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. 
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  purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
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  VER7-05 
   
   
   
   
   
  The Lion and the Dragon 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
  Version 1 
  by Brian Troyan and Gregg Homerding 
   
  Playtesters: Shaun Burton, Kirk Hess, James Holzhauer, Kerrie Peacock, Harold Ravlin, Matthew Tjarks 
   
  “If the Lion and the Dragon fight, they will both die.” –Tadashi Adachi.  
  From Loren’s Ford, a combined army of House Avgustin, Stefania, and Chondell soldiers marches toward Validia in a 
  united show of force against the Lord of the Iron Wood. Field Marshall Yronl has not given up on a diplomatic solution, 
  but as the army grows closer, new developments make armed conflict seem unavoidable. Could this be the beginning of 
  civil war in the Viscounty? A challenging Verbobonc regional adventure for APLs 2-8 (PC levels 1-11). PCs should have 
  played VER7-03: Mourning Glory and earlier Verbobonc adventures prior to playing this adventure. 
  Metaorganizational Focus: Mounted Borderers, Protectors of the Iron Wood, Verbobonc Noble Houses (Avgustin, 
  Chondell, Langmuir, Stefania) and Verbobonc Town Project (Validia) 
  
  VER7-05 The Lion and the Dragon 
   
  Page 2 
  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 DM (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 PC. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK PC 
  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 books: Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs LIVING GREYHAWK 
  games, this adventure’s challenges are proportionate to 
  the modified average PC level of the PCs participating in 
  the adventure. To determine this modified Average Party 
  Level (APL) follow the steps below: 
  1. 
  Determine the PC 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 PC 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 PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  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 PC is 
  three PC levels or more either higher or lower than the 
  
  APL at which this adventure is being played, that PC 
  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 PCs 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 1
  st-level PCs 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 PCs to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  PCs native to Verbobonc pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
  ADVENTURE BACKGROUND 
  The Viscounty of Verbobonc is in turmoil. The trial of a 
  priest of Trithereon for sedition against the nobility led 
  to the unlikely revelation that Viscount Langard may not 
  be the legitimate ruler of Verbobonc. Taken into custody 
  by the Knights of Veluna, Langard was escorted back to 
  Veluna for questioning by Canon Truft, however word 
  soon reached all ears that the escort was found 
  slaughtered in the Iron Wood and the Viscount was 
  missing. During the trial, Bishop Haufren invoked the 
  power of a mighty relic of Saint Cuthbert, the Revash 
  Splinter, to validate Langard’s legitimacy. However, a 
  backlash of power from the relic plunged the Bishop into 
  a deep coma, from which no magical aid – divine or 
  arcane – has been able to succor him. The loss of both the 
  temporal and spiritual foundations of the land has shaken 
  the faith of the common-folk of Verbobonc to its core, 
  and in desperation they look to the remaining bastions of 
  order – the feuding nobles and the ailing Mounted 
  Borderers – for reassurance.  
  Unfortunately, the Mounted Borderers are stretched to 
  the limit, having not yet fully recovered from the losses 
  incurred during the Kron Hills Massacre in 595. 
  Additionally, the assaults from both the orcs of 
  Blackthorn and the Elven Clans of the Gnarley Forest 
  have caused the Borderers to focus what manpower they 
  retain to secure the Viscounty’s portion of the Gnarley 
  Forest. This has left vast stretches of the central and 
  western Viscounty unattended. In the absence of the 
  Viscount and with his law enforcers otherwise occupied, 
  many of the nobility have been jockeying for position 
  and power.  
  Notably, Lord Shannus, Baron of the Iron Wood, has 
  recently occupied the town of Validia. The town rests in 
  the southern reach of the Iron Wood, but on lands ruled 
  by Lord Chondell, a reclusive noble that has yet to 
  retaliate. Chondell has sent diplomatic envoys to 
  Shannus in an attempt to broker the town back, but none 
  of these entreaties have been successful. Mainly because 
  Shannus has reason to believe that the Great Dire Dark, a 
  great and ancient evil, thought destroyed, has returned. 
  He feels that he needs to control the situation decisively.  
  To that end, Lord Shannus has ordered the Iron Wood 
  sealed. His forces have erected a great wall around the 
  forest and guard it zealously against intrusion.  
  Shannus has also put out a call to all dragon-kin to come 
  to his cause and there has been no shortage of volunteers 
  as the generally feared and outcast dragon-blooded flock 
  to his banner. Shannus has accepted all dragon-kin, 
  regardless of their heritage and scale color, into his 
  house. In addition, the Lord of the Iron Wood, has 
  created a knightly order to serve as his elite guards—The 
  Order of the Dragon Claw. These knights are led by a 
  paladin of Bahumet, Quinnsaron Eldron (known more 
  locally as Sir Quinn). It is widely believed that this 
  knightly order is responsible for the murder of over a 
  dozen people in what has become known as the Brewfest 
  Massacre of Humming’s End.  
  It is true that Lord Chondell does not possess the power 
  to militarily retake Validia from Shannus and his 
  dragonkin alone. But he does have allies. House Avgustin 
  and House Stefania (tied to Avgustin by extended family 
  relations) have agreed to come to Chondell’s aid. The 
  head of House Avgustin, Lady Elise Avgustin, only a 
  child of 14 years, and her Regent, former Captain Yronl 
  of the Avgustin guard, both secretly follow the faith of 
  Trithereon. That god’s tenets of freedom, liberty, and 
  defending those who cannot defend themselves are the 
  primary motivators in their desire to aid Chondell in 
  liberating the town of Validia from –in their eyes— 
  unjustified tyranny.  
  Field Marshal Yronl (ih-RON-uhl), Regent of House 
  Avgustin, has issued a general call to arms. Yronl intends 
  to lead a small army west to Validia to join House 
  VER7-05 The Lion and the Dragon 
   
  Page 3 
  
  Stefania in a show of force in support of House 
  Chondell. The combined army plans to remove Shannus 
  from Validia, either by persuasion or by force. Over the 
  last few weeks, Avgustin House Guards have been 
  gathering at the family estate, south of Loren's Ford, 
  where they have been training and organizing for the 
  westward campaign. 
  Sir Peri Swan is an Avgustin House guard and retired 
  adventurer who volunteered his services to Field Marshal 
  Yronl for this mission. Because of his background and 
  rank, has Yronl has appointed him to be the leader of the 
  adventurers attached to the Avgustin army.  
  Some have taken to calling these troops “The Golden 
  Harriers” as a nod to Yronl and Elise’s worship of 
  Trithereon and House Avgustin’s history of relying upon 
  adventurers for assistance. 
  Peri Swan is a polite and respectful Cuthbertine who was 
  very loyal to the old Baron, Rollof Avgustin.  Peri’s 
  brother Lord Willow Swan served with honor under 
  Baron Rollof, and Rollof personally came to the Swan 
  family farm to convey the sad news when Sir Willow 
  died.  Baron Rollof passed away a little over two years ago, 
  and Peri has spent much of the time since in Cuthbertine 
  monasteries. Field Marshal Yronl’s call to arms inspired 
  him to take up his sword once again. He looks forward to 
  this mission as an opportunity to get back into the saddle 
  of adventuring. 
  Meanwhile, somewhere in the dark alleys of the 
  Rhennee barge town Darkhapor, a hive of scum and 
  villainy just outside of Rhynehurst, a kobold has 
  appeared on the scene: Virlym the Bleeder. Virlym’s 
  employer is at this time unknown, but whoever it is, they 
  are very well financed.  
  In the past few days, Virlym has infiltrated the ranks of 
  Shannus’s draconic warriors, discovered their plan to 
  ambush the Avgustin forces on Saflynd lands, and has 
  patiently plotted the assassination of Sir Peri Swan. In 
  two days time, the knight will die. 
  ADVENTURE SUMMARY  
  Field Marshal Yronl, Regent of House Avgustin, has 
  issued a general call to arms. Yronl intends to lead a small 
  army west to Validia to join House Stefania in a show of 
  force in support of House Chondell. The combined army 
  intends to remove Shannus from Validia by persuasion or 
  force. 
  Introduction: The PCs arrive in Loren’s Ford, where 
  they are interviewed by Sir Peri Swan, an Avgustin 
  Knight. They are assigned to Sir Peri’s special forces unit, 
  nicknamed “The Golden Harriers.” Sir Peri appoints one 
  of the PCs to serve as his second-in-command. Once all 
  assignments are complete, the group rides to the 
  Avgustin estate to join up with the main army. 
  Encounter One: Indoctrination: The rest of the day is 
  spent in military orientation. Just before the evening 
  meal, Field Marshal Yronl addresses the troops. PCs can 
  gather information from the Avgustin soldiers and/or a 
  House Stefania liaison. 
  Encounter Two: Death From Above: The Golden 
  Harriers and the rest of the Avgustin forces march west.  
  During the day, additional forces from House Stefania 
  join them. The second day the combined army is attacked 
  by flying dragonkin, a vanguard of Shannus’ forces.  Even 
  if the attackers are defeated, there are serious 
  consequences. Among the dead is Sir Peri Swan.  
  Encounter Three: New Orders: With their forces 
  damaged, the army moves on slowly. Shortly after 
  passing into House Chondell lands, soldiers from that 
  house join up with the combined armies. They bring 
  news of failed diplomacy with Shannus. War seems 
  imminent. Under the circumstances, Yronl promotes the 
  second-in-command PC to serve as the new leader of the 
  Golden Harriers. The Harriers are placed in command of 
  the Chondell forces, so that the Chondell commander 
  can return to report to his Lord.  
  Encounter Four: War!: The combined army draws close 
  to Validia and engages the forces of Lord Shannus in 
  pitched battle outside of the Iron Wood. If the party 
  survives a combat with Mist Children they continue 
  immediately to Encounter Five. 
  Encounter Five: Decision at Validia: Even though the 
  Harriers have won against Shannus’s first wave, the battle 
  still rages around them. They must choose whether to 
  reinforce Stefania forces against a draconic beast, to 
  rescue Field Marshal Yronl who has fallen behind the 
  enemy line, to split the party, or to stay where they are. 
  The choice determines their final combat encounter.   
  Encounter Six: Monster Mash: The Harriers reinforce 
  the Stefania troops.  
  Encounter Seven: O Captain! My Captain! The Harriers 
  move to rescue Yronl from certain death.  
  Encounter Eight: The Worst of Both Worlds: The party 
  splits, some reinforcing the Stefania troops, and others 
  reinforcing Yronl’s position.    
  Encounter Nine: Aftermath: The party learns the 
  ramifications of their decision in Encounter Five. 
  Conclusion: With battle in Validia ended, the combined 
  army prepares to disperse. The Golden Harriers are 
  VER7-05 The Lion and the Dragon 
   
  Page 4 
  
  released from service, but not before they learn of a new 
  threat to House Avgustin.  PCs are asked to return 
  immediately to Loren’s Ford and meet with Lady Elise 
  Avgustin. 
  ADVENTURE TIMELINE  
  This section can be referred to in order to keep track of 
  the timeline of events in this adventure. Actions on the 
  part of the adventurers may alter this timeline, though 
  that event is unlikely.  
  Day 1: The party arrives in Loren’s Ford and meets with 
  Sir Peri Swan. After interviews, The Harriers travel to the 
  Avgustin estate. The command structure is organized, 
  and Yronl makes a speech that night. 
  Day 2: The army moves out from Loren’s Ford in the 
  morning, marching west toward Validia. During the day, 
  House Stefania forces join the army, and the unified 
  group camps together that night on House Saflynd lands.  
  Day 3: The march continues, but is interrupted by a 
  dragonkin attack. Chondell troops, awaiting Yronl’s army 
  on their lands, fall in line. Camp is made a few hours 
  short of Validia.  
  Day 4: The army arrives at Validia, and open warfare 
  between the noble houses begins.  
  PREPARATIONS FOR PLAY 
  Before beginning the adventure, find out if any of the 
  player PCs belongs to any of the following: 
  • 
  Verbobonc 
  Meta-organizations. 
  In 
  the 
  Introduction, they receive Player handouts that 
  provide them additional orders.  
  • 
  House Langmuir: Members of the Langmuir 
  Regulators (House Guards) are given Player 
  Handout #1A and Player Handout #1B. Both 
  handouts are letters bearing the seal of House 
  Langmuir, given to them by official House 
  pages. The letters arrive separately, from 
  different messengers.  
  • 
  Protectors of the Iron Wood: PCs who are 
  Protectors of the Iron Wood receive a missive 
  that is dropped into their breakfast one morning 
  by a bird that flies away. Give them Player 
  Handout #2. 
  Mounted Borderers: Members of any company of the 
  Mounted Borderers receive Player Handout #3, which is 
  delivered to their PC by a Jensen’s Runners courier. 
  House Chondell: Chondell House Guards are given 
  Player Handout #4. It is an official letter sealed with the 
  crest of Lord Kosak Chondell, brought to them in the 
  dead of night by a pale, raven-haired Chondell courser. 
  All players, regardless of meta-organization membership, 
  receive Player Handout #5.  
  INTRODUCTION 
  Sir Peri Swan, a retired adventurer, is building a crack 
  team of specialists to supplement the army of House 
  Avgustin. To this end, he has sent out letters to a number 
  of adventurers, summoning them to Loren’s Ford. He 
  hopes that they will prove willing and able to help Field 
  Marshal Yronl liberate Validia.  
  Read or paraphrase the following: 
  Loren’s Ford, the crossroad of the Viscounty, sits at 
  the intersection of the Kron Hills High Road and the 
  road running north to Rhynehurst. True to its name, 
  it offers an easy crossing of the Celeb’vara.  Near the 
  river sits the Tavern of the Two-Foot Traveler.  With 
  rooms, ceilings, and furnishings catering to all sizes, 
  it tends to bring out vertigo in those who venture 
  inside.  
  Luckily for the tall folk, Sir Peri awaits you in a parlor 
  that has almost uniform architecture. The blond man 
  clad in an Avgustin tabard rises as he sees you 
  approach. His silver St. Cuthbert medallion glints in 
  the candlelight.   
  Sir Peri welcomes you all and gets right down to 
  business. “As you are may be aware, Lord Shannus 
  recently occupied Validia on the pretense of 
  eradicating lycanthropes.  That this town lies within 
  the sovereign lands of Lord Chondell did not appear 
  to be part of Shannus’ deliberations. This unprovoked 
  attack on Chondell will not stand.” 
  “To counter this move, House Chondell, House 
  Avgustin, and House Stefania intend to march to 
  Validia. There we will persuade Lord Shannus to 
  surrender the town, either willingly or by force.”  
  “As adventurers, we feel you have the proper skills to 
  supplement the Avgustin forces as part of my special 
  detachment in our negotiations and –if need be—in 
  battle.  What say you? Are you interested in quashing 
  this threat to sovereignty in the Viscounty?” 
  Sir Peri waits for each PC’s answer. If a PC is not 
  interested, Sir Peri asks them to consider what is at stake: 
  setting a precedent of appeasement will only encourage 
  other nobles to strike out against one another. The 
  VER7-05 The Lion and the Dragon 
   
  Page 5 
  
  Viscounty could fall apart. Shannus’s actions cannot go 
  unanswered. If the citizens of the Viscounty are weak on 
  this kind of tyranny, then the devils win. Appeal to 
  player’s sense of heroism. If they are interested in 
  monetary rewards, Sir Peri frowns, and hints that there 
  may be some pay involved, but he is not the man to ask 
  about that. The Avgustin accountants are at the House 
  estate an hour south of Loren’s Ford. 
  If a PC is not interested in this quest, then Sir Peri, 
  disappointed, dismisses them. Their adventure ends here. 
    
  Once all players express interest, Sir Peri moves on: 
  “Excellent!  You look to be a capable group, but I’d 
  like to hear some of your qualifications. Would you 
  indulge me?”  
  Sir Peri now interviews the party to see if they are 
  competent combatants who can be trusted to follow 
  orders and acquit themselves on the battlefield.   
  This is also an excellent opportunity for the player PCs to 
  introduce themselves to one another.  
  Sir Peri is a combat veteran who appreciates and 
  understands military service, and he expects all present 
  to treat the upcoming campaign as serious business.  He 
  asks each party member to describe their skills and 
  experience briefly. He is especially interested to hear of 
  great feats of bravery, great villains that the PCs have 
  brought to justice, and of any history they might have in 
  serving House Avgustin.  
  Additionally, Sir Peri is looking for a second-in-
  command, though he does not reveal this until the 
  interview is over. 
  Peri will consider the following criteria in descending 
  order of importance before selecting his second-in-
  command.  He will NOT offer the position to known 
  members of other Noble Houses, as he’s aware there 
  could be potential conflicts of interest.   
  • 
  Highest-ranking or longest-serving Avgustin 
  Noble House guard 
  • 
  PC wearing Strength of the Land armor from 
  the adventure VER5-02: Fallen Hero 
  • 
  PC with the most Influence with House 
  Avgustin 
  • 
  Member of Mounted Borderers, Gentlemen of 
  the Watch, or other recognized Verbobonc  
  military organization 
  • 
  PC with the most service to Verbobonc (most 
  “VER” ARs) 
  If none of the PCs fit any of these qualifications, Sir Peri 
  makes a judgment call about who might be best to fill the 
  position.  
   
  Sir Peri Swan: Male human Pal10; Lawful Good; 
  Sense Motive +15.   
  Once the interview is completed, continue: 
  “Gentlemen [and ladies], I’ve heard enough,” says Sir 
  Peri, He stands, smiling. “Welcome to the Golden 
  Harriers.”  
  He then appoints his second.  
  He looks directly at [PC name] and continues. “As for 
  you, [PC name], I need a second-in-command and 
  clearly you are the one for the job.  I hope you can 
  help me keep the rest of these folks in line and under 
  orders,” he says with a lopsided smile. 
  If the chosen player protests or declines, Peri will appeal 
  to their pride, their sense of duty, the urgency of the 
  mission, the need for military chain of command, and/or 
  their loyalty to House Avgustin.  If the player is adamant, 
  Peri will not beg, but sadly shake his head and choose 
  another. If no player is willing to serve, Peri will not force 
  the issue. [Note that Yronl will simply order the first 
  choice to serve when a replacement leader is needed 
  later.] 
  Once this is done, Sir Peri tells the PCs to ready their 
  things, do what they must in Loren’s Ford, and prepare to 
  ride with him to the Avgustin estate, where the main 
  force of troops is gathering. It is about an hour’s journey 
  south of Loren’s Ford, and he intends to leave as soon as 
  possible.  
  ENCOUNTER ONE: 
  INDOCTRINATION 
  This encounter sees the adventurers join up with the 
  main Avgustin forces. They get an opportunity to gather 
  information with the troops. 
  The journey south to the House Avgustin Estate is 
  uneventful, and beneath gathering storm clouds you 
  reach the dozens of pavilion tents erected on the 
  lawn. Sir Peri continues through the throngs of 
  saluting soldiers to the parade grounds. On a short 
  platform, already addressing the crowd, is Field 
  Marshal Yronl. Beside him stands a soldier wearing a 
  violet tabard that bears a raging tiger.   
  Allow PCs to make a DC 5 Knowledge (Nobility and 
  Royalty) or (Local [VTF]) check to identify this symbol as 
  that of House Stefania. 
  VER7-05 The Lion and the Dragon 
   
  Page 6 
  
  “…but if he forces a fight, we will be ready to free the 
  people of Validia by whatever means necessary. The 
  freedom of the people of Validia cannot and will not 
  be denied!” 
  Cheers erupt from those assembled, and Yronl takes 
  them in for a moment before stepping down from the 
  platform, with a glance and a nod to Sir Peri, he 
  strides to a large pavilion tent and enters. 
  Peri turns to you. “I’ve a meeting with the Field 
  Marshal, there’s stew and bread,” Peri says with a nod 
  to a pair of fire pits on the far side of the camp.  
  “Make your camp with the army, we march at dawn.” 
    
  The party has an hour or two to eat and rest before 
  camping for the night. One of the party members is 
  chosen randomly (unless someone volunteers) to help 
  with watches, but nothing unexpected happens before 
  morning. 
  There are two notable members of House Stefania 
  present in the camp. One is Mahrys Stefania, cousin of 
  Lady Elise Brandenberg, heiress of House Avgustin.  Her 
  companion is a veteran soldier named Kellen.  They are 
  present to act as liaison between the Stefania and 
  Avgustin troops. Kellen is a quiet professional soldier, but 
  Mahrys is an attractive and outgoing young woman who 
  will be friendly to any adventuring PC who approaches 
  her. She is very fond of her younger Avgustin cousin but 
  has not seen her since Elise’s 14
  th birthday this past 
  summer.   
   
  Mahrys Stefania, female human Bard 5; Cha 18; 
  Diplomacy +12 
  If any PCs want to return to Loren’s Ford for the night 
  they are ordered to stay with their unit. If they have 
  means to get to town and back in an hour or less (difficult 
  since it’s normally an hour’s journey one-way) they are 
  given a one-hour pass by Peri Swan and ordered to return 
  before the night watch is set. However, they must miss 
  the evening meal and any opportunity to converse with 
  the assembled troops. Use discretion, but under no 
  condition will anyone be permitted back after the watch 
  is set. 
  PCs who want to speak with any of the Avgustin troops 
  or the Stefania liaison may do so. Gather Information 
  results are summarized in the Appendix. 
  ENCOUNTER TWO: DEATH 
  FROM ABOVE 
  The Golden Harriers and the rest of the Avgustin forces 
  march west.  During the day, additional forces from 
  House Stefania join them. That night, the combined 
  army camps in lands controlled by House Saflynd. On 
  the second day, an aerial strike force sent by Shannus 
  assaults the column of Avgustin and Stefania troops. 
  During the melee, an assassin takes advantage of the 
  chaos to kill Sir Peri Swan. 
  The tedium of the overcast first day’s march is broken 
  at midday, when troops from House Stefania join the 
  column. That evening, you camp in House Saflynd 
  lands.   
  Breaking camp early on the second day, the combined 
  army forms ranks and moves out along the grassy 
  western road to Validia.  
  The Golden Harriers march in the midst of the 
  Avgustin troops, with Sir Peri in the lead and your 
  team bringing up the last of the Harriers. Ahead and 
  behind your platoon are divisions of the Avgustin 
  troops. House Stefania marches at the rear of the 
  column.  
  Make sure that the party has established a marching 
  order by this point. As commander of the Golden 
  Harriers, Sir Peri is at the front of his unit, followed by a 
  dozen NPC Harriers and then the PC team. If anyone 
  falls out of line, he insists that they fall in with the others. 
  This is not, as he puts it, a carousing adventure. The party 
  members are part of an armed force, representing 
  Avgustin and Stefania, and they should comport 
  themselves as such.  
  The army makes good time, but the day wears on. The 
  skies are still overcast and getting worse. Even at 
  highsun, the day bears only the light of dusk at best.  
  A few hours after noon, a flock of eagles swoops low 
  along the length of the column. Sir Peri looks back to 
  you, points up at them, and smiles. “Ha! A good 
  omen!” But he is proven wrong a moment later.  
  Troops both ahead and behind you are suddenly held 
  fast by rapidly growing grass that grabs their legs. Sir 
  Peri and the other Harriers in front of your team are 
  entangled in it. A second later, voices up and down 
  the column shout: “Dragonkin!”  
  Dozens of flying draconic soldiers rise over a long 
  ridge to the north, with their longspears at the ready. 
  VER7-05 The Lion and the Dragon 
   
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  Some of them are charging directly toward your 
  party.   
  The Avgustin and Stefania forces are under attack. There 
  is no surprise.  Roll for initiative.  
  The ridge is about 100 feet north (to the right) of the 
  column.  Give the party Spot checks.  If the highest Spot 
  check in the party is 20 or higher, initiative begins with 
  the flying dragonkin 100’ away (just coming over the 
  ridge).  For every point less than 20 of the highest Spot 
  check, combat begins 10’ closer to the party.   
  Creatures: There are actually three groups involved in 
  this assault. The first, most obvious threat to the PCs is a 
  large force of dragonkin soldiers who make a pre-emptive 
  strike against the combined army that marches toward 
  Validia. They come flying in to attack the column of 
  troops with little warning.   
  APL 2 (EL 4) 
   
  Dragonkin Druid: Large monstrous humanoid 
  (reptilian) Druid 1; hp 44; see Appendix One.  
  APL 4 (EL 7) 
   
  Dragonkin Footsoldiers (4): Large Monstrous 
  Humanoid (reptilian); hp 38 each; see Appendix One. 
  APL 6 (EL 9) 
   
  Dragonkin Footsoldiers (4): Large Monstrous 
  Humanoid (reptilian); hp 38 each; see Appendix One 
   
  Dragonkin 
  Sergeants 
  (2): 
  Large 
  Monstrous 
  Humanoid (reptilian), Rogue 2 / Warrior 1; hp 52 each; 
  see Appendix One. 
  APL 8 (EL 11) 
   
  Dragonkin Footsoldiers (8): Large Monstrous 
  Humanoid (reptilian); hp 38 each; see Appendix One 
   
  Dragonkin 
  Sergeants 
  (4): 
  Large 
  Monstrous 
  Humanoid (reptilian), Rogue 2 / Warrior 1; hp 52 each; 
  see Appendix One. 
  The second group is the flock of eagles that have flown 
  overhead. They are actually wildshaped druids from the 
  Iron Wood. Their sole job here is to impede the army’s 
  progress. In the first round, they use their Natural Spell 
  feat to each cast entangle. Then, they fly to the rear of the 
  column (300 feet behind the player PCs) and cast warp 
  wood on the supply wagons. After this, they swiftly 
  depart, unwilling to get more involved in the affairs of 
  the nobles.   
  The last, most secretive threat facing the party is a kobold 
  assassin named Virlym the Bleeder. His employer is 
  unknown at this time, but his primary mission today is to 
  assassinate Sir Peri Swan. While the dragonkin soldiers 
  are eager to fight the party and weaken the army, Virlym 
  has no interests in that whatsoever. 
  ALL APLS  
   
  Virlym the Bleeder: Male kobold Rog5/Asn7; see 
  Appendix One. 
   
  Sir Peri Swan: Male human Pal10; hp  69; Spd 20 ft.; 
  AC 22 (touch 10, flatfooted 22); Fort: +11, Ref +5, Will +8; 
  melee +13/+8; ranged +10/+5; Str 14, Dex 8, Con 12, Int 
  10, Wis 14, Cha 16. 
  Tactics: At all APLs, Shannus’s forces are backed up by 
  Iron Wood druids, who fly overhead, wildshaped as 
  birds. In initiating combat, they cast entangle spells on 
  the column of troops using the Natural Spell feat. They 
  do not have enough to hit everyone in the combined 
  armies, so they have spaced out the spell effects.  
  After this, the druids fly to the very rear of the column 
  (about 300 feet away), and each cast warp wood on a 
  supply wagon. Then they leave the field of battle. They 
  are not interested in direct conflict with the Avgustin 
  forces, and will flee from any attacks made on them.  
  Note: The party is NOT hit by any of the druids’ entangle 
  spells. They have about 20-25 feet of unaffected terrain in 
  front of and behind them. The troops ahead and behind 
  them are all entangled, however, including all NPC 
  Golden Harriers and Peri Swan, who is 40-60’ in front of 
  the party. Peri will spend the first four rounds of combat 
  extricating himself from the entanglement and fighting 
  to protect those in his immediate vicinity from the 
  attacking dragonkin. Unfortunately this makes him a 
  sitting duck for the assassin Virlym. 
  At all APLs, Virlym the Bleeder is invisible and hiding in 
  the underbrush, about 20 feet off of the road at the 
  beginning of combat.  
  Hours ago, he pre-cast the following spells on himself: 
  unseen strike, misdirection (using an innocent lizard folk 
  child back in Validia as the second subject of the spell), 
  and pass without trace. He also applied wyvern poison 
  (Injury, DC 17, 2d6 Con/2d6 Con) to his +1 spell storing 
  thinuan spiked chain, which is on loan to him from his 
  employer. The chain currently is storing a combust spell 
  from a 10th level caster.  
  After tailing Shannus’s forces to the location of their 
  ambush, he begins combat with a Hide check of 78 
  (taking 10, +28 Hide skill, +40 for being invisible and 
  immobile). Prior to combat, when Virlym sees Sir Peri 
  approaching, he drinks a potion of fly and stashes the 
  empty vial in his pack. 
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  When combat breaks out, he takes the first round to 
  begin observing Sir Peri Swan from hiding, and he casts 
  fell the greatest foe silently, using his lesser metamagic 
  rod of silent spell. In the second round, he continues 
  observing Sir Peri and puts away his metamagic rod. In 
  the third round of combat, he concludes the necessary 
  observation of Sir Peri. He casts true strike and moves 
  into position to make his attack, flying out of the woods, 
  (moving silently and still invisible) and drawing his 
  spiked chain on the move. He gets to a position hovering 
  ten feet above Sir Peri. In the fourth round, he casts 
  critical strike as a swift action and delivers his death 
  attack. In assassinating Swan, Virlym’s invisibility spell is 
  negated, but with the successful attack, his unseen strike 
  spell activates, turning him invisible once more. He then 
  takes his move action to speed sixty feet away from Peri 
  Swan’s body.  
  Read the boxed text below when Virlym’s initiative count 
  comes up in the fourth round: 
  Materializing out of nowhere, hovering in the air 
  above Sir Peri, is a kobold with dead-black eyes 
  peering out from behind an ebony mask. Clad in a 
  black mithril chain shirt, he flashes into view just as 
  he lashes out with a spiked chain. The chain whirls 
  around Sir Peri’s neck, and the kobold draws it back, 
  shredding 
  the 
  Avgustin 
  Knight’s 
  jugular 
  and 
  shrouding him in flames. By the time the gout of 
  blood sprays out, the kobold is gone again, vanished 
  as quickly as he appeared. Sir Peri Swan crumbles, 
  dead before he even hits the ground.  
  Note that the PCs are all still in initiative, and the boxed 
  text description above contains nothing more than a 
  single attack action and a spell effect going off. If players 
  ask for them, allow Spellcraft checks to recognize the 
  effect of unseen strike (DC 19) or the combust spell (DC 
  17) from the spell storing weapon. 
  When Virlym attacks, his total damage dealt to Sir Peri is 
  1d6-1 + 7d6 sneak attack, +1d6 from fell the greatest foe, 
  +1d6 from critical strike, +10d8 from the stored combust, 
  for a total of 10d6+10d8-1. If he survives that, Sir Peri 
  must make a Fortitude save against the wyvern poison 
  (DC 17) or take 2d6 Con damage. If he takes the poison 
  damage, it will penalize the Fort save that he must next 
  make against Virlym’s death attack (DC 20). Finally, if he 
  is still alive and the attack did more than 50 points of 
  damage, then Sir Peri must make a DC 15 Fort save for 
  massive damage. If Sir Peri is not yet dead, he must make 
  a DC 15 Reflex save or catch fire (see Dungeon Masters 
  Guide 303).  
  If Virlym does not successfully kill Sir Peri, he will attack 
  him again in the next round, if he still survives, see 
  Virlym’s “cornered” tactics below. He does not leave until 
  Sir Peri is dead.  
  In the rounds that follow the assassination, Virlym will 
  expend the duration of his potion of fly (five minutes) 
  getting as much distance between himself and the 
  ambush site as possible. He then lies low for a few weeks 
  before getting in touch with the agents who arranged the 
  hit on Sir Peri. His part in this adventure is done. 
  Note that Virlym does NOT initiate combat with any 
  party members. After killing Peri Swan, with his mission 
  complete, his only desire is to escape. The party means 
  nothing to him. If party members somehow “corner” 
  him, stop him from escaping, or otherwise force him to 
  fight, he will do so mercilessly. He must take a standard 
  action to stow the +1 spell storing thinuan spiked chain 
  and then draw his +1 spiked chain. (If he kills someone 
  else with the thinuan weapon, Sir Peri’s soul is freed.) He 
  then takes advantage of any flanks provided by the 
  dragonkin present. Likewise, he can cast deeper 
  darkness, enabling him the use of his Hide skill in 
  otherwise plain sight. With the ebon eyes spell that he 
  has active, he can sneak attack in this area of 
  concealment. The kobold also has 10 feet of reach and 
  Combat Reflexes.  
  Virlym the Bleeder is a consummate professional, cold 
  and calculating. If he is forced to, he has no problem 
  killing any of the PCs. But they are not part of his 
  contract, and he is not in the habit of giving out 
  “freebies.” His only true aim at this point is escape. 
  In most cases the party should have their hands full with 
  the dragonkin, preventing them from effectively 
  stopping the kobold assassin.  
  NOTE:  If the adventurers hide or otherwise avoid 
  combat, the dragonkin in this encounter will instead veer 
  off to attack entangled, essentially helpless soldiers. Each 
  dragonkin will easily slaughter one house guard per 
  round for as long as no PC targets are available. Should 
  the “heroes” of this adventure allow this to continue, this 
  could mean the death of the entire army. Some do escape, 
  but the force is so decimated that the march to Validia is 
  declared a failure. News of the PCs behavior reaches 
  Yronl, and all PCs receive the Scorn of Field Marshal 
  Yronl reward on their AR. 
  At all APLs, the dragonkin that single out the party’s 
  section of the column will move in to melee as soon as 
  possible. Each hovers five feet above the ground, denying 
  flanking, and gaining a +1 to attack from higher ground. 
  Their spears give them reach that mirrors what would be 
  in effect were they on the ground. Additionally, while 
  flying, they can make rake attacks on enemies in the 
  VER7-05 The Lion and the Dragon 
   
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  squares immediately below them and in squares adjacent 
  to them.  
  None of the dragonkin attacks any PCs that are 
  Protectors of the Iron Wood. If forced to, they strike for 
  non-lethal damage. 
  At APL 2, the dragonkin druid begins combat by moving 
  into melee, just like the dragonkin foot-soldiers at other 
  APLs. He lacks the reach of their longspears however, as 
  he wields a scimitar. If he is hurt, he will take a five-foot 
  adjustment upward out of combat to cast cure light 
  wounds on himself. Otherwise, follow the tactics of the 
  dragonkin foot soldiers. The druid’s animal companion is 
  a hawk named Feathershield who is in Validia guarding 
  the druid’s cookie recipes.  
  At APL 4, 6, and 8, when there is more than one 
  dragonkin present, they try to contain the party and 
  attack ruthlessly. If 3/4ths of their number fall in battle 
  and defeat seems imminent, they will withdraw into the 
  sky and away from the road to discourage pursuit. If any 
  dragonkin escape in this manner, add them to the Mist 
  Children forces in Encounter Five. 
  At APL 6 and APL 8, the dragonkin sergeants have rogue 
  levels and will land on the ground if they can flank for 
  one another.  
  Treasure: In the wake of the battle, the PCs can gain the 
  following from the fallen dragonkin: 
   
  APL 2: Loot 20 gp; Magic 250 gp; brooch of 
  shielding, pearl of power (1
  st level), silversheen (x2) (250 
  gp); Total 270 gp. 
   
  APL 4: Loot 40 gp; Magic 500 gp; brooch of 
  shielding x4 (500 gp); Total 540 gp. 
   
  APL 6: Loot 60 gp; Magic 750 gp; brooch of 
  shielding x6 (750 gp); Total 810 gp. 
   
  APL 8: Loot 120 gp; Magic 1,500 gp; brooch of 
  shielding x12 (1,500 gp); Total 1,620 gp. 
  Development: Sir Peri Swan is dead, and it will soon 
  become evident that he is unrecoverable. Several wagons 
  have been damaged by the Iron Wood druids, but the 
  resourceful troopers of House Stefania should be able to 
  get them fixed within a couple of hours.  
  After the wagons have been repaired, the wounded 
  healed, and the dead collected, the column moves on for 
  Validia.  
  Any attempt to track Virlym will end in failure, due to 
  the various spells at his disposal. If the players insist on 
  tracking him down, have Field Marshal Yronl intervene, 
  saying that they still have a job to do for the people of 
  Validia. If the players insist on leaving, then the 
  adventure is over for them. Without them at the 
  battlefield, Shannus’s forces overwhelm Yronl’s armies. 
  Go to Conclusion C.  
  If the PCs stay with the army, continue the adventure 
  with Encounter Four. 
  ENCOUNTER THREE: NEW 
  ORDERS 
  This role-playing encounter sees a small armed force 
  from House Chondell joining the Avgustin and Stefania 
  forces. Field Marshal Yronl deals with the aftermath of 
  Shannus’s preemptive strike by promoting a player PC 
  into Sir Peri’s position, and news from the Chondell 
  commander leads Yronl to a grim conclusion. 
  Several hours after the wagons have been repaired, 
  when the setting sun has fallen behind the heavy 
  clouds, the column passes into the lands of House 
  Chondell. In the growing darkness, you see soldiers 
  of House Chondell standing off from the road, gaunt 
  and sullen in their ranks. They silently watch the 
  army pass as their banners, bearing a red dragon on a 
  field of black, flutter in the breeze. They fall into line 
  behind the Stefania forces.     
  Half an hour later, the combined forces move off of 
  the road to rest for the night.  
  Ask the players if they want to do anything in particular 
  as the column makes camp. Give them a brief 
  opportunity to do what they like, but soon an Avgustin 
  page comes to them with a summons to see Field Marshal 
  Yronl in the Command Tent.  
  When the players agree to follow him there, continue. 
  The Avgustin Command Tent is a spacious but spartanly 
  adorned living area. A cot rests at one side. To the other 
  rests a long case, a weapons rack, and an armor stand 
  which currently bears Yronl’s full plate. Yronl is here 
  with a commander from House Chondell.  
  When you enter the Avgustin Command tent, Field 
  Marshal Yronl, Regent of House Avgustin, is standing 
  at a table, speaking with a thin, pale man dressed in a 
  tight, black tunic emblazoned with Chondell’s livery.  
  “Harriers,” Yronl addresses you, “this is Nicolae 
  Korzha, a cousin of Lord Chondell and the voyevoda 
  of the Chondell forces.” The pale man nods a silent 
  acknowledgement.  
  “We have much to discuss,” Yronl continues, “but 
  first, I’d like to hear your account of what happened 
  VER7-05 The Lion and the Dragon 
   
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  to Sir Peri. Unfounded tales are spreading like 
  wildfire, and I would know the truth.”  
  Field Commander Yronl and Voyevoda Korzha listen 
  intently to the adventurers’ recount of the attack. When 
  necessary, Yronl interjects with clarifying questions. 
  Particularly, he wants to learn everything that he can 
  about the assassin, in case he shows up again.  
  He has heard stories saying that his killer was anything 
  from a small winged dragonkin to a spiked devil. If not 
  told, he will ask for confirmation of the attacker’s race, 
  what he wore, and if there were any clues as to his 
  allegiance. He also asks spellcasters if they could identify 
  what spell could cause a person to wink into visibility and 
  immediately pop out of sight as he heard that the killer 
  did.  
  Once the adventurers have recounted the events to his 
  satisfaction, read or paraphrase the following: 
  “That explains much,” Yronl says, “Our attempts to 
  raise Sir Peri have failed. So for now, nothing can be 
  done for him. We’ll have to be wary of this kobold. 
  He’s 
  still 
  out 
  there 
  somewhere.” 
  Looking 
  meaningfully to the silent Chondell commander, he 
  adds, “But we have more urgent matters at the 
  moment.”  
  Korzha speaks with a voice like silk, “It is my 
  unfortunate duty to inform you all that negotiations 
  with Shannus have failed. The diplomatic envoy that 
  my Lord sent to Shannus has not returned. We can 
  only presume that she is dead. Now we march to war.” 
  If the party opts to leave at this point, they may. Yronl 
  will not stop them. He is disappointed, but would rather 
  not be counting on them on the battlefield if they are not 
  fully committed to the fight. Any PCs who decline to 
  fight are asked to leave the camp. They are free to do 
  what they like, but the Field Marshal orders that they not 
  stay with the army. Their part in this adventure is 
  finished. Tabulate a separate AR for them, accounting for 
  the encounters that they completed. They also receive 
  the Scorn of Field Marshal Yronl reward on their AR.  
  Unless he or she has displayed excessively rude or 
  inappropriate behavior, Yronl now offers command of 
  the Golden Harriers to Sir Peri’s second-in-command, 
  chosen back in the Introduction.  
  Yronl addresses your team leader. “[Name of PC], your 
  party is all that remains of the Golden Harriers. With 
  Sir Peri gone, you now command the unit. You must 
  bear the burden of authority and lead the Golden 
  Harriers in the battle to come. You know the 
  situation and what is at stake here. You understand 
  the importance of freeing Validia, a mission far more 
  important than the life of any one soldier in this 
  army.”  
  If the player declines, Yronl reminds the PC that he/she 
  already accepted this responsibility when agreeing to 
  serve as Sir Peri’s second-in-command.  It is also a direct 
  order from the Field Marshal of the combined armies of 
  Avgustin, Stefania, and Chondell.  Players who still refuse 
  receive Scorn of Field Marshal Yronl on their AR and 
  are ordered to step down. 
  If, through PC death, player refusal, or other 
  circumstance, there is no team leader at this point, Yronl 
  will order someone to take command of the team. Use 
  your best judgment in filling the position, but there must 
  be a designated leader. Yronl respects rank, but does not 
  follow the rules of decorum blindly.  Once command of 
  the Golden Harriers is established, continue, to the new 
  commander PC:    
  “Your willingness to accept this responsibility will be 
  remembered,” says Yronl. 
  The player whose PC takes command for the rest of the 
  adventure receives Respect of Field Marshal Yronl on 
  the AR. 
  Nicolae Kozha’s troops were ambushed in much the same 
  manner as Yronl’s earlier this afternoon, but unlike the 
  Avgustin/Stefania column, the Chondell troops suffered 
  almost 50% casualties. Furthermore, with the news that 
  the diplomatic envoy has not returned, he must accept 
  the fact that his sister is most likely dead. Perhaps worst 
  of all, he must break this news to Lord Chondell.  
  Seeing Yronl’s faith in these soldiers, Korzha entrusts the 
  command of his troops to the Golden Harriers so that he 
  may report to Chondell himself.  
  Korzha, who has been watching this in stony silence, 
  speaks again. “Field Marshal, I would ask that these 
  adventurers lead my forces in the coming conflict. I 
  must get word back to my lord at Castle Chondell of 
  our lost emissary and of the war that will soon be in 
  our hands.” 
  Korzha is not excited about deferring his command, but 
  since the adventurers obviously have Yronl’s trust, they 
  should be worthy of leading the Chondell forces to war. 
  Yronl has no problem with allowing this, and although 
  taken aback by the request, understands that Voyevoda 
  Korzha must have his reasons.  
  If PCs object to Korzha leaving, the Chondell 
  commander explains in even tones that the emissary was 
  his sister, Lord Chondell’s cousin Arlonna Korzha. For 
  Lord Chondell to receive the news of her death in any 
  other way would not be appropriate. Or wise. 
  VER7-05 The Lion and the Dragon 
   
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  If the PCs refuse to lead the Chondell forces, then Yronl 
  orders one of them to take the command or he will 
  dismiss the lot of them. In this case, all party members 
  get the Scorn of Field Marshal Yronl reward on their 
  AR. 
  Once the party accepts command of the Chondell 
  soldiers, continue. 
  Yronl turns to you. “All that is left is for me to inform 
  you of our battle plan.” He unrolls a map of Validia on 
  the table and begins the briefing in earnest… 
  Yronl 
  strongly 
  believes 
  that 
  if 
  they 
  wait 
  for 
  reinforcements, that the flying dragonkin will attack 
  them again, further weakening the combined army. They 
  must strike swiftly and decisively.  
  This is Yronl’s battle plan:  
  About a mile outside of Validia, the combined army will 
  break into its three noble components: Stefania will 
  march on the left (west) flank, Yronl will lead the 
  Avgustin forces on the right (east) flank, and the Golden 
  Harriers will lead the Chondell forces, the smallest of the 
  three, up the center.  
  It is Yronl’s hope that Shannus will hit this central point 
  the hardest. 
  When that happens, the Chondell forces will fall back in 
  a false retreat, drawing the dragonkin warriors back with 
  them.  
  Then the Stefania and Avgustin lines will close in, 
  attacking Shannus’s flanks, in a classic pincer maneuver.  
  He knows that it is not foolproof, but he is counting on 
  the fact that Shannus’s forces are loosely knit and largely 
  untrained for war, and thus likely susceptible to the 
  classic tactic. And unfortunately, with the forces he has at 
  his disposal, lacking solid arcane support, it is the best 
  that Yronl can hope for. Voyevoda Korzha agrees.  
   
  Voy. Nicolae Korzha: Male human Marshal 
  1/Brd10; Neutral; Sense Motive +16   
  Development: Field Marshal Yronl will entertain any 
  questions the PCs ask, but he has faith that his plan has 
  the best chance for success.  
  If the PCs suggest that they become a covert strike team, 
  he warns them that advanced scouts that have ventured 
  close to the Iron Wood have not returned, and 
  attempting an infiltration of Shannus’s forces ahead of 
  the main army would be suicide. Shannus is obviously 
  ready for them, and his forces will be on high alert.  
  If players attempt something along these lines anyway, 
  allow them to do so. But without rest, they will need to 
  make Fortitude checks to avoid fatigue. The dragonkin 
  are indeed on high alert, and if the PCs are spotted, they 
  will have the might of the Iron Wood’s entire army 
  coming down on them. Use an unlimited number of 
  enemies from Encounter Two and Encounter Seven to 
  assault the party. They will be taken prisoner if possible. 
  As such, they will not be able to participate in the next 
  day’s battle, and Yronl’s army will fail. End the adventure 
  by adapting the text of section 9C in Encounter Nine.  
  Once the players understand and agree to Yronl’s battle 
  plan, Voyevoda Korzha departs for Castle Chondell, and 
  Yronl sends the PCs off to rest. Tomorrow, they march to 
  war. Continue with Encounter Five.  
  ENCOUNTER FOUR: WAR! 
  In this encounter, the party arrives at the edge of 
  Shannus’s lands. There, they meet his forces. Open battle 
  is inevitable.  
  The armies break camp on the third day of their 
  campaign and march northward. Thunder rumbles 
  overhead, but the storm does not yet break. 
  About an hour outside of the Iron Wood, the war 
  horns blare a fanfare, and the army breaks into its 
  combat divisions: Stefania’s violet tiger banners break 
  to the left; the blue and gold lion crests of Avgustin 
  march to the right; and the grim, Chondell red 
  dragon marches with purpose behind you.  
  Allow players to adjust their marching order at this point. 
    
  As the Iron Wood looms close, mist spills onto the 
  open ground leading to it, eddying around the army 
  of draconic warriors and elven Mist Children arrayed 
  against you.   
  Field Marshal Yronl, mounted on his golden griffon 
  at the head of the eastern division, addresses the Iron 
  Wood forces. His voice echoes across the field: 
  “Soldiers of House Shannus! You have invaded 
  Chondell’s lands, ravaged the town of Validia, and 
  slain a diplomatic envoy. Leave Validia now, or face 
  our vengeance.”  
  From out of the blackened clouds swoops a terrifying 
  warrior flying on dragon wings: Lord Shannus’s 
  lieutenant, Quinsaron Eldren. He raises his two 
  military picks aloft and cries, “Turn back, Avgustin. 
  You will find only death here!”  
  Having gotten his answer, Field Marshal Yronl raises 
  his spear. It crackles with lightning, and he calls out, 
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  as his mount takes flight, “For Validia! For Freedom! 
  Attack!” 
  The battle for Validia begins.  
  Roll for initiative. The PCs face only a portion of the 
  much larger battle, according to the proper APL, below. 
  The Chondell forces under their command take on other 
  low-ranking foot-soldiers in Shannus’s army.  
  Draw a large circle on the battlemat, roughly forty feet in 
  diameter. Place the player PCs on one side of this circle 
  and their enemies on the other. Outside of this circle, the 
  Chondell and Shannus soldiers clash in chaotic melee 
  everywhere. Area of effect spells that target this portion 
  of the battle effectively damage enemies and allied forces 
  equally.  Make it clear to the players that for now they 
  need only concern themselves with the attackers that 
  have singled them out.  
  Creatures: These Mist Children Elves believe in 
  Shannus’s cause: that the Great Dire Dark is arising again, 
  and the more people who reside in the Iron Wood, the 
  stronger the evil force will grow. They believe to the core 
  of their being that Shannus is the only man on Oerth 
  who can stem the tide of darkness and save the 
  Viscounty. If misguided humans choose to throw away 
  their lives refusing to acknowledge the big picture, then 
  it is these elves’ duty to serve the greater good.  
  APL 2 (EL 4) 
   
  Mist Children Attackers (4): male and female grey 
  elf Barbarian 1; hp 12 each; see Appendix One.  
  APL 4 (EL 4) 
   
  Mist Children Attackers (4): male and female grey 
  elf Barbarian 1; hp 12 each; see Appendix One.  
  APL 6 (EL 6) 
   
  Mist Children Attackers (4): male and female grey 
  elf Barbarian 1/ Dragon Shaman 1; hp 18 each; see 
  Appendix One.  
  APL 8 (EL 8) 
   
  Mist Children Attackers (4): male and female grey 
  elf Barbarian 1/ Dragon Shaman 3; hp 38 each; see 
  Appendix One.  
  Tactics: The Mist Children barbarians attack. At APL 2 
  and APL 4, they rage and charge. They focus on 
  spellcasters and lightly armored foes, concentrating their 
  attacks until they drop one enemy, and then moving on 
  to the next.  At APL 6 and APL 8, the Mist Children elves 
  have dragon shaman levels. Be sure to familiarize yourself 
  with the effects of their various auras, detailed in the Mist 
  Children Attackers’ statistics blocks in Appendix One. 
  The dragon shamans are ready for combat and have their 
  auras active long before the Avgustin forces arrive. The 
  Mist Children fight to the death. 
  Treasure: Defeating and looting the Mist Children 
  Attackers yields the following treasure. Note that the 
  party does not have time to do this right now. As soon as 
  the last Iron Wood combatant falls, Encounter Six 
  begins. 
   
  APL 2: L: 412 gp; C: 0 gp; M: potions of cure light 
  wounds (4), 4 gp per PC each. 
   
  APL 4: L: 412 gp; C: 0 gp; M: potions of cure light 
  wounds (4), 4 gp per PC each. 
   
  APL 6: L: 552 gp; C: 0 gp; M: potions of cure 
  moderate wounds (4), 25 gp per PC each. 
   
  APL 8: L: 460 gp; C: 0 gp; M: +1 breastplate (4), 112 
  gp per PC each; potions of cure moderate wounds (4), 25 
  gp per PC each. 
  Development: Once the party deals with this first wave 
  of Shannus’s forces, they are in the thick of battle. Move 
  immediately to Encounter Six, regardless of their 
  success or failure. If any party members live, they are 
  faced with a choice. 
  ENCOUNTER FIVE: DECISION 
  AT VALIDIA 
  If the party survives Shannus’s first wave, they are faced 
  with a difficult decision. To the left, a great draconic beast 
  is crushing the House Stefania warriors. To the right, 
  Field Marshal Yronl has fallen to the ground and faces a 
  horde of Shannus’s lizardfolk alone.  
  The party can not realistically attempt to aid the Stefania 
  troops and Yronl, though it is an option for the 
  excessively foolhardy.   
  The chaos of war has erupted everywhere, and the 
  Field Marshal’s battle plan is in peril. 
  Three hundred feet off of your left flank, a massive 
  draconic creature is hewing through the ranks of 
  House Stefania. Soldiers flee before it and their line 
  begins to falter. If they break, then Validia may well 
  be lost.   
  On the right flank, the Avgustin forces seem to be 
  holding their own against an army of lizardfolk, in 
  spite of the fact that Yronl has left their side.  
  The Field Marshal himself is fighting far above the 
  right flank, locked in single combat with Shannus’s 
  lieutenant, Sir Quin. Just as you catch sight of him, 
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  Yronl stabs the dragonkin with his lightning spear, 
  and a clap of thunder rings out. In retort, the 
  grievously wounded Quin slays Yronl’s mount, and 
  your commander falls from the sky.    
  As Quin flees the scene, Yronl feather falls to the 
  ground below, amidst the ranks of Shannus’s army. 
  Without help, Field Marshal Yronl will surely be lost. 
  You find yourself faced with a choice: You can 
  reinforce the failing Stefania troops on the left flank, 
  or you can fight through the lizardfolk to save Yronl. 
  You will have to choose quickly; every second counts. 
  The party must make a decision.  
  Reinforce House Stefania: If they choose to reinforce 
  the Stefania troops against the draconic monster, go to 
  Encounter Six. 
  Rescue Field Marshal Yronl: If they choose to help 
  Field Marshal Yronl stand his ground against Shannus’s 
  lizardfolk troops, go to Encounter Seven.   
  Splitting the Party: If the adventurers choose to split the 
  party, 
  attempting 
  to 
  reinforce 
  both 
  positions 
  simultaneously, go to Encounter Eight.  
  Do Nothing/Run Away: If the party does not aid either 
  side, then their cause is lost. In this unlikely event, send 
  Shannus reinforcements to the party’s current position. 
  These forces will be identical to APL-appropriate enemies 
  from Encounter Two and Encounter Four combined. 
  After the party defeats or is defeated by these enemies, go 
  to Encounter Nine. 
  Some parties will try to send the Chondell troops in one 
  direction while the PCs reinforce the other. This will not 
  be successful. The Chondell forces have been fairly 
  scattered after the first wave of attacks. Many have fallen 
  back, following Yronl’s battleplan, although it becomes 
  clear to the PCs that the plan has not worked. 
  Regrouping the Chondell troops in order to issue them 
  new orders would take a manner of minutes. Minutes 
  that the PCs do not have. 
  ENCOUNTER SIX: MONSTER 
  MASH 
  Run this encounter if the party chooses to reinforce the 
  House Stefania troops against the rampaging draconic 
  beast. 
  For PCs moving on-foot with a double move, it will take 
  them 5 rounds to reach the Stefania troops that need 
  them. If the party waits to cast healing or buffing spells, 
  then those PCs will be delayed in their arrival. If the 
  entire party delays in moving on, see Encounter Six and 
  Encounter Seven for the effects of their delayed arrival. 
  If only part of the party is delayed in arriving, begin the 
  next encounter as listed, but keep the delayed members 
  out of the fight for the appropriate number of rounds.    
  A scream of terror greets you as you push through the 
  fleeing Stefania survivors. “Gods help us!” one cries, 
  scrambling toward the rear formations. 
  The draconic beast he is running from, its yellow eyes 
  burning with rage, breaks pursuit and eyes your party, 
  clearly ready for more challenging prey...  
  Creatures: The creature encountered here is –at all 
  APLs— a draconic monster (or monsters) that has allied 
  itself with Shannus for mutual benefit. The spiked 
  felldrakes (APL 2 and APL 4), as spawn of Bahamut, 
  believe strongly in Shannus’s cause, opposing the Great 
  Dire Dark. The rage drake (APL 6) is chaotic neutral, an 
  anomaly in a race that is usually chaotic evil. It has found 
  acceptance and refuge with Shannus and is infinitely 
  loyal to him. The forest landwyrm (APL 8) has long 
  slumbered in the Iron Wood and believes in protecting 
  his forest from any threat, be that the Great Dire Dark or 
  an invading army of misguided humans. It does not 
  relish killing, but has accepted that it now fights on the 
  field of war. For all of the beasts, No quarter is given, and 
  none is expected.    
  APL 2 (EL 4) 
   
  Spiked Felldrake: hp 51; see Appendix One. 
  APL 4 (EL 7) 
   
  Spiked Felldrake (3): hp 51 each; see Appendix 
  One. 
  APL 6 (EL 9) 
   
  Rage Drake: hp 175; see Appendix One. 
  APL 8 (EL 11) 
   
  Advanced Forest Landwyrm: hp 172; see Appendix 
  One. 
  Tactics: Follow tactics according to the proper APL, 
  below. 
  At APL 2: If the spiked felldrake is not in melee when it 
  first acts, it will fire a volley of tail spikes at the least 
  armored party member first. When the party closes to 
  melee, it will tear into the most lightly armored 
  combatant with a full attack. Note that the spiked 
  felldrake, while bestial, has an average human’s 
  intelligence score, and is thus capable of using educated 
  tactics (concentrating attacks, disrupting spellcasters, 
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  etc). He will fight ruthlessly until it is clear that he is 
  losing. At that point, if escape is impossible, he will fight 
  to the death. 
  At APL 4: This trio of spiked felldrakes fight with the 
  same tactics as the lone felldrake at APL 2. They use 
  flanks to gang up on lightly armored PCs in order to 
  defeat them before moving on to the next PC.   
  At APL 6: The rage drake charges and pounces on the 
  nearest 
  enemy 
  in 
  the 
  first 
  round 
  of 
  combat 
  (bite/rake/rake/worry). If it hits with its bite, it gets a 
  free grapple attempt from its improved grab ability. It 
  then uses its worry ability to shake the victim (DC 25 
  Fort save or stunned for one round). If a victim becomes 
  stunned, it drops it prone in a square adjacent to it; if the 
  PC successfully saves, the drake will maintain the grapple 
  until its next turn. In the second round, it rages. From 
  then out, it makes full attacks. It always uses its Power 
  Attack feat.       
  At APL 8: First, all PCs within 80 feet who are not 
  immune to fear must make a Will save (DC 22) against 
  the landwyrm’s Frightful Presence ability. This is a non-
  action. The landwyrm’s begins by charging the weakest 
  looking PC, or, if already in melee, it takes a full attack on 
  the most threatening PC. After this, it continues to tear 
  into its enemies, making full use of its power attack feat.    
  Development: Since the party chose to aid the Stefania 
  forces against the draconic beast, if victorious, they 
  prevent the nobles’ army from collapsing. It appears that 
  the Army of the Iron Wood is falling back. But since they 
  could not also reinforce Field Marshal Yronl’s position, 
  there are consequences. After they defeat the beast(s) 
  here, the PCs learn the ramifications of their actions. Go 
  to Encounter Nine. 
  ENCOUNTER SEVEN: OH 
  CAPTAIN! MY CAPTAIN! 
  Run this encounter if the party chooses to rescue Field 
  Marshal Yronl from certain death as he fights single-
  handedly against Shannus’s elite shock troopers.  
  For PCs moving on-foot with a double move of 60’, it will 
  take them 5 rounds to reach the advancing lizardfolk that 
  block their way to Yronl. If the party waits to cast healing 
  or buffing spells, then those PCs will be delayed in their 
  arrival. If only part of the party is delayed in arriving, 
  begin the next encounter as listed, but keep the delayed 
  members out of the fight for the appropriate number of 
  rounds.    
  After rushing across the battlefield, you push your 
  way through the Avgustin soldiers, locked in combat 
  with Iron Wood lizardfolk. You spot the Field 
  Marshal not far away. He has held his own against the 
  horde, but just before you reach him, he falls to a 
  blow from a large black lizardfolk. Yronl is out, but 
  not yet dead. 
  The lizardman looks ready to finish Yronl off for good 
  when he spots you. Dropping your commander, he 
  and his allies advance on your party with a gleam in 
  their yellow eyes.  
  Creatures: The party encounters the newest additions to 
  Shannus’s growing army of draconic warriors: Lizardfolk. 
  These shocktroops and their clansmen have been treated 
  well by their new liege, and they will gladly fight to the 
  death in his defense, and in the defense of their clan 
  brothers and sisters within the Iron Wood. 
  APL 2 (EL 4) 
   
  Blackscale Lizardfolk: hp 26; see Appendix One. 
   
  Poison Dusk Lizardfolk Ranger: male poison dusk 
  Ranger 1; hp 5; see Appendix One.  
  APL 4 (EL 7) 
   
  Blackscale Lizardfolk (2): hp 26 each; see Appendix 
  One.  
   
  Lizardfolk (2): hp 11 each; see Monster Manual pg. 
  169.  
   
  Poison Dusk Lizardfolk Archer: male poison dusk 
  Ranger 4; hp 33; see Appendix One 
  APL 6 (EL 9) 
   
  Blackscale Lizardfolk Brute (2): male blackscale 
  Barbarian 1; hp 35 each; see Appendix One.  
   
  Lizardfolk Barbarian (2): male lizardfolk Barbarian 
  3; hp 49 each; see Appendix One. 
   
  Poison Dusk Lizardfolk Archer (2): male poison 
  dusk Ranger 4; hp 33 each; see Appendix One.  
  APL 8 (EL 11) 
   
  Blackscale Lizardfolk Brute (2): male blackscale 
  Barbarian 1/Ftr2; hp 51; see Appendix One. 
   
  Lizardfolk Barbarian Captain (2): male lizardfolk 
  Barbarian 6, hp 77 each, see Appendix One.  
   
  Poison Dusk Lizardfolk Archer (2): male poison 
  dusk Ranger 4; hp 33 each; see Appendix One.  
  Tactics: Follow the tactics for the proper APL, below.   
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  At APL 2, the blackscale lizardfolk runs interference for 
  his small poison dusk lizardfolk ally by charging into 
  melee. Meanwhile, the poison dusk begins combat 
  behind a pile of Avgustin bodies and fires arrows at PCs 
  who are not in melee. He also has two bolas that he can 
  use to trip opponents that are causing trouble for the 
  blackscale.  
  At APL 4, the blackscale and standard lizardfolk form a 
  line to protect the poison dusk archer. They concentrate 
  their attacks and look for flanks when the opportunities 
  arise. The poison dusk snipes from behind a pile of fallen 
  Avgustin soldiers, attempting to remain hidden. He 
  concentrates his fire on lightly armored PCs in the rear of 
  the party. If he is discovered, he shifts to using his Rapid 
  Shot feat.  
  At APL 6 and APL 8, the blackscale and lizardfolk 
  barbarians rage and charge the front lines of the party. 
  They look for flanking opportunities and deal as much 
  damage as possible in the first few rounds. The 
  blackscales single out spellcasters and attempt to grapple 
  them (using their Improved Grapple feat). Once a 
  blackscale 
  has someone grappled, the lizardfolk 
  barbarians gang up on them, using full Power Attacks.  
  The poison dusk archers snipe from behind battlefield 
  debris and fallen warriors, attempting to remain hidden 
  and concentrating fire on the most lightly armored PC 
  that is not being grappled by a blackscale brute. If their 
  position is discovered, they use their Rapid Shot feat, 
  rather than attempting to snipe. They are not beyond 
  readying a shot to attack casters as they begin casting.  
  Treasure: 
   
  APL 2: L: 552 gp; C: 6 gp; M: potions of cure light 
  wounds (4), 4 gp.  
   
  APL 4: L: 876 gp; C: 88 gp; M: potions of cure light 
  wounds (6), 6 gp.  
   
  APL 6: L: 364 gp; C: 0 gp; M: +1 large greatclub (2), 
  384 gp; +1 greatclub (2), 384 gp; potions of cure light 
  wounds (8), 8 gp. 
   
  APL 8: L: 888 gp; C: 0 gp; M: +1 large greatclub (2), 
  384 gp; +1 greatclub (2), 384 gp; gauntlets of ogre power 
  +2 (2), 667 gp; potions of cure light wounds (8), 8 gp. 
  Development: Since the party chose to aid Field Marshal 
  Yronl, if victorious, they have saved his life. 
  Unfortunately, the party’s presence here has meant that 
  they could not also reinforce the House Stefania line. As 
  they finish off the lizardfolk, the PCs see the 
  ramifications of their decision. Continue to Encounter 
  Nine. 
  ENCOUNTER EIGHT: THE 
  WORST OF BOTH WORLDS 
  Run this encounter if the party decides to split up, 
  attempting to both reinforce the House Stefania division 
  against the draconic monster and rescue Field Marshal 
  Yronl from behind the enemy lines.  
  A party that splits will encounter both Encounter Six 
  and Encounter Seven for the respective party members 
  who are present at each battle. Note that this is an 
  extremely ambitious and probably suicidal choice on the 
  part of the adventurers. As the DM, you should divide 
  your play area into two halves and run both encounters in 
  tandem, but separately.  
  Do not recalculate APL for each half of the party. Each 
  half will indeed be facing an overwhelmingly difficult 
  encounter. 
  The distance between the encounters is 600 feet, making 
  Listen or Spot checks to see how the other side is doing 
  virtually impossible. But feel free to take creative license 
  with spectacularly large effects that might be seen from 
  great distances (i.e., if someone in one half of the party 
  casts call lightning, you might describe the spell effect to 
  the other half of the party, but details of who cast it and 
  who it hit would be beyond knowing). 
  The terrain between Encounter Six and Encounter 
  Seven is essentially open, so PCs may run if they choose. 
  Doing so will, however, keep them “off screen” for as 
  many rounds as it takes them to cross the field of battle 
  from one encounter to the next.  
  If the party chooses to split its forces, it will be difficult 
  for them to rejoin the two halves of the party with any 
  timeliness. Once they decide to split, each half is 
  essentially on their own.   
  Creatures: See Encounter Six and Encounter Seven. 
  Use the enemies written for the APL of the table as a 
  whole: Do NOT recalculate Average Party Level when 
  the party splits. 
  Tactics: See Encounter Six and Encounter Seven. 
   
  Treasure: See Encounter Six and Encounter Seven. 
  Development: After both half-parties have fought or fled 
  from their respective battles, move on to Encounter 
  Nine to reveal the consequences of the party’s decision. 
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  ENCOUNTER NINE: 
  AFTERMATH 
  This encounter provides the adventurers with the 
  ramifications of their decision in Encounter Five. Go to 
  the section below that properly describes the PCs’ 
  decision and the outcome of their battle in Encounter 
  Six, Seven, or Eight.   
  ENCOUNTER 9A 
  Reinforced the Stefania troops successfully, but did not 
  rescue Yronl (won Encounter Six, and failed or did not 
  face Encounter Seven) 
  Read the following aloud: 
  A cheer rises up from the House Stefania troops 
  around you. With the beast defeated, the spearhead of 
  Shannus’s counter-attack is broken. Everywhere you 
  look, the dragonkin are in full retreat. Confirming 
  your hopes, a House Chondell battlefield courier 
  cries out as he rides by, “They’re retreating from 
  Validia! The day is ours!” 
  The House Stefania line has held, however, and Shannus 
  is retreating from Validia. But in this outcome, because 
  the party was not there to rescue him, Field Marshal 
  Yronl has been killed by Shannus’s forces. His body is 
  lost on the battlefield and taken with the retreating Iron 
  Wood forces.  
  House Chondell forces quickly move in and re-
  occupy Validia, fortifying the town against any 
  counter-attack from the Lord of the Iron Wood.  
  Although the battle has been won, and Validia 
  retaken, it has been at great cost. Field Marshal Yronl 
  is dead, and in the wake of the battle, his body is not 
  found.  
  Proceed to the Conclusion. 
  ENCOUNTER 9B 
  Rescued Yronl successfully, but did not reinforce the 
  House Stefania position (won Encounter Seven, and 
  failed or did not face Encounter Six) 
  Read the following aloud: 
  Defeating the last of the lizardfolk, the Avgustin 
  troops rally around you, ready to press the fight all 
  the way through to Validia and beyond.  
  But at that moment a House Chondell rider races past 
  you, pointing to the west and crying, “Retreat! The 
  line is broken! Fall back! Retreat!” Stunned, the 
  Avgustin troops look toward the western flank. 
  Even from this distance, you can see the House 
  Stefania line collapse. The Army of the Iron Wood 
  has them in full rout, their charge spearheaded by a 
  rampaging draconic beast, roaring victoriously.  
  If Yronl is conscious at this point, add: 
  Yronl grips his spear tightly, and a quiet curse escapes 
  his lips: “By Nemound’s Brethren…” Composing 
  himself, he barks the order: “Fall back!”  
  Continue. 
  While the battle may be lost, at least your commander 
  still lives. The remaining Noble House allies fall back 
  to regroup at the site where you camped last night. 
  The quest to liberate Validia has failed.  
  Continue to the Conclusion. 
  ENCOUNTER 9C 
  Neither reinforced the House Stefania forces NOR 
  rescued Field Marshal Yronl successfully (failed 
  Encounter Six, failed Encounter Seven, or failed both 
  combats in Encounter Eight) 
  This outcome assumes that at least one member of the 
  party survives to flee the battle that they chose in 
  Encounter Five. If everyone in the party has been killed, 
  the adventure is obviously over.  
  A House Chondell battlefield courier races past you, 
  pointing to the west and crying, “Retreat! The line is 
  broken! Fall back! Retreat!”  
  From across the battlefield, you can see the House 
  Stefania line collapse. The Army of the Iron Wood 
  have them in full rout, their charge spearheaded by a 
  rampaging draconic beast, roaring victoriously.  
  On the eastern front, Field Marshal Yronl has been 
  lost. If not killed by Sir Quin, he has surely fallen to 
  the horde of lizard folk.  
  Your quest to liberate Validia has ended in disaster. 
  Not only does Shannus still control the town, but 
  Field Marshal Yronl is dead. The remaining forces of 
  House Avgustin, Stefania, and Chondell fall back to 
  regroup at the place where they camped last night.  
  Proceed to the Conclusion. 
  VER7-05 The Lion and the Dragon 
   
  Page 17 
  
  ENCOUNTER 9D 
  Successfully BOTH reinforced the House Stefania line 
  AND rescued Field Marshal Yronl (won BOTH combats 
  in Encounter Eight) 
  Note that this outcome can ONLY be reached if the party 
  split their forces in Encounter Five and successfully 
  defeated the draconic monster from Encounter Six AND 
  the lizardfolk troops in Encounter Seven. This outcome 
  should be very rare, if not impossible to achieve. If the 
  party split up, but only one half or neither halves of the 
  party were successful, look for the proper Aftermath 
  section above. 
  Read the following to the half of the party that defeated 
  the monster from Encounter Six as a part of Encounter 
  Eight:  
  A cheer rises up from the House Stefania troops 
  around you. With the beast defeated, the soldiers 
  have rallied, and the spearhead of Shannus’s counter-
  attack is broken. Everywhere you look, the dragonkin 
  are in full retreat. Confirming your hopes, a House 
  Chondell battlefield courier cries out as he rides by, 
  “They’re retreating from Validia! Inform the Field 
  Marshal: the day is ours!” 
  Field Marshal Yronl—how did he fare on the right 
  flank? Almost as one, the Stefania troops turn their 
  eyes eastward… 
  Read the following to the half of the party that defeated 
  the lizardfolk from Encounter Seven as a part of 
  Encounter Eight:  
  Defeating the last of the lizardfolk, the remaining 
  Avgustin troops rally around you. Your bravery and 
  dedication to Field Marshal Yronl in spite of 
  overwhelming odds has inspired them; they have 
  begun driving the lizardfolk back into the Iron 
  Wood. A House Chondell courier races past you 
  across the battle lines crying, “Onward! Their line is 
  broken! Press the attack! For Chondell! For Validia!” 
  If Yronl is conscious at this point, add: 
  Yronl grips his spear tightly, and quiet words escape 
  his lips with a smile; “By Nemound’s Brethren…” 
  Raising his spear aloft, he shouts: “Victory!”  
  Continue. 
  Against all odds, you have liberated Validia and 
  rescued Field Marshal Yronl from certain death.  The 
  Chondell forces re-occupy Validia and immediately 
  begin reinforcing the town against a counter-assault. 
  Meanwhile, the House Avgustin and Stefania soldiers 
  spend the rest of the day hunting down retreating 
  dragonkin and scouring the battlefield for survivors.  
  Continue to the Conclusion. 
  CONCLUSION 
  With the tenuous resolution to the conflict reached, a 
  new threat arises that promises to launch the PCs into 
  more adventure…. 
  Late that afternoon, as the wounded are being tended 
  to, a rider gallops into view. His horse froths at the 
  mouth, and his dirt-covered Avgustin tabard plainly 
  tells you that he has ridden non-stop for at least a day.  
  "Hail!" he cries in greeting. "Peri Swan! Where is Sir 
  Peri Swan? I have an urgent missive from m'lady for 
  the Commander of the Golden Harriers!" 
  At this point, the PCs should tell the courier that Sir Peri 
  is dead. The courier looks at the letter and sees that it is 
  addressed to "The Commander of the Golden Harriers." 
  He insists on delivering it to the person who currently 
  holds that title. This should be one of the PCs at this 
  point. He shoves the letter into that PC's hands.  
  Hand the proper PC Player Handout #6. 
  Torc, a contact of Sir Peri's in the town of Swan, has vital 
  information for House Avgustin, likely related to a 
  House Langmuir threat, but he insists on passing it only 
  to Sir Peri. In order to find Torc, Lady Elise summons the 
  Golden Harriers back to Loren's Ford to regroup and 
  depart for the town of Swan immediately.   
  "What? What does it say?" asks the page. "Good news, 
  I hope…?" 
  As if in answer, the ominous clouds above rumble 
  with  thunder.  
   To be continued… 
  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 PC. 
  Encounter Two: Death From Above 
  Defeat or drive off the dragonkin. 
   
  APL 2 
  120 XP 
   
  APL 4 
  210 XP 
  VER7-05 The Lion and the Dragon 
   
  Page 18 
  
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
  Encounter Four: War! 
  Defeat the Mist Children elves. 
   
  APL 2 
  120 XP 
   
  APL 4 
  120 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
  Encounter Six: Monster Mash 
  Defeat the draconic beast. Note that most parties will not 
  earn experience for both Encounter Seven and 
  Encounter Eight. 
   
  APL 2 
  120 XP 
   
  APL 4 
  210 XP 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
  Encounter Seven: O Captain! My Captain! 
  Defeat the lizardfolk. Note that most parties will not earn 
  experience for both Encounter Seven and Encounter 
  Eight. 
   
  APL 2 
  120 XP 
   
  APL 4 
  210 XP 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
  Award for Good Roleplaying 
   
  APL 2 
  90 XP 
   
  APL 4 
  135 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  225 XP 
  Total Possible Experience 
   
  APL 2 
  450 XP 
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
  TREASURE SUMMARY 
  During an adventure, PCs 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 PC 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 PCs cannot take the time to loot the 
  bodies, they do not gain this gold.  If you feel it is 
  reasonable that PCs 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), PCs may return to retrieve loot.  If the PCs 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 PC 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 PCs may want to use them during the adventure. 
   Many times PCs 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 PCs total and coin value increase 
  at the end of the adventure.  Write the total in the GP 
  Gained field of the adventure certificate.  Because this is a 
  Regional scenario, PCs may spend additional Time Units 
  to practice professions or create items immediately after 
  the adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy; C:  Coin, Gems, Jewelry, and 
  other valuables; M:  Magic Items. 
  Encounter Two: Death From Above 
  Loot Shannus’s dragonkin soldiers. 
  APL 2: Loot 20 gp; Magic 250 gp; brooch of shielding  
   
  (125 gp), pearl of power (1
  st level) (83 gp),  
   
  silversheen (x2) (42 gp); Total 270 gp per  
   
  PC each. 
  APL 4: Loot 40 gp; Magic 500 gp; brooch of shielding  
   
  x4 (500 gp); Total 540 gp per PC each. 
  APL 6: Loot 60 gp; Magic 750 gp; brooch of shielding  
  VER7-05 The Lion and the Dragon 
   
  Page 19 
  
   
  x6 (750 gp); Total 810 gp per PC each. 
  APL 8: Loot 120 gp; Magic 1,500 gp; brooch of  
   
  shielding x12 (1,500 gp); Total 1,620 gp per  
   
  PC each. 
  Encounter Four: War! 
  Loot the mist children elves. 
  APL 2: L: 412 gp; C: 0 gp; M: potions of cure light wounds 
  (4), 4 gp per PC each. 
  APL 4: L: 412 gp; C: 0 gp; M: potions of cure light wounds 
  (4), 4 gp per PC each. 
  APL 6: L: 552 gp; C: 0 gp; M: potions of cure moderate 
  wounds (4), 25 gp per PC each. 
  APL 8: L: 460 gp; C: 0 gp; M: +1 breastplate (4), 112 gp per 
  PC each; potions of cure moderate wounds (4), 25 gp 
  per PC each. 
   
  Encounter Seven: O Captain! My Captain!  
  Loot Shannus’s lizardfolk soldiers. 
  APL 2: L: 552 gp; C: 6 gp; M: potions of cure light wounds 
  (4), 4 gp. Total 103 gp per PC each. 
  APL 4: L: 876 gp; C: 88 gp; M: potions of cure light 
  wounds (6), 6 gp. Total 167 gp per PC each. 
  APL 6: L: 364 gp; C: 0 gp; M: +1 large greatclub (2), 384 
  gp; +1 greatclub (2), 384 gp; potions of cure light 
  wounds (8), 8 gp; Total:  837 gp per PC each. 
  APL 8: L: 888 gp; C: 0 gp; M: +1 large greatclub (2), 384 
  gp; +1 greatclub (2), 384 gp; gauntlets of ogre power 
  +2 (2), 667 gp; potions of cure light wounds (8), 8 gp; 
  Total: 1591 gp per PC each. 
   
  Maximum Possible Treasure  
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  REWARD NOTES: 
  Spoils of War: This entry is awarded to all PCs that 
  participate in this adventure. 
  Favor of House Avgustin: This entry is awarded to all 
  PCs that rescued Field Marshall Yronl. DO NOT award 
  this entry if Yronl was killed. 
  Favor of House Stefania:  This entry is awarded to PC 
  that supported the Stefania line and successfully retook 
  Validia. DO NOT award this entry if Validia was not 
  retaken. 
  Lizardfolk Scales: This entry is award to all PCs that 
  fought against any lizardfolk in this adventure. 
  More Courage than Wisdom: This entry is awarded if, 
  and only if, Captain Yronl is rescued AND House 
  Stefania successfully retakes Validia. Both conditions 
  must be fulfilled for this entry to be valid. 
  Blessings of the Summoner: This entry is awarded 
  using the same conditions as More Courage than 
  Wisdom. 
   
   
  VER7-05 The Lion and the Dragon 
   
  Page 20 
  
  VER7-05 The Lion and the Dragon 
   
  Page 21 
  APPENDIX 1: NPCS 
  ALL APLS
  Encounter TWO: DEATH FROM ABOVE 
  V I RL Y M  T H E  B L E E D E R   
  CR  12 
  Male Kobold Rogue 5/Assassin 7  
  LE Small humanoid (reptilian) 
  Init +4; Senses darkvision 60 ft., Listen +15, Spot 
  +15 
  Languages Common, Draconic, Elven 
  AC 21, touch 16, flat-footed 16 
   (+1 size, +4 Dex, +5 armor) 
  hp 52 (12 HD);  
  Fort +7, Ref +15, Will +6  
  Speed 30 ft. (6 squares) 
  Melee +1 spiked chain +11 (1d6-1, plus 7d6 sneak 
  attack) or 
  Melee +1 spiked chain +11 (1d6-1, plus 7d6 sneak 
  attack) and +1 spiked chain +6 (1d6-1, plus 7d6 
  sneak attack) 
  Ranged short bow +12 (1d4, plus 7d6 sneak attack) 
  or 
  Ranged short bow +12 (1d4, plus 7d6 sneak attack) 
  and short bow +7 (1d4, plus 7d6 sneak attack) 
  Base Atk +8; Grp +3 
  Atk Options Combat Reflexes, sneak attack (+7d6), 
  death attack (DC 20) 
  Combat Gear potion of cure blindness/deafness, 
  potion of cure light wounds (2), potion of fly, potion 
  of reduce person 
  Assassin Spells Known (CL 7) 
   
  4th (1/day)—assassin’s darkness*, unseen strike* 
    
   
  3rd (2/day)—deeper darkness, misdirection, vital 
  strike * 
   
  2nd (3/day)—fell the greatest foe *, invisibility, 
  pass without trace, spider climb 
   
  1st 
  (3/day)—critical 
  strike*, 
  ebon 
  eyes(*), 
  disguise self, true strike 
   
  Already cast: 1st: ebon eyes, 2nd: invisibility, 3rd: 
  misdirection, 4th: unseen strike 
  Abilities Str 8, Dex 18, Con 12, Int 18, Wis 10, Cha 8  
  Feats Combat Reflexes, Exotic Weapon Proficiency 
  (spiked chain), Fortuitous Strike*, Victor’s Luck*, 
  Weapon Finesse  
  Skills  Balance +11, Bluff +6, Diplomacy +1, Disable 
  Device +21, Disguise +3, Hide +28, Jump +6, 
  Knowledge (local:VTF) +6, Listen +15, Move 
  Silently +19,  Open Lock +6, Search +21, Sleight of 
  Hand +8, Spot +15, Tumble +21   
  Possessions combat gear plus +1 spiked chain, +1 
  shadowed mithril chain shirt, vest of resistance +3, 
  headband of intellect +2, gloves of dexterity +2, 
  dagger, 
  short 
  bow, 
  spiked 
  gauntlet, 
  sap, 
  masterwork thieves’ tools, explorer’s outfit, 37 gp, 
  dose of wyvern poison (Injury, DC 17, 2d6 Con/2d6 
  Con)  
  All Expenses Paid: In this adventure, Virlym has 
  been issued the wyvern poison and +1 spell storing 
  thinaun spiked chain* by his employer specifically 
  for his assignment. The poison will be used, and 
  the thinaun spiked chain will be entrusted to his 
  employer once his job is completed. These items 
  are not part of Virlym’s usual complement of 
  equipment, and thus their costs (3,000 gp and 
  28,235 gp, respectively) are not accounted for as 
  part of his allotment of gear.  
  * see Appendix 2: New Rules Items 
   
   
  
  APL 2
  ENCOUNTER TWO: DEATH FROM ABOVE 
  D R AG O N K I N  D RUI D 
  CR  4 
  Male Dragonkin Druid 1 
  LN Large Monstrous humanoid (reptilian) 
  Init +5; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 44 (8 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or  
  Melee scimitar +10/+5 (2d6+6 19-20/x2) or 
  Melee scimitar +10/+5 (2d6+6 19-20/x2) and 
   
  rake +10 (1d6+2) and 
   
  rake +10 (1d6+2)   
  Ranged sling +8 (1d6+3)    
  Space 10 ft.; Reach 10 ft.  
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding, pearl of power (1st 
  level) 
  Druid Spells Prepared (CL 1) 
   
  1st—cure light wounds x2 
   
  0th—cure minor wounds x3 
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Knowledge (nature) +3, Listen +12, Spot +12, 
  Survival +5 
  Possessions combat gear plus scimitar, sling with 10 
  bullets, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melee) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round. 
   
  ENCOUNTER FOUR: WAR! 
  M I S T C H I L D R E N  AT T AC K E R 
  CR  1 
  Male gray elf barbarian 1 
  CN Medium humanoid (elf) 
  Init +3; Senses low-light vision; Listen +7, Spot +3 
  Languages Common, Elf  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +4 armor, +2 shield) 
  hp 12 (1 HD) 
  Fort +2, Ref +3, Will +1 (+3 against enchantment)  
  Speed 40 ft. (8 squares) 
  Melee masterwork longsword +5 (1d8+3/19-20) or 
  silver shortspear +4 (1d6+2) 
  Ranged masterwork longbow +5 (1d8/x3) 
  Base Atk +1; Grp +4 
  Atk Options Power Attack, rage 1/day 
  Combat Gear potion of bull’s strength*, potion of cure 
  light wounds 
  * already used; incorporated into the stats here 
  Abilities Str 13 (17), Dex 16, Con 11, Int 10, Wis 12, 
  Cha 10  
  SQ elf traits, illiteracy 
  Feats Power Attack  
  Skills Climb +3, Jump +7, Listen +7, Search +2, Spot 
  +3, Survival +5 
  Possessions combat gear plus chain shirt, heavy 
  wooden shield, masterwork longsword, silver 
  shortspear, masterwork longbow with 20 arrows 
  and 20 silver arrows, various trinkets of wood and 
  bone 
  Rage (Ex) while raging, the Mist Children Attacker’s 
  stats change as follows: 
   
  AC 17, touch 11, flat-footed 14 
   
  hp 14 
   
  Fort +4, Will +3 (+5 against enchantment) 
   
  Melee** masterwork longsword +6 (1d8+6/19-20) 
  or silver shortspear +5 (1d6+5) 
   
  Grp +6 
    
  Abilities Str 17 (21), Con 15 
   
  Skills Climb +5, Jump +9 
   
  **1-point Power Attack 
   
  ENCOUNTER SIX: MONSTER MASH 
  S P I K E D  F E L L D R AK E 
  CR  4 
  NG Large Dragon 
  Init +2; Senses darkvision 60’. low-light vision, scent, 
  Listen +12, Spot +12 
  Languages Draconic, Sylvan  
  AC 19, touch 12, flat-footed 17 
   (-1 size, +2 Dex, +8 armor) 
  hp 51 (6 HD) 
  Immune sleep and paralysis effects 
  Fort +7, Ref +7, Will +8  
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+5) or 
  Melee bite +10 (2d6+5) and 
   
  claw +5 (1d8+2) and 
   
  claw +5 (1d8+2) 
  Ranged spikes +7 (1d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +15 
  Abilities Str 20, Dex 14, Con 15 , Int 10, Wis 12, Cha 
  8  
  VER7-05 The Lion and the Dragon 
   
  Page 22 
  
  Feats Alertness, Iron Will, Point Blank Shot  
  Skills Climb +14, Intimidate +8, Listen +12, Search 
  +9, Spot +12, Survival +10 
  Description: The felldrakes trace their origin to 
  Bahamut the Platinum Dragon. After helping a 
  group of powerful elf wizards turn back a demonic 
  invasion, Bahamut created the felldrakes to guard 
  the elves against future incursions. All felldrakes 
  have the blood of Bahamut in their veins and are 
  fierce, loyal, and good at heart. 
   
  Of the many kinds of felldrakes, few are as 
  powerful as the spiked felldrake. It’s size and 
  strength place it in the front line of important 
  battles. And some mighty knights or paladins 
  employ the spiked felldrake as a steed.  
   
  A spiked felldrake can stand up to terrible 
  punishment while dealing out plenty of its own with 
  swordlike claws. The spikes on its tail are not just 
  for show—it can project them in a hail of deadly fire 
  at approaching enemies. With its scent and vision 
  abilities, a spiked felldrake can root out even 
  hidden enemies reliably.  
   
  ENCOUNTER SEVEN: O CAPTAIN! MY 
  CAPTAIN! 
  B L AC K S C AL E  L I ZAR D F O L K 
  CR  3 
  N Large Monstrous Humanoid (Reptilian) 
  Init +0; Senses darkvision 60’; Listen +0, Spot +4 
  Languages Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 26 (4 HD) 
  Fort +3, Ref +4, Will +4  
  Speed 40 ft. (8 squares) 
  Melee claw +3 (1d3+1) or  
  Melee greatclub +7 (2d8+6) or 
  Melee claw +7 (1d6+4) and 
   
  claw +7 (1d6+4) and 
   
  bite +5 (1d6+2) or 
  Melee greatclub +7 (2d8+6) and 
   
  bite +5 (1d6+2)  
  Ranged javelin +3 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +12 
  Atk Options Power Attack 
  Combat Gear potion of cure light wounds 
  Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7  
  SQ hold breath 
  Feats Multiattack, Power Attack  
  Skills Balance +5, Jump +12, Spot +4, Swim +10 
  Possessions combat gear plus chain shirt, heavy 
  wooden shield, masterwork longsword, silver 
  shortspear, masterwork longbow with 20 arrows 
  and 20 silver arrows, various trinkets of wood and 
  bone 
  Hold Breath (Ex) A blackscale lizardfolk can hold its 
  breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, blackscale lizardfolk 
  have a +4 racial bonus on Balance, Jump and 
  Swim checks. 
   
  P O I S O N  D U S K  L I ZAR D F O L K  R AN G E R 
  CR  1 
  Male poison dusk lizardfolk ranger 1 
  N Small Humanoid (Reptilian) 
  Init +2; Senses low-light vision; Listen +0, Spot +4 
  Languages Draconic  
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +3 natural, +1 buckler) 
  hp 5 (1 HD) 
  Fort +3, Ref +4, Will +0 
  Speed 30 ft. (6 squares) 
  Melee claw +3 (1d3+1) or  
  Melee longsword +3 (1d6+1/19-20) or 
  Melee claw +3 (1d3+1) and 
   
  claw +3 (1d3+1) and 
   
  bite +1 (1d3+1) or 
  Melee  masterwork longsword +4 (1d6+1/19-20) and 
   
  bite +1 (1d3+1) 
  Ranged masterwork shortbow +5 (1d4/x3) or 
  Ranged bola +4 (1d3 nonlethal or ranged trip) 
  Base Atk +1; Grp -2 
  Atk Options favored enemy (human) +2, poison use 
  Combat Gear potion of cure light wounds (x2), dose 
  of small centipede poison (applied to first arrow 
  fired, DC 11, 1d2 Dex/1d2 Dex) 
  Abilities Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7  
  SQ chameleon skin, hold breath 
  Feats Multiattack, Track  
  Skills Balance +5, Climb +4, Hide +14, Jump +4, 
  Move Silently +5, Spot +4, Survival +4 Swim +3 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  longsword, masterwork shortbow, bolas, buckler, 
  quiver with 10 regular and 10 silver arrows, various 
  trinkets of wood and bone 
  Poison Use Due to their long tradition of working with 
  venoms, poison dusks are never at risk when 
  applying poisons to weapons. Common poisons 
  include black adder venom and blue whinnis.  
  Chameleon Skin (Ex) Poison dusks can adjust the 
  colors of their scales to blend in with their 
  surroundings. When it is not wearing armor, robes 
  or other covering clothing, a poison dusk lizardfolk 
  gains a +5 racial bonus on hide checks.   
  Hold Breath (Ex) A poison dusk lizardfolk can hold its 
  breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills: Because of their tails, poison dusk lizardfolk 
  have a +4 racial bonus on Balance, Jump and Swim 
  checks. The skill modifiers given in the statistics block 
  include a –1 armor check penalty (-2 on Swim checks) 
  for 
  carrying 
  a 
  buckler.
  VER7-05 The Lion and the Dragon 
   
  Page 23 
  
  VER7-05 The Lion and the Dragon 
   
  Page 24 
  APL 4 
  ENCOUNTER TWO: DEATH FROM ABOVE 
  D R AG O N K I N  F O O T S O L D I E R 
  CR  3 
  Male Dragonkin 
  LN Large Monstrous humanoid (reptilian) 
  Init +5; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or  
  Melee longspear +10/+5 (1d10+6/x3) or 
  Melee longspear +10/+5 (1d10+6/x3) and 
   
  rake +10 (1d6+2) and 
   
  rake +10 (1d6+2)   
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding 
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melee) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round. 
   
  ENCOUNTER FOUR: WAR! 
  M I S T C H I L D R E N  AT T AC K E R 
  CR  1 
  Male gray elf barbarian 1 
  CN Medium humanoid (elf) 
  Init +3; Senses low-light vision; Listen +7, Spot +3 
  Languages Common, Elf  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +4 armor, +2 shield) 
  hp 12 (1 HD) 
  Fort +2, Ref +3, Will +1 (+3 against enchantment)  
  Speed 40 ft. (8 squares) 
  Melee masterwork longsword +5 (1d8+3/19-20) or 
  silver shortspear +4 (1d6+2) 
  Ranged masterwork longbow +5 (1d8/x3) 
  Base Atk +1; Grp +4 
  Atk Options Power Attack, rage 1/day 
  Combat Gear potion of bull’s strength, potion of cure 
  light wounds 
  Abilities Str 13 (17), Dex 16, Con 11, Int 10, Wis 12, 
  Cha 10  
  SQ elf traits, illiteracy 
  Feats Power Attack  
  Skills Climb +3, Jump +7, Listen +7, Search +2, Spot 
  +3, Survival +5 
  Possessions combat gear plus chain shirt, heavy 
  wooden shield, masterwork longsword, silver 
  shortspear, masterwork longbow with 20 arrows 
  and 20 silver arrows, various trinkets of wood and 
  bone 
  Rage (Ex) while raging, the Mist Children Attacker’s 
  stats change as follows: 
   
  AC 17, touch 11, flat-footed 14 
   
  hp 14 
   
  Fort +4, Will +3 (+5 against enchantment) 
   
  Melee** masterwork longsword +6 (1d8+6/19-20) 
  or silver shortspear +5 (1d6+5) 
   
  Grp +6 
    
  Abilities Str 17 (21), Con 15 
   
  Skills Climb +5, Jump +9 
   
  **1-point Power Attack 
  ENCOUNTER SIX: MONSTER MASH 
  S P I K E D  F E L L D R AK E 
  CR  4 
  NG Large Dragon 
  Init +2; Senses darkvision 60’. low-light vision, scent, 
  Listen +12, Spot +12 
  Languages Draconic, Sylvan  
  AC 19, touch 12, flat-footed 17 
   (-1 size, +2 Dex, +8 armor) 
  hp 51 (6 HD) 
  Immune sleep and paralysis effects 
  Fort +7, Ref +7, Will +8  
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+5) or 
  Melee bite +10 (2d6+5) and 
   
  claw +5 (1d8+2) and 
   
  claw +5 (1d8+2) 
  Ranged spikes +7 (1d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +15 
  Abilities Str 20, Dex 14, Con 15 , Int 10, Wis 12, Cha 
  8  
  Feats Alertness, Iron Will, Point Blank Shot  
  Skills Climb +14, Intimidate +8, Listen +12, Search 
  +9, Spot +12, Survival +10 
  Description: The felldrakes trace their origin to 
  Bahamut the Platinum Dragon. After helping a 
  group of powerful elf wizards turn back a demonic 
  invasion, Bahamut created the felldrakes to guard 
  the elves against future incursions. All felldrakes 
  have the blood of Bahamut in their veins and are 
  fierce, loyal, and good at heart. 
  
   
  Of the many kinds of felldrakes, few are as 
  powerful as the spiked felldrake. It’s size and 
  strength place it in the front line of important 
  battles. And some mighty knights or paladins 
  employ the spiked felldrake as a steed.  
   
  A spiked felldrake can stand up to terrible 
  punishment while dealing out plenty of its own with 
  swordlike claws. The spikes on its tail are not just 
  for show—it can project them in a hail of deadly fire 
  at approaching enemies. With its scent and vision 
  abilities, a spiked felldrake can root out even 
  hidden enemies reliably.  
   
  ENCOUNTER SEVEN: O CAPTAIN! MY 
  CAPTAIN! 
  B L AC K S C AL E  L I ZAR D F O L K 
  CR  3 
  N Large Monstrous Humanoid (Reptilian) 
  Init +0; Senses darkvision 60’; Listen +0, Spot +4 
  Languages Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 26 (4 HD) 
  Fort +3, Ref +4, Will +4  
  Speed 40 ft. (8 squares) 
  Melee claw +3 (1d3+1) or  
  Melee masterwork greatclub +7 (2d8+6) or 
  Melee claw +7 (1d6+4) and 
   
  claw +7 (1d6+4) and 
   
  bite +5 (1d6+2) or 
  Melee masterwork greatclub +7 (2d8+6) and 
   
  bite +5 (1d6+2)  
  Ranged javelin +3 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +12 
  Atk Options Power Attack 
  Combat Gear potion of cure light wounds (x2) 
  Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7  
  SQ hold breath 
  Feats Multiattack, Power Attack  
  Skills Balance +5, Jump +12, Spot +4, Swim +10 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  greatclub, javelins (x5), 6 gp, various trinkets of 
  wood and bone. 
  Hold Breath (Ex) A blackscale lizardfolk can hold its 
  breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, blackscale lizardfolk 
  have a +4 racial bonus on Balance, Jump and 
  Swim checks. 
   
  P O I S O N  D U S K  L I ZAR D F O L K  AR C H E R 
  CR  4 
  Male poison dusk lizardfolk ranger 4 
  N Small Humanoid (Reptilian) 
  Init +7; Senses low-light vision; Listen +1, Spot +8 
  Languages Draconic  
  AC 17, touch 14, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 33 (4 HD) 
  Fort +7, Ref +7, Will +2 
  Speed 40 ft. (8 squares) with longstrider 
  Melee claw +6 (1d3+2) or  
  Melee longspear +6 (1d6+3/x3) or 
  Melee claw +6 (1d3+2) and 
   
  claw +6 (1d3+2) and 
   
  bite +4 (1d3+1) or 
  Melee  longspear +6 (1d6+3/x3) and 
   
  bite +4 (1d3+2) 
  Ranged masterwork longbow +6/+6 (1d6/x3) or 
  Ranged bola +7 (1d3+2 nonlethal or ranged trip) 
  Base Atk +4; Grp +2 
  Atk Options favored enemy (human) +2, poison use 
  Combat Gear potion of cure light wounds (x2), three 
  doses of black adder poison (applied to first three 
  arrows fired (DC 11, 1d6 Con/1d6 Con)  
  Abilities Str 14, Dex 17, Con 16, Int 8, Wis 12, Cha 8  
  SQ chameleon skin, hold breath, wild empathy 
  Feats Endurance, Improved Initiative, Multiattack, 
  Rapid Shot, Track  
  Skills Balance +7, Climb +8, Hide +18, Jump +11, 
  Move Silently +10, Spot +8, Survival +8 Swim +7 
  Possessions combat gear plus masterwork longbow, 
  longspear, arrows (10 normal, 10 silvered), bolas, 
  various trinkets of wood and bone 
  Poison Use Due to their long tradition of working with 
  venoms, poison dusks are never at risk when 
  applying poisons to weapons. Common poisons 
  include black adder venom and blue whinnis.  
  Chameleon Skin (Ex) Poison dusks can adjust the 
  colors of their scales to blend in with their 
  surroundings. When it is not wearing armor, robes 
  or other covering clothing, a poison dusk lizardfolk 
  gains a +5 racial bonus on hide checks.   
  Hold Breath (Ex) A poison dusk lizardfolk can hold its 
  breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, poison dusk lizardfolk 
  have a +4 racial bonus on Balance, Jump and 
  Swim checks. The skill modifiers given in the 
  statistics block include a –1 armor check penalty (-
  2 on Swim checks) for carrying a buckler. 
  VER7-05 The Lion and the Dragon 
   
  Page 25 
  
  APL 6 
  ENCOUNTER TWO: DEATH FROM ABOVE 
  D R AG O N K I N  F O O T S O L D I E R 
  CR  3 
  Male Dragonkin 
  LN Large Monstrous humanoid (reptilian) 
  Init +5; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or  
  Melee longspear +10/+5 (1d10+6/x3) or 
  Melee longspear +10/+5 (1d10+6/x3) and 
   
  rake +10 (1d6+2) and 
   
  rake +10 (1d6+2)   
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding 
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melee) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round. 
   
  D R AG O N K I N  S E R G E ANT 
  CR  5 
  Male Dragonkin rogue 2/warrior 1 
  LN Large Monstrous humanoid (reptilian) 
  Init +5; Senses darkvision, detect magic; Listen +15, 
  Spot +15 
  Languages Draconic  
  AC 19, touch 12, flat-footed 18 
   (+1 Dex, +7 natural, -1 size, +2 deflection) 
  hp 52 (7 HD) 
  Fort +7, Ref +9, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +13 (1d6+5) or longspear +13/+8 
  (1d10+8/x3) 
  Ranged javelin +10 (1d8+5) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +9; Grp +17 
  Atk Options Flyby Attack, rake (1d6+2), sneak attack 
  +1d6 
  Combat Gear brooch of shielding, potion of shield of 
  faith, potion of cure light wounds 
  Abilities Str 20, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SA Sneak attack +1d6 
  SQ Darkvision, detect magic, evasion 
  Feats Flyby Attack, Great Fortitude, Hover, Improved 
  Initiative  
  Skills Intimidate +3, Listen +15, Spot +15 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+13 melee) with their rear claws for 1d6+5 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per round. 
   
  ENCOUNTER FOUR: WAR! 
  M I S T C H I L D R E N  AT T AC K E R 
  CR  2 
  Male gray elf barbarian 1/dragon shaman 1 
  CN Medium humanoid (elf) 
  Init +3; Senses low-light vision, Listen +7, Spot +3 
  Aura Draconic aura +1 
  Languages Common, Elf  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +4 armor, +2 shield) 
  hp 18 (2 HD) 
  Fort +4, Ref +3, Will +3 (+5 against enchantment)  
  Speed 40 ft. (8 squares) 
  Melee masterwork longsword +5 (1d8+3/19-20) or 
  masterwork silver shortspear +5 (1d6+2) 
  Ranged masterwork mighty composite (Str +1) 
  longbow +5 (1d8+1/x3) 
  Base Atk +1; Grp +4 
  Atk Options Power Attack, rage 1/day 
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds 
  * already used; incorporated into the stats here 
  Abilities Str 13 (17), Dex 16, Con 11, Int 10, Wis 12, 
  Cha 10  
  SQ elf traits, totem dragon (brass) 
  Draconic Auras Known energy shield, power, 
  resistance 
  Feats Power Attack  
  Skills Climb +5, Intimidate +1, Jump +9, Listen +7, 
  Search +2, Spot +3, Survival +6 
  Possessions combat gear plus masterwork chain 
  shirt, heavy wooden shield, masterwork longsword, 
  masterwork silver shortspear, masterwork mighty 
  composite (Str +1) longbow with 20 arrows and 20 
  silver arrows, various trinkets of wood and bone 
  Rage (Ex) while raging, the Mist Children Attacker’s 
  stats change as follows: 
   
  AC 17, touch 11, flat-footed 14 
  VER7-05 The Lion and the Dragon 
   
  Page 26 
  
   
  hp 22 
   
  Fort +6, Will +5 (+7 against enchantment) 
   
  Melee** masterwork longsword +6 (1d8+6/19-20) 
  or masterwork silver shortspear +6 (1d6+5) 
   
  Grp +6 
    
  Abilities Str 17 (21), Con 15 
   
  Skills Climb +7, Jump +11 
   
  **1-point Power Attack 
  Draconic Aura (Su) As a swift action, a dragon 
  shaman may project one of the following auras.  A 
  dragon 
  shaman 
  can 
  have 
  an 
  aura 
  active 
  continually; thus, an aura can be in effect at the 
  start of an encounter before initiative is rolled.  A 
  draconic aura affects all allies within 30 feet 
  (including the dragon shaman) with line of effect to 
  the dragon shaman.  The aura is dismissed if the 
  dragon shaman becomes unconscious or is slain, 
  but otherwise remains in effect even if the dragon 
  shaman is incapable of acting. 
   
  Energy Shield: Any creature striking the dragon 
  shaman or its allies with a natural weapon or a 
  nonreach melee weapon is dealt 2 points of fire 
  damage. One of the Mist Children Attackers has 
  this aura active at the start of combat. 
   
  Power: +1 bonus on melee damage rolls.  Two of 
  the Mist Children Attackers have this aura active at 
  the start of combat, so all have a +2 bonus to 
  melee damage rolls if they remain within range of 
  the auras (this bonus is not included above). 
   
  Resistance: Resistance to fire 5.  One of the 
  Mist Children Attackers has this aura active at the 
  start of combat. 
   
  ENCOUNTER SIX: MONSTER MASH 
  R AG E  D RAKE 
  CR  9 
  CN Large Dragon 
  Init +7; Senses blindsense 30’, darkvision 60’. low-
  light vision, Listen +15, Spot +15 
  Languages understands, but cannot speak Common, 
  Draconic  
  AC 20, touch 12, flat-footed 17 
   (-1 size, +3 Dex, +8 armor) 
  hp 179 (14 HD) 
  Immune sleep and paralysis effects 
  Fort +15, Ref +12, Will +10  
  Speed 60 ft. (12 squares) 
  Melee claw +16 (1d8+13/19-20)* or 
  Melee claw +16 (1d8+13/19-20)* and 
   
  claw +16 (1d8+13/19-20)* and 
   
  bite +11 (2d6+9)* 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +14; Grp +26 
  Atk Options Power Attack, improved grab, pounce, 
  rage 4/day (11 rounds), rake, worry 
  Abilities Str 27 (31), Dex 17, Con 23 (27) , Int 4, Wis 
  12, Cha 10  
  SA Worry 
  Feats Improved Critical (claw), Improved Initiative, 
  Improved Natural Attack (claw), Improved Natural 
  Attack (bite), Power Attack* (attacks above include 
  adjustments for Power Attack feat)  
  Skills Hide +9, Jump +31, Listen +15, Move Silently 
  +13, Spot +15 
  Improved Grab (Ex): To use this ability, a rage drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can use both its 
  rake and worry attacks against the held foe.  
  Pounce (Ex): If a rage drake charges, it can make a 
  full attack, including its two rake attacks and one 
  worry attack if it grabs its foe.  
  Rage (Ex): Four times per day, a rage drake can 
  enter a state of fierce rage that lasts 11 rounds. 
  The following changes are in effect as long as he 
  rages:  
   
   
  AC 18 (touch 10, flat-footed 15);  
   
   
  hp increase by 28;  
   
   
  Melee claw +18 (1d8+15/19-20) or  
   
   
  Melee claw +18 (1d8+15/19-20) and 
   
   
   
  claw +18 (1d8+15/19-20) and 
   
   
   
  bite +13 (2d6+10) 
   
   
  Fort +17 Will +12 
   
   
  Abilities Str 31 Con 27 
   
   
  Skills Jump +33 
  Rake (Ex): Attack bonus +16 melee, damage 1d8+13, 
  including adjustment for using the Power Attack 
  feat.  
  Worry (Ex): Whenever a rage drake grabs a foe at 
  least one size category smaller than itself in its 
  mouth, it instinctively shakes the foe, stunning and 
  disorienting its victim. Anyone grabbed by a rage 
  drake must succeed on a DC 25 Fortitude saving 
  throw or be stunned for one round. A rage drake 
  can only use this ability in the first round after it 
  grabs a foe. The save DC is Strength-based.   
  ENCOUNTER SEVEN: O CAPTAIN! MY 
  CAPTAIN! 
  B L AC K S C AL E  L I ZAR D F O L K  B RUTE 
  CR  4 
  Male blackscale lizardfolk barbarian 1 
  CN Large Monstrous Humanoid (Reptilian) 
  Init +0; Senses darkvision 60’; Listen +0, Spot +4 
  Languages Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 35 (5 HD) 
  Fort +3, Ref +4, Will +4  
  Speed 40 ft. (8 squares) 
  Melee claw +3 (1d3+1) or  
  Melee +1 greatclub +8 (2d8+6) or 
  Melee claw +7 (1d6+4) and 
   
  claw +7 (1d6+4) and 
   
  bite +5 (1d6+2) or 
  Melee +1 greatclub +8 (2d8+6) and 
   
  bite +5 (1d6+2)  
  Ranged javelin +3 (1d8+4) 
  VER7-05 The Lion and the Dragon 
   
  Page 27 
  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +12 
  Atk Options Power Attack, Cleave 
  Combat Gear potion of cure light wounds 
  Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7  
  SQ hold breath 
  Feats Multiattack, Power Attack, Cleave 
  Skills Balance +5, Jump +12, Spot +4, Swim +10 
  Possessions combat gear plus +1 greatclub, various 
  trinkets of wood and bone 
  Hold Breath (Ex) A blackscale lizardfolk can hold its 
  breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, blackscale lizardfolk 
  have a +4 racial bonus on Balance, Jump and 
  Swim checks. 
   
  L I ZAR D F O L K  B ARBARI AN 
  CR  4 
  Male lizardfolk barbarian 3 
  CN Monstrous Humanoid (Reptilian) 
  Init +1; Senses Listen +3, Spot -1 
  Languages Draconic  
  AC 16, touch 11, flat-footed 16 
   (+1 Dex, +5 natural) 
  hp 49 (5 HD) 
  Fort +6, Ref +5, Will +0  
  Speed 40 ft. (8 squares) 
  Melee claw +8 (1d4+4) or  
  Melee +1 greatclub +9 (1d10+7) or 
  Melee claw + 8 (1d4+4) and 
   
  claw +8 (1d4+4) and 
   
  bite +6 (1d4+2) or 
  Melee +1 greatclub +9 (1d10+7) and 
   
  bite +6 (1d4+2)  
  Ranged javelin +5 (1d6+4) 
  Base Atk +4; Grp +8 
  Atk Options Power Attack, rage 1/day 
  Combat Gear +1 greatclub, 3 javelins 
  Abilities Str 18, Dex 12, Con 16, Int 11, Wis 8, Cha 
  10  
  SQ fast movement, hold breath, trap sense +1, 
  uncanny dodge 
  Feats Multiattack, Power Attack  
  Skills Balance +8, Climb +8, Jump +15, Listen +3, 
  Survival +3, Swim +12 
  Possessions combat gear plus +1 greatclub, javelin 
  (x3), various trinkets of wood and bone 
  Rage (Ex) This lizardfolk barbarian can rage once per 
  day for up to 8 rounds. While raging, the lizardfolk 
  barbarian’s stats change as follows: 
   
  AC 14, touch 9, flat-footed 14 
   
  hp 59 (10 additional) 
   
  Fort +8, Will +2 
   
  Melee** +1 greatclub + 10 (1d10+9) 
   
  Grp +10 
    
  Abilities Str 22, Con 20 
   
  Skills Jump +17, Swim +14 
   
  **1-point Power Attack 
  Hold Breath (Ex) A lizardfolk can hold its breath for a 
  number of rounds equal to 4 x its Constitution 
  score before it risks drowning (see page 304 of the 
  Dungeon Master’s Guide). This lizardfolk can do so 
  for 64 rounds. 
  Skills Because of their tails, lizardfolk have a +4 
  racial bonus on Balance, Jump and Swim checks. 
   
  P O I S O N  D U S K  L I ZAR D F O L K  AR C H E R 
  CR  4 
  Male poison dusk lizardfolk ranger 4 
  N Small Humanoid (Reptilian) 
  Init +7; Senses low-light vision; Listen +1, Spot +8 
  Languages Draconic  
  AC 17, touch 14, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 33 (4 HD) 
  Fort +7, Ref +7, Will +2 
  Speed 40 ft. (8 squares) with longstrider 
  Melee claw +6 (1d3+2) or  
  Melee longspear +6 (1d6+3/x3) or 
  Melee claw +6 (1d3+2) and 
   
  claw +6 (1d3+2) and 
   
  bite +4 (1d3+1) or 
  Melee  longspear +6 (1d6+3/x3) and 
   
  bite +4 (1d3+2) 
  Ranged masterwork longbow +6/+6 (1d6/x3) or 
  Ranged bola +7 (1d3+2 nonlethal or ranged trip) 
  Base Atk +4; Grp +2 
  Atk Options favored enemy (human) +2, poison use 
  Combat Gear potion of cure light wounds (x2), three 
  doses of black adder poison (applied to first three 
  arrows fired (DC 11, 1d6 Con/1d6 Con)  
  Abilities Str 14, Dex 17, Con 16, Int 8, Wis 12, Cha 8  
  SQ chameleon skin, hold breath, wild empathy 
  Feats Endurance, Improved Initiative, Multiattack, 
  Rapid Shot, Track  
  Skills Balance +7, Climb +8, Hide +18, Jump +11, 
  Move Silently +10, Spot +8, Survival +8 Swim +7 
  Possessions combat gear plus masterwork longbow, 
  longspear, arrows (10 normal, 10 silvered), bolas, 
  various trinkets of wood and bone 
  Poison Use Due to their long tradition of working with 
  venoms, poison dusks are never at risk when 
  applying poisons to weapons. Common poisons 
  include black adder venom and blue whinnis.  
  Chameleon Skin (Ex) Poison dusks can adjust the 
  colors of their scales to blend in with their 
  surroundings. When it is not wearing armor, robes 
  or other covering clothing, a poison dusk lizardfolk 
  gains a +5 racial bonus on hide checks.   
  Hold Breath (Ex) A poison dusk lizardfolk can hold its 
  breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, poison dusk lizardfolk 
  have a +4 racial bonus on Balance, Jump and 
  Swim checks. The skill modifiers given in the 
  statistics block include a –1 armor check penalty (-
  2 on Swim checks) for carrying a buckler.  
  VER7-05 The Lion and the Dragon 
   
  Page 28 
  
  VER7-05 The Lion and the Dragon 
   
  Page 29 
  APL 8
  ENCOUNTER TWO: DEATH FROM ABOVE 
  D R AG O N K I N  F O O T S O L D I E R 
  CR  3 
  Male Dragonkin 
  LN Large Monstrous humanoid (reptilian) 
  Init +5; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or  
  Melee longspear +10/+5 (1d10+6/x3) or 
  Melee longspear +10/+5 (1d10+6/x3) and 
   
  rake +10 (1d6+2) and 
   
  rake +10 (1d6+2)   
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding 
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melee) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round. 
   
  D R AG O N K I N  S E R G E ANT 
  CR  5 
  Male Dragonkin rogue 2/warrior 1 
  LN Large Monstrous humanoid (reptilian) 
  Init +5; Senses darkvision, detect magic; Listen +15, 
  Spot +15 
  Languages Draconic  
  AC 19, touch 12, flat-footed 18 
   (+1 Dex, +7 natural, -1 size, +2 deflection) 
  hp 52 (7 HD) 
  Fort +7, Ref +9, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +13 (1d6+5) or longspear +13/+8 
  (1d10+8/x3) 
  Ranged javelin +10 (1d8+5) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +9; Grp +17 
  Atk Options Flyby Attack, rake (1d6+2), sneak attack 
  +1d6 
  Combat Gear brooch of shielding, potion of shield of 
  faith, potion of cure light wounds 
  Abilities Str 20, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SA Sneak attack +1d6 
  SQ Darkvision, detect magic, evasion 
  Feats Flyby Attack, Great Fortitude, Hover, Improved 
  Initiative  
  Skills Intimidate +3, Listen +15, Spot +15 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+13 melee) with their rear claws for 1d6+5 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per round. 
   
  ENCOUNTER FOUR: WAR! 
  M I S T C H I L D R E N  AT T AC K E R 
  CR  4 
  Male gray elf barbarian 1/dragon shaman 3 
  CN Medium humanoid (elf) 
  Init +3; Senses low-light vision, Listen +7, Spot +3 
  Aura Draconic aura +1 
  Languages Common, Elf  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 armor) 
  hp 38 (4 HD) 
  Fort +7, Ref +4, Will +4 (+6 against enchantment)  
  Speed 30 ft. (6 squares) 
  Melee masterwork elven courtblade +8 (1d10+6/18-
  20) or masterwork silver shortspear +8 (1d6+3) 
  Ranged masterwork mighty composite (Str +1) 
  longbow +7 (1d8+1/x3) 
  Base Atk +3; Grp +7 
  Atk Options Power Attack, rage 1/day 
  Combat Gear potion of bull’s strength, potion of 
  bear’s endurance, potion of cure moderate wounds 
  Spell-Like Abilities (CL 3rd): 
   
  At will—endure elements (self only) 
  Abilities Str 14 (18), Dex 16, Con 11 (15) , Int 10, Wis 
  12, Cha 10  
  SQ elf traits, totem dragon (brass) 
  Draconic Auras Known energy shield, power, 
  resistance, vigor 
  Feats Power Attack, Racial Weapon Familiarity*, Skill 
  Focus (Survival)  
  Skills Climb +5, Intimidate +3, Jump +5, Listen +7, 
  Search +2, Spot +3, Survival +11 
  Possessions combat gear plus +1 breastplate, 
  masterwork elven courtblade, masterwork silver 
  shortspear, masterwork mighty composite (Str +1) 
  longbow with 20 arrows and 20 silver arrows, 
  various trinkets of wood and bone 
  
  Rage (Ex) while raging, the Mist Children Attacker’s 
  stats change as follows: 
   
  AC 17, touch 11, flat-footed 14 
   
  hp 46 
   
  Fort +9, Will +6 (+8 against enchantment) 
   
  Melee** 
  masterwork 
  elven 
  courtblade 
  +7 
  (1d10+15/18-20) or masterwork silver shortspear 
  +7 (1d6+8) 
   
  Grp +9 
    
  Abilities Str 18 (22), Con 15 (19) 
   
  Skills Climb +7, Jump +7 
   
  **3-point Power Attack 
  Draconic Aura (Su) As a swift action, a dragon 
  shaman may project one of the following auras.  A 
  dragon 
  shaman 
  can 
  have 
  an 
  aura 
  active 
  continually; thus, an aura can be in effect at the 
  start of an encounter before initiative is rolled.  A 
  draconic aura affects all allies within 30 feet 
  (including the dragon shaman) with line of effect to 
  the dragon shaman.  The aura is dismissed if the 
  dragon shaman becomes unconscious or is slain, 
  but otherwise remains in effect even if the dragon 
  shaman is incapable of acting. 
   
  Energy Shield: Any creature striking the dragon 
  shaman or its allies with a natural weapon or a 
  nonreach melee weapon is dealt 2 points of fire 
  damage. One of the Mist Children Attackers has 
  this aura active at the start of combat. 
   
  Power: +1 bonus on melee damage rolls.  Two of 
  the Mist Children Attackers have this aura active at 
  the start of combat, so all enjoy a +2 bonus to 
  melee damage rolls if they remain within range of 
  the auras (this bonus is not included above). 
   
  Resistance: Resistance to fire 5.  One of the 
  Mist Children Attackers has this aura active at the 
  start of combat. 
   
   
  Vigor: Fast healing 1, but only affects creatures 
  at or below one-half of their full normal hit points.  
  None of the Mist Children Attackers have this aura 
  active at the start of combat, but one switches to 
  this aura as soon as it is helpful. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER SIX: MONSTER MASH 
  F O R E S T  L AN D W Y R M  (AD V AN C E D) 
  CR  11 
  LN Large Dragon 
  Init +5; Senses Listen +13, Spot +13 
  Languages Common, Draconic, Gnome, Sylvan 
  AC 19, touch 10, flat-footed 18 
   (-1 size, +1 Dex, +9 armor) 
  hp 172 (18 HD) 
  Fort +15, Ref +13, Will +17  
  Speed 60 ft. (12 squares); burrow 10 ft. (2 squares) 
  Melee bite +25 (2d6+7/19-20) or 
  Melee bite +25 (2d6+7/19-20) and 
   
  claw +22 (1d8+4) and 
   
  claw +22 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +18; Grp +25 
  Atk Options Power Attack 
  Abilities Str 24, Dex 12, Con 16, Int 13, Wis 21, Cha 
  16  
  SA Frightful Presence 
  Feats Improved Critical (bite), Improved Initiative, 
  Multiattack, Power Attack, Stealthy, Track, Weapon 
  Focus (bite) 
  Skills Climb +23, Concentration +11, Diplomacy +19, 
  Gather information +5, Hide +13, Knowledge 
  (local:VTF) +9, Knowledge (nature) +9, Listen +13, 
  Move Silently +17, Sense Motive +11, Spot +13, 
  Survival +9, Tumble +8 
  Commune with nature (Sp): Once per day a forest 
  landwyrm can use commune with nature. Caster 
  level 16th.  
  Forest Adaptation (Ex): Forest landwryms can 
  ignore any concealment provided by foliage. 
  Frightful Presence (Ex): 80-ft. radius, HD 17 or 
  fewer, Will DC 22 negates. A forest landwyrm can 
  unsettle foes with its mere presence. The ability 
  takes effect automatically whenever the landwyrm 
  attacks or charges. Creatures within a radius of 80 
  feet are subject to the effect if they have fewer HD 
  than the landwyrm. A potentially affected creature 
  that succeeds on a Will save (DC 10 + 1/2 
  landwyrm’s HD + landwyrm’s Cha modifier) 
  remains immune to that landwyrm’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. Forest landwyrms ignore the frightful 
  presence of other forest landwyrms. 
  Skills: Forest landwyrms have a +4 racial bonus on 
  Climb checks. They have a +4 racial bonus on 
  Hide checks when in cold or temperate forest 
  environments. 
  This 
  bonus 
  on 
  hide 
  checks 
  increases to +8 when the landwyrm is immobile.  
  Description: The noblest of landwyrms, the forest 
  landwyrm sees itself as a protector of its woodland 
  territory. It takes only what it needs to survive, and 
  ruthlessly hunts down enemy predators.  
   
  The hide of a forest landwyrm bears a mottled 
  pattern of green and brown, although in autumn it 
  takes on aspects of yellow or even red to blend in. 
  When threatened, a forest landwyrm extends a 
  leafy frill of scales from its neck, making it appear 
  even larger than it is.  
   
  Forest landwyrms brook no competitors within 
  their territory, chasing out animals, vermin, and 
  even humanoids who encroach therein. However, 
  they are open to peaceful discussions with those 
  who convince the landwyrm they do not pose a 
  threat. In rare instances, a forest landwyrm may 
  befriend local gnomes, serving as the unofficial 
  protector of a nearby village.  
   
  VER7-05 The Lion and the Dragon 
   
  Page 30 
  
  ENCOUNTER SEVEN: O CAPTAIN! MY 
  CAPTAIN! 
  B L AC K S C AL E  L I ZAR D F O L K  B RUTE 
  CR  6 
  Male blackscale barbarian 1/fighter 2 
  CN Large Monstrous Humanoid (Reptilian) 
  Init +4; Senses darkvision 60’; Listen +3, Spot +4 
  Languages Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 51 (7 HD) 
  Fort +8, Ref +4, Will +4  
  Speed 40 ft. (8 squares) 
  Melee claw +11 (1d6+5) or  
  Melee +1 greatclub +12 (2d8+7) or 
  Melee claw +11 (1d6+5) and 
   
  claw +11 (1d6+5) and 
   
  bite +9 (1d6+2) or 
  Melee +1 greatclub +12 (2d8+6) and 
   
  bite +9 (1d6+2)  
  Ranged javelin +6 (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +19 
  Atk Options Improved Grapple, Power Attack 
  Combat Gear potion of cure light wounds (x2) 
  Abilities Str 20, Dex 10, Con 14, Int 8, Wis 11, Cha 7  
  SQ hold breath 
  Feats 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved Unarmed Strike, Multiattack, Power 
  Attack  
  Skills Balance +5, Jump +15, Listen +3, Spot +4, 
  Swim +11 
  Possessions combat gear plus +1 greatclub, javelins 
  (x3), and various trinkets of wood and bone 
  Rage (Ex): This blackscale barbarian can rage once 
  per day for up to 7 rounds. While raging, the 
  blackscale barbarian’s stats change as follows: 
   
  AC 14, touch 7, flat-footed 14 
   
  hp 63 (12 additional) 
   
  Fort +10, Will +5 
   
  Melee** +1 greatclub +13 (2d8+10) or 
   
  Ranged javelin +6 (1d8+7) 
   
  Grp +17 
    
  Abilities Str 24, Con 18 
   
  Skills Jump +17, Swim +13 
   
  **1-point Power Attack 
  Hold Breath (Ex): A lizardfolk can hold its breath for 
  a number of rounds equal to 4 x its Constitution 
  score before it risks drowning (see page 304 of the 
  Dungeon Master’s Guide). This lizardfolk can do so 
  for 64 rounds. 
   
  L I ZAR D F O L K  B ARBARI AN C AP T AI N 
  CR  7 
  Male lizardfolk barbarian 6 
  CN Monstrous Humanoid (Reptilian) 
  Init +1; Senses Listen +3, Spot -1 
  Languages Draconic  
  AC 16, touch 11, flat-footed 16 
   (+1 Dex, +5 natural) 
  hp 77 (8 HD) 
  Fort +8, Ref +6, Will +1  
  Speed 40 ft. (8 squares) 
  Melee claw +12 (1d4+5) or  
  Melee +1 greatclub +13 (1d10+8) or 
  Melee claw + 12 (1d4+5) and 
   
  claw +12 (1d4+5) and 
   
  bite +10 (1d4+2) or 
  Melee +1 greatclub +13 (1d10+8) and 
   
  +1 greatclub +8 (1d10+8) and 
   
  bite +6 (1d4+2) 
  Ranged javelin +8 (1d6+5) and 
   
  javelin +3 (1d6+5) 
  Base Atk +7; Grp +12 
  Atk Options Cleave, Power Attack, rage 2/day 
  Combat Gear +1 greatclub, 3 javelins 
  Abilities Str 18, Dex 12, Con 16, Int 11, Wis 8, Cha 
  10  
  SQ fast movement, hold breath, trap sense +2, 
  uncanny dodge 
  Feats Cleave, Multiattack, Power Attack  
  Skills Balance +8, Climb +13, Jump +16, Listen +7, 
  Survival +7, Swim +13 
  Possessions combat gear plus gauntlets of ogre 
  power +2, various trinkets of wood and bone 
  Rage (Ex) This lizardfolk barbarian can rage once per 
  day for up to 8 rounds. While raging, the lizardfolk 
  barbarian’s stats change as follows: 
   
  AC 14, touch 9, flat-footed 14 
   
  hp 93 (16 additional) 
   
  Fort +10, Will +3 
   
  Melee** +1 greatclub + 14 (1d10+12) or  
   
  Ranged javelin +8 (1d6+7) 
   
  Grp +10 
    
  Abilities Str 22, Con 20 
   
  Skills Jump +18, Swim +15 
   
  **1-point Power Attack 
  Hold Breath (Ex): A lizardfolk can hold its breath for 
  a number of rounds equal to 4 x its Constitution 
  score before it risks drowning (see page 304 of the 
  Dungeon Master’s Guide). This lizardfolk can do so 
  for 64 rounds. 
  Skills Because of their tails, lizardfolk have a +4 
  racial bonus on Balance, Jump and Swim checks. 
   
  P O I S O N  D U S K  L I ZAR D F O L K  AR C H E R 
  CR  4 
  Male poison dusk lizardfolk ranger 4 
  N Small Humanoid (Reptilian) 
  Init +7; Senses low-light vision; Listen +1, Spot +8 
  Languages Draconic  
  AC 17, touch 14, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 33 (4 HD) 
  Fort +7, Ref +7, Will +2 
  Speed 40 ft. (8 squares) with longstrider 
  Melee claw +6 (1d3+2) or  
  Melee longspear +6 (1d6+3/x3) or 
  Melee claw +6 (1d3+2) and 
   
  claw +6 (1d3+2) and 
   
  bite +4 (1d3+1) or 
  Melee  longspear +6 (1d6+3/x3) and 
  VER7-05 The Lion and the Dragon 
   
  Page 31 
  
  VER7-05 The Lion and the Dragon 
   
  Page 32 
   
  bite +4 (1d3+2) 
  Ranged masterwork longbow +6/+6 (1d6/x3) or 
  Ranged bola +7 (1d3+2 nonlethal or ranged trip) 
  Base Atk +4; Grp +2 
  Atk Options favored enemy (human) +2, poison use 
  Combat Gear potion of cure light wounds (x2), three 
  doses of black adder poison (applied to first three 
  arrows fired (DC 11, 1d6 Con/1d6 Con)  
  Abilities Str 14, Dex 17, Con 16, Int 8, Wis 12, Cha 8  
  SQ chameleon skin, hold breath, wild empathy 
  Feats Endurance, Improved Initiative, Multiattack, 
  Rapid Shot, Track  
  Skills Balance +7, Climb +8, Hide +18, Jump +11, 
  Move Silently +10, Spot +8, Survival +8 Swim +7 
  Possessions combat gear plus masterwork longbow, 
  longspear, arrows (10 normal, 10 silvered), bolas, 
  various trinkets of wood and bone 
  Poison Use Due to their long tradition of working with 
  venoms, poison dusks are never at risk when 
  applying poisons to weapons. Common poisons 
  include black adder venom and blue whinnis.  
  Chameleon Skin (Ex): Poison dusks can adjust the 
  colors of their scales to blend in with their 
  surroundings. When it is not wearing armor, robes 
  or other covering clothing, a poison dusk lizardfolk 
  gains a +5 racial bonus on hide checks.   
  Hold Breath (Ex): A poison dusk lizardfolk can hold 
  its breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, poison dusk lizardfolk 
  have a +4 racial bonus on Balance, Jump and 
  Swim checks. The skill modifiers given in the 
  statistics block include a –1 armor check penalty (-
  2 on Swim checks) for carrying a buckler.  
  
  APPENDIX 2: NEW RULES ITEMS 
  NEW FEATS 
  Improved Weapon Familiarity [General]  
  Complete Warrior 
  You are familiar with all exotic weapons common to 
  your people. 
   
  Prerequisite: Base attack bonus +1 
   
  Benefit:  You can treat all the exotic weapons 
  associated with your race as martial weapons rather 
  than as exotic weapons.  A weapon is treated as being 
  associated with a race if the race’s name appears as a 
  part of the weapon’s name, such as the elven thinblade 
  or the dwarven urgrosh. 
   
  Normal: Without this feat, you must select the 
  Exotic Weapon Proficiency feat (or have the 
  appropriate weapon familiarity as a racial trait) to 
  eliminate the nonproficiency penalty you take when 
  wielding an exotic weapon associated with your race. 
   
  Special: A fighter may select Improved Weapon 
  Familiarity as one of his fighter bonus feats. 
   
  Fortuitous Strike [Luck]  
  Complete Scoundrel 
  You can hit a foe in just the right place. 
         Prerequisite: PC level 6th, any luck feat. 
         Benefit: You can expend one luck reroll as a swift 
  action to reroll a weapon damage roll. 
  You can expend two luck rerolls as a swift action to 
  reroll an attack roll. 
  You gain one luck reroll per day. 
  Victor’s Luck [Luck]  
  Complete Scoundrel 
  You strike with devastating accuracy more often. 
         Benefit: You can expend one luck reroll as a swift 
  action to reroll a critical threat confirmation roll. 
         You gain one luck reroll per day. 
  NEW EQUIPMENT 
  Elven Courtblade  
  Races Of The Wild 
  Exotic Weapon  
  Sword, elven courtblade 
  Cost: 150 gp  Dmg (s):  1d8  
  Dmg (M):1d10  Crit:18-20/x2  Weight: 6 lbs  Type: 
  Piercing or Slashing 
  Thinaun  
  Complete Warrior 
  This dark glittering steel alloy holds an attraction to 
  souls recently released from their bodies. Obviously 
  this has application for melee weapons. If a thinaun 
  melee weapon is touching a creature when it dies, that 
  creature’s soul is sucked into the weapon rather than 
  passing on to its final reward. The soul remains in the 
  thinaun weapon until the weapon is destroyed or 
  another creature dies while touching the thinaun 
  weapon (the new soul displaces the old one). Raise 
  dead, resurrection, and similar spells won’t bring back a 
  creature whose soul is trapped by a thinaun weapon 
  unless the caster has the weapon in his possession. 
  Because the soul is nearby, fewer material components 
  are required for such spells: Reincarnation, raise dead, 
  resurrection, and true resurrection require half as 
  much of the relevant material component (unguents or 
  diamonds) to cast if the soul is within a thinaun 
  weapon.  
  A thinaun weapon captures a soul from anyone killed 
  while touching the weapon. This means that if the 
  thinaun weapon’s wielder dies, her weapon captures 
  her soul.  
  Only melee weapons made primarily of metal can be 
  crafted as thinaun weapons. 
  Type of thinaun weapon             Item cost modifier 
  Light weapon 
   
   
                +10,000gp 
  One-handed or one head of double weapon         
  +15,000gp 
  Two-handed or both heads of double weapon     
  +20,000gp 
   
  NEW MONSTERS 
  Dragonkin  
  Draconomicon 
  D R A G O N K I N 
  CR  3 
  Male Dragonkin 
  LN Large Monstrous humanoid (reptilian) 
  Init +1; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  VER7-05 The Lion and the Dragon 
   
  Page 33 
  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or longspear +10/+5 
  (1d10+6/x3) 
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melee) with their rear claws for 1d6+2 points of 
  damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per round. 
  Description Dragonkin are humanoid creatures 
  believed to be distant cousins of dragons. Found in 
  wild tribes or serving human masters, their brute 
  strength and sharp claws make them a deadly threat.  
   
  Dragonkin are humanoids of 8 to 9 feet in height 
  with draconic features. Their scaled hides range 
  from dark yellow ocher to reddish brown with 
  darker spots or bands. Their faces are decidedly 
  dragonlike, with a long snout, a mane of thick hair, 
  and small horns swept back behind their heads. 
  They have green wings that lighten to gold or 
  yellow, or sometimes wings that match the color of 
  their bodies.  
   
  Dragonkin speak Draconic. 
    
  Lizardfolk, Blackscale  
  Monster Manual III 
  B L A C K S C A L E  L I Z A R D F O L K 
  CR  3 
  N Large Monstrous Humanoid (Reptilian) 
  Init +0; Senses darkvision 60’; Listen +0, Spot +4 
  Languages Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 26 (4 HD) 
  Fort +3, Ref +4, Will +4  
  Speed 40 ft. (8 squares) 
  Melee claw +3 (1d3+1) or  
  Melee masterwork greatclub +7 (2d8+6) or 
  Melee claw +7 (1d6+4) and 
   
  claw +7 (1d6+4) and 
   
  bite +5 (1d6+2) or 
  Melee masterwork greatclub +7 (2d8+6) and 
   
  bite +5 (1d6+2)  
  Ranged javelin +3 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +12 
  Atk Options Power Attack 
  Abilities Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7  
  SQ hold breath 
  Feats Multiattack, Power Attack  
  Skills Balance +5, Jump +12, Spot +4, Swim +10 
  Hold Breath (Ex) A blackscale lizardfolk can hold its 
  breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, blackscale lizardfolk have a 
  +4 racial bonus on Balance, Jump and Swim checks. 
  Description Like their smaller cousins, blackscale 
  lizardfolk are primitive reptilian humanoids that 
  can be very dangerous if provoked. 
   
  A blackscale lizardfolk is usually 8-1/2 to 9-1/2 feet 
  tall, and weighs about 600 pounds. Its tail is five feet 
  long.  
   
  Blackscale lizardfolk are proud and fierce fighters, 
  concerned with heroic action and personal glory. 
  Left on their own, they will fight as disorganized 
  individuals, but their leaders can force them to work 
  together for short periods  of time. The blackscales 
  have little patience for tricks and traps, considering 
  such tools to be the trade of lesser lizardfolk. 
   
  Lizardfolk, Poison Dusk  
  Monster Manual III 
  P O I S O N  D U S K  L I Z A R D F O L K 
  CR  1 
  Male poison dusk lizardfolk ranger 1 
  N Small Humanoid (Reptilian) 
  Init +2; Senses low-light vision; Listen +0, Spot +4 
  Languages Draconic  
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +3 natural, +1 buckler) 
  hp 5 (1 HD) 
  Fort +3, Ref +4, Will +0 
  Speed 30 ft. (6 squares) 
  Melee claw +3 (1d3+1) or  
  Melee longsword +3 (1d6+1/19-20) or 
  Melee claw +3 (1d3+1) and 
   
  claw +3 (1d3+1) and 
   
  bite +1 (1d3+1) or 
  Melee  masterwork longsword +4 (1d6+1/19-20) and 
   
  bite +1 (1d3+1) 
  VER7-05 The Lion and the Dragon 
   
  Page 34 
  
  Ranged masterwork shortbow +5 (1d4/x3) or 
  Ranged bola +4 (1d3 nonlethal or ranged trip) 
  Base Atk +1; Grp -2 
  Atk Options favored enemy (human) +2, poison use 
  Abilities Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7  
  SQ chameleon skin, hold breath 
  Feats Multiattack, Track  
  Skills Balance +5, Climb +4, Hide +14, Jump +4, Move 
  Silently +5, Spot +4, Survival +4 Swim +3 
  Poison Use Due to their long tradition of working 
  with venoms, poison dusks are never at risk when 
  applying poisons to weapons. Common poisons 
  include black adder venom and blue whinnis.  
  Chameleon Skin (Ex) Poison dusks can adjust the 
  colors of their scales to blend in with their 
  surroundings. When it is not wearing armor, robes 
  or other covering clothing, a poison dusk lizardfolk 
  gains a +5 racial bonus on hide checks.   
  Hold Breath (Ex) A poison dusk lizardfolk can hold 
  its breath for a number of rounds equal to 4 x its 
  Constitution score before it risks drowning (see 
  page 304 of the Dungeon Master’s Guide). 
  Skills Because of their tails, poison dusk lizardfolk 
  have a +4 racial bonus on Balance, Jump and Swim 
  checks. The skill modifiers given in the statistics 
  block include a –1 armor check penalty (-2 on Swim 
  checks) for carrying a buckler. 
  Description While smaller than their lizardfolk 
  cousins, the poison dusk lizardfolk are just as 
  dangerous when provoked.  
   
  A poison dusk lizardfolk is between 3 to 4 feet in 
  height, weighing 42-52 pounds. Its tail is 2 to 3 feet 
  long, and its scales shift color with its mood. The 
  eyes of a poison dusk lizardfolk are larger than those 
  of the other species, and males have a crest running 
  down the back of the head that can lie flat or extend 
  based on mood.  
   
  Poison dusk lizardfolk speak Draconic. A 
  lizardfolk with an Intelligence score of 12 or greater 
  will also speak Common. 
   
  Most poison dusks encountered in the wild are 
  rangers; exceptional individuals usually become 
  adepts and sorcerers serving dragons.  
   
  Poison dusks are far more cunning than the other 
  species of lizardfolk. They prefer to avoid physical 
  combat altogether if possible; when striking against 
  a human village, they will often try to poison the 
  water or food supply instead of launching a direct 
  assault. When they do fight, they favor ambushes 
  and clever traps. Bolas and nets are considered to be 
  martial weapons for poison dusks, and they often 
  use these tools to handicap larger foes while archers 
  strike with poisoned arrows.  
  Rage Drake  
  Monster Manual III 
  R A G E  D R A K E 
  CR  9 
  CE Large Dragon 
  Init +7; Senses blindsense 30’, darkvision 60’. low-light 
  vision, Listen +15, Spot +15 
  Languages understands, but cannot speak Common, 
  Draconic  
  AC 20, touch 12, flat-footed 17 
   (-1 size, +3 Dex, +8 armor) 
  hp 179 (14 HD) 
  Immune sleep and paralysis effects 
  Fort +15, Ref +12, Will +10  
  Speed 60 ft. (12 squares) 
  Melee claw +16 (1d8+13/19-20)* or 
  Melee claw +16 (1d8+13/19-20)* and 
   
  claw +16 (1d8+13/19-20)* and 
   
  bite +11 (2d6+9)* 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +14; Grp +26 
  Atk Options Power Attack, improved grab, pounce, 
  rage 4/day (11 rounds), rake, worry 
  Abilities Str 27 (31), Dex 17, Con 23 (27) , Int 4, Wis 
  12, Cha 10  
  SA Worry 
  Feats Improved Critical (claw), Improved Initiative, 
  Improved Natural Attack (claw), Improved Natural 
  Attack (bite), Power Attack* (attacks above include 
  adjustments for Power Attack feat)  
  Skills Hide +9, Jump +31, Listen +15, Move Silently 
  +13, Spot +15 
  Improved Grab (Ex) To use this ability, a rage drake 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can use both its rake and 
  worry attacks against the held foe.  
  Pounce (Ex) If a rage drake charges, it can make a full 
  attack, including its two rake attacks and one worry 
  attack if it grabs its foe.  
  Rage (Ex) Four times per day, a rage drake can enter a 
  state of fierce rage that lasts 11 rounds. The 
  following changes are in effect as long as he rages:  
   
   
  AC 18 (touch 10, flat-footed 15);  
   
   
  hp increase by 28;  
   
   
  Melee claw +18 (1d8+15/19-20) or  
   
   
  Melee claw +18 (1d8+15/19-20) and 
   
   
   
  claw +18 (1d8+15/19-20) and 
   
   
   
  bite +13 (2d6+10) 
   
   
  Fort +17 Will +12 
   
   
  Abilities Str 31 Con 27 
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  Page 35 
  
   
   
  Skills Jump +33 
  Rake (Ex) Attack bonus +16 melee, damage 1d8+13, 
  including adjustment for using the Power Attack 
  feat.  
  Worry (Ex) Whenever a rage drake grabs a foe at least 
  one size category smaller than itself in its mouth, it 
  instinctively 
  shakes 
  the 
  foe, 
  stunning 
  and 
  disorienting its victim. Anyone grabbed by a rage 
  drake must succeed on a DC 25 Fortitude saving 
  throw or be stunned for one round. A rage drake can 
  only use this ability in the first round after it grabs a 
  foe. The save DC is Strength-based. 
  Description Primitive draconic creatures, rage drakes 
  have more in common with large and dangerous 
  dire animals than with true dragons. Although 
  capable of at least rudimentary reasoning, rage 
  drakes remain animalistic in many ways. Cruel and 
  selfish, rage drakes embody many of the worst 
  qualities of evil dragonkind. Some sages believe that 
  rage drakes were created deliberately in an attempt 
  to find a mount with the fearsome physical abilities 
  of a dragon but without the intelligence and 
  powerful magical abilities. Rage drakes do not hoard 
  treasure, though they do value precious gems… as 
  snacks.  
   
  Rage drakes have dull, deep red scales and the 
  feline build common to true dragons. Unlike many 
  draconic creatures, they do not have wings. 
  However, their size and strength make them 
  extremely fast compared to most ground creatures. 
  A typical rage drake can grow to be over 12 feet long 
  and can weigh up to 6,000 pounds.  
   
  Rage drakes do not speak, but they understand 
  Common and Draconic within the limits of their 
  intelligence.  
   
  Brutal, instinctive hunters, rage drakes hide and 
  ambush their foes when possible. Beyond this 
  instinctive hunting technique, rage drakes take a 
  simple approach to the many battles in their violent 
  lives. When combat begins, a rage drake charges and 
  pounces on the nearest foe, tearing its opponent to 
  shreds as fast as it can and then moving on to the 
  next foe. It usually tries to pounce and stun its foe in 
  the first round of combat, and then begins raging in 
  the next round. If overmatched in combat, a rage 
  drake is just as likely to fight to the death as it is to 
  flee.  
   
  A rage drake normally attacks using its Power 
  Attack feat, taking a -5 penalty on its attack rolls and 
  gaining a +5 bonus on damage rolls.  
     
  Forest Landwyrm  
  Draconomicon 
  F O R E S T  L A N D W Y R M 
  CR  10 
  LN Large Dragon 
  Init +5; Senses Listen +13, Spot +13 
  Languages Common, Draconic, Gnome, Sylvan 
  AC 19, touch 10, flat-footed 18 
   (-1 size, +1 Dex, +9 armor) 
  hp 152 (16 HD) 
  Fort +13, Ref +11, Will +15  
  Speed 60 ft. (12 squares); burrow 10 ft. (2 squares) 
  Melee bite +21 (2d6+6/19-20) or 
  Melee bite +21 (2d6+6/19-20) and 
   
  claw +19 (1d8+3) and 
   
  claw +19 (1d8+3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +16; Grp +23 
  Atk Options Power Attack 
  Abilities Str 23, Dex 12, Con 16, Int 13, Wis 21, Cha 16  
  SA Frightful Presence 
  Feats Improved Critical (bite), Improved Initiative, 
  Multiattack, Power Attack, Stealthy, Track 
  Skills Climb +22, Concentration +11, Diplomacy +19, 
  Gather information +5, Hide +13, Knowledge 
  (local:VTF) +9, Knowledge (nature) +9, Listen +13, 
  Move Silently +17, Sense Motive +11, Spot +13, 
  Survival +9 
  Commune with nature (Sp) Once per day a forest 
  landwyrm can use commune with nature. Caster 
  level 16th.  
  Forest Adaptation (Ex) Forest landwryms can ignore 
  any concealment provided by foliage. 
  Frightful Presence (Ex) 80-ft. radius, HD 15 or fewer, 
  Will DC 21 negates. A forest landwyrm can unsettle 
  foes with its mere presence. The ability takes effect 
  automatically whenever the landwyrm attacks or 
  charges. Creatures within a radius of 80 feet are 
  subject to the effect if they have fewer HD than the 
  landwyrm. A potentially affected creature that 
  succeeds on a Will save (DC 10 + 1/2 landwyrm’s 
  HD + landwyrm’s Cha modifier) remains immune 
  to that landwyrm’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. Forest 
  landwyrms ignore the frightful presence of other 
  forest landwyrms. 
  Skills Forest landwyrms have a +4 racial bonus on 
  Climb checks. They have a +4 racial bonus on Hide 
  checks 
  when 
  in 
  cold 
  or 
  temperate forest 
  VER7-05 The Lion and the Dragon 
   
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  environments. This bonus on hide checks increases 
  to +8 when the landwyrm is immobile.  
  Advancement 17-19 HD (Large); 20-31 HD (Huge); 
  32-39 HD (Gargantuan); 40-48 HD (Colossal) 
  Level Adjustment +3 
  Description: The noblest of landwyrms, the forest 
  landwyrm sees itself as a protector of its woodland 
  territory. It takes only what it needs to survive, and 
  ruthlessly hunts down enemy predators.  
   
  The hide of a forest landwyrm bears a mottled 
  pattern of green and brown, although in autumn it 
  takes on aspects of yellow or even red to blend in. 
  When threatened, a forest landwyrm extends a leafy 
  frill of scales from its neck, making it appear even 
  larger than it is.  
   
  Forest landwyrms brook no competitors within 
  their territory, chasing out animals, vermin, and 
  even humanoids who encroach therein. However, 
  they are open to peaceful discussions with those 
  who convince the landwyrm they do not pose a 
  threat. In rare instances, a forest landwyrm may 
  befriend local gnomes, serving as the unofficial 
  protector of a nearby village.  
   
  Spiked Felldrake  
  Draconomicon 
  S P I K E D  F E L L D R A K E   
  CR  4 
  NG Large Dragon 
  Init +2; Senses darkvision 60’. low-light vision, scent, 
  Listen +12, Spot +12 
  Languages Draconic, Sylvan  
  AC 19, touch 12, flat-footed 17 
   (-1 size, +2 Dex, +8 armor) 
  hp 51 (6 HD) 
  Immune sleep and paralysis effects 
  Fort +7, Ref +7, Will +8  
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+5) or 
  Melee bite +10 (2d6+5) and 
   
  claw +5 (1d8+2) and 
   
  claw +5 (1d8+2) 
  Ranged spikes +7 (1d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +15 
  Abilities Str 20, Dex 14, Con 15 , Int 10, Wis 12, Cha 8  
  Feats Alertness, Iron Will, Point Blank Shot  
  Skills Climb +14, Intimidate +8, Listen +12, Search +9, 
  Spot +12, Survival +10 
  Description: The felldrakes trace their origin to 
  Bahamut the Platinum Dragon. After helping a 
  group of powerful elf wizards turn back a demonic 
  invasion, Bahamut created the felldrakes to guard 
  the elves against future incursions. All felldrakes 
  have the blood of Bahamut in their veins and are 
  fierce, loyal, and good at heart. 
   
  Of the many kinds of felldrakes, few are as 
  powerful as the spiked felldrake. It’s size and 
  strength place it in the front line of important 
  battles. And some mighty knights or paladins 
  employ the spiked felldrake as a steed.  
   
  A spiked felldrake can stand up to terrible 
  punishment while dealing out plenty of its own 
  with swordlike claws. The spikes on its tail are not 
  just for show—it can project them in a hail of 
  deadly fire at approaching enemies. With its scent 
  and vision abilities, a spiked felldrake can root out 
  even hidden enemies reliably.  
   
  NEW SPELLS 
  Assassin’s Darkness  
  Complete Scoundrel 
  Evocation (Darkness) 
  Level: Assassin 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 
  ft./level) 
  Area: 40-ft.-radius spherical 
  emanation 
  Duration: 1 minute/level (D) 
  Saving Throw: No 
  Spell Resistance: No 
   
  You call a globe of absolute darkness into being, which 
  only you can see through. All other creatures within or 
  who enter this spell’s area are blinded while they 
  remain in the area. Even creatures that have darkvision 
  cannot see through this magical obscurement, 
  although creatures capable of seeing in magical 
  darkness (such as devils) are not affected by it. 
  While you are outside the sphere, you can see nothing 
  within, 
  and 
  every 
  creature 
  within 
  has 
  total 
  concealment. Upon entering the spell’s area, however, 
  you can see as if the area were illuminated by bright 
  light and can interact with those within as normal, 
  even though they cannot see you. 
   
  Combust  
  Spell Compendium 
  Evocation [Fire] 
  VER7-05 The Lion and the Dragon 
   
  Page 37 
  
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Touched creature or combustible object that 
  weighs no more than 25 lb./level 
  Duration: Instantaneous; see text 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  This spell makes a combustible object or a creature’s 
  combustible equipment burst into flame, even if damp. 
  If the target is a creature, the initial eruption of flame 
  causes 1d8 points of fire damage per caster level 
  (maximum 10d8) with no saving throw. Further, the 
  creature must make a DC 15 Reflex save or catch fire 
  (DMG 303). 
  If the target is a combustible, unattended object, the 
  initial eruption of flame deals fire damage to the object 
  as noted above. The object catches fire and 
  takes 1d6 points of fire damage each round until 
  consumed or someone puts out the fire. 
  Material Component: A drop of oil and a piece of flint. 
   
  Critical Strike  
  Spell Compendium 
  Divination 
  Level: Assassin 1, bard 1, sorcerer/ 
  wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  Whenever you make a melee attack against a flanked 
  foe or against a foe denied its Dexterity bonus, you deal 
  an extra 1d6 points of damage, your weapon’s threat 
  range is doubled (as if under the effect of keen edge), 
  and you gain a +4 insight bonus on rolls made to 
  confirm critical threats. The increased threat range 
  granted by this spell doesn’t stack with any other effect 
  that increases your weapon’s threat range. 
  Creatures immune to extra damage from sneak attacks 
  are immune to the extra damage dealt by your attacks. 
   
  Ebon Eyes  
  Spell Compendium 
  Transmutation 
  Level: Assassin 1, cleric 1, sorcerer/ 
  wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  The subject of this spell gains the ability to see 
  normally in natural and magical darkness, although it 
  does not otherwise improve the subject’s ability to see 
  in natural dark or shadowy conditions. The subject 
  ignores the miss chance due to lack of illumination 
  other than total darkness. While the spell is in effect, a 
  jet-black film covers the subject’s eyes, a visual effect 
  that gives the spell its name. 
  Material Component: A pinch of powdered black 
  gemstone of any type. 
   
  Fell The Greatest Foe  
  Spell Compendium 
  Transmutation 
  Level: Assassin 2, cleric 3, paladin 2, 
  ranger 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject gains the ability to deal greater damage 
  against larger creatures. For every size category of an 
  opponent bigger than the subject of the spell, the 
  subject deals an extra 1d6 points of damage on any 
  successful melee attack. 
  For example, a Medium creature would deal an extra 
  1d6 points of damage against a Large creature, 2d6 
  against Huge, 3d6 against Gargantuan, or 4d6 against a 
  Colossal creature. 
  Material Component: A dragon’s claw or a giant’s 
  fingernail. 
   
  UNSEEN STRIKE  
  COMPLETE MAGE 
  Illusion (Glamer) 
  Level: Assassin 4, hexblade 4 
  VER7-05 The Lion and the Dragon 
   
  Page 38 
  
  Components: V, S 
  Casting Time: 1 full round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
   
  This spell has no immediate effect upon you. However, 
  the next time you deliver a successful melee attack, you 
  instantly turn invisible (as the invisibility spell). If you 
  do not make a successful melee attack within 1 hour 
  per level of casting the spell, the effect ends. 
   
  Vital Strike  
  Complete Mage 
  Divination 
  Level: Assassin 3 
  Components: S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: One attack 
   
  You gain temporary, intuitive insight into the actions 
  of your foes. Your next single attack roll (if it is made 
  before the end of the next round) is considered a sneak 
  attack, even if your foe is neither flat-footed nor 
  flanked. This spell does not allow you to sneak attack 
  creatures normally immune to such attacks, nor does it 
  allow you to make use of other abilities—such as 
  certain feats—that deal ability damage, or otherwise 
  grant you extra benefits, when you make a sneak 
  attack. 
  VER7-05 The Lion and the Dragon 
   
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  APPENDIX 3: LEGWORK 
  At various points throughout this adventure, the PCs may want to find out more information about certain topics. Have 
  them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge skills may 
  be used, in addition to the ones listed, at the DM’s discretion. The DM is reminded that each Gather Information check 
  takes 1d4+1 hours.  All DCs are increased by +5 for Bardic Knowledge checks. 
   
  Verbobonc – General Information and Current Events: (Bardic Knowledge, Gather Information, Knowledge [Local: 
  VTF]).  
  DC 10:  Viscount Langard is missing. Events at the recent Council of Abbots trial in Swan revealed that Langard may 
  not be the legitimate heir to Viscount Wilfrick. Langard was to be escorted to Veluna by a detachment of 
  Knights of the Hart, but the Knights were found slaughtered west of the town of Glory, and the Viscount was 
  not among them. 
  DC 12: A large group of travelers were discovered murdered on Lord Avgustin’s lands in late 595. The crime is 
  commonly referred to as the Brewfest Massacre of Humming’s End. Rumor has it that Quinsaron Eldren, a 
  former paladin who is now in the service of Lord Shannus, is responsible. 
  DC 15: Recent events with the Skyroad have brought the conflict between nobility into sharp focus, with Lords Haxx 
  and Galens fighting over the use of the ancient elven magical devices. 
  DC 20: Rumor has it the Elven Clans of the Gnarley have received ambassadors from the isolationist Kingdom of 
  Celene, which lies south of the Viscounty.  
  DC 22:  Someone has been buying up all the silver in Verbobonc. Accusations by Shannus have been made against the 
  lycanthropes of the Ironwood, who – it is said – are buying it so that it will not be used against them when 
  they launch their attack. 
  DC 25:   Someone is making a power play for leadership of the Verbobonc underworld.  
   
  House Avgustin – Knowledge (local: VTF, nobility) 
  DC 5:  
  The symbol of House Avgustin is a golden lion on a field of blue. 
  DC 8:  
  The current head of House Avgustin is named Yronl. He is not related to the family, but has served in the 
  House military for years. He has a strong sense of honor and duty to aid those who cannot defend themselves.  
  DC 10:  Captain Yronl, formerly a trusted friend and advisor to Lord Baron Rollof Avgustin, is serving as the Regent of 
  House Avgustin only until Elise Brandenberg, the heiress of the Avgustin family lineage comes of age. Born in 
  583, Elise is now only 14-years-old.  
  DC 15:  Baron Rollof Avgustin, a war hero from the Greyhawk Wars, died of old age in 595 CY. Lady Elise 
  Brandenberg is his niece.  
  DC 18:  Captain Yronl has recently been addressed as “Field Marshal Yronl” in some House Avgustin missives.  
  DC 20:  Rollof’s son Ivar outlived his father by only a few weeks. It was at the Baron’s funeral that Ivar was killed by an 
  assassin by the name of Obmi, the Hammer of Iuz. Obmi was eventually taken prisoner near the end of the 
  Giant Wars, but he managed to escape. His current whereabouts are unknown. The Strength of the Land was 
  bequeathed to an adventurer who helped defend Lady Elise. (PCs who participated in VER5-02 Fallen Hero 
  earn this result on a 10.) 
  DC 23:  About four years ago, Lady Elise’s brother Julius went insane. He stole some heirloom from his widowed 
  mother, Katerina and was later killed by some cultists of Vecna. (PCs who participated in VER3-04 A Matter of 
  Love receive this information automatically.) 
  DC 25:  House Avgustin has family ties to House Stefania. Lady Elise Brandenberg’s grandparents were Gordon 
  Avgustin and Elise Stefania. It is primarily because of these family ties that Stefania has joined the cause to aid 
  Avgustin in backing Chondell. Lady Elise is named for her grandmother. 
  DC 30:  House Regent Yronl and Lady Elise both worship some secret god. It probably isn’t evil, but there must be a 
  reason for them to be keeping it secret!  
  DC 40:  House Regent Yronl and Lady Elise both worship Trithereon, the god of individuality, liberty, retribution, and 
  self-defense, a chaotic good god that is often at odds with St. Cuthbert.  
   
  House Chondell – Knowledge (local: VTF, nobility) 
  
  DC 5:  
  The symbol of House Chondell is a red dragon on a field of black. 
  DC 8:  
  Validia, a town in the lands of Lord Chondell was recently invaded by the forces of Shannus, Baron of the Iron 
  Wood. The dragonkin took the town with almost no resistance.  
  DC 10:  Rhennee barge folk tell their children frightening stories about the Chondell family late at night to make 
  them behave.  
  DC 12:  The current head of House Chondell is named Lord Kosak Chondell. Residing at Castle Chondell, Lord Kosak 
  is a tall, handsome man but reclusive. His family, though well established, is a minor power in the Viscounty.  
  DC 15:  The lands of Chondell are beautiful and well-tended. The people are hard-working, but strangely quiet. They 
  wear dark clothes, do not go out after dark, and almost never speak about their lord.   
  DC 18:  Until Lord Shannus stormed Validia, House Chondell had never had a major conflict with another Verbobonc 
  noble family. He has no public alliances with any other noble family, and very rarely does Chondell take a 
  definitive stand on an issue.  
  DC 20:  House Chondell has many and varied resources, including several small silver mines in the Lortmils, a trading 
  company based out of Verbobonc City that runs from Veluna to Dyvers, a textile mill in Verbobonc City, and a 
  winery in Rhynehurst. These diverse resources keep House Chondell wealthy even during the roughest of 
  times.  
  DC 25:  At least one member of the Chondell family has fought for Verbobonc in every major conflict for as long as the 
  Viscounty has existed. Lord Kosak himself fought in the northern campaign in Furyondy less than a decade 
  ago.  
   
  House Stefania – Knowledge (local: VTF, nobility) 
  DC 5: The symbol of House Stefania is a rampant orange tiger on a field of violet. 
  DC 8: The current head of House Stefania is a half-elf named Marchioness Mirabella Stefania. She has flaming red 
  hair, a slender frame, and is the epitome of grace. Lady Stefania is much beloved by her people.  
  DC 10: Lady Stefania prefers to be found among her people, and is just as comfortable in the local tavern as she is in 
  her private quarters. She has an easy-going attitude, but maintains formalities with strangers, without coming off as 
  stuffy or aloof.  
  DC 12: When speaking privately with her people, Lady Stefania usually foregoes her title and simply goes by 
  Mirabella. She knows every person in the immediate vicinity of the town of Visengart by name. 
  DC 15: Lady Stefania’s bodyguard is her father’s former general and her closest friend and confidant. He is also a 
  centaur.  
  DC 20: House Stefania has family ties to House Avgustin. Lady Elise Brandenberg (the heiress of House Avgustin) 
  is the granddaughter of Gordon Avgustin and Elise Stefania. It is primarily because of these family ties that Stefania 
  has joined the cause to aid Avgustin in backing Chondell. 
   
  Lord Shannus – Knowledge (local: VTF, nobility) 
  DC 5: Lord Shannus, Baron of the Iron Wood, is some kind of dragon-kin. He hates lycanthropes and has driven 
  off or killed almost all of them that once infested the Iron Wood forest. 
  DC 10: Shannus has recently closed the Iron Wood to all outsiders, erecting a giant wall that surrounds the lands 
  he has claimed. Almost no one has been able to enter the Wood for months. 
  DC 12: Shannus recently marched a force of dragonkin warriors into Validia and occupied the town. All who did 
  not pledge their allegiance to him were either banished from the town or put to the sword.  
  DC 15: Shannus has put out a call to all creatures of dragon blood to come join his forces in the Iron Wood. Word 
  is kobolds have come from as far as the Amedio Jungles to follow him. 
  DC 17: Shannus’s lieutenant is a dragon-blooded paladin of Bahumet named Quinsaron Eldren. Rumor strongly 
  holds that Sir Quin and some of Shannus’s other followers known as The Order of the Dragon Claw were 
  responsible for the murder of over a dozen commoners on Lord Avgustin’s lands back in 595, known as the 
  Brewfest Massacre of Humming’s End.   
  DC 20: Past conflicts with Shannus have indicated that his dragon soldiers rely more on brute strength than arcane 
  mastery. Some of these foot-soldiers are nine feet tall, have dragon wings, and wield wicked long spears.  
  DC 25: There are rumors that Shannus has been hoarding silver for use against the lycanthropes. But this doesn’t 
  make any sense, because Shannus himself is blaming the lycanthropes of hoarding it themselves, so that it won’t be 
  used against them when they rise up to retake the Iron Wood.  
   
  VER7-05 The Lion and the Dragon 
   
  Page 41 
  
  Kobolds in the Viscounty (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]).  
  DC 10: There is a small community of kobolds that live in the town of Swan. Most of them worship Heironeous. 
  DC12: The Swan kobolds settled there at the invitation of Sir Willow Swan, an ex-mayor after whom the town is 
  named.  
  DC 15: A few years ago, some kobold cultists in and around the town of Swan tried to destroy key parts of the 
  community in service to “The Green Mother.” Some intrepid adventurers stopped them and saved the town. (PCs 
  who played VER5-05 A Swan-like End earn this result on a 5.)  
  DC18: Kobolds from the Mist Kingdoms have begun to appear in the Flanaess. In Verbobonc, some have settled in 
  with their brethren in the town of Swan. Others have migrated to the Iron Wood, following their dragon-blooded 
  kin under Lord Shannus’s protection.  
  DC 30: Recently, in the dark alleys of Rhynehurst and Darkhapor, some have spoken in whispers about a ruthlessly 
  efficient kobold assassin that goes by the name Virlym the Bleeder. No one knows who he’s working for…and no 
  one seems overly eager to ask.  
   
   
   
   
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  VER7-05 The Lion and the Dragon 
   
  Page 43 
  APPENDIX 4:  THE LAWS OF THE VISCOUNTY
  The Laws of Verbobonc are designed to maintain the 
  status quo, protecting the nobility at the expense of the 
  common man. Commoners – including all player PCs 
  – have very few rights. If they break the law, they will 
  be punished. 
   
  HIGH CRIMES AND LOW CRIMES 
       All crimes in the Viscounty are classified as either 
  high crimes or low crimes.  
       Commoners can be accused of any crime by any 
  agent of law enforcement or any noble at any time, so 
  long as the accusing authority is within his 
  jurisdiction. 
       Nobles cannot be accused of low crimes. They can 
  be accused of high crimes, but only by individuals with 
  the Right of High Justice. 
   
  LEGAL AUTHORITY: THE RIGHT OF 
  JUSTICE 
       All legal authority in Verbobonc is divided into two 
  distinct categories: High Justice and Low Justice. 
       Representatives of the law imbued with the Right of 
  Low Justice are involved in the prosecution of ‘day-to-
  day’ law enforcement and may charge and arrest any 
  non-noble offender for any crime. A PC that bears the 
  Right of Low Justice may only arrest another PC if he 
  either witnesses a crime being committed or if a 
  criminal confesses to committing a crime. Arresting 
  agents cannot fine other player PCs TU and gold, nor 
  can they remove PCs from play. The DM adjudicates 
  the penalties for breaking the law.   
       The Right of High Justice is held by the Viscount, 
  the heads of noble houses, and their most highly 
  appointed representatives. Anyone with the Right of 
  High Justice may charge, arrest, investigate, try, and 
  sentence any offender for any crime. Only those with 
  High Justice may charge a noble with breaking the law, 
  and only for high crimes. Nobles are immune to 
  prosecution for low crimes. No player PC in 
  Verbobonc has the right of High Justice, unless he has 
  specific regional documentation to that effect.  
       See the Table 1 below for more details on authority 
  and jurisdiction of various Metaorganizations. 
    
  LAWS IN THE GAME 
       Laws are enforced by the Dungeon Master when the 
  need arises. Before the arrest and adjudication of a 
  player PC happens, the DM should warn the player 
  that he is about to commit a crime. If the player 
  decides to act criminally, the DM must decide if there 
  is any way for the authorities to know what has 
  transpired. If so, he should inform the player that his 
  actions will have consequences and that they will be 
  adjudicated after the play session. If the player 
  continues to commit crimes, the DM should adjudicate 
  it immediately and remove the PC from the play 
  session for the time being.  
       Once play has finished, the DM should make a final 
  determination of all of the penalties that the PC will 
  receive, using Table 2 below for guidance. Any crimes 
  for which the punishment is Death or Exile, must be 
  adjudicated by a member of the Verbobonc Triad. All 
  other crimes may be adjudicated by the judge at the 
  table. 
       If the player of a convicted PC wishes to appeal the 
  judge’s ruling, he should contact the Verbobonc Triad. 
   
  ILLEGAL GOODS 
       The following items are illegal in the Viscounty: 
  assassin’s dagger, dagger of venom, darkskull, drugs, 
  dust of disappearance,  flesh golems and flesh golem 
  manuals, gal-garan, hand of glory, hand of the mage, 
  holy symbols to evil gods, life-drinker, nine lives 
  stealer, poisons, robe of bones, slaves, slaying arrow, 
  sword of life stealing, thieves’ tools, thinuan weapons, 
  and unholy weapons. 
       Additionally, scrolls and wands of spells with the 
  [Evil] descriptor and any item that radiates an aura of 
  evil, requires an evil creator, bestows curses,  summons 
  or commands elementals, demons, or devils, or 
  animates the dead are likewise outlawed.  
       This list is not exhaustive, and Dungeon Masters 
  should exercise their judgment. 
  More detailed information on Verbobonc’s laws, legal 
  system, and methods of law enforcement can be found 
  in the Laws of the Viscounty document, available for 
  download at www.verbobonc.net. 
  
   
  Table 1: Legal Jurisdiction of Verbobonc Metaorganizations 
  Organization 
  Authority 
  Jurisdiction 
  Knights of the Faithful Defender 
  High Justice 
  All Verbobonc 
  Mounted Borderers 
  Low Justice 
  All lands within Verbobonc except Verbobonc City. 
  Gentlemen of the Watch 
  Low Justice 
  Verbobonc City 
  Gnarley Rangers 
  Low Justice 
  Gnarley Forest 
  Noble House Guards 
  Low Justice 
  Appropriate Noble Lands 
  Mayors, Sheriffs, and Constables 
  Low Justice 
  The local settlement they have been appointed to 
  Table 2: Crimes and Penalties 
  Crime  
   
   
   
  Class  
   
  Penalty 
  Aiding and Abetting 
   
  Low 
   
  100 gp OR 500 gp OR 1,000 gp + 4 TU  
  Arson  
   
   
   
  High  
   
  500 gp +, 1 TU 
  Assault   
   
   
  Low  
   
  50 gp OR 1,000 gp, 2 TU 
  Banditry   
   
   
  High  
   
  Forfeiture of all possessions, 1 TU per 100 gp of stolen goods. 
  Battery  
   
   
   
  Low  
   
  200 gp OR 2,000 gp, 10 TU 
  Blackmail  
   
   
  High  
   
  90% of wealth, 26 TU 
  Blasphemy  
   
   
  High  
   
  Public whipping 
  Bribery 
   
   
   
  Low 
   
  Ten times value offered and public whipping OR forfeiture 
  of all gold  
   
   
   
   
   
   
   
  carried, 
  expulsion 
  from 
  metaorg, and public whipping 
  Burglary   
   
   
  Low  
   
  200 gp, 2 TU OR 1,000 gp, 10 TU 
  Destruction of Noble’s Property  
  High  
   
  Cost of repairs, 1 TU per 1,000 gp of damage 
  Disturbing the Peace  
   
  Low  
   
  Up to 450 gp and/or 1 TU 
  Extortion   
   
   
  High  
   
  90% of wealth, 26 TU 
  Forgery  
   
   
  Low  
   
  Confiscation of all possessions, 13 TU, loss of finger 
  Fraud Against a Noble  
   
  High  
   
  Forfeiture of all possessions, 26 TU OR death 
  Grave Robbing  
   
   
  Low  
   
  Confiscation of carried goods, 1,000 gp, 5 TU OR 
  confiscation of 
   
   
   
   
   
   
                   carried goods, 5,000 gp, 13 TU 
  Impersonation of a Noble  
   
  High  
   
  Forfeiture of wealth and all possessions, 52 TU OR death 
  Interfering with the Representative of a 
  Noble 
   
   
   
  Low  
   
  Up to 300 gp, 4 TU 
  Kidnapping  
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 26 TU OR 
  confiscation of 
   
   
   
   
   
   
                   goods carried, 10,000 gp fine, 104 TU, and loss of eye and 
  hand. 
  Magical Assault  
   
   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of 
  spellbooks 
   
   
   
   
   
   
                   and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Malicious Mischief   
   
  Low  
   
  Up to 1,000 gp, up to 4 TU, and full reimbursement of 
  property value 
  Manslaughter  
   
   
  High  
   
  Forfeiture of all equipment, property, and wealth, 52 TU. 
  Murder   
   
   
  High  
   
  Death 
  Negligent Use of Magic  
   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of 
  spellbooks 
   
   
   
   
   
   
                   and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Ownership of Illegal Goods   
  Low  
   
  Varies 
  Perjury   
   
   
  High  
   
  600 gp, 8 TU 
  Piracy  
   
   
   
  High  
   
  Confiscation of all wealth, 500 gp, 10 TU OR confiscation of 
  all wealth, 
   
   
   
   
   
   
                   2,000 gp, 26 TU, and loss of eye. 
  Resisting Arrest 
   
   
  Low 
   
  300 gp, 2 TU OR 600 gp, 4 TU  
  Robbery   
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 10 TU OR 
  confiscation of 
   
   
   
   
   
   
                    goods carried, 5,000 gp, 26 TU, loss of hand 
  Sedition   
   
   
  High  
   
  13 TU 
  Smuggling 
   
   
  High 
   
  Confiscation of illegal goods, 2,000 gp, 13 TU, public 
  whipping, loss of  
   
   
   
   
   
   
  a finger. Sometimes exile.  
  Theft  
   
   
   
  Low  
   
  Confiscation of goods carried, 200 gp, 5 TU OR confiscation 
  of goods 
  VER7-05 The Lion and the Dragon 
   
  Page 44 
   
  
   
   
   
   
   
   
                    carried, 1,000 gp, 12 TU, loss of finger 
  Treason/Revolt 
   
   
  High 
    
  Forfeiture of all possessions, property, and wealth, and 
  death by 
   
   
   
   
   
   
                   hanging, draw and quartering, or stoning. 
   
  Trespassing  
   
   
  Low  
   
  20gp – 500 gp 
  VER7-05 The Lion and the Dragon 
   
  Page 45 
   
  
  PLAYER’S MAP: MAP OF THE VISCOUNTY 
   
  VER7-05 The Lion and the Dragon 
   
  Page 46 
   
  
  DM’S MAP: MAP OF VERBOBONC 
  WITH NOBLE HOUSE BOUNDARIES 
  VER7-05 The Lion and the Dragon 
   
  Page 47 
   
  
  Player Handout #1A 
  This letter, sealed with the crest of House Langmuir, was brought to you by an official Langmuir House page.  
   
  Regulator: 
  Some of my agents have discovered that you will soon be approached by an individual close to House 
  Avgustin. He will ask if you are willing to march with an armed force to Validia in the Iron Wood as a 
  demonstration of strength against Lord Shannus.  
  Keep your allegiance to House Langmuir a secret. If they find you out, you will certainly be turned away from 
  their company. 
  It is my wish that you join these forces. If Avgustin attempts to negotiate with Shannus’s forces, do what you 
  can to sabotage the peace talks and steer Avgustin and Shannus into armed conflict. If open conflict breaks out 
  between their forces, deal as little permanent damage to Shannus’s forces as possible, and attempt to minimize 
  victory for the traitorous Trithereonite dogs of House Avgustin. It is essential that throughout this your true 
  loyalties remain covert. 
  Once your mission is complete, return to our Estate in Verbobonc City and bring your report to me, and me 
  alone.  
  I may periodically have someone scry on you. Do not resist the spell. 
    
  Your faith will be remembered. Do not fail me.  
   
  — Godeleva Langmuir 
   
  ____________________________________________________________________________________________ 
  PLAYER HANDOUT #1B 
  This letter, also sealed with the crest of House Langmuir, was brought to you by a different Langmuir House 
  page. 
   
  Loyal Regulator, 
  I have learned that House Avgustin will soon be marching toward Validia to join with House Stefania in 
  support of House Chondell against Lord Shannus’s occupation of the town.  
  If you are approached to take part this military campaign, accept the offer. You should keep your identity as a 
  Langmuir House Guard a secret, for what should be painfully obvious reasons. 
  Do not sabotage their operations.  
  I cannot stress this enough: Do NOT impede what they hope to accomplish. If they seek a diplomatic solution, 
  do not impede it. If they choose to attack Shannus’s forces, fight as though your life depends upon it.  
  Follow the Avgustin orders as if they had come from me.  
  Do not speak to anyone other than myself of your purposes on this mission. No one. Not even other members 
  of House Langmuir.  
  When you have completed your mission for House Avgustin, return to our Estate in Verbobonc City. I will be 
  there. Come directly to me, and I will hear your full report in complete privacy. 
  VER7-05 The Lion and the Dragon 
   
  Page 48 
   
  
  Do all of this and your loyalty to your House shall be remembered. 
   
  — Lord Ludovic Langmuir 
   
   
  PLAYER HANDOUT #2 
  A bird dropped the following letter into your breakfast this morning before flying away.   
   
  Loyal Protector of the Iron Wood, 
  Our Lord Shannus has received word through his network of spies that House Avgustin shall soon be forming 
  a small army with the help of House Stefania and Lord Chondell. They will march to Validia in a misguided 
  attempt to intimidate His Dragonship into surrendering the town of Validia.  
  They may ask you to join them, not realizing where your true allegiance lies. If they do, keep your loyalty to 
  Shannus a secret, and accept the position that they offer you. Follow their orders as though they come from 
  our Lord himself.  
  They will speak of diplomacy, but that time has passed. With every hour the Great Dire Dark grows stronger, 
  and we have no more time to deal with the insecurities of these fickle nobles. Lord Shannus can save the Iron 
  Wood and the Viscounty, but these pitiful incursions must end. Now.  
  The afternoon before the combined army crosses into Chondell lands, our footsoldiers shall make a 
  preemptive strike on Avgustin’s forces. Fight back to maintain your disguise, but do not harm our brothers if 
  you can help it. They know your face, and will not attack you.  
  If the army presses on, do what you can to sabotage their goals on the battlefield, while maintaining your 
  disguise as a loyal Avgustin servant. The Iron Wood’s sanctity must be preserved. At any cost.  
  There will be no need for you to report your success or failure. We are watching.  
  Under the protection of his wings,  
   
  — Sir Quinsaron Eldren 
   
  ____________________________________________________________________________________________ 
  PLAYER HANDOUT #3 
  The following letter was delivered to you by a Jensen’s Runner courier.  
   
  Trooper: 
  Patrolling Borderers of the Fourth have discovered a build-up of military activity in the lands of House 
  Avgustin and House Stefania. This is most likely in response to Shannus’s invasion of Validia on House 
  Chondell lands.  
  With most of our troops addressing the Blackthorn threat in the east, and as we are a body for law 
  enforcement, not a standing army, if they choose to make open war on the lands of His Noble Lordship, we 
  cannot stop them. Furthermore, with the Viscount missing, we have no true authority to prevent Regent Yronl 
  or Lady Stefania from taking any action they choose.  
  But this threat to law and order cannot go completely unchecked. Nothing in the Laws of the Viscounty 
  prevents us from following their forces and attempting to maintain order in the Viscount’s Name. 
  Seek an audience with House Regent Yronl in Loren’s Ford, and request permission to join their forces. If they 
  refuse, follow them regardless. Use any means necessary to steer their efforts to a diplomatic solution. If open 
  war breaks out between them and Lord Shannus, the Viscounty and its people will only suffer.  
  We must maintain order until the Viscount is returned to his throne.   
  VER7-05 The Lion and the Dragon 
   
  Page 49 
   
  
  At the conclusion of your mission, go to the nearest Mounted Borderer outpost at the earliest opportunity and 
  provide a full status report for distribution.  
  — For His Noble Lordship, 
   
  Worthy Sir Dagner Storm, Knight of the Faithful Defender, Commander of Fortress Hagthar 
  PLAYER HANDOUT #4 
  In the dead of night, a pale, waifish Chondell page delivered this sealed letter to you. She departed without a 
  word.  
  Loyal Chondell Guard: 
  As you well know, Shannus the Pretender has invaded the town of Validia on our Lord’s sovereign lands. This 
  challenge to our master’s authority shall not go unanswered.  
  Even now, the local militias are being called into dutiful service, and all available House Guards at or near 
  Castle Chondell are mobilizing. House Avgustin and House Stefania are willing to stand by us in a 
  demonstration of our unified will against the dragonkin. They are currently mobilizing their own armed forces 
  near Loren’s Ford to march across Saflynd lands to aid us.  
  Because of your proximity to Loren’s Ford, rather than call you to join us at the Castle, I have instead informed 
  Avgustin House Regent Yronl of your presence there. His agent will summon you to join him shortly. You will 
  act as an attaché to his battle-group and an official representative of Lord Chondell’s interests within his army. 
  Follow Yronl’s orders until our troops meet his, shortly after you cross into Chondell lands. At which point, 
  you will come under my direct command once more.  
  I remind you that the goal of our combined armies is solely intimidation. Lord Kosak has sent his cousin 
  Arlonna Korzha, as a diplomatic envoy to Shannus. Her mission is of utmost importance, and the military 
  presence is intended solely to back up her words with a show of force.  
  Naturally, should war prove inevitable, Lord Chondell has ordered us to turn our show of force into a 
  demonstration of that armored might. If that happens, you will be expected to defend Lord Chondell’s honor 
  to the death.   
  Your fealty to Lord Kosak shall be long remembered.  
   
  — Nicolae Korzha,  
   
   
  Voyevoda of the Chondell Garda de Onoare 
   
  ____________________________________________________________________________________________ 
  PLAYER HANDOUT #5 
  Worthy Adventurer, 
  My name is Sir Peri Swan, a knight in the service of House Avgustin. I write you now, in what may be the 
  Viscounty’s darkest hour. The course that is chosen in the coming days may determine the future of 
  Verbobonc. I strongly believe that we, as a people, are not ones to quietly succumb to a tyrant’s iron fist that we 
  would stand and fight for freedom from oppressive rule. The time to test our will has come.  
  News of your past exploits has preceded you, and it is my honor to say that House Avgustin could use someone 
  with your unique talents in this endeavor.  
   
  If you are willing to stand up for the freedom of the downtrodden, for what is right and just, then journey to 
  meet me in Loren’s Ford. You can find me at the Tavern of the Two-Foot Traveler on the sixth day of Patchwall. 
  There, I shall tell you more.  
   
  Make haste. Great forces are in motion, and the time to act is now.  
  VER7-05 The Lion and the Dragon 
   
  Page 50 
   
  
   
  --Sir Peri Swan 
    Paladin of St. Cuthbert  
   
  PS: If I cannot appeal to your sense of decency and honor, then I still hope that you will sell your sword to our 
  cause. In any case, I shall await your presence, and look forward to our meeting.  
  VER7-05 The Lion and the Dragon 
   
  Page 51 
   
  
  PLAYER HANDOUT #6 
   
  Sir Peri, 
  It is my desperate hope that this missive finds you well, and that you have found glorious victory in your quest 
  to liberate Validia from the iron grip of Shannus. Alas, no sooner have you completed one quest, I have need 
  for you and your Golden Harriers again.  
   
  Your contact at the Guildren Abbey south of Swan, someone by the name of Torc, has called for you to meet 
  with him there. He claims to have information vital to the defense of House Avgustin lands, but insists on 
  revealing it only to you and in person.  
   
  More distressing, I have received word that House Langmuir, taking advantage of the Viscount’s absence and 
  Lord Milinous’s apathy, have expanded their influence and their holdings as far east as the vineyards of 
  Cienega Valley. If they chose to expand their lands westward as well, I fear that our town of Swan may be next.  
   
  With our forces arrayed in the west of the Viscounty, we have nothing to spare in the way of a military 
  presence in Swan. So I must call on you and your Golden Harriers. 
   
  In order to pursue this mission, I hereby release you and the other Harriers from service to Field Marshal 
  Yronl, effective immediately. With luck, the Chondell forces will be able to hold Validia on their own. I will 
  have the Field Marshal and his army return to Loren’s Ford as soon as they can. But you must make haste. 
   
  Come to the Avgustin Estate outside Loren’s Ford, where I will see you regrouped, inform you of the latest 
  developments, and send you on to Swan at once.  
   
  Please hurry! Our situation is desperate, and you may be our only hope! 
   
  — Lady Elise Brandenberg 
   
  Heiress of House Avgustin 
  VER7-05 The Lion and the Dragon 
   
  Page 52 
   
  
  VER7-05 The Lion and the Dragon 
   
  Page 53 
   
  CRITICAL EVENTS SUMMARY 
   
  If you run this event prior to November 15th, 2007, send your answers to the following questions to the 
  Verbobonc Triad Point of Contact with the subject heading “The Lion and the Dragon Critical Events.” 
   
   
  1) Were there any House Langmuir Regulators in the party?  
   
   
   
  a) If so, did they interfere with the House Avgustin goals, or did they fight as though they supported 
  House  
   
   
  Avgustin? 
   
   
   
  b) Who did they report back to: Godeleva Langmuir, or Lord Ludovic Langmuir?  
   
   
   
  2) Did Virlym the Bleeder successfully assassinate Sir Peri Swan? 
   
   
   
  3) Did the players successfully support the Stefania line and retake Validia, or is the town still held by 
  Shannus? 
   
   
   
  4) Did the players rescue Field Marshal Yronl from the lizardfolk shock troopers, or did he die?  
   
   
   
  5) Did any other extraordinary events occur? 
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER7-05 The Lion and the Dragon (3E).pdf