TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  BDKI7-01 
   
   
   
   
   
  Through the Silver Mines 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 0.9 
   
   
  by Dan Hass, Brian Chalmers 
  Reviewers: Theo Judd and Casey Brown 
  Playtesters: Joseph Bright, Konrad Bandemuhl, Michael Gersztenkorn, Natasha Harris, Karen Emmons, 
  Dru Eubanks  
   
  Chancellor Marischal Calmert Hind’s birthday is approaching. As it is his first birthday in a free Kinemeet, 
  the Johrase are planning a festival and all friends of the Johrase are encouraged to attend. Of course, as 
  all friends of the Johrase know, even celebrations in Kinemeet can take a martial turn without warning, so 
  it is always advisable for those who are not combat ready to avoid Johrase celebrations. Perhaps a plan 
  can be formulated to help recover the missing King of the Johrase...A one-round Bandit Kingdoms 
  interactive adventure for characters level 1-15 (APLs 2-14. Note: APL 16 is playable, but PCs cannot 
  earn gp or xp above the APL 14 amounts. Consider it a bonus APL to challenge the toughest of PCs. 
  Partake at your own risk. You have been warned. Seriously. No whining in the BK.). 
   
  Resources for this adventure [and the authors of those works include Complete Arcane [Richard Baker], 
  Complete Warrior [Andy Collins, David Noonan, Ed Stark], Monster Manual II [Ed Bonny, Jeff Grubb, Rich 
  Redman, Skip Williams, Steve Winter] and Monster Manual III [Andy Collins, Andrew J. Finch, Ed Stark]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, 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, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. 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 determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  CR of Animal 
  6 
  6 
  8 
  9 
  10 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 3 
  
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. 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. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Regional adventure, 
  set in the Bandit Kingdoms. Characters native to 
  the Bandit Kingdoms pay 1 Time Units per round; 
  all other characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
   
  In the spring of CY596, the Johrase retook 
  their capital, Kinemeet, from the orcish occupiers. 
  Following the traditional martial competition to 
  determine the Johrase most worthy to wear the 
  crown, Ramiki was crowned as the new Johrase 
  King, but only after a shocking turn of events. Lord 
  Derf, who had actually beaten Lord Ramiki in the 
  final duel, refused the crown, declaring that Ramiki 
  was better suited to lead the Johrase. As a 
  stunned crowd watch, Lord Ramiki accepted the 
  honor. 
   
  However, during the crowing ceremony, 
  Boneheart Cranzer successfully used trap the soul 
  to seal Ramiki’s soul in a gem (the “Ramiki soul 
  gem”). Naturally, many were suspicious of Lord 
  Derf, but many divinations have upheld his honor 
  and innocence. 
   
  For nearly a year, the Johrase have searched 
  for a way to recover their king, to no avail. 
  However, a recent convergence of events has 
  yielded new hope. 
   
  The Johrase are using ongoing divinations to 
  monitor the location of the Ramiki soul gem. It was 
  secured at Fleischriver and there was no hope of 
  rescuing it from that demonic fortress. But within 
  the past couple weeks, the Ramiki soul gem was 
  moved from Fleischriver to the Garusk’ka Silver 
  Mines at the edge of the Rift Canyon. However, 
  the exact location within the Silver Mines cannot 
  be determined; wherever it is being secured is 
  heavily warded, and, upon first examination, the 
  Silver Mines appear no less impregnable a 
  location than Fleischriver. However, as the Johrase 
  resigned to wait for a better chance, a new 
  development rekindled hope. 
   
  After years of incarceration, TB Gonagin has 
  managed to escape from Cranzer’s clutches 
  (BDK7-01). A presumed traitor to the Rookroost 
  Thieves’ Guild, and hunted by many for his 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 4 
  
  treachery, he has sought refuge in Kinemeet and 
  offered information in exchange for sanctuary. 
   
  During his incarceration, he spent most of his 
  time in Riftcrag. However, a short time before his 
  escape, he was singled out for special treatment 
  and transported to a secret facility deep within 
  Garusk’ka. During his time in the Silver Mines, he 
  acquired two pieces of critical information:  
  • 
  Among the dozens of shafts that comprise the 
  lower mines, he noticed some identifying 
  features of the actual chamber that is the 
  entrance to the compound. 
  • 
  He overheard an exchange between two of his 
  guards about a secret entrance to the Silver 
  Mines that the guards use to smuggle in 
  contraband. 
   
  The Johrase have spent the past days trying to 
  penetrate the Silver Mine sanctuary via divination 
  with no success. They finally sent two scout teams 
  to try to infiltrate the lower reaches, but both were 
  lost with no survivors. 
   
  It is clear that the Johrase need help from their 
  allies, but Cranzer is keeping a close eye on 
  Kinemeet and a large gathering of adventurers in 
  the city would likely provoke him, so a birthday 
  celebration for Lord Hind was hastily announced 
  to provide a convincing cover story for the 
  assembly. 
   
  In the Silver Mines, Cranzer has made use of 
  a deadly phenomenon. Over the past years, as the 
  slave miners have followed the silver veins deep 
  within the earth, they breached a layer nearly 600 
  ft. deep. This provoked a response by terrible 
  creatures.  
   
  It became clear to Cranzer that the terrors 
  which prowl this layer of earth only became 
  agitated when active excavation was occurring. 
  Once a chamber was established, after a short 
  amount of time, the chamber would be safe to 
  occupy so long as no further digging (or burrowing 
  or earthgliding…) occurred. Cranzer immediately 
  realized the benefit of having a sanctuary that was 
  patrolled continuously by such powerful guardians.  
   
  It cost many slaves their lives to excavate 
  Cranzer’s sanctuary, but it was a price he was 
  willing to pay. Once the chambers of his sanctuary 
  were constructed, he had wards put in place to 
  prevent magical penetration by the unwanted. 
  Even unused chambers were warded so that the 
  main chambers, which actually compose his 
  compound, could not be determined by the mere 
  fact that they could not be scryed. Now, one of the 
  dozens of tunnels that breech the deep-earth layer 
  is the secret entrance to Cranzer’s sanctuary. 
   
  The compound is warded against scrying as 
  well as magical travel. Thus the Johrase have 
  been unable to magically penetrate the compound. 
  Cranzer’s own divinations anticipated the Johrase 
  scout parties. He eliminated one with his new tool 
  – war trolls. The second Johrase scout party fell 
  prey to the aberrations and elemental creatures 
  which stalk the area around the lower chambers 
  as the party attempted entry via burrowing. 
   
  Cranzer’s 
  most 
  recent 
  divinations 
  have 
  predicted a large incursion by adventurers. This is 
  actually the fruition of his machinations. He used 
  the Silver Mine’s compound to develop the war 
  trolls, and now he wants to test them in a 
  controlled 
  environment 
  before 
  wholesale 
  deployment. He knows that the Johrase are 
  monitoring the Ramiki soul gem and has moved it 
  to the Silver Mines to provoke them.  
   
  The encounter between the two guards from 
  which TB Gonagin gained knowledge of the secret 
  entrance was completely by Cranzer’s design. 
  Once the web was complete, all that was needed 
  was patience while the Johrase called in their 
  adventuring allies from across the region. An 
  incursion into the Silver Mines by a large group of 
  adventurers will serve as an excellent opportunity 
  to test the worth of his new tools – the war trolls.  
   
  ADVENTURE SUMMARY 
  Introduction: The PCs arrive at Lord Hind’s 
  birthday party and are covertly notified that their 
  skills are needed to aid the Johrase cause. 
   
  Encounter 1: The Johrase’ Request: Lord Hind 
  relates the Johrase need for a raid on the silver 
  mine to recover the Ramiki soul gem. He also 
  relates the failed attempt made by the Johrase 
  themselves, and the need for urgency. 
   
  Encounter 2: The Upper Reaches of the Silver 
  Mines: In anticipation of the PC incursion, Cranzer 
  has removed the mines’ regular occupants. The 
  upper reaches appear completely abandoned. 
   
  Encounter 3: The Shaft Chamber: The central 
  chamber from which the dozens of mine shafts 
  descend is eerily empty. Presumably, controlling 
  this chamber will control physical access to all the 
  mine shafts. 
   
  Encounter 4: The Descent: When the parties 
  begin descending the shafts, Cranzer’s divinations 
  trigger and he determines what force will be 
  necessary to defeat them and provide a good test 
  of his new troops. He dispatches an appropriate 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 5 
  
  team of engineers to quickly set traps to soften up 
  the PCs, and then begins teleporting his trolls to 
  an adjacent chamber, which connects to the 
  shaft’s bottom chamber.  
   
  Encounter 5: The Bottom Chambers: Once 
  parties reach the bottom chamber, Cranzer’s trolls 
  attack them. 
   
  Encounter 6: Meanwhile, Back up Top: Once 
  the combat erupts, Cranzer sends his main battle 
  force to control the central chamber. 
   
  Encounter 
  7: 
  Into 
  Cranzer’s 
  Sanctum 
  (Optional): If the PCs successfully discover the 
  correct entrance to the sanctum, those PCs who 
  are inclined may decide to infiltrate it, while those 
  not participating in the optional encounter provide 
  a distraction as they withdraw. This will be a Triad 
  written and judged encounter. 
   
  Conclusion: The Triad will reach a decision as to 
  the short and long term effects of the interactive 
  on the Bandit Kingdoms and inform the affected 
  PCs.  
   
  PREPARATION FOR PLAY 
  During this event, tables may receive magical aid 
  (via buffs, divinations,…) from other tables. 
  However, Cranzer has means of determining the 
  actual power level of such enhancements and will 
  adjust the challenge accordingly. 
   
  SPECIAL: During play, the DM needs to note the 
  long term magical effects (i.e. greater magic 
  weapon, heroes’ feast, and other such buffs) any 
  PCs in the party are under effects that were cast 
  at a caster level more that two levels above the 
  party’s calculated APL. When the PCs enter the 
  Silver Mines, Cranzer will use a suite of divination 
  and scrying techniques to evaluate the PCs’ 
  general power level (APL) and assign minions he 
  believes are sufficient. These divinations and 
  scrying mechanisms are sophisticated enough to 
  note unusual spikes in a party’s power level and 
  respond with buffs of equal effectiveness for his 
  war trolls. (These are detailed in Encounter 5: The 
  Bottom Chamber.) If the DM feels the PCs are 
  using an effect that is similar enough to a high 
  level buff that it would be detectable through 
  divinations and scrying (for example, bringing in 
  numerous shrink item, or animated dead), the DM 
  should include such effects as well as on going 
  higher level spell buffs from other PCs at the 
  interactive. 
   
  REGIONAL WARNING 
  Casey or Dan reads to get everyone’s attention 
  after mustering is completed: 
   
  It is important to realize at all times that the 
  Bandit Kingdoms are under the control of Iuz, 
  the Old One, a chaotic-evil deity who revels in 
  torture, depravity and trickery. His clergy and 
  worshippers tend to imitate many of the 
  attributes of their dread lord. Things that you 
  might take for granted in other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the Iuzian rulers of the Combination 
  of Free Lords. You may be able to strike at Iuz, 
  but seldom can you strike at him overtly 
  without paying the final price. Be warned, life 
  is short for those who openly defy Old Wicked. 
   
  INTRODUCTION 
  Casey or Dan reads to get the Interactive started: 
   
  Normally, important court events are planned 
  and announced months in advance, so it was 
  surprising when word arrived of a birthday 
  celebration for Chancellor Marischal Hind of 
  the Kingdom of Johrase, with only a few days 
  notice.  
   
  Still, Kinemeet has been an area ripe for 
  adventure of late, and you were fairly close by, 
  so you, each for your own reasons, have made 
  an appearance. 
   
  Far 
  from 
  the 
  revelry 
  that 
  usually 
  punctuates such affairs, Lord Hind’s birthday 
  party is an extremely subdued affair. Lord 
  Hind’s personal appearance was brief and 
  composed of only a subdued welcome to the 
  attendees. 
  Additionally, 
  during 
  the 
  preparations, 
  spell 
  casters 
  wearing 
  the 
  Johrase coat of arms were busy casting 
  throughout 
  the 
  ballroom 
  and 
  adjoining 
  chambers. 
  The 
  affair 
  has 
  a 
  clandestine 
  atmosphere to it. 
   
  Ask for a DC 20 Spellcraft by those in attendance. 
  Success reveals that the spells being cast are 
  multiple instances of the 5th level spell false vision.  
   
  This is the opportunity for the PCs to get 
  comfortable with each other if they are not already. 
  There may or may not be NPCs for the PCs to 
  mingle with. After a few minutes, Casey or Dan 
  continues with the following: 
    
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 6 
  
  The evening progresses in an uneventful 
  manner. It appears that the expectations of 
  adventure in the Johrase capitol will go 
  unfulfilled. Many of the guests are on the verge 
  of succumbing to boredom and retiring, when 
  a page in the crisp livery of the Johrase enters 
  the great hall and shouts out, “My lords and 
  my ladies, rise for the Chancellor Marischal, 
  protector of the Johrase, Lord Calmert Hind!” 
   
  Lord Hind once again thanks everyone for coming 
  for his birthday celebration. With a discrete motion, 
  he 
  motions 
  for 
  the 
  lower-ranking 
  Johrase 
  (including the non-combatant women) to leave the 
  room. He is surrounded by his Council of Lords, 
  just in case. 
   
   
  1: THE JOHRASE REQUEST 
  Lord Hind continues: 
   
   “There is an issue of great importance, for 
  which we have gathered you under the 
  pretense of a birthday celebration. I apologize 
  for the subterfuge, as much as I loathe it, but 
  sometimes you have to fight fire with fire, 
  treachery with trickery. 
   
  “Before I continue, I must confide that 
  there is one amongst us who several of you 
  may have previous issues with and harbor 
  hostile 
  intent 
  toward. 
  However, 
  all 
  in 
  attendance in this room are under my 
  protection. Please keep that in mind. 
   
  So, before we continue, I must demand a 
  pledge from each of you to forgo acrimonious 
  actions during this council regardless of the 
  passion you may feel towards anyone in this 
  room. Does anyone object?” 
   
  Any PC refusing to take a pledge of truce will be 
  invited to leave the council. Once the council is 
  comprised solely of PCs who are pledged to avoid 
  conflict for the duration of the council, Lord Hind 
  will signal TB Gonagin by asking him to step from 
  behind the tapestry and join the council. 
   
  Hind has the following information at his disposal 
  (plus any other info the Triad deems that he knows 
  and will share): 
  • 
  The “Ramiki gem” has been recently moved 
  from Fleischriver to the lower portions of the 
  Garusk’ka Silver Mines. 
  • 
  The Johrase know this because their casters 
  regularly use divinations spells to keep track of 
  the gem. Most frequently legend lore. On rare 
  occasions, greater scrying has been successful 
  in catching glimpses of the gem. And vision has 
  been used on a few rare occasions when time is 
  essential. 
  • 
  It is now clear that Cranzer maintains a secret 
  refuge in the lower reaches of the garusk’ka 
  Silver Mines. While he has many such facilities 
  throughout the Bandit Kingdoms, it was not 
  previously believed that he had one in Garusk’ka 
  as it was not detected during the Trithereonites’ 
  battle there several years ago (BDKi4-01, 
  Owlcon Interactive). 
  • 
  TB Gonagin has related that there is a secret 
  entrance to the Silver Mines.  
  • 
  Zone of truth, detect thoughts, and various other 
  means have been used to verify TB’s sincerity. 
  • 
  Despite repeated attempts in the past days, the 
  Johrase have been unable to penetrate the lower 
  reaches via divinations. The lower reaches may 
  be extra-planar in nature or they may just be 
  heavily warded. 
  • 
  They have penetrated the upper reaches and 
  have a pretty thorough layout of the area. And 
  they have been able magically explore many of 
  the shafts. However, several of the shafts reach 
  a point where divinations are unable to 
  penetrate. Presumably one of these shafts is the 
  entrance to Cranzer’s Silver Mines compound. 
  TB has confirmed this presumption. 
  • 
  TB has related a particular quartz pattern in the 
  wall at the bottom of the shaft that allows 
  entrance to the compound, but there is no way of 
  identifying which of the dozens of tunnel 
  entrances leads to the correct entrance at the 
  bottom of the shaft. 
  • 
  Johrase scout teams were sent to infiltrate the 
  mines to discern the correct entrance five days 
  ago. One team was to successively teleport into 
  each tunnel just above the blind areas, and 
  explore each tunnel until they found the correct 
  one. The second team polymorphed a party 
  member into an ankheg and attempted to burrow 
  to the lower reaches to explore them. Both 
  parties are apparently lost. 
  • 
  TB has shared information about a secret 
  entrance that the Silver Mines’ guards use to 
  smuggle contraband into their barracks. 
  • 
  The tentative plan of action is to penetrate en 
  mass through the secret entrance. Seize the 
  central chamber from which the dozens of shafts 
  spawn. Keep a strong team in place in the 
  central chamber long enough for numerous scout 
  teams to penetrate the different shafts to find the 
  correct entrance and return (somewhere in the 
  neighborhood of thirty minutes). The bulk of the 
  force will then withdraw as a diversion, while an 
  elite force penetrates the inner sanctum to 
  retrieve the gem. 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 7 
  
  • 
  Intelligence on Cranzer’s whereabouts is scant at 
  best. 
  • 
  The Johrase don’t believe that the secrecy of the 
  operation has been compromised, but that such 
  compromise is imminent – considering that 
  they’ve lost two parties and have now exposed 
  the operation to dozens of adventurers. The 
  move must be made immediately to have a 
  reasonable chance of success. 
  • 
  The Johrase previously sent out a team which 
  located the secret entrance that TB can 
  elaborate on. A friend will cast a teleportation 
  circle to efficiently move the adventurers into the 
  area close to the secret entrance (Khazibul the 
  dwarven archmage. He feels bad about letting 
  Ramiki get trapped the soul by Cranzer). 
   
  TB has the following information available: 
  • 
  He can draw a picture of the quartz design 
  that marks the entrance. (Player handout 2) 
  • 
  He remembers it so well because it resembles 
  “TB”, with T in a white tinged quartz and B in 
  yellowish quartz. 
  • 
  It would be shocking if more than one of the 
  rooms had this same design, but he cannot 
  guarantee that it is not in every room, as he 
  only saw the one room. 
  • 
  From the guards’ conversation, he gleaned 
  that the secret entrance is a small sized 
  passage 
  (medium 
  creatures 
  would 
  be 
  squeezing, large creatures could not enter 
  unless reduced somehow) which connects the 
  guards’ main sleeping area to the surface.  
  • 
  He is not positive, but from what he observed 
  as he was escorted around the mines, meal 
  times seemed to be a time when all the off-
  duty guards assembled in the mess hall – thus 
  leaving the sleeping area pretty much empty. 
  • 
  He got the information about the entrance by 
  overhearing two guards discussing how they 
  could get a female “friend” into the sleeping 
  area unseen. 
   
  Development: The PCs should consult among 
  themselves 
  and 
  make 
  arrangements 
  and 
  preparations for penetrating the Silver Mine, 
  starting at dawn tomorrow. 
   
  Casey reads out the following at this point: 
  This event will allow tables to cross-buff at the 
  beginning 
  of 
  the 
  next 
  encounter. 
  Plan 
  accordingly. In order to buff someone at 
  another table, you MUST give them some sort 
  of card denoting the spell or item, caster level, 
  duration, etc., in front of the receiving PC’s 
  judge. You are responsible for keeping track of 
  your PC’s gear and spells. If you loan a 
  weapon to another PC and it gets sundered, 
  OOPS! Keep that in mind.  
   
  If you do not mark off any spells cast while 
  buffing, or re-use pearls of power, etc., that is 
  CHEATING! If we hear of anyone cheating, we 
  will enforce the RPGA rules. 
   
  You have 15 minutes to prepare before the 
  next encounter begins. Good luck! 
   
  2: THE UPPER REACHES OF 
  THE SILVER MINE 
  Once the players are ready, Casey or Dan reads 
  the following: 
   
  Dawn arrives bright and early. The air is crisp 
  and cold. Still, you wake up in a Johrase 
  military tent on a cot, rested and ready for 
  breakfast. 
   
  (Everyone who is eating a Heroes’ Feast, 
  hold up your hand.) 
   
  Outside, a dwarven archmage is sending 
  parties of warriors and heroes onto a raised 
  stone dais. Once on it, they disappear without 
  so much as a flash. When it is your turn, you 
  arrive outside the secret passage and quickly 
  hurry into it, the other groups ahead of you. 
   
   
  The secret passage is a narrow tunnel large 
  enough for a medium creature to squeeze through 
  and is lit by several dropped torches. It is a 
  distance of 350 feet from the entrance to the 
  guards’ barracks in the upper reaches of the Silver 
  Mine. Under normal conditions no creature larger 
  than medium will fit through the tunnel. 
   
  The upper reaches of the mine are vulnerable 
  to divinations so spells such as commune, or 
  scrying should be fully effective with regards to 
  this area. However, the lower reaches are heavily 
  warded by the Boneheart Cranzer and even a 
  spell such as commune will return little information 
  regarding it. 
   
  As the PCs penetrate the upper reaches read 
  or paraphrase the following: 
   
  The secret entrance terminates behind a stack 
  of debris in the main guard barracks. It is 
  completely empty.  
   
  3: THE SHAFT CHAMBER 
  Cranzer has previously cast divination and it will 
  alert him a few hours before the PCs begin their 
  action. (His question was “When should I 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 8 
  
  evacuate the upper reaches of the mines to avoid 
  intertwining them in the combat between the trolls 
  and Johrase attack force?”) Using a permanent 
  teleportation circle, he is able to completely 
  evacuate the upper reaches of the mines to 
  impregnable refuges in Riftcrag for the duration of 
  the action, clearing the way for him to test the 
  mettle of his war trolls against the adventurers. 
   
  Reaching the central shaft chamber, it is clear 
  that this is the strategic point to maintain 
  control of the lower reaches as dozens of 
  shafts spawn from this large room. However, 
  so far there is nothing to hold it against. The 
  only sounds to date have been the echoes of 
  boots through empty chambers as this large 
  strike force moved through the empty tunnels.  
   
  A Johrase captain then whispers, “Right 
  then. This is the main chamber. We can’t let 
  this position be overrun, else everyone will be 
  cut off. We need a strong group to hold this 
  position until others can tell them where our 
  king’s soul is being held. Any volunteers?” 
   
  The PCs may need to be reminded of Calmert’s 
  admonition that the central shaft chamber is the 
  key to the Silver Mines and that when combat 
  ensues the strongest party should hold that 
  strategic position until the actual entrance to 
  Cranzer’s sanctum can be determined. 
   
  Players, now is your last chance to prepare!  
   
  Judges, begin Encounter Four at this time. 
   
  This is the point where the group splinters with 
  different parties each exploring their own shaft. 
  (Refer to DM Map 2.) Randomly determine which 
  scouting party is descending into the actual 
  entrance shaft.  
   
  4: THE DESCENT 
  As the party enters their shaft and move toward 
  the lower reaches, they come under the scrutiny of 
  Cranzer’s divinations. He quickly assesses the 
  threat the PCs pose and via teleportation 
  dispatches 
  a 
  group 
  of 
  magically 
  silenced 
  engineers to hastily construct traps to soften up 
  the PCs as they approach the bottom chamber 
  (See DM Map1). The trap setters quickly withdraw 
  from the fray after setting their traps.  
   
  Trap: The first trap is encountered sixty feet from 
  the bottom shaft. The trap setters have hastily set 
  up falling block traps. 
   
  APL2 (EL3) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  3; 
  mechanical; location trigger; repair reset; Atk +6 
  melee (6d6, stone blocks); Search DC 16; Disable 
  Device DC 16. 
    
  APL4 (EL5) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  5; 
  mechanical; location trigger; repair reset; Atk +10 
  melee (10d6, stone blocks); Search DC 19; 
  Disable Device DC 19. 
   
  APL6 (EL7) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  7; 
  mechanical; location trigger; repair reset; Atk +16 
  melee (12d6, stone blocks); Search DC 22; 
  Disable Device DC 22. 
   
  APL8 (EL9) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  9; 
  mechanical; location trigger; repair reset; Atk +19 
  melee (12d6, stone blocks); Search DC 25; 
  Disable Device DC 25. 
   
  APL10 (EL11) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  11; 
  mechanical; location trigger; repair reset; Atk +22 
  melee (14d6, stone blocks); Search DC 28; 
  Disable Device DC 28. 
   
  APL12 (EL13) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  13; 
  mechanical; location trigger; repair reset; Atk +24 
  melee (14d6, stone blocks); Search DC 31; 
  Disable Device DC 31. 
   
  APL14 (EL15) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  15; 
  mechanical; location trigger; repair reset; Atk +24 
  melee (18d6, stone blocks); Search DC 34; 
  Disable Device DC 34. 
   
  APL16 (EL17) 
   
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  17; 
  mechanical; location trigger; repair reset; Atk +24 
  melee (22d6, stone blocks); Search DC 37; 
  Disable Device DC 37. 
   
  5: THE BOTTOM CHAMBERS 
  The passageway disappears into a dark, foggy 
  mass.  
   
  This is the boundary to a Mordenkainen's private 
  sanctum. A DC25 Spellcraft will recognize the spell. 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 9 
  
  A DC28 is required to recognize that it is also meta-
  magic widened. 
   
  This shrouds the main chamber, and also 
  prevents PCs from discerning the secret entrance to 
  the room beyond it (refer to DM Map 1). When the 
  PCs arrive at the entrance, there is only a single troll 
  in the chamber. A second will arrive three rounds 
  after the PCs first encounter the Mordenkainen's 
  private sanctum. And a third will arrive 1d3 rounds 
  after the second.  
   
  Trap: When the first person enters the bottom 
  chamber, the two entry squares and the first two 
  squares of the tunnel (See DM Map 1) are hit by a 
  fusillade of arrow traps. (So the trap will affect the 
  PC entering the room and one or two people 
  immediately behind him if they are within 5’.) 
   
  APL2 (EL4) 
   
  Fusillade of Arrows: CR 4; mechanical; 
  location trigger (tripwire); manual reset; DC13 
  Reflex save for half (6d6, arrows); multiple targets 
  (each target in a 10-ft.-by-10-ft. area); Search DC 
  16; Disable Device DC 16. 
   
  APL4 (EL6) 
   
  Fusillade of Arrows: CR 6; mechanical; 
  location trigger (tripwire); manual reset; DC16 
  Reflex save for half (8d6, arrows); multiple targets 
  (each target in a 10-ft.-by-10-ft. area); Search DC 
  19; Disable Device DC 19. 
   
  APL6 (EL8) 
   
  Fusillade of Arrows: CR 8; mechanical; 
  location trigger (tripwire); manual reset; DC19 
  Reflex save for half (12d6, arrows); multiple 
  targets (each target in a 10-ft.-by-10-ft. area); 
  Search DC 22; Disable Device DC 22. 
   
  APL8 (EL10) 
   
  Fusillade of Arrows: CR 10; mechanical; 
  location trigger (tripwire); manual reset; DC22 
  Reflex save for half (12d6, arrows); multiple 
  targets (each target in a 10-ft.-by-10-ft. area); 
  Search DC 25; Disable Device DC 25. 
   
  APL10 (EL12) 
   
  Fusillade of Arrows: CR 12; mechanical; 
  location trigger (tripwire); manual reset; DC25 
  Reflex save for half (14d6, arrows); multiple 
  targets (each target in a 10-ft.-by-10-ft. area); 
  Search DC 28; Disable Device DC 28. 
   
  APL12 (EL14) 
   
  Fusillade of Arrows: CR 14; mechanical; 
  location trigger (tripwire); manual reset; DC28 
  Reflex save for half (14d6, arrows); multiple 
  targets (each target in a 10-ft.-by-10-ft. area); 
  Search DC 31; Disable Device DC 31. 
   
  APL14 (EL16) 
   
  Fusillade of Arrows: CR 16; mechanical; 
  location trigger (tripwire); manual reset; DC31 
  Reflex save for half (16d6, arrows); multiple 
  targets (each target in a 10-ft.-by-10-ft. area); 
  Search DC 34; Disable Device DC 34. 
   
  APL16 (EL18) 
   
  Fusillade of Arrows: CR 18; mechanical; 
  location trigger (tripwire); manual reset; DC34 
  Reflex save for half (20d6, arrows); multiple 
  targets (each target in a 10-ft.-by-10-ft. area); 
  Search DC 37; Disable Device DC 37. 
   
  Tactics: There is a troll in the adjoining chamber 
  (shrouded by the Mordenkainen's private sanctum 
  [PHB p.256]). At the time the PCs first encounter 
  the trap, only one has arrived via teleportation 
  circle to the adjoining room (see DM Map 1). He is 
  in the main chamber area and observing the PCs. 
  Depending on PC actions, he may either attack or 
  wait for his partners. If he sees the PCs begin 
  searching for traps, he will attempt to provoke 
  them into immediately entering using ranged 
  attacks. His partners will arrive via the secret door. 
  The second arrives 3 rounds after the PCs first 
  encounter 
  the 
  trap/ 
  Mordenkainen's 
  private 
  sanctum, and the third arrives 1d3 rounds after the 
  second. 
   
  Cranzer has the means to determine the PCs 
  overall threat level (APL) and also if there are 
  magical “spikes” in that power level.  
   
  SPECIAL: For every six spell effects (rounded 
  up) that PCs have on them that are cast at a 
  caster level greater than APL+2 and which the DM 
  feels elevate the party’s effective APL (such as 
  Heroes’ Feast for low APL tables, +5 greater 
  magic weapons and armor, etc., each war troll will 
  have one insignia from a clerics of Iuz who is 
  hidden deep in the sanctum.  
   
  The undisclosed clerics will use wands of 
  insignia of healing on the first round of combat and 
  every three rounds thereafter healing 1d8+5 points 
  of damage. For example, if each member is under 
  the effect of a heroes’ feast at a caster level 
  greater than APL+2, that would be 6 spell effects, 
  and the trolls would each have one insignia. If an 
  additional member of the party is carrying a 
  weapon with greater magic weapon cast on it at a 
  caster level greater than APL+2, that would make 
  seven spell effects and the trolls would each have 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 10 
  
  two insignias. If the PCs have a total of 19-24 spell 
  effects, each troll would have four insignias – one 
  would go off each round, and the fourth would go 
  off every three rounds; and so forth.  
   
  Secret Door to teleportation circle target room: 
  Search DC 20. 
   
  APL2 (EL5) 
   
  War-troll (whelp) (3): hp 13 each; Appendix 1 
   
  APL4 (EL7) 
   
  War-troll (cub) (3): hp 30 each; Appendix 1 
   
  APL6 (EL9) 
   
  War-troll (adolescent) (3): hp 57 each; 
  Appendix 1 
   
  APL8 (EL11) 
   
  War-troll (juvenile) (3): hp 84 each; Appendix 
  1 
   
  APL10 (EL13) 
   
  War-troll (youth) (3): hp 125 each; Appendix 
  1 
   
  APL12 (EL15) 
   
  War-troll (3): hp 162 each; Appendix 1 
   
  APL14 (EL17) 
   
  War-troll of legend (3): hp 246 each; 
  Appendix 1 
   
  APL16 (EL19) 
   
  War-troll of legend barbarian 1/warrior 2 (3): 
  hp 324 each; Appendix 1 
   
  Development: It is not necessary to kill the trolls 
  in order determine if the chamber has the quartz 
  design. Anyone in the chamber can spend a single 
  move action to make a look around and see that 
  the design is not in the chamber (except for the 
  one party which has randomly gone down the 
  actual entry chamber, which will clearly see the 
  design). It is not necessary to kill all three trolls 
  to overcome the challenge of the encounter! 
   
  If the PCs retreat after determining whether or 
  not the chamber is the entry chamber, the trolls 
  will follow as long as they have the upper hand 
  and are making progress against the PCs. If the 
  PCs are faster, pose a high risk of death to the 
  trolls, or manage to get more than a couple 
  hundred feet from the bottom chamber, the trolls 
  will declare victory and end their pursuit. 
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  APL 2: Loot 238 gp, Insignia of Cleric of Iuz. 
   
  APL 4: Loot 287 gp, Insignia of Cleric of Iuz. 
   
  APL 6: Loot 525 gp, Insignia of Cleric of Iuz. 
   
  APL 8: Loot 575 gp, Insignia of Cleric of Iuz. 
   
  APL 10: Loot 625 gp, Insignia of Cleric of 
  Iuz. 
   
  APL 12: Loot 700 gp, Insignia of Cleric of 
  Iuz. 
   
  APL 14: Loot 700 gp, Insignia of Cleric of 
  Iuz. 
   
  APL 16: Loot 700 gp, Insignia of Cleric of 
  Iuz. 
   
  Development: If there is time, and if the Triad 
  feels it is appropriate, have the lower level parties 
  hurry back to the top area. If they want to try to 
  impact Encounter six, they may be allowed to try 
  (Triad discretion). 
   
  6: MEANWHILE, BACK UP 
  TOP 
  After a few minutes, Cranzer sends a strong force 
  to seize the central chamber and hold it. If PCs are 
  occupying the central chamber they must combat 
  Cranzer’s force. See DM Map2 for a lay out of the 
  central chamber. Cranzer sends an initial force via 
  a permanent teleportation circle which enters the 
  chamber at the location designated as Wave 1. 
  Cranzer has divinations in effect (arcane eye, 
  arcane sight, and other divinations) which will 
  allow him to warn his trolls of magical effects 
  which PCs may have placed in preparation. This 
  does not necessarily negate the benefit of these 
  preparations, but it does forewarn the trolls. 
   
  Initial force:  
  APL 14 (EL15) 
   
  War-troll (3): hp 162 each; Appendix 1 
   
  APL 16 (EL17) 
   
  War-troll of legend (3): hp 246 each; 
  Appendix 1 
   
  If the PCs overcome the initial force, a 
  reinforcement group arrives via the permanent 
  teleportation circle about 1 minute later at the 
  location marked as Wave 2. They will benefit from 
  the same forewarning as the initial wave. 
   
  Reinforcement group: 
  APL 14 (EL 16): 
   
  War-troll (2): hp 162 each; Appendix 1 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 11 
  
   
  War-troll of legend: hp 246; Appendix 1 
   
  APL 16 (EL18) 
   
  War-troll of legend (4): hp 246 each; 
  Appendix 1 
   
  If the PCs still hold the central chamber, after 
  about another five minutes, a final force arrives. 
  Cranzer uses a scroll of teleportation circle and his 
  divinations to place this final way into a position 
  that is the most strategic position (probably 
  intermingled with the PCs). They arrive in three 
  successive rounds. 
   
  Final group: 
  APL 14 (EL17) 
   
  War-troll of legend (3): hp 246, 246, 246; 
  Appendix 1 
   
  APL 16 (EL19) 
   
  Advanced War-troll of legend barbarian 
  1/warrior 2 (3): hp 324, 324, 324; Appendix 1 
   
  Note: If PCs use tactics such as walls of force to 
  cut the trolls off from the PCs, then they are likely 
  spelling doom for returning lower level PCs. Also, 
  Cranzer might use greater dispel magic to get rid 
  of any such annoyances (the Triad is aware of 
  how he can do this). 
   
  Development: If the trolls force the PCs from the 
  central chamber, the trolls will maintain control of 
  the chamber rather than pursue the PCs. 
  However, if it becomes apparent that the PCs 
  intend to continue the fight, the trolls will leave the 
  chamber long enough to deal with the PCs. If the 
  trolls control the central chamber, returning PC 
  scout parties will have to deal with occupying 
  trolls. This could be quite disastrous if the high 
  level PCs abandon the fray completely. The high 
  level PCs should be urged to maintain some sort 
  of presence in the central chamber even if it is just 
  enough to provide a distraction so that returning, 
  lower level scout parties can make an escape. 
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  ALL APLs: Loot 2,333 gp. 
   
  7: INTO CRANZER’S 
  SANCTUM (OPTIONAL) 
  If the party which is exploring the actual sanctum 
  entrance is successful in recognizing the quartz 
  formation and returning safely to the central 
  chamber, some PCs have the option of infiltrating 
  into the actual sanctum to face Cranzer himself, 
  while 
  the 
  rest 
  of 
  the 
  force 
  retreats 
  and 
  (presumably) offers up a distraction to cover for 
  the infiltrators.  
   
  Triad written. 
   
   
  CONCLUSION 
  Triad written. 
   
   
   
  CAMPAIGN 
  CONSEQUENCES 
  Triad written. 
   
  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. 
   
  4: The Descent 
  Encountered the falling block trap. 
  APL 2  
  45 XP 
  APL 4  
  75 XP 
  APL 6  
  105 XP 
  APL 8  
  135 XP 
  APL 10  
  165 XP 
  APL 12  
  195 XP 
  APL 14  
  225 XP 
  APL 16  
  255 XP 
   
  5: The Bottom Chamber 
  Encountered the fusillade of arrows traps. 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  240 XP 
  APL 16  
  270 XP 
   
  5: The Bottom Chamber 
  Able to deal with the trolls well enough to discern if 
  the chamber contained the quartz pattern. 
  APL 2  
  75 XP 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 12 
  
  APL 4  
  105 XP 
   
  APL 10: 1,150 gp 
  APL 6  
  135 XP 
   
  APL 12: 1,650 gp 
  APL 8  
  165 XP 
   
  APL 14: 3,300 gp 
  APL 10  
  195 XP 
   
  APL 16: 4,950 gp 
  APL 12  
  225 XP 
   
   
  APL 14  
  255 XP 
  ADVENTURE RECORD 
  ITEMS 
  APL 16  
  285 XP 
   
  6: Meanwhile, Back up Top 
  Favors from the Johrase: To be determined… 
  Able to deal with the trolls well enough to provide 
  safe return to scout parties. 
   
  Insignia of Cleric of Iuz: By displaying the 
  insignia of the cleric of Iuz, you gain a +4 
  Circumstance modifier to social skills when 
  dealing with members of the Church of Iuz. 
  All APLs  
  810 XP 
   
  Story Award 
  PCs braved the mines: 
   
  APL 2  
  45 XP 
   
  APL 4  
  67 XP 
  ITEM ACCESS 
  APL 6  
  90 XP 
   
  APL 8  
  112 XP 
  APL6 (all of APLs 2-4 plus the following): 
  APL 10  
  135 XP 
  • 
  Large 
  size 
  masterwork 
  greatsword 
  (Adventure; PHB) 
  APL 12  
  157 XP 
  APL 14  
  180 XP 
  • 
  Large size masterwork composite longbow 
  (+5 Str bonus) (Adventure, PHB) 
  APL 16  
  202 XP 
   
   
  Total Possible Experience 
  APL8 (all of APLs 2-6 plus the following): 
  APL 2  
  225 XP 
  • 
  Large size masterwork composite longbow 
  (+7 Str bonus) (Adventure, PHB) 
  APL 4  
  337 XP 
  APL 6  
  450 XP 
   
  APL 8  
  562 XP 
  APL10 (all of APLs 2-8 plus the following): 
  APL 10  
  675 XP 
  • 
  Large size masterwork composite longbow 
  (+9 Str bonus) (Adventure, PHB) 
  APL 12  
  787 XP 
  APL 14  
  900 XP 
   
  APL 16  
  1012 XP 
   
   
  APL12 (all of APLs 2-10 plus the following): 
  TREASURE SUMMARY 
  • 
  Large size masterwork composite longbow 
  (+10 Str bonus) (Adventure, PHB) 
  5: The Bottom Chamber 
   
   
  Insignia of a Cleric of Iuz plus 
   
  APL 2: Loot 238 gp. 
   
  APL 4: Loot 287 gp. 
   
  APL 6: Loot 525 gp. 
   
  APL 8: Loot 575 gp. 
   
  APL 10: Loot 625 gp. 
   
  APL 12: Loot 700 gp. 
   
  APL 14: Loot 700 gp. 
   
  APL 16: Loot 700 gp. 
   
  6: Meanwhile, Back up Top 
   
  ALL APLs: Loot 2,333 gp. 
   
  Treasure Cap 
   
  APL 2: 225 gp 
   
   
  APL 4: 325 gp 
   
  APL 6: 450 gp 
   
  APL 8: 675 gp 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 13 
  
  APPENDIX 1: APL 2
  5: THE BOTTOM CHAMBERS 
   
   
  T R O L L,  W AR  (W H E L P)  CR  2 
  LE medium monstrous humanoid 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +4, Spot +5 
  Languages Giant  
  AC 17, touch 11, flat-footed 16 
   
  (+1 Dex, +4 armor, +2 natural) 
  hp 13 (2 HD); regeneration 2 
  SR 10 
  Fort +2, Ref +4, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork greatsword +4 melee (2d6+1/19-
  20) and bite -2 (1d4); or 2 claws +3 melee (1d6+1) 
  and bite -2 (1d4) or 
  Ranged masterwork composite longbow (+1 Str 
  bonus) +4 (1d8+1/x3) 
  Base Atk +2; Grp +3 
  Special Actions dazing blow 
  Abilities Str 13, Dex 12, Con 15, Int 8, Wis 11, Cha 
  10  
  Feats Alertness 
  Skills Listen +4, Spot +5 
  Possessions chain shirt, masterwork greatsword, 
  masterwork composite longbow (+1 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC13 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll whelps. If a 
  war troll loses a limb or body part, the lost portion 
  regrows in 2d4 minutes. The creature can attach 
  the severed member instantly by holding it to the 
  stump. 
    
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 14 
  
  APL 4 
  5: THE BOTTOM CHAMBERS 
   
   
  T R O L L,  W AR  (C UB)  CR  4 
  LE medium monstrous humanoid 
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Listen +5, Spot +6 
  Languages Giant  
  AC 20, touch 12, flat-footed 18 
   
  (+2 Dex, +4 armor, +4 natural) 
  hp 30 (4 HD); regeneration 3, DR 1/adamantine 
  SR 12 
  Fort +4, Ref +5, Will +4 
  Speed 35 ft. in chain shirt (7 squares), base 
  movement 35 ft. 
  Melee Masterwork greatsword +9 melee (2d6+4/19-
  20) and bite +2 (1d4+1); or 2 claws +7 melee 
  (1d6+3) and bite +2 (1d4+1) or 
  Ranged masterwork composite longbow (+3 Str 
  bonus) +7 (1d8+3/x3) 
  Base Atk +4; Grp +7 
  Special Actions dazing blow 
  Abilities Str 17, Dex 14, Con 17, Int 8, Wis 11, Cha 
  10  
  Feats Alertness, Weapon Focus (Greatsword) 
  Skills Listen +5, Spot +6 
  Possessions chain shirt, masterwork greatsword, 
  masterwork composite longbow (+3 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC15 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll cubs. If a war 
  troll loses a limb or body part, the lost portion 
  regrows in 2d4 minutes. The creature can attach 
  the severed member instantly by holding it to the 
  stump. 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 15 
  
  APL 6 
  5: THE BOTTOM CHAMBERS 
   
   
  T R O L L,  W AR  (AD O L E S C E N T)  CR  6 
  LE large monstrous humanoid 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +6, Spot +7 
  Languages Giant  
  AC 20, touch 10, flat-footed 19 
   
  (-1 size, +1 Dex, +4 armor, +6 natural) 
  hp 57 (6 HD); regeneration 5, DR 2/adamantine 
  SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 35 ft. in chain shirt (7 squares), base 
  movement 35 ft. 
  Melee 
  Masterwork 
  greatsword 
  +12/+7 
  melee 
  (3d6+7/19-20) and bite +8 (1d6+2); or 2 claws +10 
  melee (1d8+5) and bite +8 (1d6+2) or 
  Ranged masterwork large composite longbow (+5 Str 
  bonus) +7 (2d6+5/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +15 
  Special Actions dazing blow 
  Abilities Str 21, Dex 12, Con 21, Int 8, Wis 11, Cha 
  10  
  Feats 
  Alertness, 
  Multiattack, 
  Weapon 
  Focus 
  (Greatsword) 
  Skills Listen +6, Spot +7 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+5 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC18 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll adolescents. 
  If a war troll loses a limb or body part, the lost 
  portion regrows in 2d4 minutes. The creature can 
  attach the severed member instantly by holding it 
  to the stump. 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 16 
  
  APL 8 
  5: THE BOTTOM CHAMBERS 
   
   
  T R O L L,  W AR  (J U V E N I L E)  CR  8 
  LE large monstrous humanoid 
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Listen +8, Spot +9 
  Languages Giant  
  AC 23, touch 11, flat-footed 21 
   
  (-1 size, +2 Dex, +4 armor, +8 natural) 
  hp 84 (8 HD); regeneration 6, DR 3/adamantine 
  SR 16 
  Fort +8, Ref +8, Will +7 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  greatsword 
  +16/+11 
  melee 
  (3d6+10/19-20) and bite +12 (1d6+3); or 2 claws 
  +14 melee (1d8+7) and bite +12 (1d6+3) or 
  Ranged masterwork large composite longbow (+7 Str 
  bonus) +10 (2d6+7/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Special Actions dazing blow 
  Abilities Str 25, Dex 14, Con 23, Int 8, Wis 13, Cha 
  10  
  Feats 
  Alertness, 
  Multiattack, 
  Weapon 
  Focus 
  (Greatsword) 
  Skills Listen +8, Spot +9 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+7 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC20 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll juveniles. If a 
  war troll loses a limb or body part, the lost portion 
  regrows in 2d4 minutes. The creature can attach 
  the severed member instantly by holding it to the 
  stump. 
   
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 17 
  
  APL 10 
  5: THE BOTTOM CHAMBERS 
   
   
  T R O L L,  W AR  (Y O U T H)  CR  10 
  LE large monstrous humanoid 
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Listen +9, Spot +10 
  Languages Giant  
  AC 25, touch 11, flat-footed 23 
   
  (-1 size, +2 Dex, +4 armor, +10 natural) 
  hp 125 (10 HD); regeneration 8, DR 4/adamantine 
  SR 18 
  Fort +11, Ref +9, Will +8 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee 
  masterwork 
  greatsword 
  +21/+16 
  melee 
  (3d6+13/19-20) and bite +17 (1d6+4); or 2 claws 
  +19 melee (1d8+9) and bite +17 (1d6+4) or 
  Ranged masterwork large composite longbow (+9 Str 
  bonus) +12 (2d6+9/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +23 
  Special Actions dazing blow 
  Abilities Str 29, Dex 14, Con 27, Int 8, Wis 13, Cha 
  10  
  Feats 
  Alertness, 
  Multiattack, 
  Weapon 
  Focus 
  (Greatsword) 
  Skills Listen +9, Spot +10 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+9 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC23 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll youths. If a 
  war troll loses a limb or body part, the lost portion 
  regrows in 2d4 minutes. The creature can attach 
  the severed member instantly by holding it to the 
  stump.
   
   
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 18 
  
  APL 12 
  5: THE BOTTOM CHAMBERS 
   
   
  T R O L L,  W AR  CR  12 
  LE large monstrous humanoid 
  Init +7; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +11, Spot +12 
  Languages Giant  
  AC 31, touch 12, flat-footed 28 
   
  (-1 size, +3 Dex, +5 armor, +14 natural) 
  hp 162 (12 HD); regeneration 9, DR 5/adamantine 
  SR 20 
  Fort +13, Ref +11, Will +12 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee masterwork greatsword +23/+18/+13 melee 
  (3d6+15/19-20) and bite +19 (1d6+5); or 2 claws 
  +21 melee (1d8+10) and bite +19 (1d6+5) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +12 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Special Actions dazing blow 
  Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 
  10  
  Feats Alertness, Iron Will, Multiattack, Weapon Focus 
  (Greatsword) 
  Skills Listen +11, Spot +12 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC25 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war trolls. If a war troll 
  loses a limb or body part, the lost portion regrows 
  in 2d4 minutes. The creature can attach the 
  severed member instantly by holding it to the 
  stump. 
   
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 19 
  
   
  APL 14 
  5: THE BOTTOM CHAMBERS 
   
   
  W AR T R O L L  O F  L E G E N D  CR  14 
  LE large outsider 
  Init +14; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +17, Spot +18 
  Languages Giant  
  AC 43, touch 17, flat-footed 37 
   
  (-1 size, +6 Dex, +7 armor, +19 natural, +2 
  deflection) 
  hp 246 + 4 temp (12 HD); regeneration 9, DR 
  5/adamantine 
  Immune acid, mind-affecting effects 
  SR 20 
  Fort +23, Ref +17, Will +16 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  greatsword 
  +34/+29/+24/+34 
  melee (3d6+29/19-20) and bite +30 (1d8+9); or 2 
  claws +32 melee (1d8+17) and haste claw +32 
  melee (1d8+18) and bite +30 (1d8+9) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +16 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +34 
  Special Actions dazing blow 
  Cleric Spells Prepared (CL 5th): 
   3rd— �invisibility purge, �magic vestment 
   2nd—�bear’s 
  endurance, 
  �bull’s 
  strength, 
  �death knell 
   1st—�bless, �divine favor, �magic weapon, 
  �shield of faith 
   0— cure minor wounds (3), detect magic (2) 
  �Already cast 
  Abilities Str 47, Dex 22, Con 43, Int 10, Wis 17, Cha 
  14  
  SQ haste 
  Feats Alertness, Improved InitiativeB, Iron Will, 
  Multiattack, Weapon Focus (Greatsword) 
  Skills Listen +17, Spot +18 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC32 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Haste (Su): Supernaturally quick. Can take an extra 
  partial action each round as if affected by a haste 
  spell. 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll of legend 
  (except they are immune to acid). If a war troll 
  loses a limb or body part, the lost portion regrows 
  in 2d4 minutes. The creature can attach the 
  severed member instantly by holding it to the 
  stump. 
  6: MEANWHILE, BACK UP TOP 
  T R O L L,  W AR  CR  12 
  LE large monstrous humanoid 
  Init +7; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +11, Spot +12 
  Languages Giant  
  AC 31, touch 12, flat-footed 28 
   
  (-1 size, +3 Dex, +5 armor, +14 natural) 
  hp 162 (12 HD); regeneration 9, DR 5/adamantine 
  SR 20 
  Fort +13, Ref +11, Will +12 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee masterwork greatsword +23/+18/+13 melee 
  (3d6+15/19-20) and bite +19 (1d6+5); or 2 claws 
  +21 melee (1d8+10) and bite +19 (1d6+5) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +12 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Special Actions dazing blow 
  Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 
  10  
  Feats Alertness, Iron Will, Multiattack, Weapon Focus 
  (Greatsword) 
  Skills Listen +11, Spot +12 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC25 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war trolls. If a war troll 
  loses a limb or body part, the lost portion regrows 
  in 2d4 minutes. The creature can attach the 
  severed member instantly by holding it to the 
  stump. 
   
  W AR  T R O L L  O F  L E G E N D  CR  14 
  LE large outsider 
  Init +14; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +17, Spot +18 
  Languages Giant  
  AC 43, touch 17, flat-footed 37 
   
  (-1 size, +6 Dex, +7 armor, +19 natural, +2 
  deflection) 
  hp 246 + 4 temp (12 HD); regeneration 9, DR 
  5/adamantine 
  Immune acid, mind-affecting effects 
  SR 20 
  Fort +23, Ref +17, Will +16 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 20 
  
  Melee 
  Masterwork 
  greatsword 
  +34/+29/+24/+34 
  melee (3d6+29/19-20) and bite +30 (1d8+9); or 2 
  claws +32 melee (1d8+17) and haste claw +32 
  melee (1d8+18) and bite +30 (1d8+9) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +16 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +34 
  Special Actions dazing blow 
  Cleric Spells Prepared (CL 5th): 
   3rd— �invisibility purge, �magic vestment 
   2nd—�bear’s 
  endurance, 
  �bull’s 
  strength, 
  �death knell 
   1st—�bless, �divine favor, �magic weapon, 
  �shield of faith 
   0— cure minor wounds (3), detect magic (2) 
  �Already cast 
  Abilities Str 47, Dex 22, Con 43, Int 10, Wis 17, Cha 
  14  
  SQ haste 
  Feats Alertness, Improved InitiativeB, Iron Will, 
  Multiattack, Weapon Focus (Greatsword) 
  Skills Listen +17, Spot +18 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC32 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Haste (Su): Supernaturally quick. Can take an extra 
  partial action each round as if affected by a haste 
  spell. 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll of legend 
  (except they are immune to acid). If a war troll 
  loses a limb or body part, the lost portion regrows 
  in 2d4 minutes. The creature can attach the 
  severed member instantly by holding it to the 
  stump. 
   
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 21 
  
  APL 16 
  5: THE BOTTOM CHAMBERS 
   
   
  AD V AN C E D  W AR  T R O L L  O F  L E G E N D  CR  16 
  Male war troll barbarian 1/warrior 2 
  LE large outsider 
  Init +14; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +19, Spot +29 
  Languages Giant  
  AC 43, touch 17, flat-footed 37 
   
  (-1 size, +6 Dex, +7 armor, +19 natural, +2 
  deflection) 
  hp 324 + 4 temp (15 HD); regeneration 9, DR 
  5/adamantine 
  Immune acid, mind-affecting effects 
  SR 20 
  Fort +28, Ref +17, Will +16 
  Speed 40 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  greatsword 
  +37/+32/+27/+37 
  melee (3d6+29/19-20) and bite +33 (1d8+9); or 2 
  claws +35 melee (1d8+17) and haste claw +35 
  melee (1d8+18) and bite +33 (1d8+9) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +19 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +37 
  Special Actions dazing blow, rage (1/day) 
  Cleric Spells Prepared (CL 5th): 
   3rd— �invisibility purge, �magic vestment 
   2nd—�bear’s 
  endurance, 
  �bull’s 
  strength, 
  �death knell 
   1st—�bless, �divine favor, �magic weapon, 
  �shield of faith 
   0— cure minor wounds (3), detect magic (2) 
  �Already cast 
  Abilities Str 47, Dex 22, Con 43, Int 10, Wis 17, Cha 
  14  
  SQ fast movement, haste 
  Feats Alertness, Improved InitiativeB, Improved 
  ToughnessN Iron Will, Multiattack, Weapon Focus 
  (Greatsword) 
  Skills Listen +19, Spot +20 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC32 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Haste (Su): Supernaturally quick. Can take an extra 
  partial action each round as if affected by a haste 
  spell. 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to an advanced war troll 
  of legend (except they are immune to acid). If a war 
  troll loses a limb or body part, the lost portion 
  regrows in 2d4 minutes. The creature can attach 
  the severed member instantly by holding it to the 
  stump. 
   
  6: MEANWHILE, BACK UP TOP 
  T R O L L,  W AR  CR  12 
  LE large monstrous humanoid 
  Init +7; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +11, Spot +12 
  Languages Giant  
  AC 31, touch 12, flat-footed 28 
   
  (-1 size, +3 Dex, +5 armor, +14 natural) 
  hp 162 (12 HD); regeneration 9, DR 5/adamantine 
  SR 20 
  Fort +13, Ref +11, Will +12 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee masterwork greatsword +23/+18/+13 melee 
  (3d6+15/19-20) and bite +19 (1d6+5); or 2 claws 
  +21 melee (1d8+10) and bite +19 (1d6+5) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +12 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Special Actions dazing blow 
  Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 
  10  
  Feats Alertness, Iron Will, Multiattack, Weapon Focus 
  (Greatsword) 
  Skills Listen +11, Spot +12 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC25 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war trolls. If a war troll 
  loses a limb or body part, the lost portion regrows 
  in 2d4 minutes. The creature can attach the 
  severed member instantly by holding it to the 
  stump. 
   
  W AR  T R O L L  O F  L E G E N D  CR  14 
  LE large outsider 
  Init +14; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +17, Spot +18 
  Languages Giant  
  AC 43, touch 17, flat-footed 37 
   
  (-1 size, +6 Dex, +7 armor, +19 natural, +2 
  deflection) 
  hp 246 + 4 temp (12 HD); regeneration 9, DR 
  5/adamantine 
  Immune acid, mind-affecting effects 
  SR 20 
  Fort +23, Ref +17, Will +16 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 22 
  
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  greatsword 
  +34/+29/+24/+34 
  melee (3d6+29/19-20) and bite +30 (1d8+9); or 2 
  claws +32 melee (1d8+17) and haste claw +32 
  melee (1d8+18) and bite +30 (1d8+9) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +16 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +34 
  Special Actions dazing blow 
  Cleric Spells Prepared (CL 5th): 
   3rd— �invisibility purge, �magic vestment 
   2nd—�bear’s 
  endurance, 
  �bull’s 
  strength, 
  �death knell 
   1st—�bless, �divine favor, �magic weapon, 
  �shield of faith 
   0— cure minor wounds (3), detect magic (2) 
  �Already cast 
  Abilities Str 47, Dex 22, Con 43, Int 10, Wis 17, Cha 
  14  
  SQ haste 
  Feats Alertness, Improved InitiativeB, Iron Will, 
  Multiattack, Weapon Focus (Greatsword) 
  Skills Listen +17, Spot +18 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC32 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Haste (Su): Supernaturally quick. Can take an extra 
  partial action each round as if affected by a haste 
  spell. 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to war troll of legend 
  (except they are immune to acid). If a war troll 
  loses a limb or body part, the lost portion regrows 
  in 2d4 minutes. The creature can attach the 
  severed member instantly by holding it to the 
  stump. 
   
  AD V AN C E D  W AR  T R O L L  O F  L E G E N D  CR  16 
  Male war troll barbarian 1/warrior 2 
  LE large outsider 
  Init +14; Senses darkvision 90 ft., low-light vision, 
  scent; Listen +19, Spot +29 
  Languages Giant  
  AC 43, touch 17, flat-footed 37 
   
  (-1 size, +6 Dex, +7 armor, +19 natural, +2 
  deflection) 
  hp 324 + 4 temp (15 HD); regeneration 9, DR 
  5/adamantine 
  Immune acid, mind-affecting effects 
  SR 20 
  Fort +28, Ref +17, Will +16 
  Speed 40 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  greatsword 
  +37/+32/+27/+37 
  melee (3d6+29/19-20) and bite +33 (1d8+9); or 2 
  claws +35 melee (1d8+17) and haste claw +35 
  melee (1d8+18) and bite +33 (1d8+9) or 
  Ranged masterwork large composite longbow (+10 
  Str bonus) +19 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +37 
  Special Actions dazing blow, rage (1/day) 
  Cleric Spells Prepared (CL 5th): 
   3rd— �invisibility purge, �magic vestment 
   2nd—�bear’s 
  endurance, 
  �bull’s 
  strength, 
  �death knell 
   1st—�bless, �divine favor, �magic weapon, 
  �shield of faith 
   0— cure minor wounds (3), detect magic (2) 
  �Already cast 
  Abilities Str 47, Dex 22, Con 43, Int 10, Wis 17, Cha 
  14  
  SQ fast movement, haste 
  Feats Alertness, Improved InitiativeB, Improved 
  ToughnessN Iron Will, Multiattack, Weapon Focus 
  (Greatsword) 
  Skills Listen +19, Spot +20 
  Possessions chain shirt, masterwork greatsword, 
  masterwork large composite longbow (+10 Str) 
  Dazing Blow (Ex): The force of even a war troll 
  whelp’s blow can be overwhelming. If a war troll 
  whelp hits with a weapon or claw attack, the 
  opponent must make a DC32 Fortitude save or be 
  dazed for 1 round. The DC is Constitution based 
  (10 + ½ HD + Con modifier). 
  Haste (Su): Supernaturally quick. Can take an extra 
  partial action each round as if affected by a haste 
  spell. 
  Regeneration (Ex): Unlike their cousins, acid (not 
  fire) deals normal damage to an advanced war troll 
  of legend (except they are immune to acid). If a war 
  troll loses a limb or body part, the lost portion 
  regrows in 2d4 minutes. The creature can attach 
  the severed member instantly by holding it to the 
  stump. 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 23 
  
  APPENDIX 2: NEW RULES ITEMS 
  MONSTER OF LEGEND [FROM 
  MONSTER MANUAL II P. 213 ] 
  A monster of legend is a creature chosen by a 
  god to perform an appointed task. The creature 
  is imbued with divine abilities and great strength 
  to better accomplish its goal. A monster of 
  legend is a unique creature and considered to 
  be an archetype for creatures of the same kind. 
  These divinely enhanced creatures are often set 
  to guard artifacts or planar portals. Monsters of 
  legend are highly dangerous creatures. They 
  are stronger, tougher, and fiercer than their 
  normally encountered kin. Most have potent 
  attack forms and special qualities that mark 
  them as having been touched by divine forces. 
  Monsters of legend are rarely encountered by 
  chance. They leave their lairs only when on 
  divine missions or when exacting revenge on 
  those who threaten their divine missions. 
   
  CREATING A MONSTER OF LEGEND 
  “Monster of legend” is a template that can be 
  added to any animal, beast, magical beast, or 
  monstrous humanoid (hereafter referred to as 
  the base creature). The creature’s type changes 
  to outsider, though the monster of legend’s 
  home plane is the Material Plane. It has all the 
  base creature’s attributes except as noted here. 
   
  Hit Dice: All the base creature’s Hit Dice 
  increase to d8s (if smaller than d8, otherwise 
  same as base creature). 
   
  Speed: Same as base creature. 
   
  AC: Base creature’s natural armor bonus 
  improves by +5. 
   
  Attacks: Same as base creature. 
   
  Damage: Same as base creature or as 
  indicated on the table below, whichever is 
  greater. 
   
  Size Slam Bite Claw Gore 
  Fine 1 1 — — 
  Diminutive 1d2 1d2 1 — 
  Tiny 1d3 1d3 1d2 1 
  Small 1d4 1d4 1d3 1d2 
  Medium-size 1d6 1d6 1d4 1d3 
  Large 1d8 1d8 1d6 1d4 
  Huge 2d6 2d6 2d4 1d6 
  Gargantuan 2d8 2d8 2d6 1d8 
  Colossal 4d6 4d6 2d8 2d6 
   
   
  Special Attacks: A monster of legend retains 
  the base creature’s extraordinary, supernatural, 
  and spell-like abilities. In addition, it gains one of 
  the following special attacks. 
   
  Breath Weapon (Su): Every 1d4 rounds, the 
  monster of legend can use a breath weapon 
  (15-foot cone, 3d6 damage). Choose one of the 
  following energy types: acid, fire, lightning, or 
  cold. A target can make a Reflex save (DC 10 + 
  1/2 monster of legend’s Hit Dice + monster of 
  legend’s Constitution modifier) for half damage. 
  Frightful Presence (Ex): When a monster of 
  legend makes a loud sound (a roar, growl, or 
  other sound appropriate to its form), it inspires 
  terror in all creatures within 20 feet that have 
  fewer Hit Dice or levels than it has. Each 
  potentially affected opponent must succeed at a 
  Will save (DC 10 + 1/2 monster of legend’s Hit 
  Dice + monster of legend’s Charisma modifier) 
  or become shaken—a condition that lasts until 
  the opponent is out of range. A successful save 
  leaves that opponent immune to that monster of 
  legend’s frightful presence for 24 hours. 
   
  Poison (Ex): A monster of legend delivers its 
  poison with each successful bite attack. A target 
  that succeeds at a Fortitude save (DC 10 + 1/2 
  the monster of legend’s Hit Dice + the monster 
  of legend’s Constitution modifier) does not take 
  poison damage from that particular attack. The 
  initial and secondary 
  damage is the same: 1d6 points of Strength 
  damage. 
   
  Raging Blood (Su): Choose whether the 
  monster of legend has acid, fire, or electricity in 
  its blood. Each time damage is dealt to the 
  creature with a piercing or slashing attack, its 
  blood sprays outward in a 5-foot cone, dealing 
  1d4 points of damage of the selected energy 
  type to all within range (no saving throw). A 
  monster of legend is not harmed by its own 
  blood. 
   
  Spells: The monster of legend casts divine 
  spells from the cleric list and from the Protection, 
  Strength, and War domains as a 5th-level cleric 
  (save DC 10 + spell level + the monster of 
  legend’s Wisdom modifier). It does not gain 
  extra domain spell slots for these domains as a 
  cleric would. 
   
  Special Qualities: A monster of legend 
  retains 
  the 
  base 
  creature’s 
  extraordinary, 
  supernatural, and spell-like abilities. In addition, 
  it gains two of the following special qualities. 
   
  Damage Reduction (Su): 10/+1. 
   
  Enhanced Attributes (Ex): The save DC for 
  each of the monster of legend’s special attacks, 
  spells, and spell-like abilities increases by +4. 
   
  Fast Healing (Ex): A monster of legend 
  regains lost hit points at the rate of 5 per round. 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 24 
  
  Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not 
  allow the monster of legend to regrow or 
  reattach lost body parts. 
   
  Greater Damage (Ex): Damage dice for the 
  creature’s natural attacks are increased by one 
  die type, as indicated on the table below. 
  Old Damage New Damage 
  — 1 
  1 1d2 
  1d2 1d3 
  1d3 1d4 
  1d4 1d6 
  1d6 1d8 
  1d8 2d6 
   
   
  Haste (Su): The creature is supernaturally 
  quick. It can take an extra partial action each 
  round, as if affected by a haste spell. 
   
  Immunities (Ex): The creature is immune to 
  two of the following effects: acid, electricity, fear, 
  poison, polymorphing, or mind-affecting effects. 
   
  Reflective Hide (Su): The creature has a 
  silvery sheen to its skin and is permanently 
  protected by a spell turning effect. 
   
  Regrow Limbs (Ex): If the creature loses a 
  limb, head, or body part, a new one grows in 1 
  round. A monster of legend with this ability 
  cannot 
  be 
  slain 
  by 
  a 
  vorpal 
  weapon’s 
  headsevering ability. 
   
  See in Darkness (Su): The creature can see 
  perfectly in darkness of any kind, even that 
  created by deeper darkness spells. 
   
  Spell Resistance (Su): The creature has 
  spell resistance equal to 10 + 1/2 monster of 
  legend’s Hit Dice. 
   
  Subtype (Ex): The creature has one of the 
  following subtypes: cold or fire. 
   
  Saves: Each of the base creature’s base 
  saves increases by +3. 
   
  Abilities: Increase from the base creature as 
  follows: Str +10, Dex +6, Con +10, Int +2, Wis 
  +2, Cha +4. 
   
  Skills: A monster of legend has skill points 
  as the base creature, adjusted for its increased 
  Intelligence score. Its class skills are as the 
  base creature. 
   
  Feats: A monster of legend gains Improved 
  Initiative and Multiattack as bonus feats. 
   
  Climate/Terrain: Same as base creature. 
   
  Organization: Same as base creature. 
   
  Challenge Rating: Same as base creature 
  +2. 
   
  Treasure: Same as base creature. 
   
  Alignment: Same as base creature. 
   
  Advancement: Same as base creature. 
   
  Monster of Legend 3.5 update notes (but no 
  changes made) 
  Monster of Legend: Outsider; 10 ft./10 ft.; 10/magic; 
  Intimidate +3, Listen +8, Search +3, Spot +8; Great 
  Fortitude, Improved InitiativeB, MultiattackB, Power Attack, 
  Track; LA Base creature +7; Change to cold and fire 
  subtypes, haste spell. Type changes to outsider (native); 
  monsters of legend can be raised, reincarnated, or 
  resurrected normally. 
   
  SCULPT SPELL [METAMAGIC] 
  You can alter the area of your spells. 
  Prerequisite: Any metamagic feat. 
  Benefit: You can modify an area spell by 
  changing the area’s shape to either a cylinder 
  (10-foot radius, 30 feet high), a 40-foot cone, 
  four 10-foot cubes, a ball (20-foot-radius 
  spread), or a 120-foot line. The sculpted spell 
  works normally in all respects except for its 
  shape. For example, a lightning bolt whose area 
  is changed to a ball deals the same amount of 
  damage, but affects a 20-foot-radius spread. 
  A sculpted spell uses a spell slot one level 
  higher than the spell’s actual level. 
  Source: Complete Arcane p. 83 
   
  IMPROVED TOUGHNESS [GENERAL] 
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2. 
  Benefits: You gain a number of hit points equal 
  to your current Hit Dice. Each time you gain 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 bonus feats. 
  Source: Complete Warrior p. 101 
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 25 
  
  PLAYER HANDOUT 1 (TB’S DIAGRAM) 
   
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 26 
  
  DM MAPS 
   
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 27 
  
   
   
  BDKi7-01 Through the Silver Mines 
  [Round 1] 
  Page 28 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/597/Interactives/BDKI7-01 - Through the Silver Mines (APL 2-16)/BDKI7-01 - Through the Silver Mines.pdf