall, making the city more chaotic than 
  usual. 
   
  At the manor, the guard checked your letter 
  before showing you into a dining room where other 
  adventurers are seated and enjoying various drinks. 
  Servant girls bring you a cup of your favorite 
  beverage.  
   
  This would be a good time for the PCs to introduce 
  themselves to each other. 
   
  At exactly the appointed time, a human woman 
  dressed in a fashionable red and yellow dress and an 
  older gentleman wearing the white robes of a 
  Pholtan enter the room.  
   
  The woman in the dress speaks almost 
  immediately. “Good day to you all, House Duncombe 
  thanks you for coming at such short notice. My 
  name is Ilya Duncombe. Here is Bishop Freznook of 
  the Pale Diplomatic Corps through which our 
  meeting has been arranged.” 
   
  The Bishop has a shaved head; wears no armor 
  under his gold-trimmed white robes and wears a 
  large golden symbol of the Sun and Moon. He has an 
  endearing smile and a soft, friendly voice. The 
  bishop bows politely.  
   
  Lady Ilya continues “My uncle, Lord Terard 
  Duncombe the Second, Archbaron of Eastmarch, can 
  not be here at this time, as he is busy preparing for 
  Her Noble Brilliancy’s wedding at his castle in 
  Charn. It is at his request that you have been called 
  here.” 
   
  “I need an escort to the Theocracy of the Pale, to 
  the town of Stradsett to be precise, on the border of 
  the Gamboge Forest. There, I am to meet with some 
  of their druids. The mission is simple: escort me to 
  Stradsett and back. I will pay for travel expenses, and 
  make sure you get a little extra, but you must pay for 
  any further expense.” 
  NMR8-01 Draconic Schemes 
   
  Page 4 
  
   
   
  The woman in the dress is Lady Ilya Duncombe, a cousin 
  of the Countess, she has been sent here on an errand 
  from Lord Terard Duncombe the Second, Archbaron of 
  Eastmarch. She is very formal in her dealing and remains 
  polite, if a little arrogant. Lady Ilya is more relaxed 
  towards PCs who are nobles.  
   
  PCs who played BDK7-04 Proof of loyalty have already 
  met with Lady Ilya.  
   
  Some PCs may have met the bishop in PAL3-07 
  Champion of the Pale where he asked the PCs to escort the 
  candidates for champion of the Pale. PCs who played 
  NMR6-02 Mad Baron of Pikemaster, immediately recognize 
  Bishop Freznook as being one of the guests of the Mad 
  Baron. 
   
  It is likely the PCs have questions for Lady Ilya 
  and/or Pawan. 
  • 
  What does it pay? (Lady Ilya) You will be well 
  recompensed. House Duncombe is known for 
  keeping their mercenaries satisfied. 
  • 
  What are you going to do? (Lady Ilya) Meet with 
  the Druidess Taraya. 
  • 
  Aren’t druids outlawed in the Pale? (Bishop) Yes, 
  they are, though the meeting is to take place outside 
  the borders of the Pale itself, it will be held in 
  Nyrond. 
  • 
  Why does Lord Duncombe not go himself? (Lady 
  Ilya) He is busy with his daughter’s wedding. 
  • 
  Why not bring an escort of Duncombe soldiers? 
  (Lady Ilya) Our troops are busy keeping the County 
  safe. 
  • 
  Why not bring an escort of Pale soldiers? 
  (Bishop) I doubt the Nyrondese would approve. 
  • 
  Is passage through Nyrond safe? (Lady Ilya) That’s 
  why I am hiring you. 
  • 
  Do you expect trouble? (Lady Ilya) No, but I’d 
  rather be cautious. 
  • 
  Is the Bishop coming? (Bishop) No, I am heading 
  to Charn to meet with Lord Duncombe. 
  When the PCs agree to escort Lady Ilya, proceed to 
  Encounter 1. 
   
  DUCHY OF URNST  
  Use the County’s entry 
   
  NYROND 
  You received a summons to the house of Sir Phileas 
  Klendern in Borneven in the County of Gamboge. 
  Perhaps it was curiosity, perhaps it was the promise 
  of adventure or perhaps it was the veiled hint of gold 
  nobles or perhaps you just didn’t know what else to 
  do, but you made your way to the manor.  
   
  Presenting yourself to the guard, you are quickly 
  shown inside to a large room, obviously a study. 
  Bookshelves line the walls, filled with ledgers, 
  history treatises and poetry books. 
   
  “Sir Phileas will be here shortly. Do take a seat,” 
  says the guard. 
   
  Other adventurers are also present, some seated, 
  some standing.  
   
    
  This would be a good time for the PCs to introduce 
  themselves to each other. 
   
  Two men enter the room. On, you guess, is a 
  nobleman by his rich clothing and demeanor and 
  the other wears the white robes of a Pholtan priest. 
   
  The noble takes a seat in the plush leather-
  covered chair behind the desk. 
   
  The Pholtan has a shaved head; wears no armor 
  under his gold-trimmed white robes and wears a 
  large golden symbol of the Sun and Moon. He has an 
  endearing smile and a soft, friendly voice. 
   
  “Now, that you are all here, let us not waste any 
  time. I am Sir Phileas, first cousin of the Count. He 
  has asked me to gather you all and Bishop Freznook 
  here.” 
   
  “The Bishop has informed my cousin of a 
  meeting between people of the County of Urnst and 
  the Theocracy of the Pale…” 
   
  The Bishop adds, for your understanding. “I am 
  Bishop Freznook of the Pale’s Diplomatic Corps. You 
  see, forces under Lord Duncombe, Countess Rachel’s 
  father, have contacted people in the Gamboge near 
  the town of Stradsett just inside the forest. An envoy 
  of Lord Duncombe will meet with an exile from the 
  Pale.” 
   
  Sir Phileas adds “Now, I’m sure you know of the 
  many dangerous creatures in the Gamboge… There 
  is one in particular that has been spreading chaos, 
  through no real fault of its own, but the Count wants 
  to be rid of it. If the County of Urnst is willing to 
  take it, then we are willing to send our problem 
  beyond the border…” 
   
  “Now I need an escort to from here to Stradsett. 
  You have guessed it, the escort is you!” 
   
  Some PCs may have met the bishop in PAL3-07 Champion 
  of the Pale where he asked the PCs to escort the candidates 
  for champion of the Pale. PCs who played NMR6-02 Mad 
  Baron of Pikemaster, immediately recognize Bishop 
  Freznook as being one of the guests of the Mad Baron. 
   
  • 
  Who is the exile? (Bishop) A druidess named 
  Taraya. 
  • 
  Why us? (Sir Phileas) Because I have heard of you 
  and your skills. 
  • 
  What does it pay? (Sir Phileas) You will be well 
  recompensed. I value my person more than gold. 
  • 
  What are you going to do? (Sir Phileas) Meet with 
  the Druidess and the Urnstian envoy. 
  • 
  Aren’t druids outlawed in the Pale? (Bishop) Yes, 
  they are, though the meeting is to take place outside 
  the borders of the Pale itself, it will be held in 
  Nyrond. 
  NMR8-01 Draconic Schemes 
   
  Page 5 
  
  • 
  Why not bring an escort of Gambogian soldiers? 
  (Sir Phileas) This mission is somewhat unofficial. 
  • 
  Why not bring an escort of Pale soldiers? 
  (Bishop) It would be bad form for me to travel 
  escorted by foreign soldiers. 
  • 
  Do you expect trouble? (Sir Phileas) No, but I’d 
  rather be cautious. 
  • 
  Is the Bishop coming? (Bishop) No, I am heading 
  to Charn to meet with Lord Duncombe. 
   
  When the PCs agree to escort Sir Phileas, proceed to 
  Encounter 1. 
   
  THE PALE 
  This is the default introduction. It does not give any 
  specific locations and you may tailor it to your party or 
  your location. 
   
  A well-dressed man in the traveler’s clothes of a 
  priest of Farlanghn approached you as you were 
  relaxing at your favorite inn. He asked for you by 
  name and handed you a letter. 
   
  “Common friends have referred you to me as a 
  capable and resourceful adventurer. Therefore I am 
  asking you to please come to Stradsett in the south 
  of the Theocracy of the Pale. Please ask for Abbot 
  Welliam at the office of the Pale Diplomatic Corps. 
  Signed Bishop Freznook.” 
   
  Some PCs may have met the bishop in PAL3-07 Champion 
  of the Pale where he asked the PCs to escort the candidates 
  for champion of the Pale. PCs who played NMR6-02 Mad 
  Baron of Pikemaster, immediately recognize Bishop 
  Freznook as being one of the guests of the Mad Baron. 
   
  The invitation was intriguing and for a number of 
  reasons, you decided to see what the Pholtans 
  wanted with you.  
   
  The initiate outside quickly brought you into an 
  office where the scholarly and gaunt Abbot Welliam 
  welcomed you. His hair is bushy and he has a long 
  soul patch. 
   
  “You will have to excuse me… the Bishop has 
  left for the County of Urnst and has left me only 
  basic information about what he wishes you to do.” 
   
  “You see, a heretic, a old druidess named Taraya 
  has contacted us with a request for help, something 
  that would help the people of the Pale. Pholtus the 
  Merciful teaches that one’s flock must be protected 
  and so we have agreed to help her.” 
   
  “The County of Urnst and the County of 
  Gamboge will both be sending envoys to discuss the 
  whole affair. I am there to ensure that the Pale is 
  represented and kept informed of everything and to 
  ensure a fair deal between both parties.” 
   
  “You are to serve as my escorts as I attend this 
  meeting.” 
   
  The PCs are likely to have some questions for the Abbot. 
  Like most members of the Diplomatic Corp, the Abbot 
  should not come across like a fanatic who wants to 
  convert everyone to the worship of Pholtus. However, he 
  does not tolerate people badmouthing the faith.  
  • 
  Why us? Because the Bishop heard of you and your 
  skills. 
  • 
  What does it pay? Payment will be arranged, not 
  much but I have the impression from what the 
  Bishop said that the Count of Gamboge and the 
  Countess of Urnst both have an interest in this and 
  they may be willing to add extra money. 
  • 
  What are we going to do? Escort the envoys and 
  myself to the village of Bronzebrook in the 
  Gamboge. Provide security and make sure the envoys 
  are happy.  
  • 
  Aren’t druids outlawed in the Pale? Yes, they are, 
  though the meeting is to take place outside the 
  borders of the Pale itself, it will be held in Nyrond. 
  • 
  Why not bring an escort of Pale soldiers? It 
  would be bad form to send large number of our 
  soldiers on a diplomatic mission. Many of the 
  Gamboge’s inhabitants resent the Church of the One 
  True Path. 
  • 
  Do you expect trouble? No, but then again the 
  Gamboge isn’t exactly a safe place. There are dragons, 
  elves, heretics, bandits and other monsters…  
  • 
  Is the Bishop coming? No, he is in Charn, in the 
  County of Urnst to meet with Lord Duncombe, the 
  Countess’ father. 
  • 
  Will you be coming? Yes. 
   
  When the PCs agree to serve as an escort, proceed to 
  Encounter 1. 
   
  RATIK 
  Use the Pale’s entry 
   
  1: THE ARRIVALS 
  In the courtyard of the Pale Diplomatic Corps, three 
  delegations meet. The afternoon is clear and the air 
  is crisp.  
   
  The Pale’s representative, Abbot Welliam of the 
  Pale Diplomatic Corps is dressed in the ceremonial 
  outfit of the church of the One True Path, decorated 
  with sun and moon patterns. The Abbot is scholarly 
  and gaunt with wild hair and a long soul patch. 
   
  “By the Blinding Light that shines upon us, I 
  welcome you all to our Holy Land. May our 
  negotiations be guided by goodwill and in a spirit of 
  friendship and mercy to all the good and lawful 
  people of our lands.” 
   
  The Nyrondese representative is a richly dressed 
  and very elegant man with a longsword at his side. “I 
  am Sir Phileas Klendern, cousin and envoy of the 
  Count of Gamboge. The Count wishes for this 
  situation to be resolved as soon as possible and he is 
  NMR8-01 Draconic Schemes 
   
  Page 6 
  
  happy that both the Countess of Urnst and the 
  Theocracy of the Pale have agreed to help in this 
  manner.” 
   
  The Urnstian envoy is a comely Oeridian woman 
  dressed in a long red dress with yellow highlights. 
  “Greeting gentlemen, my name is Ilya Duncombe, I 
  was sent here by Lord Terard Duncombe the Second, 
  Archbaron of Eastmarch, Lord Chancellor of the 
  County of Urnst and father to Countess Rachel the 
  First. I thank both of you and your superiors to have 
  agreed to talk about my uncle’s request for the beast. 
  As a gift to both of you, Lord Duncombe offers 
  sourberry wine from his personal reserve.” Members 
  of Lady Ilya’s entourage offer the highly-prized wine 
  to the other envoys.  
   
  The Abbot then speaks. “I have taken the liberty 
  to rent two of the finest establishment in Stradsett 
  for you. If you need anything else, send a courier to 
  me. I will be here. I propose that we leave early in the 
  morning.” 
   
  The two other envoys look at each other and 
  agree to the wisdom of the Abbot’s proposal. The 
  three groups separate, heading to their respective 
  destination. 
   
  Remind the PCs that this would be a good time to go 
  shopping before they set out into the forest. 
   
  The PCs may also try and gather information about 
  what is happening, proceed to “Word on the Street”. The 
  PCs may wish to speak to some of the other envoys. In 
  that case, go to “The Abbot”, “Lady Ilya” or “Sir Phileas”, 
  depending on the one they wish to meet. 
   
  When the PCs are done in town, proceed to 
  Encounter 2. 
   
  WORD ON THE STREET 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check as listed 
  below. They gain all the information at the lower DC’s as 
  well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +4). 
  • 
  DC 1 Welcome to the Pale, I recommend you hide 
  your holy symbols of pagan religions. You can go to 
  jail for displaying them! 
  • 
  DC 5 Stradsett is the home of the Pale Diplomatic 
  Corps. 
  • 
  DC 8 Numerous sightings of dragons have been 
  reported in the area. (Some of this is Lerth, some is 
  Ferenklor and some yet others (refer to Pale 
  storyline)). 
  • 
  DC 10 Some cattle farms next to the Gamboge have 
  been raided by a huge creature. (This is Lerth 
  hunting.) 
  • 
  DC 12 New goblins and kobolds tribes have recently 
  moved into the area. They haven’t been doing a lot of 
  raiding so far, but it’s only a matter of time. 
  • 
  DC 13 The County of Urnst wants to capture and 
  breed half-dragon creatures. They will pay good 
  money for any such creature. They would pay even 
  more for a living green dragon! (That is NOT true) 
  • 
  DC 14 Half-green dragon creatures have moved into 
  the area. I think Sassy is trying to take over the 
  northern Gamboge (This is not quite true and not 
  quite false either… see Adventure Background) 
  • 
  DC 15 A few years back, people thought Sassy came 
  to the area, but it turned out it was a good creature 
  called a baah-here (the person does not know the 
  correct name of the creature). Adventurers reported 
  the creature was good and friendly. 
  • 
  DC 18 Raids like we had here have been happening 
  throughout the edge of the Northern Gamboge. 
  Apparently green dragons are moving northwards 
  and attacking settlements 
  • 
  DC 20 One of the County of Urnst’s most powerful 
  nobles wants a behir to be captured. Apparently 
  there is still one in the forest. 
  • 
  DC 23 A druidess named Taraya was the one who 
  contacted Pale officials to arrange the meeting about 
  the behir. 
  • 
  DC 25 The County of Gamboge is interested in 
  getting rid of the behir since they believe it is 
  responsible for the raids on livestock. (True) 
   
  TIME CONSTRAINT 
  If playing this in a time-constrained environment, only 
  one envoy is willing to talk to the PCs. The others are 
  busy preparing for the trip. 
   
  THE ABBOT 
  Meeting the Abbot is easy; one simply needs to ask for 
  him. The Abbot is polite but distant. He does not know 
  too much and knows his role is more to listen than to 
  actively take part in the talks. The Abbot can nevertheless 
  reveal the following information if the PCs ask for them. 
  • 
  The meeting involves an exiled druidess named 
  Taraya.  
  • 
  Taraya is an old woman of Flan descent who has had 
  a lot of contacts with adventurers in the past. 
  • 
  The Abbot believes Lerth the behir is behind many 
  of the cattle missing and want it gone. 
  • 
  The Abbot has never met Lady Ilya, Sir Phileas or 
  Taraya. 
  • 
  He knows Lady Ilya serves as a diplomat for the 
  Countess and House Duncombe on mission where a 
  low profile is required. He knows she is the one who 
  struck a deal between the County and forces in the 
  Bandit Kingdoms. 
   
  LADY ILYA 
  Lady Ilya agrees to meet any PC she hired in the 
  introduction and any PC who does not have any enmity 
  of the Countess of Urnst or a member of House 
  Duncombe.  
  • 
  She is a first cousin of Countess Rachel. 
  NMR8-01 Draconic Schemes 
   
  Page 7 
  
  • 
  Lord Duncombe was informed of the situation by 
  members of the County’s Warders of the Wild (an 
  organization devoted to maintaining the balance of 
  nature in the County). 
  • 
  She has never met the Abbot or the druidess Taraya.  
  • 
  She has met with Sir Phileas during the Imperium 
  when she was sent to Borneven as a diplomat. (Read: 
  she was spying on the court at Borneven but she’d 
  never admit it). She does not know him very well 
  and thinks he’s a decent fellow. 
  • 
  Lord Duncombe has personally asked her to lead this 
  mission and this meeting is at the County’s request. 
  • 
  She does not wish to say what the Lord Duncombe 
  wants to say or give to the behir or why he is 
  interested. (Lady Ilya is unsure of Lord Duncombe’s 
  motive. She thinks he wants the behir for an 
  upcoming military campaign). 
   
  SIR PHILEAS 
  Sir Phileas receives the PCs after making them wait for a 
  long time, unless one of them is a noble, in which case he 
  receives them immediately.  
  • 
  He is the first cousin of the Count of Gamboge. 
  • 
  Sir Phileas hates the behir with a vengeance because 
  it has raided some of his domains extensively. He 
  wants it GONE.  
  • 
  She has never met the Abbot. 
  • 
  He admits to have met Lady Ilya before, in a social 
  setting some years ago (he does not remember 
  when). She seems like a cultured and intelligent 
  woman.  
  • 
  He offered to take this mission when he heard of it.  
   
  2: NIGHT IN BRONZEBROOK 
  The trip from Stradsett to Bronzebrook in the Gamboge is 
  a simple one. The twenty miles takes most of the day 
  during which the envoys simply make small talk between 
  them and otherwise keep quiet. 
   
  The great and dense Gamboge is returning to its 
  summer glory, as elms, oaks and hornwoods emerge 
  from their winter slumber. The bronzewood trees 
  provided a shaggy, leafy green contrast that 
  persisted through the winter. 
   
  The trail winds over the rolling and thickly 
  forested terrain, dipping occasionally down to small 
  creeks and streams, crossed by weathered but sturdy 
  bridges.  
   
  The forest-road has been descending alongside a 
  small brook—Bronze Brook, of course—for roughly 
  a mile, when it reaches a grassy clearing about a 
  hundred fifty yards across. To one side stands a 
  small orchard of nut trees. At the center of the 
  clearing, a stout log wall surrounds a small 
  settlement, the hamlet of Bronzebrook. Most 
  humans in the Gamboge Forest live in settlements 
  like this for defense against bandits and humanoids; 
  only a brave or foolish few choose to live on their 
  own among the trees. 
   
  The two young guards on the watchtower raise 
  their bows in greeting but relax and wave you 
  through 
  after 
  you 
  identify 
  yourselves. 
  They 
  nevertheless keep a wary eye on the Abbot. 
   
  Within, about two-dozen cabins stand among 
  small vegetable plots and turkey pens. Most of the 
  buildings are sized for humans, with a few for 
  smaller residents. 
   
  From a sturdy cabin fronting on the commons 
  at the center of Bronzebrook, two figures come out. 
  One is a rugged woodsman and the other an old Flan 
  woman. The man speaks. 
   
  “Welcome to Bronzebrook. Let us speak in my 
  house. I am Vadric and here is Taraya.” Vadric and 
  Taraya both gesture towards the house they just 
  came out of. 
   
  The envoys all enter the house. It is up to the PCs to 
  decide what they wish to do at this time. They can enter 
  the house or stay outside.  
   
  PCs entering the house are privy to the content of 
  Player Handout 2. Run PCs staying out of the house play 
  through “Staying Outside”.  
   
  When the PCs decide to retire for the night, proceed 
  to Encounter 3. 
   
  TIME CONSTRAINT 
  If playing this in a time-constrained environment, only 
  one envoy is willing to talk to the PCs. The others are 
  busy preparing for the trip. 
   
  STAYING OUTSIDE 
  PCs staying outside witness a peaceful and orderly 
  wilderness hamlet. People are polite and salute the PCs as 
  they pass by. There is nothing out of the ordinary and 
  even the most paranoid PC should feel somewhat at ease 
  here (which is usually when evil strikes… but not this 
  time).  
   
  After a short time, Vadric invites the PCs to sleep in 
  the common room of the local tavern. 
   
  WORD ON THE STREET (BRONZEBROOK) 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check as listed 
  below. They gain all the information at the lower DC’s as 
  well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +4). 
   
  The “Word on the street” from Stradsett is NOT 
  available in Bronzebrook. 
  • 
  DC 5 Bronzebrook is in Nyrond. 
  • 
  DC 8 Bronzebrook’s economy is centered on 
  hunting and some logging.  
  • 
  DC 9 Most folks here don’t like the Pholtans (for 
  various reasons). 
  NMR8-01 Draconic Schemes 
   
  Page 8 
  
  • 
  DC 10 Vadric, the sheriff, is well-liked: he is efficient 
  and dispenses justice fairly. 
  • 
  DC 11 Taraya the druidess is a kind woman who has 
  helped many people in hard times. She is definitely a 
  well of Flan culture and history. 
  • 
  DC 12 In the last few weeks there have been more 
  attacks by kobolds and giants in the area. Hunters 
  have been attacked and a few of them killed. 
  • 
  DC 13 Hunters dislike Lerth, a local behir, because 
  he hunts constantly and lowers the amount of game 
  available. 
  • 
  DC 14 The militia like Lerth because since he moved 
  in the area in 594CY, there has been less humanoids 
  attacking the settlement. 
  • 
  DC 15 Bronzebrook owes allegiance to no one. Its 
  people do not wish to serve the Pale or Nyrond and 
  live in peace away from both. 
  • 
  DC 20 Taraya has been sending a number of birds 
  and animals with messages to parts unknown. And 
  now these foreigners have come. 
   
  VADRIC 
  Vadric was a cavalryman in the Prelatal Army but left 
  almost thirty years ago, disillusioned with military life.  
   
  He is now a member of the Gamboge Foresters (a 
  Nyrond meta-org, concerned with the welfare of this 
  forest). He works to earn the respect of the villagers, 
  rather than demanding blind obedience. He distrusts the 
  Church of the One True Path, after his son disappeared, 
  and sympathizes with arcanists, since his dead wife and 
  son were sorcerers. 
   
  Vadric knows the following that he is willing to 
  share with the PCs, if asked. 
  • 
  Lerth is not an evil creature, but it likes hunting a lot. 
  With the presence of Lerth in the area, there have 
  been fewer goblins, but also less game. 
  • 
  Lerth never comes into Bronzebrook and he has not 
  attacked any of the villagers or their pets. 
  • 
  Lerth lives on a hill some four miles east of town. 
  Hunters avoid the area because there is very little 
  game to be found there. Piles of bones have been 
  reported when one gets close to his lair. 
  • 
  Lerth travels a lot to hunt, sometimes leaving for 
  weeks before returning to his home. 
  • 
  Bands of kobolds and forest giants have been 
  attacking hunters and loggers. Vadric believes that 
  Sassy’s forces are forcing more creatures to move 
  north in the Gamboge, much like what happened to 
  Lerth a few years ago. 
   
  �Vadric: Male human Ftr2/Rgr3; AL NG. 
   
  TARAYA 
  She is generally friendly and puts people at ease, having 
  had much practice in deflecting suspicion by the Palish 
  authorities. Former guardian of a Scar of Nerull (an 
  ancient gate to the Lower Planes), Taraya has been 
  banished from the Pale. Still, she tries to find some good 
  in the events of the last year.  
   
  If a PC still wears a Flan spell-knot, she is especially 
  warm to him or her. (She would also welcome stories of 
  how the PC used the spell.) Conversely, she might be 
  distant if she thinks the PCs told her secret to the 
  Church. 
   
  Taraya knows the following and can share, if asked. 
  • 
  Lerth is not an evil creature, but it likes hunting a lot.  
  • 
  With the presence of Lerth in the area, there have 
  been much less goblinoids, but also less game. 
  • 
  Lerth lives on a hill some four miles east of town. 
  Hunters avoid the area because there is very little 
  game to be found there. Piles of bones have been 
  reported when one gets close to his lair. 
  • 
  Lerth travels a lot to hunt, sometimes leaving for 
  weeks before returning to his home. 
  • 
  Bands of kobolds and forest giants have been 
  attacking hunters and loggers. The forest giants are 
  particularly worrisome since they are extremely 
  aggressive hunters. 
  • 
  (To a member of another druidic or nature 
  organization only): She has spotted a green dragon in 
  the area, but knows it is too small to be Sassy herself. 
  She believes that it is one of Sassy’s spawns serving as 
  general for an advanced force or a raiding party 
  looking for loot and treasure. 
   
   
  �Taraya (tah-RYE-ah): Female Flan Drd11; AL NG. 
   
  THE ENVOYS 
  The PCs may speak to the envoys if they wish. Refer to 
  their entry in Encounter 1. 
   
  TROUBLESHOOTING: LOOKING FOR 
  TROUBLE 
  If the PCs want to sneak around during the evening or 
  the night, they find nothing that peaks their interest. 
   
  There are no monsters or assassins in town. 
   
  3: OFF TO FIND LERTH 
  Night passes uneventfully. Nothing disturbs the PCs. Tell 
  the PCs that they see that the local militia seems to be 
  doing a decent job of keeping watch. 
   
   
  Having had a hearty breakfast with the envoys, 
  everyone dresses up nicely to meet with Lerth… 
   
  The sun is high in the sky when Vadric’s 
  optimism begins to fade. “He… He said he would be 
  here before midday… I don’t understand!” 
   
  The envoys begin talking amongst themselves. 
  Finally, they turn towards you, Taraya begins to 
  speak. 
   
  “We think something may have happened to 
  Lerth and want to send people to investigate… You 
  NMR8-01 Draconic Schemes 
   
  Page 9 
  
  are free to accept or refuse, but you all seem to be 
  quite competent. Would you go find Lerth? If you 
  wish to stay here, we’ll send a runner.” 
   
  The PCs may have questions. 
  • 
  Where does Lerth live? (Vadric) I’ll draw you a 
  map… but you can’t miss it if you follow the Bronze 
  Brook deeper into the forest. Look for piles of bones 
  and a steep hill. 
  • 
  Why don’t you come with us? (Taraya) If Lerth 
  shows up, he will be expecting to see me and Vadric, 
  so we’ll wait for him. If he shows up I’ll send an owl 
  to get you. 
  • 
  What will you pay us? (Anyone) We need Lerth 
  here… We’ll discuss payment later.  
  • 
  Do we have to? (Anyone) No, we’ll send someone 
  else, but you are adventurers. 
  • 
  When did you see him last? (Vadric) Two weeks 
  ago. 
  • 
  Can you give us a token to prove we come in 
  your name? (Taraya) Yes, you can take this knotted 
  string. Lerth will recognize it as mine. 
  If the PCs decide to go, proceed to “Getting to Lerth’s 
  Lair” below. If they refuse, proceed to Encounter 7. 
   
  GETTING TO LERTH’S LAIR 
  Getting to Lerth’s lair is easy: the PCs only have to follow 
  the Bronze brook. If one of the PC has been to the lair 
  before and wishes to teleport there, fine. Parties who 
  teleport appear just outside of the clearing and begin the 
  encounter like everyone else. 
   
  Piles of bones, mostly animal but a few humanoids 
  ones announce Lerth’s lair. From up ahead a clearing 
  seems to open up the thick canopy. 
   
  The PCs can make DC 15 Heal checks to identify that 
  none of the bones are human. Most of them are of sheep, 
  goats or bovine origin, but there are a large number of 
  small and medium-size humanoids (these are the goblins, 
  hobgoblins and bugbears that Lerth likes so much).  
   
  When the PCs decide to head towards the clearing, 
  proceed to “Scavengers”. 
   
  SCAVENGERS 
  A steep, rocky hill dominates the Bronze brook 
  below. There is no hut or cave or anything to 
  indicate that any creature lives here, except the large 
  piles of bones. Large ostrich-looking scavenger birds 
  are working on some of those rotting remains. 
   
  However, you doubt that these creatures are 
  only scavengers for as soon as they see you they look 
  up and begin moving in your direction, intent on 
  getting some fresh meat. 
   
  For the purpose of spells (such as entangle), there are no 
  plants on the hill, but there are in the woods nearby. 
   
  Refer to DM’s Map 1. The Terror birds start at the top 
  of the hill and the PCs on the trail.  
   
  TIME WARNING: The terror birds are secondary to 
  the story. Do not let this fight drag on too long. If you 
  spend more than 45 minutes in a time-limited schedule 
  (such as a convention), then have the birds flee. They 
  have no treasure and making them flee constitutes a 
  victory for the PCs (they receive full experience for this 
  encounter). 
   
  At APL10+ the chimeric creatures have a green 
  dragon head. 
   
  APL 4 (EL 6) 
   
  � Terror Bird (2): hp 52 each; Appendix 1 
   
  APL 6 (EL 8) 
   
  � Terror Bird (4): hp 52 each; Appendix 1 
   
  APL 8 (EL 10) 
   
  � Advanced Terror Bird (2): hp 199 each; Appendix 
  1 
   
  APL 10 (EL 12) 
   
  � Chimeric Terror Bird (2): hp 287 each; Appendix 
  1 
   
  APL 12 (EL 14) 
   
  � Chimeric Horror: hp 462 each; Appendix 1 
   
  APL 14 (EL 14) 
   
  � Chimeric Horror: hp 462 each; Appendix 1 
   
  Tactics: The birds attack whoever is closest or whoever 
  did the most damage to them. But they are animals so 
  they focus their attacks on melee fighters. 
   
  At APL10 and above, the birds are intelligent and 
  will move to target spellcasters in the back if possible. 
   
  Development: The PCs may search the lair. Proceed to 
  “search the lair”. 
   
  WHAT HAPPENED AT THE LAIR 
  About a week ago, Lerth was eating some goblins he had 
  caught when Ferenklor, his kobolds and his giants 
  showed up. As is his nature, Lerth attacked the dragon 
  but could not defeat him. The kobolds and the giants hurt 
  him severely. 
   
  So Lerth fled through the forest, with the giants and 
  dragon after him. Lerth was eventually overtaken and is 
  now a prisoner of the dragon and his minions. 
   
  The kobolds kept the pursuit but Lerth was too fast 
  for them and he quickly lost them. 
   
  SEARCHING THE LAIR 
  Lerth’s lair does not contain much; bones mostly… It is 
  very easy to follow the large trail left by Lerth when he 
  fled. Anyone looking around can not miss the trail 
  leading north. 
  NMR8-01 Draconic Schemes 
   
  Page 10 
  
   
  Searching: PCs can make Search checks and learn the 
  following: 
  • 
  DC 10 The lair had a number of small treasure 
  caches (for coins and the like). All these caches are 
  now empty.  
  • 
  DC 15 There are traces of combat here. Blood and 
  broken small-size crossbow bolts have been 
  abandoned on the ground. 
  • 
  DC 20 Under a large pile of bones is a single 
  greenish-turquoise scale. (It belonged to Lerth’s mate 
  – a DC 19 Knowledge (arcane( check identifies that 
  it came from a behir.) 
  • 
  DC 25 A single arrow shaft that would be fired from 
  a huge-size bow. (It came from the forest giants) 
   
  Tracking: Parties with someone who has the Track feat 
  can make a Tracking check and learn the following: 
  • 
  DC 5 A huge creature has walked through this area a 
  lot. (A DC 19 Knowledge (arcana) identifies a behir, 
  most likely Lerth). 
  • 
  DC 10 The terror bird(s) have been here only a short 
  time. (A DC18 Knowledge (nature) indicates that the 
  terror birds are natural hunters but when faced with 
  tougher predators, the quickly revert to being 
  scavengers.) 
  • 
  DC 15 There was a fight here and many small-sized 
  humanoids took part. Few fell down (those Lerth 
  killed he ate) and no bodies can be found. (A DC 10 
  Knowledge (local, any) reveals them to be kobolds)  
  • 
  DC 20 Twenty or more small-sized humanoids came 
  to the area and searched it thoroughly.  
  • 
  DC 25 When Lerth ran to the trail north, he was 
  moving as fast as he could and was followed by 
  kobolds. 
   
  WHERE TO? 
  It should be obvious for any PC who looks that Lerth and 
  something big ran off north into the forest. The PCs can 
  now either follow that trail or return to Bronzebrook. 
   
  If the PCs decide to investigate the trail, proceed to 
  Encounter 4. If they decide to return to Bronzebrook, 
  proceed to Encounter 7. 
   
  Splitting the party at this time is risky but possible. 
  Run the encounter mentioned above with only the PCs 
  who have gone that route (of course, any monster killed 
  in encounter 4 or 5 do not return. Any wounds they 
  received are carried into Encounter 7.  
   
  4: THE VANGUARD 
  Ferenklor’s base is about 20 miles north of Lerth’s Lair. 
  This means the PCs have to rest once before reaching the 
  base. Nothing happens during the night. 
   
  Early the next morning, as the PCs are following the 
  trail, a group of kobolds loyal to Ferenklor are walking 
  the other way, heading for Bronzebrook to join 
  Ferenklor’s attack on the hamlet. 
   
  This encounter takes place in a forested area. There 
  should be a 10-15 foot “path” where Lerth fled through 
  the forest in the center. There should be ample 
  camouflage and cover for both the PCs and the kobolds 
  (and giants), while at the same time allow enough room 
  for large and huge creatures to move around. 
   
  Neither side is surprised to see the other. 
   
  TIME WARNING: When there is only one kobold 
  left, it flees as soon as it takes a hit. 
   
  APL 4 (EL 6) 
   
  � Kobold sniper (3): Fighter 2/Warrior 4, hp 46 
  each, Appendix 1 
   
  APL 6 (EL 8) 
   
  � Kobold sniper (6): Fighter 2/Warrior 4, hp 46 
  each, Appendix 1 
   
  APL 8 (EL 10) 
   
  � Kobold snipers (6): Fighter 4/Warrior 4, hp 56 
  each, Appendix 1 
   
  APL 10 (EL 12) 
   
  � Kobold snipers (12): Fighter 4/Warrior 4, hp 56 
  each, Appendix 1 
   
  APL 12 (EL 14) 
   
  � Kobold snipers (12): Fighter 6/Warrior 4, hp 70 
  each, Appendix 1 
   
  APL 14 (EL 17) 
   
  � Advanced Dire Bear: hp 405, Appendix 1 
   
  � Forest Giants (3): hp 149 each, Appendix 1 
   
  � Kobold snipers (12): Fighter 6 Warrior 4, hp 70 
  each, Appendix 1 
   
  Tactics: the Kobolds attempt to stay out of melee and 
  concentrate their attacks on PCs with ranged capabilities 
  (magical or weapon-based). 
   
  Giants, if present, move in to attack in melee combat. 
   
  At APL14, the dire bear was given the ‘defend’ order 
  on one of the forest giants (it should be obvious which of 
  the giants the bear follows at the start of the fight). The 
  bear follows that giant and attacks whoever attacks it. It 
  does not move to get flanks (but the giant does). 
   
  Development: From here, the PCs once again have a 
  chance to go back to Bronzebrook and face the attack or 
  they can continue on Lerth’s trail.  
   
  On one of the kobolds, the PCs can find a crude map 
  with what they guess would be the location of 
  Bronzebrook circled. 
   
  PCs who continue on the trail end up at Encounter 5 
  at dusk while PCs who return to Bronzebrook reach it 
  before the attack. Proceed to Encounter 7. 
   
  NMR8-01 Draconic Schemes 
   
  Page 11 
  
  5: THE MAIN FORCE 
  Just as dusk falls, the PCs reach Ferenklor and the 
  encampment of his “army”.  
   
  PCs come in from the south (bottom of the map). 
  Lerth is shackled and unconscious at the top of the hill 
  surrounded by kobolds. Ferenklor is initially hiding in 
  the woods north of the clearing, counting the loot he got 
  from Lerth’s lair. The giants are on the north side of the 
  hill, making arrows.  
   
  The creatures are not expecting any trouble, but are 
  on watch nevertheless. They spot the PCs as they enter 
  the clearing. 
   
  LIGHT 
  For the purpose of light, the area is lit enough to see well 
  but not dazzling for the kobolds. If the fight lasts more 
  than 5 minutes, it becomes dark, and PCs who can’t see in 
  the dark need a light source. 
   
  The kobolds, giants and Ferenklor have darkvision 
  and thus do not require light. 
   
  All APLs (Non-Combatant) 
   
  � Lerth: advanced behir; current hp 3 (with 170 
  points of non-lethal); Appendix 1. 
   
  APL 4 (EL 6) 
   
  � Ferenklor: Young Green Dragon, hp 110; 
  Appendix 1 
   
  � Kobold sniper: Fighter 2/Warrior 4, hp 46, 
  Appendix 1 
   
  APL 6 (EL 8) 
   
  Ferenklor: Young Green Dragon, hp 110; Appendix 1 
   
  Kobold sniper (4): Fighter 2/Warrior 4, hp 46 each, 
  Appendix 1 
   
  APL 8 (EL 10) 
   
  � Ferenklor: Juvenile Green Dragon, hp 152; 
  Appendix 1 
   
  � Kobold snipers (3): Fighter 4/Warrior 4, hp 56 
  each, Appendix 1 
   
  APL 10 (EL 12) 
   
  � Ferenklor: Young Adult Green Dragon, hp 199; 
  Appendix 1 
   
  � Kobold snipers (4): Fighter 4/Warrior 4, hp 56 
  each, Appendix 1 
   
  APL 12 (EL 14) 
   
  � Ferenklor: Adult Green Dragon, hp 253; Appendix 
  1 
   
  � Forest Giant: hp 149, Appendix 1 
   
  APL 14 (EL 17) 
   
  � Ferenklor: Adult Green Dragon hp 253; Appendix 
  1 
   
  � Kobold snipers (4): Fighter 6/Warrior 4, hp 70 
  each, Appendix 1 
   
  � Kobold sorcerers (2): Dragonheart Mage 
  8/Sorcerer 5, hp 90 each, Appendix 1 
   
  � Forest Giants (2): hp 149 each, Appendix 1 
   
  Tactics: The kobold snipers begin firing at targets at the 
  back of the party while Ferenklor and the giants move to 
  engage PCs at the front.  
   
  Ferenklor lands and uses his many attacks and uses 
  his (quickened) breath weapon as often as he can, trying 
  not to hit one of the giants in the cone. (He doesn’t care 
  about the kobolds.) 
   
  The kobolds sorcerers use their spells as best they 
  can to support and help their allies. Under no 
  circumstance does a kobold sorcerer hit Ferenklor with 
  an area of effect spell. They do their best to avoid hitting 
  the giants. 
   
  Lerth does NOT take part in the fight, instead 
  preferring to fake his staying unconscious.  
   
  Development: If Lerth survives the fight, proceed to 
  Encounter 6. If Lerth did not survive the encounter, 
  proceed to the conclusion. 
   
  6: LERTH 
  Once freed of his restraints, Lerth stretches its 
  claws. He takes a defensive position. “Why are you 
  here and what do you want for saving my life?” 
   
  His ragged breath sends sparks of electricity 
  flying from his mouth 
   
  Lerth is unfriendly to his saviors because he is unsure of 
  their intentions towards him. However, in his current 
  state, Lerth is not ready for a fight and attempts to flee if 
  the PCs do not improve his demeanor. 
   
  To convince Lerth of their positive intentions, the 
  PCs need to succeed at a DC 25 Diplomacy check to make 
  him at least friendly. The following modifiers (all are 
  cumulative) and the PCs are not rushed. 
   
  • 
  +1 if the PCs allow Lerth to eat the dead kobolds. 
  • 
  +1 if the PCs offer him food. 
  • 
  +2 if the PCs offer to heal Lerth. 
  • 
  +2 if any PC has a part of a dead dragon on them 
  (dragon scales, dragon armor, etc). 
  • 
  +3 healing Lerth. 
  • 
  +10 if the PCs prove they were sent here by Taraya or 
  Vadric. 
  • 
  +10 for each PC who met Lerth in PAL4-06 Strands of 
  gloom. 
  • 
  +25 if the PCs return to him the scale of his mate.   
  • 
  -2 for each Kobold in the party. 
  • 
  -2 for each PC carrying a holy symbol of a draconic 
  deity. 
  • 
  -3 for each PC with the Dragonblood subtype. 
  NMR8-01 Draconic Schemes 
   
  Page 12 
  
  • 
  -10 for any PC with a living dragon (such as dragon 
  or pseudodragon familiar or a true dragon mount) 
  • 
  -10 for threatening Lerth. 
  • 
  -10 for insulting or ridiculing Lerth (eg. doubting his 
  fighting prowess). 
   
  SUCCESS! 
  Lerth’s jaw widens into a huge smile that reveals his 
  many sharp fangs.  
   
  “I thank you for rescuing me… I know you few-
  legs like shiny things, I have none… I guess you can 
  take those. I can offer you this…” 
   
  Lerth pulls a few green-blue scales. As he does 
  so, he gets a bout of cough that sends electrical 
  sparks flying in all directions. 
   
  “With this dragon dead, I’m sure more will come 
  from the south. This place is not for me.”  
   
   “I have some people to meet in a nearby village. 
  I’ll see you there!” 
   
  Lerth begins to slither on his belly like a snake, 
  easily moving through the forest heading towards 
  Bronzebrook. 
   
  The PCs can then loot the bodies or head back now. On 
  Ferenklor, they find Player Handout 3, which is written 
  in Draconic. Proceed to the Conclusion. 
   
  FAILURE! 
  Lerth’s jaw widens revealing his many sharp, dagger-
  like fangs.  
   
  “I thank you for rescuing me… I know you few-
  legs like shiny things, I have none…” 
   
  Lerth gets a bout of cough that sends electrical 
  sparks flying in all directions. 
   
  “Now let this old behir die in peace. I harbor no 
  ill-will towards you or the few-legs like you just leave 
  me alone.” 
   
  Lerth begins to slither on his belly like a snake, 
  easily moving through the forest heading towards 
  back towards his old lair. It is pretty obvious to you 
  that he will not be going to Bronzebrook. 
   
  At this point, Lerth can no longer be convinced to go. 
  However, the PCs might still have a chance to get him to 
  Bronzebrook by using charm spells or a suggestion-style 
  spell. Lerth does not attack anyone casting such spells on 
  him, but tries to leave as fast as he can. Allow the PCs two 
  tries before Lerth is gone. 
   
  At that point, proceed to the conclusion. 
   
  7: VILLAGE ATTACK!!! 
  This encounter only takes place if the PCs refused to go 
  get Lerth or if they returned to town before saving him. 
  Of course, by then Lerth is dead and the PCs have failed 
  their mission. The attack takes place one hour before 
  dawn (around 5am) the morning the PCs return to town. 
   
  Any monsters defeated in Encounter 4 or 5 do NOT 
  appear hear (meaning they do not return, and you just 
  need to subtract their number from the forces indicated 
  in this encounter). 
   
  For example, if the PCs have kill 4 kobolds in 
  encounter 4, then there would be 4 fewer kobolds in this 
  encounter. 
   
  This encounter is composed of two different 
  encounters: Encounter 4 and 5 combined, making a net 
  APL +4 (APL+5 at APL14). This should be both 
  memorable and deadly. 
   
  Allow the PCs a chance to flee if they so desire, of 
  course they only get half-experience for this encounter if 
  they do so. 
   
  For the purpose of the battle, there are many more 
  kobolds and giants than what is here, but those fight 
  against Taraya and the town militia. 
   
  APL 4 (EL 8) 
   
  � Ferenklor: Young Green Dragon, hp 110; 
  Appendix 1 
   
  � Kobold sniper (4): Fighter 2 Warrior 4, hp 46 
  each, Appendix 1 
   
  APL 6 (EL 10) 
   
  � Ferenklor: Young Green Dragon, hp 110; 
  Appendix 1 
   
  � Kobold sniper (10): Fighter 2 Warrior 4, hp 46 
  each, Appendix 1 
   
  APL 8 (EL 12) 
   
  � Ferenklor: Juvenile Green Dragon, hp 152; 
  Appendix 1 
   
  � Kobold snipers (9): Fighter 4 Warrior 4, hp 56 
  each, Appendix 1 
   
  APL 10 (EL 14) 
   
  � Ferenklor: Young Adult Green Dragon, hp 199; 
  Appendix 1 
   
  � Kobold snipers (16): Fighter 4 Warrior 4, hp 56 
  each, Appendix 1 
   
  APL 12 (EL 16) 
   
  � Ferenklor: Adult Green Dragon, hp 253; Appendix 
  1 
   
  � Forest Giant: hp 149, Appendix 1 
   
  � Kobold snipers (12): Fighter 6 Warrior 4, hp 70 
  each, Appendix 1 
   
  APL 14 (EL 19) 
   
  � Advanced Dire Bear: hp 405, Appendix 1 
   
  � Ferenklor: Adult Green Dragon hp 253; Appendix 
  1 
   
  � Kobold snipers (16): Fighter 6 Warrior 4, hp 70 
  each, Appendix 1 
   
  � Kobold sorcerers (2): Dragonheart Mage 8 
  Sorcerer 5, hp 90 each, Appendix 1 
   
  � Forest Giants (5): hp 149 each, Appendix 1 
  NMR8-01 Draconic Schemes 
   
  Page 13 
  
   
  Tactics: The kobold snipers begin firing at targets at the 
  back of the party while Ferenklor and the giants move to 
  engage PCs at the front.  
   
  Ferenklor lands and uses his many attacks and uses 
  his (quickened) breath weapon as often as he can, trying 
  not to hit one of the giants in the cone. (He doesn’t care 
  about the kobolds or the bear.) 
   
  The kobolds sorcerers use their spells as best they 
  can to support and help their allies. Under no 
  circumstance does a kobold sorcerer hit Ferenklor with 
  an area of effect spell. They do their best to avoid hitting 
  the giants. 
   
  At APL14, the dire bear was given the ‘defend’ order 
  on one of the forest (it should be obvious which of the 
  giant the bear follows at the start of the fight). The bear 
  follows that giant and attacks whoever attacks it. It does 
  not move to get flanks (but the giant does). 
   
  CONCLUSION 
  Run the PCs through the conclusion that is most fitting. 
   
  LERTH DIDN’T COME TO BRONZEBROOK 
  This conclusion happens if Lerth died or if the PCs were 
  unable to convince him to come to Bronzebrook. 
   
  The meeting between representatives of the County 
  of Urnst, Nyrond and the Pale quickly dissolves into 
  chaos and accusations as each sides points to the 
  other as the reason for the failure to come to an 
  agreement.  
   
  The Abbot Welliam and Sir Phileas argue over 
  jurisdiction in the area and what is to be done about 
  Lerth and Sassy. The Abbot blames Nyrond for their 
  inactivity in keeping Sassy and her forces in check 
  while Sir Phileas accuses the Pale of trying to incite 
  chaos within the Gamboge. Lady Ilya accuses the 
  Pale of attempting to sabotage relations between 
  Nyrond and the County and she accuses Nyrond of 
  attempting to break diplomatic ties with the Pale. 
   
  Taraya and Vadric vainly attempt to restore 
  order but insults fly around the table, fingers are 
  pointed and the tone quickly turns to screaming.  
   
  Lady Ilya storms out first, raising her hands to 
  the sky vainly imploring the gods for help as she 
  mounts her horse and rides out of town. Sir Phileas 
  and the Abbot get into a shoving match quickly 
  broken up by Vadric and his militia. 
   
  It is obvious that your failure to bring Lerth to 
  Bronzebrook resulted in a diplomatic crisis between 
  the County, Nyrond and the Pale. There was a small 
  chance of forming bonds of friendship between the 
  nations, but that will not happen. 
   
  Proceed to AR Rewards. 
   
  LERTH TO MOVE TO THE COUNTY OF 
  URNST 
  Lerth attends the meeting in Bronzebrook. 
   
  Sitting around a fire just outside of Bronzebrook, 
  the great beast sits pondering the offer Lady Ilya just 
  made to him on behalf of Lord Duncombe. A hilly 
  domain as large as any behir ever had. All that was 
  asked in return was that Lerth not attack the local 
  ranches and that he worked with Urnstian forces to 
  uproot the many goblinoids that could be found in 
  the Blue Mounds.  
   
  Sir Phileas promised a military escort and food 
  as Lerth would travel through the countryside on its 
  way to Urnst.  
   
  Abbot Welliam said but a few encouraging 
  words to the beast and promised the support of the 
  Church of Pholtus and its flock all along the way. 
   
  Taraya and Vadric both told Lerth that they 
  believed the offer was genuine and that leaving the 
  area was definitely to Lerth’s advantage. 
   
  The beast’s asthmatic breathing sent out sparks 
  of electricity whenever it was overcome by a bout of 
  coughing.   
   
  After about an hour of speeches and discussing, 
  the beast walked away on its twelve-legs. The three 
  diplomats, the druidess and Vadric all returned to 
  Bronzebrook, smiling.  
   
  Approaching your party, Lady Ilya says. “Lerth 
  has agreed to move to the County of Urnst. Lord 
  Duncombe’s offer definitely pleases him as his 
  future hunting ground is filled with goblins, 
  something he really likes. Lord Duncombe will be 
  most pleased.” 
   
  Sir Phileas simply adds, looking over his 
  shoulder to make sure Lerth is out of hearshot. “Just 
  glad It’s going to be leaving my lands alone and hunt 
  somewhere else.” 
   
  Abbot Welliam makes a polite bow. “You have 
  the thanks of our three nations… Your heroics today 
  may have laid the foundation for future cooperation 
  between us. Only Pholtus knows what lies ahead, but 
  today all of us feel the way ahead is lit and bright. 
  Thank you all.” 
   
  Proceed to AR Rewards 
   
  AR REWARDS 
  • 
  PCs who save Lerth (whether he attends the meeting 
  or not) receive the “Scale of Lerth” and the “Thanks 
  of Lerth” AR Rewards. 
  • 
  PCs who save Lerth and convince him to come to the 
  meeting also receive the “Thanks of Eastmarch”, 
  “Thanks of Gamboge” and “Thanks of the Pale 
  Diplomatic Corps” AR Rewards. 
  • 
  PCs who killed Ferenklor, also receive “Ferenklor’s 
  remains” and the “Dragoncrart” AR Rewards. 
   
  NMR8-01 Draconic Schemes 
   
  Page 14 
  
  CAMPAIGN CONSEQUENCES 
  Please send the answers to the following questions to 
  DraconicSchemes@chapleau.us  
  1. Did Lerth live? 
  2. Did he attend the conference? 
  3. Did the PCs wait in Bronzebrook or did they face 
  Ferenklor’s forces separately? 
  NMR8-01 Draconic Schemes 
   
  Page 15 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: Off to find Lerth 
  Defeat the Terror Birds 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  420 XP 
   
  4: The Vanguard 
  Defeat the vanguard 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  510 XP 
   
  5: The Main Force 
  Defeat Ferenklor and his army 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  510 XP 
   
  Story Award 
  Rescue Lerth 
  APL 4  
  85 XP 
  APL 6  
  130 XP 
  APL 8  
  175 XP 
  APL 10  
  220 XP 
  APL 12  
  265 XP 
  APL 14  
  310 XP 
   
  Convince Lerth to attend the meeting 
  APL 4  
  50 XP 
  APL 6  
  50 XP 
  APL 8  
  50 XP 
  APL 10  
  50 XP 
  APL 12  
  50 XP 
  APL 14  
  50 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  4: The Vanguard 
   
  APL4: Loot: 76gp; Magic: 884gp; +1 chain shirt x3 
  (100gp each); +1 light crossbow x3 (195gp each); Total: 
  960gp. 
   
  APL6: Loot: 151gp; Magic: 1768gp; +1 chain shirt x6 
  (100gp each); +1 light crossbow x6 (195gp each); Total: 
  1,919gp. 
   
  APL8: Loot: 151gp; Magic: 4,768gp; +1 chain shirt x6 
  (100gp each); +1 corrosive light crossbow x6 (695gp each); 
  Total: 4,919gp. 
  NMR8-01 Draconic Schemes 
   
  Page 16 
  
  NMR8-01 Draconic Schemes 
   
  Page 17 
   
  APL10: Loot: 302gp; Magic: 9,535gp; +1 chain shirt 
  x12 (100gp each); +1 corrosive light crossbow x12 (695gp 
  each); Total: 9,837gp. 
   
  APL12: Loot: 302gp; Magic: 12,535gp; +1 corrosive 
  light crossbow x12 (695gp each); +2 chain shirt x12 (350gp 
  each); Total: 12,837gp. 
   
  APL14: Loot: 653gp; Magic: 12,535gp; +1 corrosive 
  light crossbow x12 (695gp each); +2 chain shirt x12 (350gp 
  each); Total: 13,188gp. 
   
  5: The Main Force 
   
  APL4: Loot: 46gp; Magic: 295gp; +1 chain shirt 
  (100gp); +1 light crossbow (195gp); Total: 341gp. 
   
  APL6: Loot: 122gp; Magic: 1,178gp; +1 chain shirt x4 
  (100gp each); +1 light crossbow x4 (195gp each); Total: 
  1,300gp. 
   
  APL8: Loot: 96gp; Magic: 2,384gp; +1 chain shirt x3 
  (100gp each); +1 corrosive light crossbow x3 (695gp each); 
  Total: 2,480gp. 
   
  APL10: Loot: 122gp; Magic: 3,262gp; +1 chain shirt x4 
  (100gp each); +1 corrosive light crossbow x4 (695gp each); 
  vest of resistance +1 (83gp); Total: 3,384gp. 
   
  APL12: Loot: 138gp; Magic: 83gp; vest of resistance +1 
  (83gp); Total: 221gp. 
   
  APL14: Loot: 356gp; Magic: 26,428gp; +1 corrosive 
  light crossbow x4 (695gp each); +2 chain shirt x4 (350gp 
  each); bracers of armor +5 x2 (3,000gp each); cloak of 
  charisma +6 x2 (1,333gp each); dusty rose ioun stone x2 
  (417gp each); gloves of dexterity +4 x2 (1,333gp each); pink 
  rhomboid ioun stone x2 (667gp each); ring of evasion x2 
  (2,083gp each); ring of protection +1 x2 (167gp each); vest of 
  resistance +1 (83gp); vest of resistance +5 x2 (2,083gp each); 
  Total: 26,784gp. 
   
  7: Village Attack 
  Add together encounter 4 and 5. 
   
  Treasure Cap 
   
  APL 4: 
  650gp 
   
  APL 6: 
  900gp 
   
  APL 8: 
  1,300gp 
   
  APL 10: 
  2,300gp 
   
  APL 12: 
  3,300gp 
   
  APL 14: 
  6,600gp 
   
  Total Possible Treasure 
   
  APL 4: 
  1,301gp 
   
  APL 6: 
  3,219gp 
   
  APL 8: 
  7,399gp 
   
  APL 10: 
  13,221gp 
   
  APL 12: 
  13,058gp 
   
  APL 14: 
  39,972gp 
   
  ADVENTURE RECORD ITEMS 
  �Thanks of Eastmarch: You may exchange this favor 
  for one of the following weapon upgrades: banishingMIC, 
  blessedMIC, bindingMIC, eagerMIC, forceMIC, gnollbane, goblinbane, 
  or orcbane. Cross off once used.  
  �Thanks of Gamboge: You may exchange this favor for 
  one of the following armor upgrade:  axeblockMIC, 
  celestial armor, fortification (any), hammerblockMIC, 
  hearteningMIC, or spearblockMIC. Cross off once used.  
  �Thanks of the Pale Diplomatic Corps: You may 
  exchange this favor for one of the following: circlet of 
  persuasion, any Ioun stone from the DMG, phylactery of 
  faithfulness, healingMIC armor upgrade, holy or sacred 
  weapon upgrade. Cross off once used. This favor does not 
  expire if you belong to the Pale Diplomatic Corps. 
  �Thanks of Lerth: Lerth offers you one of his scales. 
  This functions exactly like a clasp of electricity protectionMIC 
  armor crystal. You may only buy ONE, but it can be a 
  least (500gp), lesser (1,500gp) or greater crystal (3,000gp).
   
   
  �Scale of Lerth: This token identifies you as a friend of 
  Lerth the Behir. Initial reaction from Lerth start as 
  friendly. 
  �Ferenklor’ Remains (APL4-14): You can buy one of 
  the following items: dragonbone bow, green dragonhide 
  mantle, a light green dragonfang weapon or a small-sized 
  green dragonhide hide or shield. 
   
  (APL 8–14): add to the previous list: a one-handed 
  green dragonfang weapon or a medium-sized green 
  dragonhide hide or shield or a small sized green 
  dragonhide banded mail. 
   
  Cross off once used. 
  �Dragoncraft: Any dragonhide armor or shield from 
  Ferenklor’s remains may be changed to a dragoncraftDR 
  item. Note the size restriction still applies. You must pay 
  the full cost. 
   
  ITEM ACCESS 
  APL 8-10 (all of APL 4-6 plus the following): 
  • 
  +1 corrosive light crossbow (Adventure; DMG & MIC; 
  8,335gp) 
   
  APL 12 (all of APL 4-10 plus the following): 
  • 
  Huge composite longbow (Adventure; PHB) 
  • 
  Huge greatclub (Adventure; PHB) 
   
  APL 14 (all of APL 4-12 plus the following): 
  • 
  Dusty rose ioun stone (Adventure; DMG) 
  • 
  Pink rhomboid ioun stone (Adventure; DMG) 
  • 
  ring of evasion (Adventure; DMG) 
   
  
  APPENDIX 1: ALL APLS
  LERTH 
  CR 10 
  Male Advanced Behir 
  N Huge Magical beast 
  Init +1; Senses darkvision 60ft, low-light vision, scent, 
  Listen +5, Spot +20 
  Languages Common  
  AC 20, touch 9, flat-footed 19 
   (-2 size, +1 Dex, +11 natural) 
  hp 153 (12 HD);  
  Immune electricity, cannot be tripped 
  Fort +15, Ref +9, Will +7 
  Speed 40 ft. (8 squares), climb 15 ft.; 
  Melee bite +19 (2d4+13) and 
  Melee 6 claws +19 (2d4+13) and 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +29  
  Atk Options  
  Special Actions breath weapon, constrict, swallow 
  whole 
  Abilities Str 28, Dex 13, Con 25, Int 10, Wis 17, Cha 
  10 
  SQ  
  Feats Alertness, Improved Bull Rush, Power Attack, 
  Cleave, Track  
  Skills Climb +17, Hide +8, Listen +5, Spot+20, 
  Survival +18, 
  Breath Weapon (Su): 20-foot line, every 10 rounds, 
  damage 7d6 electricity, Reflex DC 23 half. The 
  save DC is Constitution-based. 
  Constrict (Ex) A behir deals 2d8+8 damage with a 
  successful grapple check against Gargantuan or 
  smaller creatures. It can use its claws against the 
  grappled foe as well. 
  Improved Grab (Ex) To use this ability, a behir must 
  hit a creature of any size with its bite. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple, it established a hold and can attempt to 
  constrict the opponent or swallow the opponent in 
  the following round 
  Rake 6 claws +19/+19/+19/+19/+19/+19  (now +15) 
  (1d4+4) 
  Swallow Whole (Ex) A behir can try to swallow a 
  grabbed Medium-size or smaller opponent by 
  making a successful grapple check. A behir that 
  swallows an opponent can use its Cleave feat to 
  bite and grab another opponent. 
  The swallowed creature takes 2d8+8 points of 
  crushing damage and 8 points of acid damage per 
  round from the behir’s gizzard. A swallowed 
  creature can also cut its way out by using claws or 
  a Small or Tiny slashing weapon to deal 25 points 
  of damage to the gizzard (AC 20). Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must again cut its 
  own way out. 
  The behir’s gizzard can hold two Medium-size, four 
  Small, eight Tiny, sixteen Diminutive, or thirty-two 
  Fine or smaller opponents. 
  Skills Behir have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb 
  checks, even when rushed or threatened. 
   
  NMR8-01 Draconic Schemes 
   
  Page 18 
  
  APL 4 
  3: OFF TO FIND LERTH 
  TERROR BIRD* 
  CR 4 
  *From Fiend Folio 175 
  N Large Animal 
  Init +7; Senses low-light vision, Listen +4, Spot +4 
  AC 17, touch 12, flat-footed 14 
   (-1 size, +3 Dex, +5 natural) 
  hp 52 (7 HD);  
  Fort +7, Ref +8, Will +4 
  Speed 50 ft. (10 squares); 
  Melee bite +8 (1d8+6)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +13  
  Atk Options  
  Special Actions improved grab 
  Abilities Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha 
  10 
  Feats Alertness, Improved Initiative, Skill Focus 
  (hide),  
  Skills Hide +8, Listen +4, Move Silently +7, Spot +4, 
  Improved Grab (Ex) If a terror bird hits an opponent 
  that is at least two size categories smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking attacks of opportunity. If it gets a hold, it 
  automatically deals bite damage with a successful 
  grapple check. A terror bird can move while 
  maintaining the hold. 
   
  4: THE VANGUARD 
  KOBOLD SNIPER 
  CR 3 
  Male Kobold Fighter 2 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +3; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 20, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +5 armor, +1 natural) 
  hp 42 (6 HD);  
  Fort +8, Ref +4, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +7/+2 (1d6-1) or 
  Ranged +1 light crossbow +12/+7 (1d6+1) or 
  Ranged +1 light crossbow +10/+10/+5 (1d6+1) or 
  Base Atk +6; Grp +2  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear +1 light crossbow, +1 chain shirt, 
  masterwork spear, many bolts 
  Abilities Str 8, Dex 17, Con 12, Int 12, Wis 10, Cha 8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, 
  Rapid Reload (light crossbow), Weapon Focus 
  (light crossbow)  
  Skills Climb +9, Ride +12, Swim +7, 
  Possessions combat gear  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  5: THE MAIN FORCE 
  FERENKLOR 
  CR 5 
  Male Young Green Dragon 
  LE Medium Dragon (Air) 
  Init +4; Senses blindsense 60ft, darkvision 120ft, 
  improved low-light vision, keen senses, Listen +17, 
  Spot +17 
  Languages Common, Draconic 
  AC 25, touch 10, flat-footed 25 
   (+3 armor, +12 natural) 
  hp 110 (13 HD);  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +8, Will +9 
  Speed 40 ft. (8 squares), fly 150ft (poor), swim 40ft; 
  Melee bite +17 (1d8+4) and claws +15/+15/+10 
  (1d6+2) and wings (when not flying) +15/+15 
  (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +16  
  Atk Options breath weapon (30 ft cone of acid, 6d6, 
  Ref DC18/half) 
  Combat Gear masterwork studded leather 
  Abilities Str 18, Dex 10, Con 15, Int 12, Wis 13, Cha 
  12 
  SQ water breathing 
  Feats 
  Blind-Fight, 
  Clinging 
  Breath**, 
  Improved 
  Initiative, Multiattack, Rapidstrike (claws)**  
  Skills Escape Artist +16, Hide +16, Listen +17, Move 
  Silently +16, Search +17, Spot +17, Swim +12, 
  Use Magic device +17,  
  Breath Weapon (Su): A green dragon has one type 
  of breath weapon, a 30ft cone of corrosive (acid) 
  gas. 
  Water Breathing (Ex): A green dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills: Bluff, Hide, and Move Silently are considered 
  class skills for green dragons. 
  KOBOLD SNIPER 
  CR 3 
  See Encounter 4. 
   
  7: VILLAGE ATTACK!!! 
  See Encounter 4 and 5 
  NMR8-01 Draconic Schemes 
   
  Page 19 
  
  APL 6 
  3: OFF TO FIND LERTH 
  TERROR BIRD* 
  CR 4 
  *From Fiend Folio 175 
  N Large Animal 
  Init +7; Senses low-light vision, Listen +4, Spot +4 
  AC 17, touch 12, flat-footed 14 
   (-1 size, +3 Dex, +5 natural) 
  hp 52 (7 HD);  
  Fort +7, Ref +8, Will +4 
  Speed 50 ft. (10 squares); 
  Melee bite +8 (1d8+6)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +13  
  Atk Options  
  Special Actions improved grab 
  Abilities Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha 
  10 
  Feats Alertness, Improved Initiative, Skill Focus 
  (hide),  
  Skills Hide +8, Listen +4, Move Silently +7, Spot +4, 
  Improved Grab (Ex) If a terror bird hits an opponent 
  that is at least two size categories smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking attacks of opportunity. If it gets a hold, it 
  automatically deals bite damage with a successful 
  grapple check. A terror bird can move while 
  maintaining the hold. 
   
  4: THE VANGUARD 
  KOBOLD SNIPER 
  CR 3 
  Male Kobold Fighter 2 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +3; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 20, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +5 armor, +1 natural) 
  hp 42 (6 HD);  
  Fort +8, Ref +4, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +7/+2 (1d6-1) or 
  Ranged +1 light crossbow +12/+7 (1d6+1) or 
  Ranged +1 light crossbow +10/+10/+5 (1d6+1) or 
  Base Atk +6; Grp +2  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear +1 light crossbow, +1 chain shirt, 
  masterwork spear, many bolts 
  Abilities Str 10, Dex 17, Con 12, Int 12, Wis 10, Cha 
  8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, 
  Rapid Reload (light crossbow), Weapon Focus 
  (light crossbow)  
  Skills Climb +6, Ride +12, Swim +7, 
  Possessions combat gear  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  5: THE MAIN FORCE 
  FERENKLOR 
  CR 5 
  Male Young Green Dragon 
  LE Medium Dragon (Air) 
  Init +4; Senses blindsense 60ft, darkvision 120ft, 
  improved low-light vision, keen senses, Listen +17, 
  Spot +17 
  Languages Common, Draconic 
  AC 25, touch 10, flat-footed 25 
   (+3 armor, +12 natural) 
  hp 110 (13 HD);  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +8, Will +9 
  Speed 40 ft. (8 squares), fly 150ft (poor), swim 40ft; 
  Melee bite +17 (1d8+4) and claws +15/+15/+10 
  (1d6+2) and wings (when not flying) +15/+15 
  (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +16  
  Atk Options breath weapon (30 ft cone of acid, 6d6, 
  Ref DC18/half) 
  Combat Gear masterwork studded leather 
  Abilities Str 18, Dex 10, Con 15, Int 12, Wis 13, Cha 
  12 
  SQ water breathing 
  Feats 
  Blind-Fight, 
  Clinging 
  Breath**, 
  Improved 
  Initiative, Multiattack, Rapidstrike (claws)**  
  Skills Escape Artist +16, Hide +16, Listen +17, Move 
  Silently +16, Search +17, Spot +17, Swim +12, 
  Use Magic device +17,  
  Breath Weapon (Su): A green dragon has one type 
  of breath weapon, a 30ft cone of corrosive (acid) 
  gas. 
  Water Breathing (Ex): A green dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills: Bluff, Hide, and Move Silently are considered 
  class skills for green dragons. 
  KOBOLD SNIPER 
  CR 3 
  See Encounter 4. 
   
  7: VILLAGE ATTACK!!! 
  See Encounter 4 and 5 
   
  NMR8-01 Draconic Schemes 
   
  Page 20 
  
  APL 8 
  3: OFF TO FIND LERTH 
  TERROR BIRD* 
  CR 8 
  *From Fiend Folio 175 
  N Huge Animal 
  Init +7; Senses low-light vision, Listen +4, Spot +4 
  AC 20, touch 11, flat-footed 17 
   (-2 size, +3 Dex, +9 natural) 
  hp 199 (21 HD);  
  Fort +17, Ref +15, Will +9 
  Speed 50 ft. (10 squares); 
  Melee bite +23 (3d6+13/ 19-20, x2)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +32  
  Special Actions improved grab 
  Abilities Str 28, Dex 16, Con 21, Int 2, Wis 14, Cha 
  10 
  Feats Alertness, Improved Critical (bite), Improved 
  Natural Armor, Improved Initiative, Improved 
  Natural Attack (bite), Skill Focus (hide), Stealthy, 
  Weapon Focus (bite), 
  Skills Hide +12, Listen +4, Move Silently +17, Spot 
  +4, 
  Improved Grab (Ex) If a terror bird hits an opponent 
  that is at least two size categories smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking attacks of opportunity. If it gets a hold, it 
  automatically deals bite damage with a successful 
  grapple check. A terror bird can move while 
  maintaining the hold. 
   
  4: THE VANGUARD 
  KOBOLD SNIPER 
  CR 5 
  Male Kobold Fighter 4 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +5 armor, +1 natural) 
  hp 56 (8 HD);  
  Fort +9, Ref +6, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +9/+4 (1d6-1) or 
  Ranged +1 corrosive light crossbow +15/+10 (1d6+3 
  +1d6 acid) or 
  Ranged +1 light crossbow +13/+13/+8 (1d6+3 +1d6 
  acid) or 
  Base Atk +8; Grp +3  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear +1 corrosive light crossbow, +1 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, 
  Rapid Reload (light crossbow), Weapon Focus 
  (light crossbow), Weapon Specialization (light 
  crossbow), 
  Skills Climb +9, Ride +15, Swim +9, 
  Possessions combat gear  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  5: THE MAIN FORCE 
  FERENKLOR 
  CR 8 
  Male Juvenile Green Dragon 
  LE Large Dragon (Air) 
  Init +4; Senses blindsense 60ft, darkvision 120ft, 
  improved low-light vision, keen senses, Listen +21, 
  Spot +21 
  Languages Common, Draconic Sylvan 
  AC 27, touch 10, flat-footed 27 
   (-1 size, +3 armor, +15 natural) 
  hp 152 (16 HD);  
  Immune acid, paralysis, sleep 
  Fort +13, Ref +10, Will +12 
  Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 
  40ft; 
  Melee bite +21 (2d6+5) and claws +19/+19/+14 
  (1d8+2) and wings (when not flying) +19/+19 
  (1d6+2) and tail slap +19 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16; Grp +25 
  Atk Options breath weapon (40ft 8d6, Ref DC18/half) 
  Combat Gear masterwork studded leather 
  Sorcerer Spells Known (CL 1st): 
   1st (4/day)—color spray (DC13), true strike 
   0 (5/day)—detect magic, ghost sound, 
  prestidigitation, resistance 
  Abilities Str 18, Dex 10, Con 17, Int 14, Wis 15, Cha 
  14 
  SQ water breathing 
  Feats 
  Blind-Fight, 
  Improved 
  Initiative, 
  Hover, 
  Multiattack, 
  Quicken 
  Breath**, 
  Rapidstrike 
  (claws)**  
  Skills Escape Artist +19, Hide +15, Listen +21, Move 
  Silently +19, Search +21, Spot +21, Swim +15, 
  Use Magic device +21, 
  Breath Weapon (Su): A green dragon has one type 
  of breath weapon, a 40ft cone of corrosive (acid) 
  gas. 
  Water Breathing (Ex): A green dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills: Bluff, Hide, and Move Silently are considered 
  class skills for green dragons. 
   
  KOBOLD SNIPER 
  CR 5 
  See Encounter 4. 
   
  7: VILLAGE ATTACK!!! 
  See Encounter 4 and 5 
  NMR8-01 Draconic Schemes 
   
  Page 21 
  
   
  NMR8-01 Draconic Schemes 
   
  Page 22 
  
  APL 10 
  3: OFF TO FIND LERTH 
  CHIMERIC TERROR BIRD* 
  CR 10 
  *From Fiend Folio 175 and Monster Manual II 206 
  LE Huge Magical Beast (augmented animal) 
  Init +7; Senses low-light vision, scent, Listen +6, Spot 
  +6 
  AC 26, touch 11, flat-footed 23 
   (-2 size, +3 Dex, +15 natural) 
  hp 287 (23 HD);  
  Fort +20, Ref +16, Will +9 
  Speed 50 ft. (10 squares), fly 50ft (poor) 
  Melee bite +27 (3d6+17/ 19-20, x2) and dragon bite 
  +24 (3d6+5) and goat headbutt +24 (2d6+5) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +17; Grp +36  
  Special Actions breath weapon, improved grab 
  Abilities Str 32, Dex 16, Con 25, Int 4, Wis 14, Cha 
  10 
  Feats Alertness, Improved Critical (bite), Improved 
  Natural Armor, Improved Initiative, Improved 
  Natural Attack (bite), MultiattackB, Skill Focus 
  (hide), Stealthy, Weapon Focus (bite), 
  Skills Hide +13, Listen +6, Move Silently +18, Spot 
  +6, 
  Breath Weapons (Su) Every 1d4 round, a chimeric 
  creature’s dragon head can use a 20ft cone of acid 
  gas that deals 3d8 points of aciddamage. Anyone 
  in the area can make a DC 28 Reflex save for half. 
  Use all rules for dragon breath.  
  Improved Grab (Ex) If a terror bird hits an opponent 
  that is at least two size categories smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking attacks of opportunity. If it gets a hold, it 
  automatically deals bite damage with a successful 
  grapple check. A terror bird can move while 
  maintaining the hold. 
   
  4: THE VANGUARD 
  KOBOLD SNIPER 
  CR 5 
  Male Kobold Fighter 4 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +5 armor, +1 natural) 
  hp 56 (8 HD);  
  Fort +9, Ref +6, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +9/+4 (1d6-1) or 
  Ranged +1 corrosive light crossbow +15/+10 (1d6+3 
  +1d6 acid) or 
  Ranged +1 light crossbow +13/+13/+8 (1d6+3 +1d6 
  acid) or 
  Base Atk +8; Grp +3  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear +1 corrosive light crossbow, +1 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, 
  Rapid Reload (light crossbow), Weapon Focus 
  (light crossbow), Weapon Specialization (light 
  crossbow), 
  Skills Climb +9, Ride +15, Swim +9, 
  Possessions combat gear  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  5: THE MAIN FORCE 
  FERENKLOR 
  CR 11 
  Male Young Green Dragon 
  LE Large Dragon (Air) 
  Init +4; Senses blindsense 60ft, darkvision 120ft, 
  improved low-light vision, keen senses, Listen +24, 
  Spot +24 
  Aura frightful presence (DC21) 
  Languages Common, Draconic Sylvan 
  AC 30, touch 9, flat-footed 30 
   (-1 size, +3 armor, +18 natural) 
  hp 199 (19 HD); DR 5/magic 
  Immune acid, paralysis, sleep 
  Fort +16, Ref +12, Will +14 
  Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 
  40ft; 
  Melee bite +25 (2d6+6) and claws +23/+23/+18 
  (1d8+3) and wings (when not flying) +23/+23 
  (1d6+3) and tail +23 (1d8+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +19; Grp +29  
  Atk Options breath weapon (10d6, Ref DC23/half) 
  Combat Gear masterwork studded leather, vest of 
  resistance +1 
  Sorcerer Spells Known (CL 3rd): 
   1st (6/day)—magic missile (2 missile), shield, true 
  strike 
   0 (6/day)—arcane mark, detect magic, ghost 
  sound, mage hand, prestidigitation 
  Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 
  14 
  SQ water breathing 
  Feats 
  Blind-Fight, 
  Clinging 
  Breath** 
  Improved 
  Initiative, Hover, Multiattack, Quicken Breath**, 
  Rapidstrike (claws)**,  
  Skills Escape Artist +22, Hide +18, Listen +24, Move 
  Silently +22, Search +24, Spot +24, Swim +13, 
  Use Magic device +24, 
  Breath Weapon (Su): A green dragon has one type 
  of breath weapon, a 40ft cone of corrosive (acid) 
  gas. 
  Frightful Presence (Ex): A young adult or older 
  dragon can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the 
  NMR8-01 Draconic Schemes 
   
  Page 23 
  
  dragon attacks, charges, or flies overhead. 
  Creatures within a radius of 30 feet x the dragon’s 
  age category are subject to the effect if they have 
  fewer HD than the dragon. A potentially affected 
  creature that succeeds on a Will save (DC 10 + 1/2 
  dragon’s HD + dragon’s Cha modifier) remains 
  immune to that dragon’s frightful presence for 24 
  hours. On a failure, creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 
  or more HD become shaken for 4d6 rounds. 
  Dragons ignore the frightful presence of other 
  dragons. 
  Water Breathing (Ex): A green dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills: Bluff, Hide, and Move Silently are considered 
  class skills for green dragons. 
   
  KOBOLD SNIPER 
  CR 5 
  See Encounter 4. 
   
  7: VILLAGE ATTACK!!! 
  See Encounter 4 and 5 
   
  NMR8-01 Draconic Schemes 
   
  Page 24 
  
  APL 12 
  3: OFF TO FIND LERTH 
  THE CHIMERIC HORROR* 
  CR 14 
  Chimeric* Half-Dragon Warbeast* Terror Bird 
  *From Fiend Folio 175 and Monster Manual II 206 
  LE Huge Magical Beast (augmented animal) 
  Init +7; Senses darkvision 60ft, low-light vision, scent, 
  Listen +7, Spot +7 
  AC 30, touch 11, flat-footed 27 
   (-2 size, +3 Dex, +15 natural) 
  hp 462 (28 HD);  
  Immune Acid, sleep, paralysis 
  Fort +26, Ref +19, Will +12 
  Speed 60 ft. (10 squares), fly 100ft (poor) 
  Melee bite +37 (3d6+25/ 19-20, x2) and dragon bite 
  +34 (3d6+8) and goat headbutt +34 (2d6+8) and 
  claws +34/+34 (1d8+8) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +21; Grp +46  
  Special Actions breath weapon (1 for chimeric and 1 
  for half dragon), improved grab 
  Abilities Str 44, Dex 17, Con 30, Int 6, Wis 16, Cha 
  12 
  SQ Combative Mount 
  Feats Alertness, Improved Critical (bite), Improved 
  Natural Armor, Improved Initiative, Improved 
  Toughness**, Improved Natural Attack (bite), 
  MultiattackB, Power Attack, Skill Focus (hide), 
  Stealthy, Weapon Focus (bite), 
  Skills Hide +15, Listen +7, Move Silently +20, Spot 
  +7, 
  Breath Weapon (Chimeric) (Su) Every 1d4 round, a 
  chimeric creature’s dragon head can use a 20ft 
  cone of acid gas that deals 3d8 points of acid 
  damage. Anyone in the area can make a DC 34 
  Reflex save for half. Use all rules for dragon 
  breath.  
  Breath Weapon (Half-dragon) (Su) Once per day, a 
  half-dragon can use a 30ft cone of acid gas that 
  deals 6d8 points of acid damage. Anyone in the 
  area can make a DC 34 Reflex save for half.  
  Combative Mount (Ex) A rider on a trained mounted 
  warbeast mount gets +2 to all Ride checks. A 
  warbeast is proficient with light, medium & heavy 
  armor. 
  Improved Grab (Ex) If a terror bird hits an opponent 
  that is at least two size categories smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking attacks of opportunity. If it gets a hold, it 
  automatically deals bite damage with a successful 
  grapple check. A terror bird can move while 
  maintaining the hold. 
   
  4: THE VANGUARD 
  KOBOLD SNIPER 
  CR 7 
  Male Kobold Fighter 6 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +11/+6 (1d6-1) or 
  Ranged +2 corrosive light crossbow +20/+15 (1d6+8 
  +1d6 acid) or 
  Ranged +2 corrosive light crossbow +18/+18/+13 
  (1d6+8 +1d6 acid) 
  Base Atk +10; Grp +5  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear +1 corrosive light crossbow, +2 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Specialist 
  (piercing),Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization 
  (light crossbow), 
  Skills Climb +11, Ride +15, Swim +9, 
  Possessions combat gear  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  5: THE MAIN FORCE 
  FERENKLOR 
  CR 13 
  Male Adult Green Dragon 
  LE Large Dragon (Air) 
  Init +4; Senses blindsense 60ft, darkvision 120ft, 
  improved low-light vision, keen senses, Listen +28, 
  Spot +28 
  Aura frightful presence (DC24) 
  Languages Common, Draconic Sylvan 
  AC 32, touch 8, flat-footed 32 
   (-2 size, +3 armor, +21 natural) 
  hp 253 (22 HD); DR 5/magic 
  Immune acid, paralysis, sleep 
  SR 21 
  Fort +19, Ref +14, Will +17 
  Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 
  40ft; 
  Melee 
  bite 
  +30 
  (2d8+8) 
  and 
  claws 
  +28/+28/+23/+18/+13/+8 (2d6+4) and wings (when 
  not flying) +28/+28 (1d8+4) and tail +28 (2d6+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +22; Grp +38  
  Atk Options breath weapon (12d6, Ref DC26/half) 
  Special Actions crush (DC26, 2d8+12) 
  Combat Gear masterwork studded leather, vest of 
  resistance +1 
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day)—invisibility, resist energy 
   1st (7/day)—expeditious retreat, magic missile (3 
  missile), shield, true strike 
  NMR8-01 Draconic Schemes 
   
  Page 25 
  
   0 (6/day)—arcane mark, detect magic, ghost 
  sound, mage hand, prestidigitation 
  Spell-Like Abilities (CL 6th): 
   3/day—suggestion (DC 16) 
  Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 
  16 
  SQ water breathing 
  Feats 
  Blind-Fight, 
  Clinging 
  Breath** 
  Improved 
  Initiative, Improved Rapidstrike (claws)**, Hover, 
  Multiattack, 
  Quicken 
  Breath**, 
  Rapidstrike 
  (claws)**,  
  Skills Escape Artist +25, Hide +21, Listen +28, Move 
  Silently +25, Search +28, Spot +28, Swim +16, 
  Use Magic device +28, 
  Blindsense (Ex): Dragons can pinpoint creatures 
  within a distance of 60 feet. Opponents the dragon 
  can’t actually see still have total concealment 
  against the dragon.  
  Breath Weapon (Su): A green dragon has one type 
  of breath weapon, a 50ft cone of corrosive (acid) 
  gas.  
  Crush (Ex): This special attack allows a flying or 
  jumping dragon of at least Huge size to land on 
  opponents as a standard action, using its whole 
  body to crush them. Crush attacks are effective 
  only against opponents three or more size 
  categories smaller than the dragon (though it can 
  attempt normal overrun or grapple attacks against 
  larger opponents). 
  A crush attack affects as many creatures as can fit 
  under the dragon’s body. Creatures in the affected 
  area must succeed on a Reflex save (DC equal to 
  that of the dragon’s breath weapon) or be pinned, 
  automatically taking bludgeoning damage during 
  the next round unless the dragon moves off them. 
  If the dragon chooses to maintain the pin, treat it as 
  a normal grapple attack. Pinned opponents take 
  damage from the crush each round if they don’t 
  escape. 
  A crush attack deals the indicated damage plus 1-1/2 
  times the dragon’s Strength bonus (round down). 
  Damage Reduction: Young adult and older dragons 
  have damage reduction. Their natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Frightful Presence (Ex): A young adult or older 
  dragon can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the 
  dragon attacks, charges, or flies overhead. 
  Creatures within a radius of 30 feet x the dragon’s 
  age category are subject to the effect if they have 
  fewer HD than the dragon. A potentially affected 
  creature that succeeds on a Will save (DC 10 + 1/2 
  dragon’s HD + dragon’s Cha modifier) remains 
  immune to that dragon’s frightful presence for 24 
  hours. On a failure, creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 
  or more HD become shaken for 4d6 rounds. 
  Dragons ignore the frightful presence of other 
  dragons. 
  Keen Senses (Ex): A dragon sees four times as well 
  a human in shadowy illumination and twice as well 
  in normal light. It also has darkvision out to 120 
  feet. 
  Water Breathing (Ex): A green dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills: Bluff, Hide, and Move Silently are considered 
  class skills for green dragons. 
   
  FOREST GIANT 
  CR 11 
  Male Forest Giant* 
  *from Monster Manual II 
  N Huge Giant 
  Init +5; Senses darkvision 60ft. Listen +5, Spot +7 
  Languages Giant, Sylvan  
  AC 23, touch 9, flat-footed 22 
   (-2 size, +1 Dex, +3 armor, +11 natural) 
  hp 149 (13 HD);  
  Fort +14, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee greatclub +19/+14 (3d6+16) or 
  Ranged composite longbow (+4str) +8/+3 (3d6+4 
  plus poison) or 
  Ranged rock +9/+4 (2d8+11 plus poison) or 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9; Grp +28  
  Atk Options Cleave, Power Attack 
  Special Actions Large and In Charge, rock catching, 
  rock throwing 
  Combat Gear masterwork huge studded leather, 
  masterwork huge greatclub, huge composite 
  longbow (str+4), 6 rocks 
  Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 
  21 
  Feats 
  Cleave, 
  Improved 
  Initiative, 
  Improved 
  Toughness**, Large and In Charge**, Power Attack  
  Skills Hide +13 (+17 in woods), Listen +19, Sense 
  Motive +19, Spot +19, 
  Possessions combat gear  
  Poison (Ex): Forest giants coat their arrows with 
  poison (Fortitude DC 22); initial and secondary is 
  the same (unconsciousness for 4d4 rounds). 
  Skills: A forest giant has a +4 racial bonus on hide 
  checks. * In wooded areas, this bonus rises to +8. 
   
  7: VILLAGE ATTACK!!! 
  See Encounter 4 and 5 
  NMR8-01 Draconic Schemes 
   
  Page 26 
  
  APL 14 
  3: OFF TO FIND LERTH 
  THE CHIMERIC HORROR* 
  CR 14 
  Chimeric* Half-Dragon Warbeast* Terror Bird 
  *From Fiend Folio 175 and Monster Manual II 206 
  LE Huge Magical Beast (augmented animal) 
  Init +7; Senses darkvision 60ft, low-light vision, scent, 
  Listen +7, Spot +7 
  AC 30, touch 11, flat-footed 27 
   (-2 size, +3 Dex, +15 natural) 
  hp 462 (28 HD);  
  Immune Acid, sleep, paralysis 
  Fort +26, Ref +19, Will +12 
  Speed 60 ft. (10 squares), fly 100ft (poor) 
  Melee bite +37 (3d6+25/ 19-20, x2) and dragon bite 
  +34 (3d6+8) and goat headbutt +34 (2d6+8) and 
  claws +34/+34 (1d8+8) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +21; Grp +46  
  Special Actions breath weapon (1 for chimeric and 1 
  for half dragon), improved grab 
  Abilities Str 44, Dex 17, Con 30, Int 6, Wis 16, Cha 
  12 
  SQ Combative Mount 
  Feats Alertness, Improved Critical (bite), Improved 
  Natural Armor, Improved Initiative, Improved 
  Toughness**, Improved Natural Attack (bite), 
  MultiattackB, Power Attack, Skill Focus (hide), 
  Stealthy, Weapon Focus (bite), 
  Skills Hide +15, Listen +7, Move Silently +20, Spot 
  +7, 
  Breath Weapon (Chimeric) (Su) Every 1d4 round, a 
  chimeric creature’s dragon head can use a 20ft 
  cone of acid gas that deals 3d8 points of acid 
  damage. Anyone in the area can make a DC 34 
  Reflex save for half. Use all rules for dragon 
  breath.  
  Breath Weapon (Half-dragon) (Su) Once per day, a 
  half-dragon can use a 30ft cone of acid gas that 
  deals 6d8 points of acid damage. Anyone in the 
  area can make a DC 34 Reflex save for half.  
  Combative Mount (Ex) A rider on a trained mounted 
  warbeast mount gets +2 to all Ride checks. A 
  warbeast is proficient with light, medium & heavy 
  armor. 
  Improved Grab (Ex) If a terror bird hits an opponent 
  that is at least two size categories smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking attacks of opportunity. If it gets a hold, it 
  automatically deals bite damage with a successful 
  grapple check. A terror bird can move while 
  maintaining the hold. 
   
  4: THE VANGUARD 
  ADVANCED DIRE BEAR 
  CR 14 
  N Huge Animal 
  Init +2; Senses low-light vision, scent; Listen +16, 
  Spot +16 
  AC 21, touch 10, flat-footed 19 
   (-2 size, +2 Dex, +11 natural) 
  hp 405 (35 HD);  
  Fort +28, Ref +23, Will +22 
  Speed 40 ft. (8 squares); 
  Melee claw +40/+40/+35/+35 (3d6+15/19-20) and 
  Melee bite +37 (3d8+7)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +26; Grp +49  
  Special Actions improved grab 
  Abilities Str 40, Dex 14, Con 24, Int 2, Wis 12, Cha 
  10 
  Feats 
  Alertness, 
  Endurance, 
  Great 
  Fortitude, 
  Improved Critical (claw), Improved Natural Armor, 
  Improved Natural Attack (claw), Iron Will, Lightning 
  Reflexes, 
  Multiattack, 
  Rapidstrike 
  (claw), 
  Toughness, Weapon Focus (claw),  
  Skills Listen +16, Spot +16, Swim +27, 
  Improved Grab (Ex) To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
  Tricks Known: Attack, Attack Unnatural, Defend, 
  Down, Guard, Home 
   
  FOREST GIANT 
  CR 11 
  Male Forest Giant* 
  *from Monster Manual II 
  N Huge Giant 
  Init +5; Senses darkvision 60ft. Listen +5, Spot +7 
  Languages Giant, Sylvan  
  AC 23, touch 9, flat-footed 22 
   (-2 size, +1 Dex, +3 armor, +11 natural) 
  hp 149 (13 HD);  
  Fort +14, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee masterwork huge greatclub +19/+14 (3d6+16) 
  or 
  Ranged huge composite longbow (+4str) +8/+3 
  (3d6+4 plus poison) or 
  Ranged rock +9/+4 (2d8+11 plus poison) or 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9; Grp +28  
  Atk Options Cleave, Power Attack 
  Special Actions Large and In Charge, rock catching, 
  rock throwing 
  Combat Gear masterwork huge studded leather, 
  masterwork huge greatclub, huge composite 
  longbow (str+4), 6 rocks 
  Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 
  21 
  Feats 
  Cleave, 
  Improved 
  Initiative, 
  Improved 
  Toughness**, Large and In Charge**, Power Attack  
  Skills Hide +13 (+17 in woods), Listen +19, Sense 
  Motive +19, Spot +19, 
  Possessions combat gear  
  NMR8-01 Draconic Schemes 
   
  Page 27 
  
  Poison (Ex): Forest giants coat their arrows with 
  poison (Fortitude DC 22); initial and secondary is 
  the same (unconsciousness for 4d4 rounds). 
  Skills: A forest giant has a +4 racial bonus on hide 
  checks. * In wooded areas, this bonus rises to +8. 
   
  KOBOLD SNIPER 
  CR 7 
  Male Kobold Fighter 6 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
   (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +12/+7 (1d6) or 
  Ranged +2 corrosive light crossbow +20/+15 (1d6+8 
  +1d6 acid) or 
  Ranged +2 corrosive light crossbow +18/+18/+13 
  (1d6+8 +1d6 acid) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear +1 corrosive light crossbow, +2 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 
  8 
  Feats Crossbow Sniper, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Specialist 
  (piercing),Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization 
  (light crossbow), 
  Skills Climb +11, Ride +15, Swim +9, 
  Possessions combat gear  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  5: THE MAIN FORCE 
  FERENKLOR 
  CR 13 
  Male Adult Green Dragon 
  LE Large Dragon (Air) 
  Init +4; Senses blindsense 60ft, darkvision 120ft, 
  improved low-light vision, keen senses, Listen +28, 
  Spot +28 
  Aura frightful presence (DC24) 
  Languages Common, Draconic Sylvan 
  AC 32, touch 8, flat-footed 32 
   (-2 size, +3 armor, +21 natural) 
  hp 253 (22 HD); DR 5/magic 
  Immune acid, paralysis, sleep 
  SR 21 
  Fort +19, Ref +14, Will +17 
  Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim 
  40ft; 
  Melee 
  bite 
  +30 
  (2d8+8) 
  and 
  claws 
  +28/+28/+23/+18/+13/+8 (2d6+4) and wings (when 
  not flying) +28/+28 (1d8+4) and tail +28 (2d6+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +22; Grp +38  
  Atk Options breath weapon (12d6, Ref DC26/half) 
  Special Actions crush (DC26, 2d8+12) 
  Combat Gear masterwork studded leather, vest of 
  resistance +1 
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day)—invisibility, resist energy 
   1st (7/day)—expeditious retreat, magic missile (3 
  missile), shield, true strike 
   0 (6/day)—arcane mark, detect magic, ghost 
  sound, mage hand, prestidigitation 
  Spell-Like Abilities (CL 6th): 
   3/day—suggestion (DC 16) 
  Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 
  16 
  SQ water breathing 
  Feats 
  Blind-Fight, 
  Clinging 
  Breath** 
  Improved 
  Initiative, Improved Rapidstrike (claws)**, Hover, 
  Multiattack, 
  Quicken 
  Breath**, 
  Rapidstrike 
  (claws)**,  
  Skills Escape Artist +25, Hide +21, Listen +28, Move 
  Silently +25, Search +28, Spot +28, Swim +16, 
  Use Magic device +28, 
  Blindsense (Ex): Dragons can pinpoint creatures 
  within a distance of 60 feet. Opponents the dragon 
  can’t actually see still have total concealment 
  against the dragon.  
  Breath Weapon (Su): A green dragon has one type 
  of breath weapon, a 50ft cone of corrosive (acid) 
  gas.  
  Crush (Ex): This special attack allows a flying or 
  jumping dragon of at least Huge size to land on 
  opponents as a standard action, using its whole 
  body to crush them. Crush attacks are effective 
  only against opponents three or more size 
  categories smaller than the dragon (though it can 
  attempt normal overrun or grapple attacks against 
  larger opponents). 
  A crush attack affects as many creatures as can fit 
  under the dragon’s body. Creatures in the affected 
  area must succeed on a Reflex save (DC equal to 
  that of the dragon’s breath weapon) or be pinned, 
  automatically taking bludgeoning damage during 
  the next round unless the dragon moves off them. 
  If the dragon chooses to maintain the pin, treat it as 
  a normal grapple attack. Pinned opponents take 
  damage from the crush each round if they don’t 
  escape. 
  A crush attack deals the indicated damage plus 1-1/2 
  times the dragon’s Strength bonus (round down). 
  Damage Reduction: Young adult and older dragons 
  have damage reduction. Their natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction. 
  Frightful Presence (Ex): A young adult or older 
  dragon can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the 
  dragon attacks, charges, or flies overhead. 
  Creatures within a radius of 30 feet x the dragon’s 
  age category are subject to the effect if they have 
  fewer HD than the dragon. A potentially affected 
  creature that succeeds on a Will save (DC 10 + 1/2 
  NMR8-01 Draconic Schemes 
   
  Page 28 
  
  NMR8-01 Draconic Schemes 
   
  Page 29 
  dragon’s HD + dragon’s Cha modifier) remains 
  immune to that dragon’s frightful presence for 24 
  hours. On a failure, creatures with 4 or less HD 
  become panicked for 4d6 rounds and those with 5 
  or more HD become shaken for 4d6 rounds. 
  Dragons ignore the frightful presence of other 
  dragons. 
  Keen Senses (Ex): A dragon sees four times as well 
  a human in shadowy illumination and twice as well 
  in normal light. It also has darkvision out to 120 
  feet. 
  Water Breathing (Ex): A green dragon can breathe 
  underwater indefinitely and can freely use its 
  breath weapon, spells, and other abilities while 
  submerged. 
  Skills: Bluff, Hide, and Move Silently are considered 
  class skills for green dragons. 
   
  FOREST GIANT 
  CR 11 
  Male Forest Giant* 
  *from Monster Manual II 
  N Huge Giant 
  Init +5; Senses darkvision 60ft. Listen +5, Spot +7 
  Languages Giant, Sylvan  
  AC 23, touch 9, flat-footed 22 
   (-2 size, +1 Dex, +3 armor, +11 natural) 
  hp 149 (13 HD);  
  Fort +14, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee greatclub +19/+14 (3d6+16) or 
  Ranged composite longbow (+4str) +8/+3 (3d6+4 
  plus poison) or 
  Ranged rock +9/+4 (2d8+11 plus poison) or 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9; Grp +28  
  Atk Options Cleave, Power Attack 
  Special Actions Large and In Charge, rock catching, 
  rock throwing 
  Combat Gear masterwork huge studded leather, 
  masterwork huge greatclub, huge composite 
  longbow (str+4), 6 rocks 
  Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 
  21 
  Feats 
  Cleave, 
  Improved 
  Initiative, 
  Improved 
  Toughness**, Large and In Charge**, Power Attack  
  Skills Hide +13 (+17 in woods), Listen +19, Sense 
  Motive +19, Spot +19, 
  Possessions combat gear  
  Poison (Ex): Forest giants coat their arrows with 
  poison (Fortitude DC 22); initial and secondary is 
  the same (unconsciousness for 4d4 rounds). 
  Skills: A forest giant has a +4 racial bonus on hide 
  checks. * In wooded areas, this bonus rises to +8. 
   
  KOBOLD SNIPER 
  CR 7 
  See Encounter 4. 
   
  KOBOLD SORCERER 
  CR 13 
  Female Kobold Dragonheart Mage* 8, Sorcerer 5 
  *from Races of the Dragon 
  LE Small Humanoid (dragonblood, reptilian) 
  Init +5; Senses darkvision 60ft, Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 28, touch 17, flat-footed 23 
   (+1 size, +5 Dex, +5 armor, +1 deflection, +1 
  insight, +6 natural) 
  hp 90 (13 HD); 
  Resist Acid 24 
  Fort +14, Ref +14, Will +15 evasion (+8 vs acid 
  spells) 
  Weakness Light Sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +4/-1 (1d3-3) or 
  Ranged ray +12 (as spell) 
  Base Atk +6; Grp -1  
  Atk Options Draconic Breath 
  Special Actions  
  Combat Gear dagger, bracers of armor +5, cloak of 
  charisma +6, dusty rose ioun stone, gloves of dex 
  +4, pink rhomboid ioun stone, ring of evasion, ring 
  of protection +1, vest of resistance +5, 
  Sorcerer Spells Known (CL 14th): 
   6th (5/day)—disintegrate (+12 ranged touch, 
  DC22), greater dispel magic 
   5th (7/day)—cloudkill (DC21), cone of cold (DC21, 
  14d6), dominate person (DC21), wall of force 
   4th (7/day)—dimension door, ice storm (DC20, 
  14d6), greater invisibility, wall of fire 
   3rd (7/day)—dispel magic, fireball (DC19, 10d6), 
  haste, magic circle against good, plant growth 
   2nd (8/day)—blindness/deafness (DC18), 
  glitterdust, invisibility, scorching ray (+12/+12/+12 
  ranged touch), web (DC18) 
   1st (8/day)—charm person (DC17), expeditious 
  retreat, grease (DC17), magic missile (5 
  missiles), protection from good, shield 
   0 (6/day)—acid splash, arcane mark, detect magic, 
  detect poison, disrupt undead, ghost sound, 
  mage hand, prestidigitation, read magic 
  Abilities Str 4, Dex 20, Con 14, Int 12, Wis 10, Cha 
  23 
  Feats Draconic Breath**B, Draconic Flight**, Draconic 
  Heritage (green)**, Draconic Legacy**, Draconic 
  Power**, Draconic Resistance**, Draconic Skin**, 
  Draconic 
  Toughness**, 
  Practiced 
  Spellcaster 
  (sorcerer)**  
  Skills Bluff +22, Concentration +18, Knowledge 
  (arcana) +9, Knowledge (local/nmr +9, 
  Possessions combat gear  
  Draconic Breath (Su): You gain the Draconic Breath 
  feat. The sorcerer’s breath can deal 2d8 damage 
  per level of the spell given up in a 60-foot line. 
  DC16+Spell level used 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  7: VILLAGE ATTACK!!! 
  See Encounter 4 and 5 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Clinging Breath [Metabreath] 
  Your breath weapon clings to creatures and continues 
  to affect them in the round after you breathe. 
   
  Prerequisite: Con 13, breath weapon. 
   
  Benefit: Your breath weapon has its normal effect, 
  but also clings to anything caught in its area. A clinging 
  breath weapon lasts for one round. In the round after 
  you breathe, the clinging breath deals half the damage 
  it dealt in the previous round. Creatures that avoid 
  damage from the breath weapons (such as creatures 
  with the evasion ability or incorporeal creatures) do not 
  take the extra damage. 
   
  For example an old silver dragon uses its cold 
  breath and deals 72 points of cold damage (or 36 if the 
  target made its save). In the following rounds, foes that 
  failed their saves against the breath weapon initially 
  take and additional 36 points of damage, and foe that 
  succeeded on their saves take 18 points of cold damage. 
   
  A foe can take a full-round action to attempt to 
  remove the clinging breath weapon before taking 
  additional damage. It takes a successful Reflex saving 
  throw (same DC as the breath weapon) to remove the 
  effect. Rolling around on the ground grants a +2 bonus 
  to the saving throw, but leaves the foe prone.  A 
  clinging breath weapon cannot be removed or 
  smothered by jumping into water. A clinging breath 
  weapon can be magically dispelled (DC equal to your 
  breath weapon DC). 
   
  This feat only works on a breath weapon that has 
  instantaneous duration and that deals some kind of 
  damage, such as energy damage, ability damage or 
  negative levels. 
   
  When you use this feat, add +1 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You can apply this feat more than once to 
  the same breath weapon. Each time you do, the 
  clinging breath weapons lasts an additional round. 
   
  Source: Draconomicon 73 
   
  Draconic Breath [Draconic] 
  You can convert some of your arcane spell energy into 
  a breath weapon. 
   
  Prerequisites: Draconic Heritage, sorcerer 1st. 
   
  Benefit: As a standard action, you can convert an 
  arcane spell slot into a breath weapon. The breath 
  weapon is a 60-foot line that deals 2d6 points of damage 
  per spell slot you expended to create the effect. Any 
  creature in the area can make a Reflex save (DC10+ 
  level of the spell used+ your Cha modifier) for half 
  damage. This is a supernatural ability. 
   
  Special: If the breath weapons of your draconic 
  forebears does not deal acid, cold, electricity or fire 
  damage, you choose among the four energy types 
  mentioned above. 
   
  Source: Races of the Dragon 102 
   
  Draconic Flight [Draconic] 
  The secret of draconic flight has been revealed to you, 
  granting you the ability to fly occasionally. 
   
  Prerequisites: Draconic Heritage, sorcerer 1st. 
   
  Benefit: After you cast an arcane spell with a 
  casting time of 1 standard action, you gain a fly speed 
  equal to 10 feet per level of the spell you just cast for 
  the remainder of your turn. 
   
  Source: Races of the Dragon 102 
   
  Draconic Heritage [Draconic] 
  You have greater connection with your distant 
  draconic bloodline. 
   
  Prerequisites: Sorcerer 1st. 
   
  Benefits: You gain the Dragonblood subtype. 
  Choose one dragon from the Draconic Heritage list 
  below. This is your draconic heritage, which can only 
  be changed by undergoing the Rite of Draconic 
  Affinity (Races of the Dragon p59). Half-dragon must 
  choose the same dragon kind as their dragon parent. 
   
  When you declare your draconic heritage, you 
  gain the skill indicated on the table as a sorcerer class 
  skill. In addition, you gain a bonus equal to the number 
  of draconic feats you have as against magic sleep and 
  paralysis effects, as well as against spells and abilities 
  with a descriptor that matches the corresponding entry 
  in the accompanying table. 
  Dragon Kind 
  Energy Type 
  Skill 
  Green 
  Acid 
  Move 
  Silently 
   
  Source: Races of the Dragon 102 
   
  Draconic Legacy [Draconic] 
  You realized greater arcane power through your 
  draconic heritage. 
   
  Prerequisites: Any four draconic feat. 
   
  Benefit: Based on your draconic heritage, add the 
  spells noted on the accompanying table to your list of 
  spells known. Each spell is added at the spell level 
  where a spell caster normally gains it unless otherwise 
  indicated. 
  Dragon 
  Spells 
  Green 
  Charm person, dominate person, plant growth 
   
  Source: Races of the Dragon 104 
   
  Draconic Power 
  You have greater power when manipulating the 
  energies of your heritage. 
  NMR8-01 Draconic Schemes 
   
  Page 30 
  
   
  Prerequisites: Draconic Heritage, Sorcerer level 
  1st. 
   
  Benefit: Your caster level increases by one, and 
  you add 1 to the save DC of all arcane spells with the 
  descriptor or subschool associated with your draconic 
  heritage. 
   
  Special: This feat works in conjunction with the 
  Energy Substitution feat (Complete Arcane p79) as 
  long as the substituted energy matches the energy type 
  associated with your draconic heritage. 
   
  Source: Races of the Dragon 104 
   
  Draconic Resistance [Draconic] 
  Your bloodline hardens your body against effects 
  related to the nature of your progenitor. 
   
  Prerequisites: Draconic Heritage, Sorcerer level 
  1st. 
   
  Benefits: You gain resistance to energy type 
  associated with your draconic heritage equal to three 
  times the number of draconic feats you have, including 
  draconic feats you take after gaining this feat. 
   
  Special: This grants no benefit to a character 
  whose draconic heritage is not associated with an 
  energy type. 
  Dragon Kind 
  Energy Type 
  Green 
  Acid 
   
  Source: Races of the Dragon 105 
   
  Draconic Skin [Draconic] 
  Your skin takes on a sheen, luster, and hardness related 
  to your draconic ancestor. 
   
  Prerequisites: Draconic Heritage, Sorcerer level 
  1st. 
   
  Benefits: Your natural armor bonus increases by 1 
   
  Source: Races of the Dragon 105 
   
  Draconic Toughness [Draconic] 
  Your draconic nature reinforces your body as you 
  embrace your heritage. 
   
  Prerequisites: Draconic Heritage, Sorcerer level 
  1st. 
   
  Benefits: When you take this feat, you gain 2 hit 
  points for every draconic feat you have, including this 
  one. Whenever you take a new draconic feat, you gain 2 
  more hit points. 
   
  Source: Races of the Dragon 105 
   
  Improved Rapidstrike [Monstrous] 
  You can make multiple attacks with a natural weapon. 
   
  Prerequisite: Dex 9, one or more pairs or natural 
  weapons, aberration, dragon, elemental, magical beast 
  or plant type, base attack bonus +15, Rapidstrike. 
   
  Benefit: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make two or more extra attack with one of those 
  weapons the first at a -5 penalty and subsequent attacks 
  at an additional -5, but never more than four extra 
  attacks. A creature with multiple limbs qualifies for this 
  feat as well, such as a creature with 3 arms and 3 claw 
  attack. 
   
  Normal: Without this feat you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapon you have.  
   
  Source: Draconomicon 73 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  Large and in Charge [general] 
  You can prevent opponents from closing inside your 
  reach. 
   
  Prerequisite: Natural reach of 10 feet or more, 
  size Large or larger. 
   
  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent back 
  to the 5-foot space it was in before you hit with your 
  attack of opportunity, make an opposed strength check 
  with you opponent. You gain a +4 bonus for each size 
  category for each size category larger than your 
  opponent, and an additional +1 for every 5 points of 
  damage you dealt with your attack of opportunity. If 
  you win the opposed check, your opponent is pushed 
  back 5 feet into the space it just left. An opponent you 
  push cannot move any further in this round.  
   
  Source: Draconomicon 71 
   
  Practiced Spellcaster [General] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t gain from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus.  
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
  NMR8-01 Draconic Schemes 
   
  Page 31 
  
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  would cast cleric spells as an 8th-level caster and wizard 
  spells as a 9th-level caster. 
   
  Source: Complete Divine 82 
   
  Quicken Breath [Metabreath] 
  You can loose your breath weapon with but a thought. 
   
  Prerequisite: Con 19, breath weapon. 
   
  Benefit: Using your breath weapon is a free 
  action. 
   
  When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You cannot use this feat and the 
  Maximize Breath feat on the same weapon at the same 
  time. 
   
  Source: Draconomicon 73 
   
  Rapidstrike [Monstrous] 
  You can attack more than once with a natural weapon. 
   
  Prerequisite: Dex 9, one or more pairs or natural 
  weapons, aberration, dragon, elemental, magical beast 
  or plant type, base attack bonus +10. 
   
  Benefit: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make one extra attack with one of those weapons at a -5 
  penalty. A creature with multiple limbs qualifies for 
  this feat as well, such as a creature with 3 arms and 3 
  claw attack. 
   
  Normal: Without this feat you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapon you have.  
   
  Source: Draconomicon 73 
   
  MAGIC ITEMS 
  List alphabetically; see above. 
  Vest of Resistance  
   
  These garments offer magic protection in the form 
  of a +1 to +5 resistance bonus on all saving throws. 
  Faint Abjuration; CL 5th; Craft Wondrous Items, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
  Source: Complete Arcane 150 
  NMR8-01 Draconic Schemes 
   
  Page 32 
  
  NMR8-01 Draconic Schemes 
   
  Page 33 
  DM MAPS 
   
   
  Map 1: Lerth’s Hill 
  
   
   
  Page 34 
   
   
  Map 2: Ferenklor’s base 
  PCs come in from the south, Lerth is tied and unconscious at the top of the hill surrounded by kobolds. 
  Ferenklor is initially hiding in the woods north of the clearing, counting the loot he got from Lerth’s lair. 
  The Giants are on the north side of the hill, making arrows. 
  NMR8-01 Draconic Schemes
  
  PLAYER/DM MAPS 
   
   
  Map 3: Locations of the County of Urnst
  NMR8-01 Draconic Schemes 
   
  Page 35 
  
  NMR8-01 Draconic Schemes 
   
  Page 36 
   
   
  Map 4: Northern Nyrond, Southern Pale and Eastern Urnst 
  
  PLAYER HANDOUT 0: HERALDRY 
   
   
  Shield 1: Theocracy of the Pale 
  Shield 4: County of Gamboge (Nyrond) 
   
   
  Shield 2: Kingdom of Nyrond 
  Shield 5: Countess Rachel the First (CoU) 
   
   
  Shield 3: County of Urnst 
  Shield 6: House Duncombe (CoU) 
  NMR8-01 Draconic Schemes 
   
  Page 37 
  
  NMR8-01 Draconic Schemes
   
  Image 2: Sir Phileas Klendern 
  Image 1: Lady Ilya Duncombe 
   
   
  Page 38 
   
   
   
  PLAYER HANDOUT 1: NPCS 
  Image 3: Abbot Welliam 
  Image 4: Taraya 
   
   
   
  
   
   
  Image 5: Lerth 
   
   
  Image 6: Ferenklor 
  NMR8-01 Draconic Schemes 
   
  Page 39 
  
  NMR8-01 Draconic Schemes
  Lady Ilya: You are right, Abbot. Our nations working 
  together form a great leap forward as we face darkness 
  and evil. And this should not be forgotten by any one 
  of us. Did you approach Lerth with Lord Duncombe’s 
  proposal? What did he say? 
   
   
  Page 40 
  PLAYER HANDOUT 2 
   
  The following is a discussion between Vadric, Taraya 
  the Druidess, Lady Ilya, Sir Phileas and Abbot Welliam. 
   
  Vadric: Welcome to you all. I’ll start to say that Lerth’s 
  presence has been both a blessing and a curse to our 
  village. 
   
  Sir Phileas: I don’t see that this… this THING could 
  be a blessing to anyone! It has been raiding farms in on 
  the border of the forest for years now. 
   
  Vadric: The forest has its own balance and order… 
  Every creature herein has a place that must be 
  respected. Lerth has its place too. 
   
  Abbot Welliam: (Almost says something, but relents.) 
   
  Taraya (looking at you): Maybe we should tell our 
  friends here what we are talking about… The one we 
  are talking about is a huge behir named Lerth. Some of 
  you may know of him. For… oh… four years now, he 
  has been living in this part of the Gamboge having 
  been forced to move by Sassy and her myriad of 
  children years before… 
   
  Lady Ilya: Lord Duncombe of Eastmarch is willing to 
  offer him a hunting territory and that is why we are 
  here… 
   
  Taraya: We have been working with many druid 
  organizations throughout the eastern Flanaess to find 
  him a new territory. Lord Duncombe is the first to 
  agree to offer land to Lerth. 
   
  Sir Phileas: The County of Gamboge is quite happy to 
  oblige and turn it over… 
   
  Abbot Welliam: I’ll admit that the Pale is also keen to 
  see Lerth leave… Lord Duncombe’s offer is one of the 
  first thing in years that have the Theocracy, Nyrond 
  and the County of Urnst on the same page! Pholtus 
  looks over his flock in many ways. 
   
  Sir Phileas and Vadric eye the Abbot, showing their 
  dislike for the Church of the One True Path. Lady Ilya 
  adds, with the obvious intention of breaking the 
  potential hostility. 
   
   
  Vadric: Yes, Taraya and I have approached Lerth with 
  the idea and he said it was… “Strange” but he didn’t 
  reject it. He promised to be here in the morning.  
   
  Taraya: I suggest we rest for the night. I feel that 
  tomorrow’s talks will be long… 
   
  Vadric (to the envoys): I have arranged quarters for 
  you in my house. Your guards however will have to 
  make do with our tavern’s common room. 
   
  The envoys seem pleased with Vadric’s proposal. The 
  smiles all around the room give you the impression 
  that the first meeting between all of them went well 
  and all of them seem to think the same way. 
   
  Vadric shows you out to the inn. 
   
   
  
  PLAYER HANDOUT 3 
   
  This journal is written in Draconic by Ferenklor the 
  green dragon. 
   
  Fireseek 591CY (winter) 
  I need to find territory for myself. Everyone thinks I’m 
  just another one of Mother’s minions. Took over a 
  kobold village, very little treasure there but they are 
  reliable. 
   
  Coldeven 591CY (spring) 
  I imposed my will upon some hobgoblins. Great 
  feeling! I gathered many coins and jewels from them 
  and a few magical items my hoard is slowly growing. 
  I must commend the kobolds for their good tenure in 
  battle. They performed admirably well. Their ability at 
  sniping was more useful than I thought. 
   
  Goodmonth 592CY (summer) 
  Mother came and ordered me to lead some of her 
  bastard forces against a pair of behir. I protested but she 
  forced me. One of these days I will have my revenge on 
  her and show her who the boss is. 
   
  Harvester 592CY (fall) 
  I returned victorious, though one escaped. Managed to 
  loot their lair and gather many coins for myself. I had 
  to send most of it to Mother however.  
   
  (Other 592-594CY entries show Ferenklor led attacks 
  on a number of settlements in the Gamboge, mostly 
  against humanoids to subjugate them). 
   
  Planting 594CY (spring) 
  Sent some hobgoblins scouts to the north of the 
  Gamboge, the Nutherwood and the Phostwood to 
  scout for potential lairs, haven’t heard from them.  
   
  Harvester 594CY (fall) 
  I have not heard back from hobgoblin scouts. They 
  must’ve been killed by adventurers. 
   
  Patchwall 594CY (early winter) 
  A lone scout returned. The behir that escaped moved to 
  the northern Gamboge, near the Pale. There are a 
  number of other forces there: elves, adventurers, 
  rangers and druids. Will build up forces better before 
  making a move. 
   
  Growfeast 595CY (Early summer) 
  I met with human envoys from the Emperor of the 
  humans. Brave or foolish fellows all of them! They told 
  me that their master was willing to give me a large tract 
  of land if I helped them find some humans. 
   
  I was happy to oblige but Mother forced me to stay 
  within the forest. She again forced me to obey her 
  wishes. 
   
  Patchwall 595CY (early winter) 
  Kobolds, orcs and goblinoids refugees have joined my 
  forces. The fiasco with the human Emperor has gone 
  wrong and I lost many of the goblins I sent to serve his 
  forces, without Mother’s knowledge. They will replace 
  those I have lost. 
   
  Some of them have begun crafting magic weapons 
  for my kobolds.  
   
  (596-597CY entries show Ferenklor led attacks in the 
  Gamboge, mostly against humanoids or other 
  monsters. It is obvious that Ferenklor revels in the 
  savagery of the hunt and fighting. He also harbors a 
  deep resentment for his mother and her “bastard” or 
  “unfit” children). 
   
  Sunsebb 597CY (winter) 
  I was almost killed by tribe of forest giants! Managed to 
  kill their druid and offered them a chance to join me. 
  Promised them good hunting and they agreed. 
   
  I have kept my alliance with them secret from 
  Mother.  
   
  Fireseek 598CY (winter) 
  That is it! Mother came again today and though I 
  fought her as best I could, she ordered me to give her 
  most of the army I had for her own use. I am leaving 
  this place! 
   
  (The following pages are filled with curses and 
  insults about “Mother”) 
   
  Coldeven 598CY (spring) 
  Moving north into the forest… I have taken the 
  kobolds and the giants with me, leaving the goblins 
  behind so Mother doesn’t suspect my desertion, at least 
  not immediately. Begun search for the behir that 
  eluded me in 592. 
   
  Yesterday 
  Caught him! Treasure was slim however.  
   
  NMR8-01 Draconic Schemes 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/598/Normal Scenarios/NMR8-01 - Draconic Schemes (APL 4-14)/NMR8-01 - Draconic Schemes.pdf