TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING 
  GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD3-01 
   
   
   
   
   
   
   
   
  Stone Heart 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
   
   
   
  by James Zwiers 
   
   
  Editor: Matt Lovell; Triad Review: Russ Taylor; RPGA HQ reviewer: Craig Hier; Cartographer: James Zwiers 
   
   
   
   
   
  Few know the true story of what happened in the early days of Fireseek, CY592. Those who do, still have nightmares 
  when they think of what may have happened to those who were left behind. However, many have put that behind them 
  as the Dwarves of Dumadan are at long last beginning the attempt to retake their ancestral home. And you have been 
  invited to join them in showing their unwelcome guests the door. An Adventure for Characters Levels 1-12. Part 3 of 
  the Deep Affairs Saga. This is a Ducal Guard module for all Marches. 
  
  Stone Heart 
  Round One 
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. 
  The rest of the time is spent in preparation before 
  game play, and scoring after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing 
  it single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a 
  set of dice (at least one d4, d6, d8, d10, d12, and d20), 
  some scrap paper, a pencil, an RPGA scoring packet, 
  and your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and 
  the character’s name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a trap 
  or hazard, or the Monster Manual when confronted 
  with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has three 
  ways to score its games. Consult your convention 
  coordinator to determine which method to use for this 
  scenario: 
  1 No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one is 
  rated. This method is used for people who are just 
  playing for fun. 
  2 Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, 
  but does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback 
  on his or her own performance. 
  3 Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run 
  in tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
  
  Stone Heart 
  Round One 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1 Determine the character level for each of the PCs 
  participating in the adventure. 
  2 If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3 Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4 If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character 
  will 
  receive only half 
  of 
  the 
  experience 
  points awarded 
  for 
  the 
  adventure. This 
  simulates 
  the 
  face that either 
  your 
  character 
  was 
  not 
  as 
  challenged 
  as 
  normal, or relied 
  on 
  help 
  by 
  higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
  Note: LIVING 
  GREYHAWK adventures are designed for APL 2 and 
  higher. Three or four, or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 
  1 there are three things that you can do to help even 
  the score. 
  • Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  • Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard 1-round Regional adventure, set in 
  the Duchy of Urnst.  Characters native to the Duchy of 
  Urnst pay one Time Unit per round, all others pay two 
  Time Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per Time Unit 
  
  Stone Heart 
  Round One 
  Page 4 
  Adventure Summary and 
  Background 
  Since before the founding of Dumadan, the Derro and 
  the Dwarves there have had a long-standing rivalry. In 
  the early months of CY 592, the Derro amassed an 
  army of several thousand warriors, savants, and twisted 
  creatures so vile that few care to remember them. They 
  did so for two reasons. First, they were fleeing the Orcs 
  who had ended their long war with the Koa-Toa and 
  were now seeking revenge on the Derro for past 
  actions. Second, the Derro had a new ally who had 
  agreed to help them take Dumadan. 
   
  The adventure starts with the characters arriving at 
  Dumadan answering the call to arms that the Ankrif-
  Loem, which roughly translates as the Clan Council, 
  put forth across the Duchy and beyond into the realms 
  of Oerth. The characters will be asked to close the far 
  gates of the city.  
   
  They must first enter the area of the city that is Derro 
  occupied. The gate in the Hall of the Ancients is the 
  only viable entrance. Once they have passed, the gate 
  will close behind them. Ancient magical defenses, 
  which were enabled when the dwarves left, guard the 
  gate and work to prevent passage to those both inside 
  and out. After finding a way through the protected 
  areas, the characters must wend their way through the 
  destroyed and desecrated districts of the city. There are 
  many obvious signs of Derro occupation, such as holy 
  symbols of Diirinka, the Derro deity, murdered 
  corpses, corrupted creatures, denizens of the deep, and 
  even further vile atrocities. 
   
  Once inside the city proper, the group has many 
  choices as to where to go. Certain portions of the city 
  are unreachable due to the destruction of the Derro, 
  however, that still leaves a very large area that can be 
  searched and explored, albeit at the risk of being 
  discovered and captured. 
   
  The mines, Mor Felk, are now host to another invasion, 
  this one of Ether beasts. Neither the Derro nor the 
  Dumadan Dwarves are yet aware of this. If the 
  characters go into the mines they will see evidence of 
  the activities of these beasts and will possibly fight 
  some. 
   
  The core areas of the city are fully occupied by the 
  Derro and it is expected that the party will encounter a 
  Derro patrol in either Dumadan or Duma-Loem. 
  Dumadan is the home of the Shrine of Angthrak. 
  Angthrak was a great hero to the Dwarven people and 
  the party will have the opportunity to acquire his 
  weapon, although any further violation of his tomb 
  will result in either a magical curse or magical 
  imprisonment.  
   
  The Derro are also building a temple to further twist 
  Dumadan to their own needs. It is a large iron temple 
  dedicated to their malevolent patron. It lies in the 
  center of the fortress, where large numbers of the 
  Derro gather to complete construction.  
   
  The further stretches of the city are mostly empty, 
  although there are patrols and Derro who live there. At 
  the gate, there is a large holding force of creatures to 
  protect against orc invasion from the orc horde that 
  chased them here. In order to close the gate, the party 
  will have to fight this holding force. The holding force 
  will not parley, as they have been told to destroy any 
  who do not wear the symbol of their Patron. 
   
  The return to the surface is included as an optional 
  encounter, which only needs to be run if there is time. 
   
  Dumadan as it was before the invasion is being detailed 
  in a forthcoming Living Greyhawk Journal article, 
  refer to that article if it is available. 
   
  
  Stone Heart 
  Round One 
  Page 5 
  Basic Derro Patrol 
   
  APL 2 (EL 3) 
  Gnolls (3): hp 14, 11, 10; See Monster Manual. 
   
  APL 4 (EL 5) 
  Gnoll Cleric: hp 25; See Appendix II 
  Gnoll Rangers (2): hp 31, 29; See Appendix II. 
   
  APL 6 (EL 7) 
  Gnoll Cleric: hp 39; See Appendix II. 
  Gnoll Rangers (2): hp 49, 47; See Appendix II. 
   
  APL 8 (EL 10) 
  Derro Savant: hp 20; See Appendix II. 
  Derro Adepts (2): hp 26, 25; See Appendix II. 
  Derro Berserker: hp 45; See Appendix II. 
  Derro Cleric: hp 32; See Appendix II. 
   
  APL 10 (EL 12) 
  Derro Savant: hp 26; See Appendix II. 
  Derro Adepts (2): hp 40, 38; See Appendix II. 
  Derro Berserker: hp 65; See Appendix II. 
  Derro Cleric: hp 46; See Appendix II. 
   
  APL 12 (EL 14) 
  Derro Savant: hp 32; See Appendix II. 
  Derro Adepts (2): hp 51, 50; See Appendix II. 
  Derro Berserker: hp 89; See Appendix II. 
  Derro Cleric: hp 60; See Appendix II. 
   
   
  Tactics: At APL 2, 4 and 6 the Gnolls all enter melee 
  combat as soon as possible. At higher APL’s the Berserker 
  will enter melee while the Savant and Adepts use their 
  spells. The cleric devotes time to healing and combat. The 
  adepts will always take the hits, if possible, before the 
  Savant.  
   
   
  Note: Poisoned weapons cannot be sold for money. 
  Also, if the Characters use them before the end of the 
  adventure there is a 5% chance each time that they 
  poison themselves. A roll of a 1 on such a weapon results 
  in automatic poisoning.  
  Special Information 
  This module is a Ducal Guard and a Ducal iplomatic 
  Corps module. The Duke has assigned both groups to 
  aid in the struggle, in accordance with the Treaty 
  signed by Justinian. As such this module costs no Time 
  Units for those groups, if they still have banked Time 
  Units. 
   
  Deep Affairs Parts 1 & 2 were both run in the first half 
  of 2002. Part 1, Horrors of the Deep, was the 
  interactive at Rustycon 2002, and part 2, Festival of the 
  Roses, CY 592, was the interactive at Cloud City 2002. 
  If anyone at the table has not played either part 1, 2 or 
  both then they should receive a copy of Player’s 
  Handout #1 – What Has Gone Into the Deeps 
  Before.  
   
  Other Information 
  The safe rest locations are identified in the Encounters; 
  other locations have a listed chance of encountering a 
  patrol. The chance is per 4-hour period. There is a 
  cumulative 2% chance of encountering a patrol while 
  marching between districts if they stop in the tunnels. 
  If they don’t stop then there is no chance of 
  encountering them. The tunnels are not safe rest areas. 
  The patrol statistics are listed in the patrol sidebars. For 
  each location, roll the listed percentage chance of 
  encountering a patrol, if the party will encounter one 
  then use the normal methods for determining the 
  starting distance.  
   
  Regardless of how many patrols they encounter, they 
  will only receive treasure and experience for one. For 
  limited time games or tournament rounds being run at 
  a convention, the party should only encounter the 
  patrol while in the fortress of Dumadan (Encounter 
  Three) and should not encounter any other patrols. 
   
  The maps included herein are meant to be 
  representations and are not to scale. 
  Introduction 
  For Ducal Guard members: 
  A new set of orders arrived for you about one week 
  ago. You had been assigned to the new Dumadan 
  Unit to assist in the Liberation of Dumadan.  
   
  For Diplomatic Corps members: 
  Consul Kaern Grek personally assigned you to the 
  Dumadan Unit to assist in scouting and diplomatic 
  operations in the fight to free the city.  
   
   
  For non-Ducal Guard or Diplomatic Corps members: 
  You were walking through Leukish about a week 
  ago when you saw a sign recruiting those 
  interested in helping the Dumadan dwarves retake 
  their ancestral home to please proceed with all 
  haste to the city. “Big Rewards!” and “High 
  Excitement!” were among the catch phrases that 
  caught your eye and persuaded you to come. 
   
  
  Stone Heart 
  Round One 
  Page 6 
  For all Players: 
  You have finally arrived at Dumadan. People of all 
  kinds are about, some for revenge, others to right a 
  wrong, and still others because their superiors 
  ordered them here. You have arrived and stumbled 
  upon a riotous camp, almost as bad as a Rhennee 
  barge, but not quite. In the distance, perhaps a mile 
  away, you can make out the sheer cliffs of the 
  “Molod-Khevak”, as the dwarves call it. Or in 
  common it is the Anvil of the Stars. Between you 
  and the cliffs is a large camp. There are tents of 
  every color, many with sigils or crests upon them. 
  It seems that every noble house has come to attend 
  the freeing of the city. Along one side you can see a 
  set of dull gray and brown tents bearing the 
  markings of the Duke, on the other side are a set of 
  maroon 
  tents 
  with 
  no 
  symbols 
  on 
  them. 
  Everywhere you look, there are dwarves and 
  humans mingling. Many of the dwarves are 
  wearing black clothes or have black armbands. As 
  you approach the encampment, a small contingent 
  of dwarves, dressed in robes, approaches you. One 
  calls out as they approach: “Greetings, I am Hiolur 
  Khulaban. Welcome to the camp at Dumadan. 
  Might I inquire if are you here to fight for the 
  honor of the dwarves?”  
   
  Assuming they give a reasonable answer he will 
  respond as below.  
   
  “Excellent, on behalf of the entire community I 
  thank you for your time and effort. Please, follow 
  me. The commanders will want to speak with you. 
  Of course, if you wish to refresh yourselves first, 
  you may.” 
   
  If they want to ‘refresh’ themselves they are led to a 
  temporary bathhouse, before being led to the 
  commanders. 
   
  Your guide, the ever-polite Hiolur, leads you 
  towards the cliff face. As he does, he points out 
  various families of dwarves, the varied Suel Houses 
  and a small contingent of Gnomes. Eventually you 
  reach a fortified wall that was hidden by the riot of 
  tents and people in the camp. Once inside the 
  walls, which even now are patrolled, everything 
  seems quieter and calmer. Hiolur leads you to a 
  large structure that is carved into the side of the 
  cliff. Inside, you see a group of six dwarves and a 
  single Suel man who are poring over some charts.  
   
  Hiolur introduces them as: 
   
  • 
  Consul Kaern Grek (Suel) 
  • 
  Ankrif Hrelf Banildun 
  • 
  Ankrif Thorag Gundabil 
  • 
  Ankrif Hurm Tarumad 
  • 
  Ankrif Thren Haorgast 
  • 
  Ankrif Offla Izurim 
  • 
  Ankrif Pholan Khuzladar 
   
  The family leaders are detailed in Appendix I. Most of 
  these continue their map reading during the 
  introductions (especially Kaern Grek), while others 
  nod politely to the party at their cue. When the 
  dwarves are finished being introduced Consul Grek 
  takes off his gloves and immediately begins with the 
  following: 
   
  Kaern Grek will speak first: 
  “Good. You’re here at last. It does me good to see so 
  many hearty volunteers come to serve the Duke 
  and the Synod. We are now on the brink of a great, 
  great victory, a victory that you are now most 
  assuredly a part of. Your loyalty will be rewarded 
  with honor. Now listen very closely to what these 
  honorable dwarves have to say. “ 
   
  Upon finishing, Grek immediately exits the room 
  followed by two retainers.  
   
  Ankrif Haorgast, the eldest of those present and a very 
  serious dwarf, steps forward. He refers to a map on the 
  table when necessary. 
   
  “Welcome to Dumadan, I thank you for your time. 
  The council, in consultation with Consul Grek, has 
  decided to make an attempt to seal the city against 
  reinforcements before attempting a strike to retake 
  it. Now judging from what we’ve been told about 
  you, we have come up with a mission appropriate to 
  those of your training and experience. I would like 
  to ask, with my fellow’s permissions (the others all 
  nod), that you undertake the mission to close to the 
  far gates. Will you do so?” 
   
  Assuming they answer in the affirmative, if they don’t 
  then the adventure is over for them. 
   
  “Most Excellent. I am sure you will succeed. Now if 
  you’ll excuse me, I have further preparations to 
  make. Until then I bid you fair health of body and 
  mind.” 
   
  
  Stone Heart 
  Round One 
  Page 7 
  He bows low before the group and slowly exits as 
  Ankrif Banildun step forward and speaks, gesturing 
  broadly as he does so:  
   
  “Thank you for accepting the mission. We feel that 
  you are the most qualified group to undertake this 
  special mission for us. We need you to go through 
  the city and close the far gates. To help you in this 
  we will have a second group launch a diversionary 
  attack about a day after you enter the city. 
  Hopefully that will draw most of their attention 
  towards us and away from you. 
   
  Ankrif Izurim takes over: 
   
  “The Ankrif-Loem has decided that sending you 
  wholly unprepared into the depths would reflect 
  badly on us and the entire people of Dumadan. 
  Thus we would like to give you each a package full 
  of ample supplies for your mission that will 
  hopefully be of use. If you …” 
   
  Ankrif Khuzladar haughtily interrupts: 
   
  “Offla, if I may? Thank you. I would like to give 
  you this map of Dumadan, it is a little old and likely 
  the Derro have changed things, but it may be of 
  use. Know that your actions will be remembered 
  forever in the history of Dumadan.” 
   
  Ankrif Izurim resumes: 
   
  “As I was going to say, if you have any further 
  questions, please ask them.” 
   
  What the Ankrif know (which dwarf knows the 
  information is indicated in parentheses) and what they 
  have to give to the characters to help them: 
   
  • 
  Once closed, the far gates will remain so until we 
  gather there to command them open again. 
  (Izurim) 
  • 
  The estimated strength of the Derro forces is over 
  3000, of which more than half are magic users. 
  (Gundabil) 
  • 
  It is guessed that the Derro have collapsed certain 
  areas of the city. (Tarumad) 
  • 
  It is hoped that the people who were trapped in 
  the city by the Derro have survived and can be 
  rescued, but your main goal is to take the gate. 
  (Banildun) 
  • 
  You will have to find a way to open the front gates; 
  we know that they were built a very long time ago, 
  and that the opening key is something to do with 
  the founding of the city. (Khuzladar) 
   
  The Characters will each be given a package as detailed 
  below: 
   
  Package: (Each) 
   
  5 days of rations, 50ft. of silk rope, 10 pitons and a 
  rock hammer. 
   
  Give them Player Handout #2 – Map of 
  Dumadan, Pre-Invasion (CY 587). 
   
  As you being to set out into the city you see a large 
  group of Dwarves. An elderly dwarven woman 
  steps forward. Tearfully she says, “Please, if you see 
  any of our folk, help them. Please… my son …” as 
  she breaks down. Several younger women step 
  forward and take her back with them. The Ankrif-
  Loem in its entirety has gathered to see you off. As 
  you all turn to enter the city you hear the 
  beginnings of a song being sung, the words echo 
  off the strong cavern walls. 
   
  Encounter One – The Hall of 
  the Ancients 
  At last you are leaving Mor Belfik and the last 
  echoes of the song behind you.  You’ve been 
  marching for about an hour now. You can see 
  ahead a pale blue gleam. Rounding a corner you 
  can see ahead a large chamber, bathed in a pale 
  blue light. 
   
  Approaching, you find yourself standing before a 
  great hall. The ceiling, far above you, recedes in the 
  distance into darkness and the far end is barely 
  visible. Lining both sides are massive statues. Each 
  depicts a dwarf; some male, some female, but all are 
  dressed in the raiment of war.  
   
  As you enter, the light brightens and you can now 
  see the entire room. Twelve white glowing bars 
  block the exit at the far end, behind which is a wall 
  of shimmering black and purple stone.  
   
  In the middle of the room stands a pedestal with 
  what looks like an axe resting on it. In front of 
  each of the statues is another pedestal. The latter 
  pedestals have nothing on them. 
   
  Marching Time from Mor Belfik – 1 hour. 
  
  Stone Heart 
  Round One 
  Page 8 
  Marching Time to Mor Trok – 1 hour. 
  Map – #1 Hall of the Ancients 
  Derro Patrol – 0% chance 
   
  Each statue represents one of the family leaders at the 
  time of the founding of the city. Since then, three of 
  the families have merged with other families. 
   
  Each statue has an engraving on its base. The 
  engravings are written in both Dwarven and Draconic. 
  Give them Player Handout #3 – Writings in the 
  Halls of the Ancients. The axe blade is also engraved; 
  its text is also presented on the handout. 
   
  Glowing Bars: Wall of force, caster level 15, separation 
  less than 1 foot. 
   
  Blocking Stone: Magically treated Adamantine laced 
  granite: SR 30, Hardness 50, DR 15/+5, hp 9000. 
  The stone is 12 ft. wide, 15ft. high and 25 ft. long. 
   
  Placing the axe on the pedestal in front of the sixth 
  statue and speaking something like “Derro” opens the 
  gates. Placing it on any other pedestal does nothing. If 
  someone tries to leave the room while carrying the axe 
  then the axe is automatically returned to the center 
  pedestal. This effect only applies to the person carrying 
  the axe. Releasing the axe anywhere but on a pedestal 
  results in it returning to the center pedestal. 
   
  If the Characters wish to return and ask about the 
  gates then Ankrif Haorgast will return with them, and 
  show them how to open the gates, looking extremely 
  disappointed in the characters as he does so. 
   
  Read the following when the gates open: 
   
  As you place the axe onto the pedestal in front of 
  the sixth statue, the entire room begins to 
  reverberate. With a grinding sound the blocking 
  stone begins to slide upwards as the bars flare to a 
  blinding white and disappear. 
   
  Fortitude save (DC 15) is required to avoid going blind 
  for 1d10 minutes.  
   
  Once the gate is open they may proceed. 
   
  Encounter Two – Mor Trok 
  Once your vision has returned, you set off again 
  down through the tunnels. After what you think is 
  an hour you reach a cavern. This cavern is also lit 
  with a pale blue glow. Spread loosely around the 
  cavern are groups of structures, vaguely similar to 
  merchant house holdings sometimes seen in Upper 
  Seltaren. However, there are areas of the city that 
  have been razed. And directly in front of you is an 
  area where the floor has collapsed into a sink, it 
  seems to go down about 70 ft. down. You can make 
  out what might be the remains of bodies at the 
  bottom. You may be able to make it past the sink 
  around the outside, or you can climb down it and 
  then back up the other side. 
   
  In the distance you can see a large fountain at the 
  intersection of two paths, the one you have been 
  traveling on and one that approaches from the 
  right. 
   
  Marching Time from the Hall of the Ancients – 1 hour. 
  Marching Time to Mor Felk – 2 hours. 
  Marching Time to Dumadan – 2 hours. 
  Map – #2 Mor Trok 
  Map – #3 Mor Trok Collapse 
  Derro Patrol – 15% chance 
   
  The collapse area extends 80 ft. down. The Characters 
  have several options of how to get across this collapse; 
  spells like levitate or fly will work. Climbing down and 
  then back up (a difficult task, which is described 
  below) is possible. Going around the edge is also 
  possible; this is described below.  
   
  Climbing Down 
  Climbing down requires at least 80 ft. of rope. 
  Climbing the walls without ropes is difficult and 
  requires a climb check (DC 15 + APL) due to the 
  trickles of water and bits of moss growing on them. 
   
  Searching the Lower Levels 
  Each level, other than the top, takes 30 minutes to 
  search. The following details what is found with 
  differing DC’s. It is the same across each level. 
   
  15 
  Strange black powder along the 
  edges of the collapse area. 
   
  20 
  A 
  holy 
  symbol 
  of 
  Moradin, 
  desecrated and blackened. 
   
  25 
  A holy symbol of Diirinka, attached 
  by a leather cord. 
   
  A Knowledge (Nature) (DC 20) or Heal (DC15) (or the 
  Nature Sense of a Druid) will reveal the Leather strap 
  to be a tanned piece of Human flesh. 
  
  Stone Heart 
  Round One 
  Page 9 
   
  Going Around 
  Going around the collapse is possible, but not safe. The 
  area is damp and slippery and angled slightly 
  downward. It requires a balance check of DC 25. A 
  successful check lets the character move at half speed 
  along the surface for 1 round as a move-equivalent 
  action. A failure means that he can’t move for one 
  round. A failure by 5 means that he falls. If a check fails 
  then that character has three chances to save himself 
  (or herself) by grabbing onto a protruding piece of a 
  lower floor. Each attempt is a Reflex save (DC 15 + 
  APL). Failure results in 8d6 damage.  
   
  If the Characters have somehow secured themselves 
  then use checks as appropriate to deal with a falling 
  person (i.e. Strength checks for the remaining 
  characters). 
   
  The Crossroads 
  There is, at the center, a large fountain. The 
  centerpiece of the fountain was likely at one time a 
  statue of Muamman Duathal, the Dwarven god of 
  Expatriates, Urban Dwarves, Travelers and Exiles (a 
  Knowledge (Religion) check DC 20 will reveal that 
  information to Characters). However, even though the 
  statue has been defaced, the signposts are still intact, 
  however, they are written solely in Dwarven. 
   
  The center path (coming from Mor Belfik) leads, 
  eventually, to Dumadan (Encounter Three). The right 
  fork leads to Mor Felk and the mines (Optional 
  Encounter One). The left fork leads to a dead end 
  inside the city. 
   
  Searching the Buildings 
  Warning:  The following text is relatively vile and 
  gruesome. Be sure to gauge whether it is appropriate to 
  read it to your current audience. 
   
  You spend some time looking in the ruined and 
  treacherous buildings. Thankfully, none of you are 
  injured in the process. However, you find 
  gruesome sights. There are bodies torn to pieces, 
  people hung by their feet and then flayed. There is 
  even one building that has a wall now apparently 
  decorated with flesh.  Flesh from a skinless corpse 
  that still lies in the center of the room. 
   
  Optional Encounter One – Mor 
  Felk – The Mines 
  The walk to Mor Felk seems to drag on. That is, 
  until you begin to notice odd gouges in the walls. 
  They seem to be at irregular distances, and appear 
  anywhere from the ground to the ceiling. They are 
  about 2 feet across and 1 foot deep. When you 
  reach the cavern you can also see buildings that are 
  missing portions. There are many corpses scattered 
  about, most seem to be Derro. You also hear a 
  pervasive clicking sound. In the distance, amongst 
  the ruined houses you can see a group of many-
  legged beetle-shaped creatures scurrying away, 
  dragging corpses behind them. 
   
  Marching Time to Mor Trok – 2 hours. 
  Map – #4 Mor Felk 
  Derro Patrol – 0% chance 
  Safe Rest Area – See Text 
   
  Patrolling this area is a large group of Ether Beasts. It is 
  possible that the characters may encounter them as 
  they search around. Opposed Spot, Hide, Move 
  Silently and Listen checks should be used to determine 
  the encounter location and distance. Vary the text 
  above as appropriate. 
   
  This is a safe rest area once the ether beasts are 
  defeated. 
   
  Looting the dead Derro will turn up nothing of use. 
   
   
  APL 2 (EL 4) 
  Etherspitter (2): hp 13, 12; See Appendix IV. 
   
  APL 4 (EL 4) 
  Etherspitter (2): hp 13, 12; See Appendix IV. 
   
  APL 6 (EL 6) 
  Etherscout: hp 22; See Appendix IV. 
  Etherspitter (3): hp 15, 13, 12; See Appendix IV. 
   
  APL 8 (EL 10) 
  Etherspitter (4): hp 15, 13, 12, 11; See Appendix IV. 
  Etherscout, advanced 8 HD: hp 56; See Appendix IV. 
  Etherhulk, advanced 18 HD (2): hp 153, 150; See 
  Appendix IV. 
   
  
  Stone Heart 
  Round One 
  Page 10 
  APL 10 (EL 12) 
  Etherhulk, advanced 18 HD (3): hp 192, 191, 188; 
  See Appendix IV. 
  Etherscout, advanced 8 HD (5): hp 56, 54, 53, 50; See 
  Appendix IV. 
   
  APL 12 (EL 14) 
  Etherhulk Overlord (2): hp 273, 269; See Appendix 
  IV. 
   
  Searching the Buildings 
  Warning: The following text is relatively vile and 
  gruesome. Be sure to gauge whether it is appropriate to 
  read it to your current audience. 
   
  The characters are free to explore this area (following 
  the rule above about the combat).  
  Things that all parties should find (Search DC): 
  • 
  Red badge with a black tower on it. (DC 25) A 
  Knowledge (Nobility and Royalty) check (DC 18) 
  will, at this time, reveal this to be the crest of the 
  Shield Lands. 
  • 
  Lumps of iron ore. (DC 15) 
  • 
  Broken Weapons and dead dwarves (DC 10) 
   
  Things that some parties may find, if appropriate for 
  age (Search or Spot DC): 
  • 
  Dwarven soldiers that have been tortured (Heal 
  DC 15) and then nailed to the walls with Dwarven 
  spikes and what look like fangs and sharp claws. 
  (DC 13) 
  • 
  A dead, elderly dwarven female. Heal check (DC 
  15) reveals that she was tortured to death. (DC 15) 
  • 
  Mutilated corpses of male dwarves. (DC 20) 
   
  There is nothing here of value. Taking 20 on the 
  Search check will take 12 hours to search the entire 
  district. Each check will take 20 minutes and cover a 50 
  ft. by 50 ft. area.  
   
  Encounter Three – Dumadan 
  You have at last come to the center of the Dwarven 
  realm, the fortress of Dumadan itself. This chamber 
  is immense. In the center there rises a great 
  fortress of black stone. You can see figures 
  patrolling the walls. Something seems out of place 
  with the fortress, but it is hard to say what. Spaced 
  around the keep are what appear to have once been 
  twelve great pillars. However, five of the pillars are 
  lying in broken heaps on the ground, six others are 
  badly cracked and fractured and the one remaining 
  pillar is fractured 
  as well, but not as 
  badly. 
  Between 
  you and the keep 
  stands a building, 
  likely about 60 
  feet tall. It seems 
  to be made of the 
  same black stone, 
  except there is no 
  evidence 
  of 
  anyone near it. A 
  dim 
  white-blue 
  light, emanating 
  from somewhere 
  above, lights the 
  entire chamber. 
   
  Marching Time from Mor Trok – 2 hours. 
  Marching Time to Urk Buk – 2 hours. 
  Marching Time to Dumaloem – 2 hours. 
  Map – #5 Dumadan 
  Map – #6 Shrine of Angthrak 
  Derro Patrol – 60% chance 
  Safe Rest Area – Shrine of Angthrak (see below for 
  special notes). 
   
  In time-limited games, such as tournaments, a 
  patrol should always be encountered here, and not 
  in any other areas. 
   
  The fortress of Dumadan is lit by a series of crystals 
  that refract and enhance the daylight or starlight. The 
  Derro have found the controls for the crystals (located 
  inside the fortress) and have used them such that the 
  lighting doesn’t hurt them. Thus they are free to roam 
  the city without fear of injury. The tall black structure 
  is the Shrine of Angthrak. The Derro are upset because 
  one of their leaders managed to enter the shrine, even 
  though they cannot. Unfortunately, once inside, she 
  was able to open the coffin and attempted to loot the 
  body, where she became imprisoned as one of the 
  statues. The Derro attempted to remove the statue, but 
  have failed to breach the forbiddance zone. The 
  fortress is currently closed and patrolled by the 
  equivalent of 12 Patrols and 25 trolls. The walls of the 
  fortress are 60 ft. tall and the central tower is currently 
  115 ft. tall and 300 ft. square. 
   
  The Shrine of Angthrak 
  Present the following if the characters decide to 
  investigate the solitary building. 
   
  The Tower in the Fortress 
   
  The tower that is being built in the 
  fortress is protected by the following 
  detection spells (cast at 12th level), each 
  spell is refreshed every 12 hours and the 
  area of effect for each spell is centered 
  on the tower: 
   
  Alarm 
  Greater Glyph of Warding 
  Guards and Wards 
  Mordenkainen’s Faithful Hound 
  Prying Eyes (14 eyes) 
   
  The tower is magically protected at this 
  time from all harm.  
  
  Stone Heart 
  Round One 
  Page 11 
  Finally, you have reached the tall black building 
  that you saw earlier. Now that you are closer you 
  can make it out. It seems to be over 60 ft. tall and is 
  octagonal. Each wall is pierced by a single window, 
  from which a pale red hue emanates from within. 
  The south face has a large door instead of a 
  window. The doorway has three rows of four pillars 
  in it. Below the windows on the seven other faces 
  are niches. One niche has a life-sized statue of a 
  female dwarf wearing full plate.  
   
  The entire structure and the surrounding 20 feet are 
  guarded by a forbiddance spell, as described below. 
   
  Forbiddance: As the forbiddance spell cast at 18th 
  level by a Lawful Good cleric. Will save DC is (17 + 
  APL). Natives to Dumadan know the password and can 
  travel through unaffected. It is an ancient Dwarven 
  word not known to any save those who live in 
  Dumadan. See the Forbiddance spell in the PHB. 
   
  The interior of the structure is lit by a pale red 
  glow that emanates from somewhere above. It 
  lights the tapestries that hang in the corners. The 
  tapestries, even though dust covered, seem to 
  depict a battle; you can just make out a figure in 
  chain mail wielding a dwarven waraxe with a blue 
  blade. Four massive pillars support the roof far 
  above, each fully 5 ft. in diameter. In the center of 
  the room there is a raised dais upon which there 
  rests a sarcophagus. The sarcophagus is 4ft. wide 
  and tall and 6 ft. long and made of the same black 
  stone as the structure. The surface of the 
  sarcophagus is inscribed with runes and scripted 
  writings. At the far end of the sarcophagus is a 
  metal capped wooden bar, about three feet long. 
  There seems to be a small book under the bar in a 
  recessed pocket in the stone of the sarcophagus. 
   
  If any of the players can read either Dwarven or 
  Ancient Suel then give them Player Handout #4 – 
  Writings in the Tomb. 
   
  The metal-capped wooden bar is the handle of 
  Angthrak’s Doom. Under the weapon’s haft is the 
  journal. Give them Player Handout #5 – Journal of 
  Angthrak. 
   
  The following trap occurs if anyone attempts to open 
  or deface the coffin. Note: these are untiered on 
  purpose.  
   
  Heightened Bestow Curse Trap: All people who are 
  opening the coffin, automatic reset; -4 holy penalty to 
  all ability scores; Will save resists (DC 25); Search (30); 
  Disable Device (DC 35); Can only be removed by 
  remove curse, limited wish, wish or miracle cast by an 
  18th level or higher caster. A greater dispel magic cast 
  by a 12th level or higher caster will suppress the effect 
  for 1d4+1 rounds. 
   
  If anyone touches or disturbs the corpse inside the 
  coffin then the following trap targets them. 
   
  Fury Trap: Subject, and all possessions, becomes a 
  statue in one of the niches on the exterior of the 
  structure. This effect lasts one year (actual and in game 
  time). Fort save (DC 30) to resist. If the save is 
  successful the subject takes 8d6 damage and is ejected 
  from the Forbiddance zone. 
   
  If anyone becomes affected by the statue effect please 
  email the Duchy of Urnst Triad with the character’s 
  name, race, home region and any other pertinent 
  information. The triad can be contacted at the 
  following email address (doutriad@yahoogroups.com).  
   
  NOTE: Inside the building is a safe resting area; 
  however, due to the Forbiddance zone the entire party 
  may not be able to enter. 
   
  The Fortress 
  Taking a moment to observe, it comes to you what 
  is so odd. The central keep, you were told, was only 
  20 feet above the outer walls, not twice their height 
  which you see now. Looking more carefully you 
  can see that the central keep is not made of the 
  same material as the walls and may still be under 
  construction. 
   
  If the party decides that they want to get a closer look 
  then allow them to take their own precautions. 
  However, the Fortress and Iron Tower inside it are 
  warded as described in the sidebar. 
   
  The Pillar 
  The intact pillar didn’t seem that far to begin with, 
  but as it grew in your vision you came to realize the 
  cyclopean scale of the dwarven construction. 
  Standing at its foot you can barely make out the 
  top, which must be at least 800 ft. above you. The 
  pillar is likely, at your best guess, 300 ft. in 
  diameter. At the base it is square, although it 
  rapidly smoothes into a cylinder. Each face at the 
  bottom has a set of large 25 ft. tall doors in it 
  leading onto a landing. The center of the landing 
  area is solid rock and so the landing forms a large 
  
  Stone Heart 
  Round One 
  Page 12 
  ring. This ring leads both upwards and downwards 
  and is roughly 50 ft. across. A flood of rubble and 
  debris blocks the path upward as it does the path 
  downwards. The road to Urk Buk is still open. The 
  road to Gren Dunn seems to be flooded. 
   
  The road up to Dumakroen is inaccessible. The Road 
  down is also blocked; apparently the pillar is just as 
  unusable as the others. The road forward to Gren Dunn 
  is flooded, however, the road to Urk Buk (Encounter 
  Four) is still passable. There is also the road back to 
  Mor Trok (Encounter Two). 
   
  A listen check (DC 15) lets the party hear the 
  following: 
   
  You hear a dull throbbing sound that seems to be 
  coming from the center of the pillar. Moving closer 
  you can make out the sound to be that of rushing 
  water, and you can only wonder at the volume of 
  water required to make such a sound through rock. 
   
  Searching the Buildings 
  Warning: The following text is relatively vile and 
  gruesome, be careful to gauge whether it is appropriate 
  to read it to your current audience. 
   
  As you walk through the ruined and flooded 
  district, unsightly things catch your eye: a floating 
  corpse, staring blindly at the dark-shrouded roof, a 
  pack of rats feeding on the shredded body of 
  something, and a shrine to Moradin, defaced and 
  desecrated. The signs of occupation are rampant 
  here. Temples are burned, even those made of 
  stone. There are houses that have been pulled down 
  on top of their occupants, whose pitiful remains are 
  visible amongst the tumbled down stones. 
   
  Encounter Four – Urk Buk 
  The walk is pleasant, or as pleasant as it can be 
  under the circumstances. As you round a corner 
  you can see what looks like reflected firelight 
  ahead. Looking around the far corner carefully you 
  see a large pillar of fire burning in the center of 
  Urk Buk. You can see a shape moving around in 
  the dancing light. It doesn’t seem to have noticed 
  you yet, or has it? It seems to be moving your way. 
   
  Marching Time to Urk Loem – 1 hour. 
  Marching Time to Dumadan – 2 hours. 
  Marching Time to Urk Felk – 2 hours. 
  Map – #7 Urk Buk 
  Derro Patrol – 20% chance 
  Safe Rest Area – See text. 
   
  The creature is an enslaved, demented Underdark 
  creature, which became so by entering the pools of 
  Dispater. It went mad during the process and was left 
  here, where it has been destroying buildings and other 
  structures. It is covered with a filthy black muck. 
   
  Once the creature is destroyed the heroes can explore 
  the room. They will find the Pools of Dispater here, as 
  well as ruined buildings and a desecrated altar at the 
  crossing. The party can use the buildings as a safe rest 
  area once the creature has been destroyed, although 
  the pools and altar area are not. 
   
  APL 2 (EL 2) 
  Azer: hp 11; See Monster Manual. 
   
  APL 4 (EL 4) 
  Carrion Crawler: hp 19; See Monster Manual. 
   
  APL 6 (EL 6) 
  Digester: hp 68; See Monster Manual. 
   
  APL 8 (EL 8) 
  Destrachan: hp 60; See Monster Manual. 
   
  APL 10 (EL 10) 
  Roper: hp 85; See Monster Manual. 
   
  APL 12 (EL 12) 
  11-headed Pyrohydra: hp 115; See Monster Manual. 
   
  Pools of Dispater 
  You have discovered, set into the floor in a corner 
  of the chamber, a series of large pools of some 
  unrecognizable fluid. They seem to bubble a little, 
  and give off a very noxious smell.  
   
  This liquid is black and murky and will detect as evil 
  with a strong aura. Nothing can harm the liquid, and if 
  taken more than 500 ft. from the Pools it changes into 
  unholy water. Anyone who touches the liquid in the 
  pools must make a Fortitude save (DC 15+APL) for 
  each round that they are in contact. It takes 1d3 rounds 
  to scrape off the goo.  If they fail then their character 
  becomes corrupted (see the Curse of Dispater entry 
  on the Adventure Record).  
   
  
  Stone Heart 
  Round One 
  Page 13 
  Searching the Buildings 
  Warning: The following text is relatively vile and 
  gruesome. Be sure to gauge whether it is appropriate to 
  read it to your current audience. 
   
  Every building you examine has bodies inside, 
  strewn about. The bodies are mutilated and bloated 
  at times. Some bodies are grotesquely twisted; 
  similar to the creature you just fended off, covered 
  in the same black muck. Most are derro, but some 
  are foul beasts of the deep, others are the skeletal 
  remains of natives to Dumadan.  
   
  Desecrated Altar 
  In the center of town is a small shrine. It is hard to 
  make out what deity as it seems like all references 
  to a deity were carved or smashed off the walls. In 
  their place is a crest of a great black tower. 
   
  Using 
  Craft 
  (Stone 
  working) 
  or 
  Profession 
  (Stonemason) (DC 10 + APL) the heroes can determine 
  that the deity was Diirinka. If they make the DC by 5 
  or more then they can learn that underneath that, 
  there was a carving of Vergadain (Dwarven god of 
  Wealth).  
   
  Also at the shrine is a crossroads. When coming from 
  Dumadan the left road leads to Urk Loem, and straight 
  leads to Urk Felk. The right road leads to the Pools of 
  Dispater 
   
  Encounter Five – Urk Loem 
  The walk to Urk Loem wasn’t long. Turning the 
  final corner it is obvious that something very 
  strange happened here. Instead of the soft pale blue 
  glow that you’ve seen everywhere else, there is a 
  single beam of light; you might almost say sunlight. 
  It beams straight down from the roof. In the light 
  it throws, you can see that the whole chamber has 
  been flattened. The only sign of life here is your 
  own breath. 
   
  Marching Time to Urk Buk – 1 hour. 
  Marching Time to Dumaloem – 1 hour. 
  Map – #8 Urk Loem 
  Derro Patrol – 0% chance 
  Safe Rest Area – Yes 
   
  This chamber is devoid of life. However, the heroes can 
  discover clues to who the Black Tower symbol is. In 
  addition, walking on the crushed buildings may result 
  in someone falling into a pit “trap”.  
   
  To recognize the fact that this destruction was caused 
  from a single point source will require a Wisdom 
  check. However, there are some things that can be 
  done to improve this: 
   
  • 
  If the heroes explore and find the few buildings 
  near the outside that have bits of wall remaining, 
  they can determine that the explosion was sphere 
  shaped. (+2 bonus to the Wisdom check). 
  • 
  Making a Track check (DC 20) to recognize 
  footprints of a Huge-sized being, lined with a 
  reddish-brown substance. (+1 bonus to the 
  Wisdom check). 
  • 
  Looking at the ceiling, a Spot check (DC 20) will 
  allow the heroes to notice that the ceiling has 
  been carved out in the sphere shape as well. (+2 
  bonus to the Wisdom check). 
   
  The Wisdom check to recognize that one being caused 
  the destruction has a Difficulty Class of 20. 
   
  The shaft of light is harmless to the touch. There was 
  once a Crystal of Ulem on the ceiling, which 
  channeled the light making it brighter here, but it has 
  since been destroyed. Bits of it might be found among 
  the debris.  
   
  Walking off the marked path may result in someone 
  falling in a pit “trap”. The number and size of the pit 
  “trap” is listed below. The exit to Dumaloem is obvious 
  on the other side of the chamber.  
   
  The Trap 
   
  APL 2 (EL ½) 
  Pit: 10 feet deep (1d6 falling damage); Reflex save 
  avoids (DC 14). Search DC 12, NO disarm. 
   
  APL 4 (EL 2) 
  2 Pits: 20 feet deep (2d6 falling damage); Reflex save 
  avoids (DC 16). Search DC 14, NO disarm.  
   
  APL 6 (EL 5) 
  3 Pits: 20 feet deep, shards of rock at the bottom (2d6 
  falling damage, 1d6 piercing damage); Reflex save 
  avoids (DC 18). Search DC 16, NO disarm. 
   
  APL 8 (EL 8) 
  4 Pits: 20 feet deep, large shards of rock at the bottom 
  (2d6 falling damage, 2d6 piercing damage); Reflex save 
  avoids (DC 20). Search DC 18, NO disarm. 
  
  Stone Heart 
  Round One 
  Page 14 
   
  APL 10 (EL 10) 
  5 Pits: 20 feet deep, large shards of rock and boulders 
  at the bottom (2d6 falling damage, 3d6 other damage); 
  Reflex save avoids (DC 22). Search DC 20, NO disarm. 
   
  APL 12: (EL 12) 
  6 Pits: 60 feet deep, large shards of rock and boulders 
  at the bottom (2d6 falling damage, 4d6 other damage); 
  Reflex save avoids (DC 24). Search DC 22, NO disarm. 
   
  Encounter Six – Dumaloem 
  As you near Dumaloem you suddenly see a burst of 
  light ahead, followed by screams. Looking carefully 
  around the bend you see a 30-foot tall Iron golem.  
  It seems to be fighting a group of Derro. As you 
  watch, the golem swings its fists and tosses two 
  heavily armored Derro across the chamber, where 
  they crumple to the ground unmoving. Suddenly, 
  behind the golem, a portal appears. It shows a black 
  chamber with a man seated on a throne. The man is 
  maybe seven feet tall, dressed in black, and has red 
  eyes. He yells something in an unrecognizable 
  language and before your eyes.  The remaining 
  Derro collapse where the stood.  The golem slowly 
  turns toward the man and then slowly trudges 
  through the portal.  As it closes, the seated figure 
  glances at you and catches your eye. He begins to 
  smile as the last light of the portal fades away. 
   
  Marching Time to Urk Loem – 1 hour. 
  Map – #9 Dumaloem 
  Derro Patrol – 0% chance 
  Safe Rest Area – Yes 
   
  The heroes have just witnessed the departure of the 
  being that caused the damage in the other room. 
  Nothing the Derro had is salvageable; it has been 
  destroyed completely. Searching the buildings will not 
  reveal anything else. The building that housed the 
  Ankrif-Loem is destroyed. 
   
  Encounter Seven – Urk Felk 
  The road to Urk Felk slopes downwards, becoming 
  stairs at times. Eventually it levels out and you turn 
  a corner into the district. The signs of occupation 
  are strong here. There are buildings that seem to 
  have Derro living in them as well. Otherwise the 
  town seems virtually unharmed. Oddly though, 
  there are no patrols on the streets. On the far side 
  of town you can see the single exit from this 
  cavern. 
   
  Marching Time to the Far Gates – ¼ hour. 
  Marching Time to Urk Buk – 2 hours. 
  Map – #10 Urk Felk 
  Derro Patrol – 0% chance 
  Safe Rest Area – No. 
   
  The party can sneak through the city, which is dimly 
  lit. Use opposed checks. The Derro are considered to 
  have a modifier to Spot and Listen equal to the APL/2. 
  If the party is seen then have an alarm go up. If found 
  the party should fight a standard patrol as listed on 
  page 4: Derro Patrol, however, give them a reasonable 
  chance to disappear in the alleyways or into the far 
  tunnel.  
   
   
  Development: If the characters get spotted here 
  and get involved in combat, then give the gate guards 
  in Encounter Eight time to cast any needed power-up 
  spells. Power-up spells for Encounter Eight are 
  indicated in the stat blocks as the underlined spells. 
  Use the tactics presented below for suggested use of 
  the spells. 
   
  Encounter Eight – Assault on 
  the Gate 
  It is only a short run to the gates from Urk Felk. As 
  you get near you see what looks like firelight 
  ahead. 
   
  Allow the characters the chance to use Hide and Move 
  Silently to scout some.  
   
  Looking into the chamber you see a group of 
  creatures. They seem to be attentive and are 
  standing guard in front of another tunnel exit. 
  Four large intricately carved pillars support the 
  chamber that is probably 60 ft. long.  The ceiling is 
  about 30 feet above you. 
   
  Marching Time to Urk Felk – ¼ hour. 
  Map – #11 Far Gates 
  Derro Patrol – 0% chance 
  Safe Rest Area – See text. 
   
  The carvings on the pillars are detailed in Encounter 
  Nine. 
   
  This area is a safe rest area once the defenders are 
  defeated. The process for closing the gates is described 
  
  Stone Heart 
  Round One 
  Page 15 
  in Encounter Nine. The numbers on the map indicate 
  the starting positions for the defenders. Numbers 4 & 
  5 should be used for the Assassin and Savant at APL’s 8 
  through 12. 
   
  APL 2 (EL 5) 
  Gnoll Captain: hp 49; See Appendix III. 
  Gnoll (3): hp 13, 11, 9; See Monster Manual. 
   
  APL 4 (EL 7) 
  Gnoll Captain: hp 79; See Appendix III. 
  Gnoll Ranger (2): hp 29, 28; See Appendix III. 
   
  APL 6 (EL 9) 
  Gnoll Captain: hp 99; See Appendix III. 
  Gnoll Ranger (2): hp 47,46; See Appendix III. 
   
  APL 8 (EL 12) 
  Derro Savant: hp 29; See Appendix III. 
  Derro Assassin: hp 46; See Appendix III. 
  Derro Monk: hp 52; See Appendix III. 
  Derro Druid: hp 53; See Appendix III. 
  Dire Lion: hp 60; See Appendix III. 
   
  APL 10 (EL 14) 
  Derro Savant: hp 47; See Appendix III. 
  Derro Assassin: hp 62; See Appendix III. 
  Derro Monk: hp 66; See Appendix III. 
  Derro Druid: hp 67; See Appendix III. 
  Dire Lion: hp 60; See Appendix III. 
   
  APL 12 (EL 16) 
  Derro Savant: hp 57; See Appendix III. 
  Derro Assassin: hp 74; See Appendix III. 
  Derro Monk: hp 80; See Appendix III. 
  Derro Druid: hp 81; See Appendix III. 
  Awakened Dire Lion Berserker: hp 85; See Appendix 
  III. 
   
  Tactics 
  APL’s 2, 4 & 6: The Gnolls or Gnoll rangers will charge 
  into battle as quickly as possible, concentrating on 
  obvious spell casters before worrying about other 
  fighters. The Gnoll will drink his potion of bull’s 
  strength and endurance (if he has them) before 
  entering combat. If reduced to half hit points or lower 
  by a single opponent they will then concentrate on 
  that person. 
   
  APL 8: The savant will begin by using haste on himself, 
  followed immediately by shield. The following rounds 
  he will use web and fireball in that order to burn his 
  foes to death. The assassin will begin combat hidden 
  behind a pillar, he will observe for 3 rounds until he 
  can make a death strike (with his short sword) against 
  the most powerful (i.e. damaging) spell caster. He will 
  then proceed to attempt a flanking maneuver on the 
  most powerful opponents. The monk will enter melee, 
  trying to protect the savant. He will use his stunning 
  attack to try and disable opponents. The druid will 
  begin by casting barkskin and magic fang on the dire 
  lion. This will be followed by summon spells and area 
  attack spells. The dire lion will enter melee along side 
  the Monk. 
   
  APL 10: The savant will begin by using haste on 
  himself, followed immediately by shield. The next 
  round he will use wrack to disable an opposing spell 
  caster for the assassin before drinking his potion of fly. 
  The following rounds he will use web and fire orb in 
  that order to burn his foes to death. The assassin will 
  begin combat hidden behind a pillar, he will observe 
  for 3 rounds until he can make a death strike (with his 
  sword) against the most powerful (i.e. damaging) spell 
  caster. He will then proceed to attempt a flanking 
  maneuver on the most powerful opponents. The monk 
  will enter melee after drinking his potion of flaming 
  fists, trying to protect the savant. He will use his 
  stunning attack to try and disable opponents. The 
  druid will begin by casting barkskin and magic fang on 
  the dire lion. This will be followed by summon spells 
  and area attack spells. The dire lion will enter melee 
  along side the monk. 
   
  APL 12: The savant will begin by using haste on 
  himself, followed immediately by shield. The next 
  round he will use improved invisibility on the assassin. 
  The following rounds he will use fire spells to burn his 
  foes to death. The assassin will begin by targeting spell 
  casters, hitting them with poisoned crossbow bolts 
  while hidden. He will then proceed to attempt a 
  flanking maneuver on the most powerful opponents. If 
  he can’t hit someone after 2 attempts he will break off 
  and use his wand. The monk will enter melee, trying to 
  protect the savant. He will use his stunning attack to 
  try and disable opponents. The druid will begin by 
  casting barkskin and magic fang on the dire lion. This 
  will be followed by summon spells and area attack 
  spells. The dire lion will Rage and enter melee, always 
  attempting to gain flank on an opponent. 
   
  
  Stone Heart 
  Round One 
  Page 16 
  Encounter Nine – Closing the 
  Gate 
  As the last of the defenders fall, you look about 
  you.  The room is floored in marble, and the walls 
  seem to be made of obsidian. The four pillars are 
  each carved to depict a battle.  On each you see a 
  single dwarf who is holding an axe whose blade is 
  made of inset Lapis Lazuli.  The depiction of the 
  dwarf is on the side of the pillars that face the 
  nearest corner of the room.  There is a small 
  vertical hole in the floor in the center of the room. 
   Each pillar has four round slots that run through it 
  at about chest height on a dwarf. 
   
  Placing the haft of Angthrak’s Doom in the depression 
  will trigger the effect described below. Alternately, the 
  heroes can use any kind of staff to rotate the four 
  pillars such that each figure faces the center (Strength 
  check (DC 10 + APL) for each pillar).  
   
  If they rotated the pillars by hand read this: 
   
  As the last pillar grinds into place, a sparkling gold 
  light appears in the center of the room. When it 
  dissipates, you see the haft on an axe in the center 
  depression in the floor. 
   
  Read the following to everyone: 
   
  The axe sinks into the depression, sliding below the 
  stone. As it does so you can see the gates begin to 
  close. On the far side you can just make out, 
  rounding the bend ahead, a troop of Derro. They 
  see the gate closing and rush the gate. One dives to 
  try to make it through, but is crushed by the full 
  force of the powerful stone gate. As the blocking 
  stone settles into place a set of glowing bars 
  materializes. You can make out the screams of 
  agony from the other side as they flare to life on 
  both sides of the block, blinding you again. When 
  your vision returns you see the haft suspended in 
  the center of the chamber. 
   
  Optional Encounter Two – 
  Getting Out 
  The heroes have successfully closed the gate and now 
  want to leave. Use the above encounters for 
  descriptions, except that there are no Derro located in 
  any areas other than Dumadan. They have detected the 
  forthcoming attack and have fled to the fortress for 
  safety.  
   
  Conclusion 
  As you walk through the final gate and out into the 
  sunlight you see the entire Ankrif-Loem waiting 
  for you. Ankrif Haorgast seeing you, orders the 
  attack to commence as the Ankrif gather their 
  forces and lead the attack into the city. Dwarves 
  and dozens of other people race into the city. As 
  Haorgast leads you away, the dust is still rising 
  from the movement of so many. 
   
  Each person will receive the Favor of the Ankrif-Loem. 
   
  Each person will also receive access to create 
  Angthrak’s Doom, or purchase a duplicate. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus role-playing) to each character. 
   
  Challenge-based Experience 
  Encounter Three 
  Defeat the Patrol  
   
  APL 2 
  90 xp 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
  APL 8 
  300 xp 
  APL 10 
  360 xp 
  APL 12 
  420 xp 
   
  Encounter Four 
  Defeat the Denizens of the Deep. 
  APL 2 
  60 xp 
  APL 4 
  120 xp 
  APL 6 
  180 xp 
  APL 8 
  240 xp 
  APL 10 
  300 xp 
  APL 12 
  360 xp 
   
  Encounter Eight 
  Defeat the Gate Guards. 
  APL 2 
  150 xp 
  APL 4 
  210 xp 
  APL 6 
  270 xp 
  APL 8 
  360 xp 
  APL 10 
  420 xp 
  APL 12 
  480 xp 
  
  Stone Heart 
  Round One 
  Page 17 
   
  Optional Encounter One 
  Defeat the ether beasts. 
  APL 2 
  120 xp 
  APL 4 
  120 xp 
  APL 6 
  180 xp 
  APL 8 
  300 xp 
  APL 10 
  360 xp 
  APL 12 
  420 xp 
   
  Challenge-based Experience Maximums 
  If the challenge-based experience award exceeds the 
  AR maximum, award the AR maximum instead. 
  APL 2 
  420 xp (AR maximum 360 xp) 
  APL 4 
  600 xp (AR maximum 540 xp) 
  APL 6 
  840 xp (AR maximum 720 xp) 
  APL 8 
  1200 xp (AR maximum 900 xp) 
  APL 10 
  1440 xp (AR maximum 1080 xp) 
  APL 12 
  1680 xp (AR maximum 1260 xp) 
   
  Roleplaying/Objective Experience 
  Encounter Nine 
  Close the gate. 
  APL 2 
  30 xp 
  APL 4 
  60 xp 
  APL 6 
  90 xp 
  APL 8 
  120 xp 
  APL 10 
  150 xp 
  APL 12 
  180 xp 
   
  Discretionary role-playing award 
  Award each player no more than this amount. You may 
  award different amounts to different players. 
  APL 2 
  60 xp 
  APL 4 
  75 xp 
  APL 6 
  90 xp 
  APL 8 
  105 xp 
  APL 10 
  120 xp 
  APL 12 
  135 xp 
   
  Roleplaying Experience Maximums 
  APL 2 
  90 xp 
  APL 4 
  135 xp 
  APL 6 
  180 xp 
  APL 8 
  225 xp 
  APL 10 
  270 xp 
  APL 12 
  315 xp 
   
  Total possible experience: 
  APL 2 
  450 xp 
  APL 4 
  675 xp 
  APL 6 
  900 xp 
  APL 8 
  1125 xp 
  APL 10 
  1350 xp 
  APL 12 
  1575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” 
  section within the encounter description, giving 
  information about the loot, coins, and magic items that 
  make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what 
  the item does and how to activate it. Other times they 
  may attempt to use the item blindly. If the magic item 
  is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 
  Because this is a Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  Encounter Three 
  Defeat Patrol  
   
  APL 2: L: 22 gp; C: 0 gp; M: 0 gp. 
  
  Stone Heart 
  Round One 
  Page 18 
   
  APL 4: L: 309 gp; C: 0 gp; M: 3 scrolls of cure light 
  wounds (2 gp each per scroll). 
   
  APL 6: L: 282 gp; C: 0 gp; M: 3 divine scrolls of cure 
  light wounds (2 gp each per scroll); divine scroll of 
  cure moderate wounds (12 gp each). 
   
  APL 8: L: 210 gp; C: 0 gp; M: bracers of armor +1 
  (83 gp each); 4 potions of cure light wounds (4 gp each 
  per potion); potion of endurance (25 gp each); potion 
  of cure moderate wounds (25 gp each); 2 divine scrolls 
  of cure moderate wounds (12 gp each per scroll). 
   
  APL 10: L: 54 gp; C: 0 gp; M: 3 potions of cure light 
  wounds (4 gp each per potion); 2 potions of cure 
  moderate wounds (25 gp each per person); 3 bracers of 
  armor +1 (83 gp each per set); +1 breastplate (112 gp 
  each); potion of bull’s strength (25 gp each); +1 full 
  plate (220 gp each); 2 divine scrolls of cure moderate 
  wounds (12 gp each per scroll). 
   
  APL 12: L: 7 gp; C: 0 gp; M: 3 bracers of armor +1 
  (83 gp each per set); ring of protection +1 (166 gp 
  each); 3 potions of cure moderate wounds (25 gp each 
  per potion); 2 screaming bolts (21 gp each per bolt); +1 
  heavy pick (192 gp each); +1 breastplate (112 gp each); 
  potion of bull’s strength (25 gp each); +1 heavy mace 
  (192 gp each); 2 divine scrolls of cure moderate 
  wounds (12 gp each per scroll); +1 full plate (220 gp 
  each). 
   
  Encounter Eight 
  Defeat the Gate Guards  
   
  APL 2: L: 54 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 149 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp); potion of bull’s strength (4 gp); potion of 
  endurance (4 gp); potion of cure moderate wounds (4 
  gp). 
   
  APL 6: L: 225 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp); +1 breastplate (112 gp); potion of bull’s 
  strength (4 gp each); potion of endurance (4 gp each); 
  potion of cure moderate wounds (4 gp each). 
   
  APL 8: L: 30 gp; C: 0 gp; 2 bracers of armor +1 (83 
  gp each per set); 4 potions of cure light wounds (4 gp 
  each per potion); 3 potions of cure moderate wounds 
  (25 gp each per potion); +1 studded leather of shadow 
  (347 gp each); potion of hiding (12 gp each); pearl of 
  power, 1st level (83 gp each); collar of resistance +1 (40 
  gp each); potion of spider climb (4 gp each). 
   
  APL 10: L: 85 gp; C: 0 gp; M: cloak of charisma +2 
  (333 gp each); potion of fly (62 gp each); 3 potions of 
  cure moderate wounds (25 gp each per potion); +1 
  studded leather of shadow (347 gp each); pearl of 
  power, 1st level (83 gp each); sandals of the tiger’s leap 
  (291 gp each); potion of flaming fists (25 gp each); 
  collar of resistance +1 (40 gp each); divine scroll of cure 
  light wounds (2 gp each). 
   
  APL 12: L: 83 gp; C: 0 gp; M: cloak of charisma +2 
  (333 gp each);  potion of fly (62 gp each); 3 potions of 
  cure moderate wounds (25 gp each per potion); +1 
  studded leather of shadow (347 gp each); wand of 
  magic missiles, 3rd level, 5 charges (15 gp each or 3 gp 
  each per charge remaining); pearl of power, 1st level (83 
  gp each); sandals of the tiger’s leap (291 gp each); cloak 
  of resistance +1 (83 gp each); periapt of wisdom +2 (333 
  gp each); potion of flaming fists (25 gp each); +1 hide 
  (97 gp each); collar of resistance +1 (40 gp each); +1 
  breastplate, sized for a large animal (162 gp each). 
   
  Adventure Maximums 
  If the total value of treasure received exceeds the AR 
  maximum, award the AR maximum instead. 
   
   
  APL 2: 76 gp; AR maximum 400 gp. 
   
  APL 4: 559 gp; AR maximum 600 gp. 
   
  APL 6: 732 gp; AR maximum 800 gp. 
   
  APL 8: 1156 gp; AR maximum 1250 gp. 
   
  APL 10: 2089 gp; AR maximum 2100 gp. 
   
  APL 12: 3000 gp; AR maximum 3000 gp. 
   
  
  Stone Heart 
  Round One 
  Page 19 
  Special 
   
  Molten Rock (Fire) 
  Conjuration 
  Level: Drd3, Sor/Wiz2 
  Component: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One blob 
  Duration: 1 round + 1 round / 3 caster levels 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You create in your hands a blob of liquid rock. You 
  must succeed at a ranged attack roll to hit when 
  throwing the blob. The blob deals 2d6 bludgeoning 
  damage upon contact and 1d6 fire damage on each 
  subsequent round unless extinguished.  
   
  Material Component: A small piece of stone and a 
  small flame. 
   
  Angthrak’s Doom 
   
  This +1 dwarven waraxe has no blade that can be seen. 
  Instead, upon command it will form a blade out of 
  water that also disperses upon command. The blade 
  deals 1d10 bludgeoning damage to all creatures 
  without the Fire subtype. Creatures of the Fire subtype 
  take 1d10 bludgeoning damage and 1d6 cold damage. 
   
  Caster Level: 10th; Requirements: Craft Magic 
  Arms and Armor, Create Water, chill metal or ice 
  storm; Market Price: 8,310 gp; Cost to Create: 4,310 gp 
  + 320 XP. 
   
  Curse of Angthrak 
  You have a –4 penalty to all Ability scores. This can 
  only be removed by Remove Curse, Limited Wish, 
  Wish or Miracle cast by an 18th level or higher caster.  
   
  This curse should appear on all ARs. 
   
  Corruption of Dispater 
  You have touched the waters of the Pools of Dispater. 
  You have a Spell Resistance of 18 against any spell that 
  channels positive energy (this includes any healing 
  spell). There is no known way to remove this, and you 
  cannot voluntarily drop this resistance. A method for 
  removing this curse may become available in the 
  future. 
   
  This curse should appear on all ARs. 
   
  Favor of the Ankrif-Loem 
  You have earned the gratitude of the Ankrif-Loem of 
  Dumadan. One year from the date you received this it 
  may be redeemed for a 25% discount on a single non-
  magical item, of any weight, made of mithral. This also 
  gives you access to purchase any single item made of 
  mithral.  
  
  Stone Heart 
  Round One 
  Page 20 
  Adventure Record Access 
  APL 2 
  Angthrak’s Doom (Adventure; see above). 
  Access to learn the molten rock spell (Regional; see 
  above) 
   
  APL 4 
  As for APL 2 plus 
  Upgrade existing +1 armor to +2 (Regional; cost varies; 
  DMG) 
  Upgrade existing +1 weapon to +2 (Regional; cost 
  varies; DMG) 
   
  APL 6 
  As for APLs 2-4 plus 
  Upgrade existing +2 armor to +3 (Regional; cost varies; 
  DMG) 
  Upgrade existing +2 weapon to +3 (Regional; cost 
  varies; DMG) 
   
  APL 8 
  As for APLs 2-6 plus 
  Cloak of charisma +2 (Adventure; 4000 gp, DMG) 
  +1 studded leather of shadow (Adventure; 4175 gp; 
  DMG) 
  Pearl of power, 1st level (Adventure; 1000 gp; DMG) 
  Periapt of wisdom +2 (Adventure; 4000 gp; DMG) 
  Collar of resistance +1 (Adventure; 490 gp; Masters of 
  the Wild) 
   
  APL 10 
  As for APLs 2-8 plus 
  Bracers of armor +2 (Adventure; 4000 gp; DMG) 
  Gloves of dexterity +2 (Adventure; 4000 gp; DMG) 
  Sandals of the tiger’s leap (Regional; 3500 gp; Sword 
  and Fist) 
  Potion of flaming fists (Regional; 300 gp; Sword and 
  Fist) 
   
  APL 12 
  As for APLs 2-10 plus 
  Scroll of phantasmal killer (Adventure; 7th level caster; 
  700 gp; DMG) 
  +1 full plate of light fortification (Adventure; 5650 gp; 
  DMG) 
  Wand of magic missiles – 50 charges (Adventure; 3rd 
  level caster; 2250 gp; DMG) 
  +1 hide armor of light fortification (Adventure; 4165 
  gp; DMG) 
  Cloak of resistance +2 (Adventure; 4000 gp; DMG) 
   
  
  Stone Heart 
  Round One 
  Page 21 
  Appendix I – Important NPCs 
  Consul 
  Kaern 
  Grek: 
  Male 
  doppelganger 
  Rog6/Spymaster 5; CR 14; Medium-size shapechanger; 
  HD 4d8+6d6+5d8+45; hp 127; Init +11; Spd 60 ft; AC 26 
  (touch 22, flat-footed 26); Atk +13/+8 melee (1d6+3/15-
  20, +2 keen exhausting mithral short sword of chaos, all 
  damage is subdual, +2d6 damage against law, 1 negative 
  level to lawful bearers) or +11 melee 1d6+1, 2 slams) or 
  +13/+8 melee (1d4+3/19-20, +2 returning mithral dagger 
  of distance) or +19/+14 ranged (1d4+1/19-20, range 20 ft., 
  +2 returning mithral dagger of distance) or +18/+13 
  ranged (1d6+2/x3, range 140 ft., +1 darkwood mighty [+1] 
  composite shortbow of distance wounding); SA Detect 
  thoughts (DC 15), sneak attack +5d6; SQ Alter self, 
  evasion, cover identity (2), undetectable alignment, quick 
  change, slippery mind, spot scrying, uncanny dodge (Dex 
  bonus to AC, can’t be flanked), darkvision 60 ft.; AL CG; 
  SV Fort +12, Ref +22, Will +14; Str 12, Dex 24, Con 16, Int 
  20, Wis 14, Cha 16.  
   
  Skills and Feats: Appraise +15, Balance +17, Bluff 
  +31, Diplomacy +29, Disguise +29, Forgery +10, Gather 
  Information +13, Hide +17, Innuendo +12, Jump +11, 
  Listen +13, Read Lips +18, Sense Motive +18, Spot +6; 
  Combat Reflexes, Improved Critical (short sword), 
  Improved Initiative, Leadership, Skill Focus (Bluff). 
   
  Languages: Ancient Baklunish, Ancient Suloise, 
  Common, Dwarven, Elven. 
   
  Possessions: Amulet of proof against detection and 
  location, boots of striding and springing, bracelet of 
  friends, cloak of resistance +2, +2 returning mithral 
  dagger of distance, gloves of dexterity +2, headband of 
  intellect +2, +2 glamered leather of charming, ring of 
  feather falling, ring of protection +2, +1 darkwood 
  mighty [+1] composite shortbow of distance and 
  wounding, +2 keen exhausting mithral short sword of 
  chaos. 
   
   
   
  Physical Description:  
   
   
  Cover Identity One: Consul Kaern Grek 
   
   
  Consul Kaern Grek is a tall thin man seeming to be in his 
  early thirties. Unlike most of his brethren in the Grek 
  family he doesn’t seem to enjoy using weapons and is 
  rarely seen with more than a simple short sword. The 
  Duke appointed him as the director of the Ducal 
  Diplomatic Corps for political reasons. Since then no one 
  has seen him, other than at a few politically sensitive 
  events, such as the Festival of Roses in Seltaren in CY592. 
   
   
  Cover Identity Two: Lady Oethruy Oiluke 
   
  Lady Oethruy Oiluke is a tall slender Elven lady 
  reportedly from the Celadon Woods. She normally is 
  seen wandering the land, hunting something, although 
  no one has discovered what to date. She can usually be 
  seen carrying her short bow. She has not been seen in 
  recent years, except near the Celadon. 
   
  Ankrif Hrelf Banildun: Female dwarf Pal8 of Berronar 
  Truesilver; CR 8; Medium-size humanoid; HD 8d8+16; hp 
  61; Init +4; Spd 15 ft.; AC 20 (touch 10, flat-footed 20); 
  Atk +12/+7 melee (1d8+3/x3, +1 heavy mace of throwing 
  and returning) or +10/+5 ranged (1d8+3/x3, range 10 ft., 
  +1 heavy mace or throwing and returning); SA Turn 
  undead 5/day, smite evil; SQ Dwarven traits, detect evil, 
  divine grace, lay on hands 16hp/day, divine health, aura 
  of courage, remove disease 2/week, special mount; AL 
  LG; SV Fort +10, Ref +4, Will +5; Str 14, Dex 10, Con 14, 
  Int 12, Wis 12, Cha 14.  
   
  Skills and Feats: Appraise +3, Concentration +13, 
  Diplomacy +13, Heal +7, Knowledge (religion) +6; 
  Improved Initiative, Leadership, Weapon Focus (heavy 
  mace). 
   
  Languages: Common, Dwarven, Ancient Suel, 
  Ancient Baklunish 
   
  Possessions: +1 heavy mace of throwing and 
  returning, +1 full plate of light fortification, ring of 
  protection +1, potion of cure serious wounds, 5 scrolls of 
  cure light wounds. 
   
  Physical Description: Ankrif Benildun is an aged 
  dwarf who stands approximately 4’6” tall. He is always 
  seen accompanied by his friend Grenf, a dire wolverine. 
  Benildun is one of the three spiritual leaders of 
  Dumadan, and although he not a powerful cleric by 
  himself he is still highly respected. He has several 
  treasures that have been in the Benildun family for many 
  generations. 
   
  Paladin Spells Prepared (2; base DC = 17 + spell 
  level): 1—cure light wounds (2). 
   
  Grenf: Dire wolverine (paladin’s mount); Large magical 
  beast; HD 9d8+36; hp 42; Init +3; Spd 30 ft., climb 10 ft.; 
  AC 22 (touch 12, flat-footed 19); Atk +13 melee (1d6+7, 2 
  claws), +8 melee (1d8+3, bite); SA Rage; SQ Scent, 
  improved evasion, share spells, empathic link, share 
  saving throws; AL LG; SV Fort +10, Ref +7, Will +5; Str 
  24, Dex 17, Con 19, Int 7, Wis 12, Cha 10.  
   
  Skills: Climb +14, Listen +9, Spot +8. 
   
  Ankrif Thorag Gundabil: Male dwarf Evo13; CR 13; 
  Medium-size humanoid; HD 13d4+65; hp 80; Init +8; Spd 
  40 ft.; AC 23 (touch 14, flat-footed 19); Atk +5/+0 melee 
  (1d3-1 subdual, unarmed strike) or +10/+5 ranged touch 
  
  Stone Heart 
  Round One 
  Page 22 
  (spells); SQ Dwarven traits, summon familiar; AL LN; SV 
  Fort +13, Ref +12, Will +13; Str 8, Dex 18, Con 20, Int 22, 
  Wis 12, Cha 6.  
   
  Skills and Feats: Appraise +8, Concentration +21, 
  Jump 
  +9, 
  Knowledge 
  (Arcana) 
  +22, 
  Knowledge 
  (Geography) +16, Knowledge (History) +16, Scry +12, 
  Spellcraft +22; Combat Casting, Dodge, Empower Spell, 
  Enlarge Spell, Extend Spell, Improved Initiative, 
  Maximize Spell, Scribe Scroll. 
   
  Languages: 
  Common, 
  Dwarven, 
  Elven, 
  Flan, 
  Halfling. 
   
  Possessions: Amulet of natural armor +3, boots of 
  springing and striding, bracers of armor +6, cloak of 
  resistance +4, gloves of dexterity +4, headband of intellect 
  +4, necklace of fireballs (Type IV), scroll of burning 
  hands (5th level), scroll of expeditious retreat, scroll of 
  color spray, scroll of shield. 
   
  Physical Description: Ankrif Gundabil, unlike other 
  dwarves, is thin and short. He tends to stay in the 
  shadows, but is known to be a decent mage. It is he who 
  first found the secret exits from Dumadan, and it is also 
  he who sealed them, with the aid of a band of brave 
  adventurers. Little of his personality is known. One thing 
  is certain however; he is in full support of the researches 
  of his mages and engineers. 
   
  Spells Prepared (5/7/7/6/6/5/4/2; base DC = 16 + 
  spell level): 0—daze (2), flare (2), mage hand; 1st—
  burning hands, expeditious retreat, feather fall, magic 
  missile (2), shield, sleep; 2nd—bull’s strength, flaming 
  sphere (2), invisibility (2), shatter (2); 3rd—displacement, 
  fireball (3), fly, haste; 4th—enervation (2), fire shield, ice 
  storm, shout (2); 5th—Bigby's interposing hand, stone 
  shape (2), wall of force (2); 6th—chain lightning, 
  contingency, greater dispelling, true seeing; 7th—
  forcecage, Mordenkainen’s sword. 
   
  Spellbook: 0—arcane mark, dancing lights, daze, 
  detect magic, detect poison, disrupt undead, flare, ghost 
  sound, 
  light, 
  mage 
  hand, 
  mending, 
  open/close, 
  prestidigitation, read magic, resistance; 1st—burning 
  hands, expeditious retreat, feather fall, jump, magic 
  missile, magic weapon, protection from evil, shield, 
  shocking grasp, sleep, spider climb; 2nd—bull's strength, 
  flaming sphere, invisibility, shatter; 3rd—displacement, 
  fireball, fly, haste; 4th—enervation, fire shield, ice storm, 
  shout; 5th—Bigby's interposing hand, permanency, 
  stone shape, wall of force; 6th—chain lightning, 
  contingency, greater dispelling, true seeing; 7th—
  forcecage, Mordenkainen’s sword. 
   
  Oarg: Familiar (toad); Diminutive magical beast; HD 13; 
  hp 40; Init +1; Spd 5; AC 22 (touch 15, flat-footed 21); Atk 
  +5 
  melee 
  (no 
  damage, 
  touch);  
  SQ Improved evasion, speak with master, speak with 
  amphibians; AL N; SR 18; SV Fort +13, Ref +12, Will +13; 
  Str 1, Dex 12, Con 11, Int 12, Wis 14, Cha 4. 
   
  Skills: Hide +20, Listen +5, Spot +5.  
   
  Ankrif Hurm Tarumad: Male dwarf Clr12 of Vergadain; 
  CR 12; Medium-size humanoid; HD 12d8+12; hp 69; Init 
  +4; Spd 15 ft.; AC 20 (touch 10, flat-footed 20); Atk 
  +11/+6 melee (1d8+1, 19-20, +1 chaotic dwarven 
  urgrosh); SQ Dwarven traits, channel positive energy, 
  turn undead 4/day, Spells; AL N; SV Fort +10, Ref +9, 
  Will +14; Str 10, Dex 18, Con 12, Int 12, Wis 20, Cha 12.  
   
  Skills and Feats: Appraise +3, Concentration +16, 
  Hide +23, Jump +24, Move Silently +8, Spellcraft +16; 
  Combat Reflexes, Combat Casting, Exotic Weapon 
  Proficiency (dwarven urgrosh), Improved Critical 
  (dwarven urgrosh), Weapon Focus (dwarven urgrosh). 
   
  Languages: Common, Dwarven, Celestial. 
   
  Possessions: +1 chaotic dwarven urgrosh, +1 
  glamered half-plate of shadow and silent moves, ring of 
  protection +2, ring of jumping, gloves of dexterity +4, 
  periapt of wisdom +2, necklace of prayer beads (karma), 
  vibrant purple ioun stone (holds plane shift and bless), 
  cloak of resistance +1, dust of disappearance, dust of 
  illusion, dust of tracelessness (2 pinches), 5 scrolls of cure 
  light wounds. 
   
  Physical Description: Ankrif Tarumad is a short 
  dwarf, standing at 4’1”. He usually has a distracted look 
  and when he does look at someone they usually feel as if 
  he is looking through them. He has been known to spend 
  weeks on end in the holy caves of Vergadain without 
  food or drink. He is vocal about prosecuting thieves, 
  especially if they stole any valuable goods. Shortly before 
  the invasion he had been trying to get the gates closed to 
  control access to the city, and since he has been 
  proclaiming that none of this would have happened if 
  they had only paid attention to him. 
   
   
  Spells Prepared (6/8/6/6/5/5/3; base DC = 15 + spell 
  level): 0—create water (2), guidance (2), resistance (2); 
  1st—bless, change self*, divine favor (2), endure 
  elements, protection from evil, protection from law, 
  shield of faith; 2nd—aid*, bull’s strength, hold person, 
  spiritual weapon, undetectable alignment, zone of truth; 
  3rd—bestow curse, dispel magic, magic circle against 
  evil, magic circle against law, nondetection*, prayer; 
  4th—air walk, divine power, freedom of movement*, 
  greater magic weapon, spell immunity; 5th—circle of 
  doom, commune, false vision*, flame strike, spell 
  resistance; 6th—blade barrier, mislead*, planar ally. 
   
  *Domain spell. Domains: Luck (Re-roll and one roll 
  1/day); Trickery (Bluff, Disguise and Hide are class 
  skills). 
   
  
  Stone Heart 
  Round One 
  Page 23 
  Ankrif Thren Haorgast (as dragon): Male wyrm silver 
  dragon; CR 23; Gargantuan dragon (air); HD 37d12+333; 
  hp 573; Init +4; Spd 40 ft., fly 200 ft. (clumsy); AC 42 
  (touch 6, flat-footed 42); Atk +47 melee (4d6+14, bite) or 
  +42 melee (2d8+7, 2 claws) or +42 melee (2d6+7, 2 wings) 
  or +42 melee (2d8+21, tail slap); Face/Reach 20 ft. by 40 
  ft./15 ft.; SA Breath weapon, fear (DC 37); SQ 
  Cold/acid/sleep/paralysis 
  immunity, 
  cloudwalking, 
  polymorph self 3/day, feather fall 2/day, fog cloud 3/day, 
  control winds 3/day, control weather 1/day, DR 20/+3, 
  blindsight 330 ft., low-light vision, darkvision 1100 ft.; SR 
  30; AL LG; SV Fort +29, Ref +20, Will +29; Str 39, Dex 10, 
  Con 29, Int 28, Wis 29, Cha 28.  
   
  Skills and Feats: Concentration +46, Diplomacy +46, 
  Knowledge 
  (Arcana, 
  History, 
  Geography, 
  Suel, 
  Dumadan, Nature, Nobility & Royalty) +46, Intuit 
  Direction +46, Jump +51, Listen +46, Scry +46, Search 
  +46, Spellcraft +46, Spot +46, Tumble +37; Cleave, 
  Combat Casting, Extra Slot, Extra Spell, Hover, Improved 
  Initiative, Leadership, Power Attack, Snatch, Wingover. 
   
  Languages: Common, Draconic, Ancient Suel, 
  Ancient Baklunish, Flan, Rhopan, Elven, Gnomish, 
  Halfling. 
   
  Breath Weapon (Su): A silver dragon has two types 
  of breath weapon, a 60 ft. cone of cold or a 60 ft. cone of 
  paralyzing gas. Creatures within the latter must make a 
  Fortitude save (DC 36) or be paralyzed for 1d6+37 
  rounds. The former deals 22d8 with a Reflex save (DC 36) 
  for half. 
   
  Cloudwalking (Su): The dragon can tread on clouds 
  or fog as though on solid ground. The ability functions 
  continuously but can be negated or resumed at will. 
   
  Crush: 4d6+21 damage, Reflex save to avoid being 
  pinned (DC 34). Damage is repeated each round that the 
  character(s) are trapped under the dragon.  
   
  Tail Sweep: 2d6+21, tail sweep affects half circle 30 
  ft. radius, Reflex save (DC 34) for half damage. 
   
  Physical Description: The Ankrif in his natural form 
  is an ancient silver dragon. There are few people other 
  than those in his clan who have ever seen him in his 
  natural form. One of those was a young Suel lady, whom 
  he had an affair with. The other is Ankrif Offla Izurim 
  who discovered his secret while she was studying 
  dragons in her youth. He has been the ruler of his clan 
  since it was formed 700 years before when Dumadan was 
  first founded.  
   
   
  Cleric Spells Prepared (6/9/8/8/8/7/6/5/4/3; base 
  DC = 19 + spell level): 0—cure minor wounds (6); 1st—
  obscuring mist*, command (4), cure light wounds (4); 
  2nd—heat metal*, darkness (2), lesser restoration, shatter 
  (4); 3rd—gaseous form*, sword stream (7); 4th—fire 
  shield*, cure critical wounds (7); 5th—dispel evil*, raise 
  dead (6); 6th—chain lightning*, heal (4), heroes feast; 
  7th—holy word*, resurrection (4); 8th—holy aura*, 
  discern location (2), mass heal; 9th—summon monster 
  IX*, miracle, true resurrection. 
   
  *Domain spell. Domains: Air (Turn Earth creatures 
  12 times/day); Good (Cast Good Spells at +1 caster level); 
  Law (Cast Law spells at +1 caster level); Sun (Greater 
  turning against undead 1/day). 
   
   
  Sorcerer Spells Known (6/9/8/8/8/8/7/7/6; base 
  DC = 19 + spell level): 0—resistance, ray of frost, daze, 
  prestidigitation, arcane mark, mending, light, mage hand, 
  dancing lights; 1st—lesser cold orb, shield, true strike, 
  jump, expeditious retreat; 2nd—protection from arrows, 
  Melf’s acid arrow, daylight, flaming sphere, invisibility; 
  3rd—arcane sight, flame arrow, lightning bolt, haste; 
  4th—sonic orb, ice storm, wall of ice, dimension door; 
  5th—energy buffer, cloudkill, permanency, major 
  creation; 6th—repulsion, legend lore, contingency; 
  7th—energy immunity, prismatic spray, statue; 8th—
  great shout, trap the soul. 
   
  Ankrif Thren Haorgast (as dwarf): Male wyrm silver 
  dragon; CR 23; Gargantuan dragon (air); HD 37d12+37; 
  hp 301; Init +7; Spd 40 ft.; AC 58 (touch 14, flat-footed 
  55); Atk +40/+35/+30/+25/+20/+40 melee (1d8+1d6+8 
  subdual, +5 merciful heavy mace of speed); Face/Reach 5 
  ft. 
  by 
  5 
  ft./5 
  ft.; 
  SA 
  Fear 
  (DC 
  37); 
  SQ 
  Cold/acid/sleep/paralysis immunity, polymorph self 
  3/day, feather fall 2/day, fog cloud 3/day, control winds 
  3/day, control weather 1/day, DR 20/+3, blindsight 330 
  ft., low-light vision, darkvision 1100 ft.; SR 30; AL LG; SV 
  Fort +21, Ref +23, Will +29; Str 17, Dex 16, Con 13, Int 28, 
  Wis 29, Cha 28.  
   
  Skills and Feats: Concentration +38, Diplomacy +46, 
  Knowledge 
  (Arcana, 
  History, 
  Geography, 
  Suel, 
  Dumadan, Nature, Nobility & Royalty) +46, Intuit 
  Direction +46, Jump +41, Listen +46, Scry +46, Search 
  +46, Spellcraft +46, Spot +46, Tumble +37; Cleave, 
  Combat Casting, Extra Slot, Extra Spell, Hover, Improved 
  Initiative, Leadership, Power Attack, Snatch, Wingover. 
   
  Languages: Common, Draconic, Ancient Suel, 
  Ancient Baklunish, Flan, Rhopan, Elven, Gnomish, 
  Halfling. 
   
  Possessions: Belt of giant’s strength +6, bracer’s of 
  armor +8, gloves of dexterity +6, +5 merciful heavy mace 
  of speed, ring of protection +5. 
   
  Physical Description: The Ankrif in Dwarven form 
  appears to be a middle-aged dwarf of moderate stature. 
  Those outside the clan he leads rarely see him, and it is 
  rumored that he is a consummate mage.  He is also 
  known for his fighting prowess and the inability of spell 
  casters to affect him with spells. 
   
  
  Stone Heart 
  Round One 
  Page 24 
  Ankrif Offla Izurim: Female Dwarf Wiz7/Lore6; CR 13; 
  Medium-size humanoid; HD 13d4+52; hp 55; Init +8; Spd 
  20 ft.; AC 21 (touch 17, flat-footed 17); Atk +5/+0 melee 
  or +10/+5 ranged; SQ Dwarven traits, summon familiar, 
  secret (3), lore +13, greater lore, bonus language; AL LN; 
  SV Fort +10, Ref +10, Will +13; Str 8, Dex 18, Con 18, Int 
  24, Wis 12, Cha 7. 
   
  Skills and Feats: Appraise +13, Concentration +20, 
  Knowledge (Arcana) +25, Knowledge (Dragons) +23, 
  Knowledge (Dumadan Law) +23, Knowledge (Nobility & 
  Royalty) +15, Spellcraft +23; Combat Casting, Empower 
  Spell, Forge Ring, Heighten Spell, Improved Initiative, 
  Point Blank Shot, Scribe Scroll, Skill Focus (Knowledge 
  (Arcana)). 
   
  Secret: Secrets chosen (all effects already applied): 
  Applicable Knowledge, Instant Mastery (Appraise), 
  Newfound Arcana (bonus 1st level spell). 
   
  Languages: Common, Dwarven, Elven, Ancient Suel, 
  Terran, Celestial, Gnomish, Flan. 
   
  Possessions: Ring of wizardry I, ring of protection 
  +3, amulet of health +4, bracers of armor +4, cloak of 
  resistance +2, gloves of dexterity +4, headband of intellect 
  +4, pearl of power (2nd). 
   
  Physical Description: Ankrif Izurim is the eldest 
  member of the council at the age of 437 years. She has 
  served on the council for the past 132 years and remains 
  adamant that forethought and planning is the only 
  solution to any problem. She is known to have had a 
  library of over 10 000 books in her home in Dumadan, 
  what has become of those books now is unknown. She is 
  also known to have at one time studied dragons. She 
  spent many years traveling and adventuring while in 
  pursuit of the rare creatures. She is the only person 
  outside of Clan Haorgast who knows that Thren 
  Haorgast is actually a Silver dragon. 
   
  Spells Prepared (4/11/6/6/5/4/3/2; base DC = 
  17 + spell level): 0—detect magic, ray of frost (3); 1st—
  enlarge, expeditious retreat (2), grease, identify, magic 
  missile (4), shield (2); 2nd—cat’s grace (2), detect 
  thoughts, 
  scare, 
  see 
  invisibility 
  (2); 
  3rd—
  clairaudience/clairvoyance, dispel magic (3), gaseous 
  form (2); 4th—detect scrying, dimensional anchor (2), 
  lesser geas, remove curse; 5th—contact other plane, 
  prying eyes, Rary’s telepathic bond (2); 6th—geas/quest, 
  legend lore, true seeing; 7th—greater scrying, vision. 
   
  Spellbook: 0—arcane mark, dancing lights, daze, 
  detect magic, detect poison, disrupt undead, flare, light, 
  mage hand, mending, open/close, prestidigitation, ray of 
  frost, read magic, resistance; 1st—alarm, animate rope, 
  comprehend languages, enlarge, expeditious retreat, 
  feather fall, grease, identify, magic missile, magic weapon, 
  protection from evil, shield; 2nd—cat's grace, detect 
  thoughts, locate object, scare, see invisibility; 3rd—
  clairaudience/clairvoyance, dispel magic, gaseous form, 
  tongues; 4th—detect scrying, dimensional anchor, lesser 
  geas, remove curse; 5th—contact other plane, fabricate, 
  prying eyes, Rary's telepathic bond; 6th—analyze 
  dweomer, geas/quest, legend lore, true seeing; 7th—
  greater scrying , vision.  
   
  Whisper: Familiar (owl); Tiny magical beast; HD 13; hp 
  27; Init +3; Spd 20; AC 24 (touch 15, flat-footed 21); Atk 
  +11 melee (1d2-2, claws); SQ Improved evasion, speak 
  with master, speak with birds; AL LN; SV Fort +10, Ref 
  +10, Will +13; Str 6, Dex 17, Con 10, Int 12, Wis 14, Cha 
  4. 
   
  Skills and Feats: Hide +11, Listen +14, Move Silently 
  +20, Spot +6; Weapon Finesse (claws). 
   
   
  Ankrif Koargan Kibared: Male Dwarf Exp15; CR 7; 
  Medium-size humanoid; HD 15d6+30; hp 78; Init +2; Spd 
  20 ft.; AC 17 (touch 17, flat-footed 15); Atk +12/+7 melee 
  (1d3+1 subdual, unarmed strike); SQ Dwarven traits; AL 
  LN; SV Fort +7, Ref +7, Will +10; Str 12, Dex 14, Con 14, 
  Int 14, Wis 13, Cha 12.  
   
  Skills and Feats: Appraise +4, Concentration +20, 
  Craft (Sculpting) +20, Craft (Stonecarving) +22, 
  Diplomacy +21, Forgery +22, Innuendo +19, Perform +19, 
  Sense Motive +21, Spot +6; Simple Weapon Proficiency, 
  Skill Focus: Craft (Sculpting), Craft (Stonecarving), 
  Diplomacy, Forgery, Sense Motive. 
   
  Languages: 
  Common, 
  Dwarven, 
  Gnome, 
  Undercommon. 
   
  Possessions: Gems and artwork worth 61,000 gp, 
  ring of protection +5, masterwork carvers tools, ring of x-
  ray vision, rod of metal and mineral detection, 7 
  immovable rods, eyes of the eagle. 
   
  Physical Description: Ankrif Kibared is the most 
  recent addition to the council. He became a member only 
  6 months before the invasion. He took the Clan Khaledur 
  seat upon the death of his great-uncle Igroat Kibared. He 
  had to resign his post as ambassador to the Principality of 
  Ulek to accept the post, there has not been a replacement 
  ambassador selected yet. He is well known by all in the 
  city, and well liked. It is known that he has a penchant 
  for playing darts and gambling, but so far nothing serious 
  has come of that attraction. 
   
  Ankrif Pholan Khuzladar: Female Dwarf Brd10; CR 10; 
  Medium-size humanoid; HD 10d6+20; hp 47; Init +6; Spd 
  20 ft.; AC 17 (touch 13, flat-footed 15); Atk +11 ranged 
  (1d2 subdual + 1d6 cold, range 15 ft., +1 frost whip); SA 
  Bardic music (10/day); SQ Dwarven traits, bardic lore 
  +12; AL N; SV Fort +5, Ref +9, Will +8; Str 8, Dex 14, Con 
  14, Int 14, Wis 12, Cha 20.  
   
  Skills and Feats: Appraise +4, Balance +12, 
  Concentration +12, Diplomacy +18, Hide +25, Move 
  Silently +35, Sense Motive +14, Spot +6, Tumble +8; 
  
  Stone Heart 
  Round One 
  Page 25 
  Combat Reflexes, Improved Initiative, Quick Draw, 
  Weapon Focus (whip). 
   
  Languages: Common, Dwarven, Elven, Sylvan. 
   
  Possessions: +1 frost whip, +1 studded leather of 
  shadow and silent moves, ring of protection +1, gloves of 
  dexterity +2, cloak of charisma +4, boots of elvenkind, 
  amulet of health +2, eyes of the eagle, hat of disguise, 
  Quaal’s feather token (whip). 
   
  Physical Description: Ankrif Khuzladar is a 
  beautiful, aged dwarf balladeer. Although recently she 
  has been spearheading the movement to restore 
  Dumadan and end the Derro plague. Her skill with the 
  Tabor and the horn is legendary amongst the dwarves of 
  Dumadan and the surrounding area. She is also known 
  for her ability to negotiate an end to almost any situation, 
  although it has been many years since she was required 
  to attempt such a feat. 
   
  Spells Known (3/5/4/3/1; base DC = 15 + spell level): 
  0—daze, detect magic, flare, ghost sound, mending, read 
  magic; 1st—charm person, grease, sleep, unseen servant; 
  2nd—bull’s strength, cat’s grace, hypnotic pattern, sound 
  burst; 3rd—charm monster, emotion, haste, major image; 
  4th—dismissal, modify memory. 
   
  Ankrif Welnet Munandar: Female Dwarf Rog11; CR 11; 
  Medium-size humanoid; HD 11d6+22; hp 58; Init +5; Spd 
  20 ft.; AC 24 (touch 17, flat-footed 19); Atk +8/+3 melee 
  (1d6+2, 17-20/x2, +1 keen short sword), +8 melee (1d6+1, 
  17-20/x2, +1 keen short sword); SA Sneak attack +6d6, 
  opportunist; SQ Evasion, uncanny dodge (can’t be 
  flanked, Dex bonus to AC, +1 vs. traps); AL CN; SV Fort 
  +5, Ref +12, Will +4; Str 12, Dex 20, Con 14, Int 14, Wis 
  12, Cha 6.  
   
  Skills and Feats: Appraise +4, Balance +19, Disable 
  Device +14, Escape Artist +25, Hide +29, Jump +45, Listen 
  +15, Move Silently +29, Open Lock +21, Sense Motive 
  +15, Tumble +19; Ambidexterity, Combat Reflexes, 
  Improved Critical (short sword), Two-Weapon Fighting. 
   
  Possessions: 2 +1 keen short swords, +2 studded 
  leather armor, cloak of elvenkind, gloves of dexterity +4, 
  boots of elvenkind, amulet of natural armor +2, ring of 
  jumping, ring of protection +2, vest of escape, hat of 
  disguise, potion of cure serious wounds, 3 potions of 
  vision. 
   
  Physical Description: It is believed by the other 
  Ankrif that Ankrif Munandar has no interest in the 
  politics because as far as they know she has never 
  attended a meeting. Little did they know that she has 
  watched from the shadows. She rarely takes any action 
  that will place him in a place to be observed, and only a 
  few select people outside her clan have ever seen her. 
  Those who try to find her against her will are often found 
  naked, or worse if they press the matter. 
   
  Ankrif Qodlot Khulaban: Male Dwarf Mnk14; CR 14; 
  Medium-size humanoid; HD 14d8+28; hp 80; Init +11; 
  Spd 45 ft.; AC 31 (touch 25, flat-footed 31); Atk 
  +13/+10/+7/+4 melee (1d12+2/19-20, unarmed strike); 
  SA Flurry of blows, stunning attack (15/day, DC 22), ki 
  strike (+2); SQ: improved evasion, still mind, purity of 
  body, wholeness of body, leap of the clouds, diamond 
  body, abundant step, diamond soul (SR 24), slow fall (50 
  ft.); AL LN; SV Fort +15, Ref +20, Will +18; Str 14, Dex 24, 
  Con 14, Int 12, Wis 20, Cha 6.  
   
  Skills and Feats: Appraise +3, Balance +11, Escape 
  Artist +18, Hide +39, Jump +37, Listen +15, Move Silently 
  +24, Open Lock +9, Spot +10, Tumble +24, Use Rope +12; 
  Blind-Fight, Combat Reflexes, Deflect Arrows, Improved 
  Critical 
  (Unarmed 
  Strike), 
  Improved 
  Initiative, 
  Improved Trip, Weapon Focus (Unarmed Strike). 
   
  Possessions: Periapt of wisdom +4, monk’s belt, 
  bracers of armor +6, cloak of resistance +4, gloves of 
  dexterity +6, robe of blending, slippers of spider 
  climbing, vest of escape, pink rhomboid ioun stone, pale 
  blue rhomboid ioun stone, dusty rose prism ioun stone, 
  ring of jumping, eyes of the eagle. 
   
  Physical Description: Ankrif Khulaban, although not 
  the most recent addition to the council, is perhaps the 
  most widely appreciated at this time. He stayed behind 
  during the invasion to help people escape, and only 
  barely made it out with his life. He has spent the last year 
  recovering from his wounds, and the horrors that he saw 
  on the way. However, his brave actions have garnered 
  him the love of all the people of Dumadan, regardless of 
  clan. 
   
  
  Stone Heart 
  Round One 
  Page 26 
  Appendix II – Patrol Statistics 
  APL 4 
  Gnoll rangers (2): Male gnoll Rgr1; CR 2; Medium-
  size humanoid; HD 2d8+1d10+6; hp 31, 29; Init +1; Spd 
  30 ft.; AC 17 (touch 11, flat-footed 16); Atk +4 melee 
  (1d8+4/x3, masterwork battleaxe) and +3 melee 
  (1d8+2/x3, battleaxe offhand) or +6 melee (1d6+4, 
  armor spikes) or +6 melee (1d4+4/19-20, dagger) or +3 
  ranged (1d4+4/19-20, range 10ft., thrown dagger) or +3 
  ranged (1d8+1/x3, range 110 ft., mighty [+1] composite 
  longbow); SA: Favored enemy (human +1); SQ 
  Darkvision 60 ft.; AL LE; SV Fort +6, Ref +1, Will +0; 
  Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Listen +7, Spot +5; Ambidexterity, 
  Power Attack, Track, Two-Weapon Fighting, Weapon 
  Focus (Battleaxe). 
   
  Possessions: Spiked masterwork breastplate, 11 
  masterwork arrows, 10 arrows, masterwork battleaxe, 
  battleaxe, dagger, mighty [+1] composite longbow. 
   
  Gnoll cleric of Dispater: Male gnoll Clr1; CR 2; 
  Medium-size humanoid; HD 2d8+1d8+3; hp 25; Init 
  +1; Spd 30 ft.; AC 20 (touch 11, flat-footed 19); Atk +5 
  melee (1d8+2/x3, masterwork heavy mace) or +2 
  ranged (1d8/19-20, range 80 ft., light crossbow); SQ 
  Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +5; 
  Str 14, Dex 12, Con 12, Int 10, Wis 16, Cha 8.  
   
  Skills and Feats: Concentration +3, Listen +6, Spot 
  +8; Combat Casting, Power Attack, Weapon Focus 
  (heavy mace). 
   
  Possessions: 
  Masterwork 
  heavy 
  mace, 
  10 
  masterwork crossbow bolts, 20 crossbow bolts, full 
  plate armor, light crossbow, 3 scrolls of cure light 
  wounds, gray clerical robes, iron mask. 
   
  Spells Prepared (3/3; base DC = 13 + spell level): 
  0—cure minor wounds, inflict minor wounds (2); 
  1st—divine favor, magic weapon*, protection from 
  good. 
   
  *Domain spell. Domains: Evil (You cast evil spells 
  at +1 caster level.); War (Free Martial Weapon 
  Proficiency (if needed) and Weapon Focus with the 
  deity’s favored weapon.). 
   
  
  Stone Heart 
  Round One 
  Page 27 
  APL 6 
  Gnoll rangers (2): Male gnoll Rgr1/Ftr2; CR 4; 
  Medium-size humanoid; HD 2d8+3d10+10; hp 49, 47; 
  Init +5; Spd 30 ft.; AC 17 (touch 11, flat-footed 16); Atk 
  +8 melee (1d8+4/x3, masterwork battleaxe) and +8 
  melee (1d8+2/x3, battleaxe offhand) or +8 melee 
  (1d6+4, armor spikes) or +8 melee (1d4+4/19-20, 
  dagger) or +5 ranged (1d4+4/19-20, range 10ft., thrown 
  dagger) or +5 ranged (1d8+1/x3, range 110 ft., mighty 
  [+1] composite longbow); SA Favored enemy (human 
  +1); SQ Darkvision 60 ft.; AL LE; SV Fort +7, Ref +1, 
  Will +0; Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Listen +8, Spot +8; Ambidexterity, 
  Cleave, Improved Initiative, Power Attack, Track, Two-
  Weapon Fighting, Weapon Focus (Battleaxe). 
   
  Possessions: breastplate with armor spikes, 11 
  masterwork arrows, 10 arrows, 2 masterwork 
  battleaxes, dagger, mighty [+1] composite longbow. 
   
  Gnoll cleric of Dispater: Male gnoll Clr3; CR 4; 
  Medium-size humanoid; HD 2d8+3d8+6; hp 39; Init 
  +5; Spd 30 ft.; AC 20 (touch 11, flat-footed 19); Atk +7 
  melee (1d8+2, x3, masterwork heavy mace) or +4 
  ranged (1d8, 19-20, range 80 ft., light crossbow); SQ 
  Darkvision 60 ft.; AL LE; SV Fort +7, Ref +2, Will +6; 
  Str 14, Dex 12, Con 12, Int 11, Wis 16, Cha 8.  
   
  Skills and Feats: Concentration +5, Listen +6, 
  Spellcraft +2, Spot +8; Combat Casting, Improved 
  Initiative, Power Attack, Weapon Focus (heavy mace). 
   
  Possessions: 
  Masterwork 
  heavy 
  mace, 
  10 
  masterwork crossbow bolts, 20 crossbow bolts, full 
  plate, light crossbow, 3 scrolls of cure light wounds, 
  scroll of cure moderate wounds, gray clerical robes, 
  iron mask. 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 
  0—cure minor wounds, inflict minor wounds (2); 
  1st—cause fear, divine favor, magic weapon*, 
  protection from good; 2nd—bull's strength, death 
  knell, spiritual weapon*. 
   
  *Domain spell. Domains:  Evil (You cast evil spells 
  at +1 caster level.); War (Free Martial Weapon 
  Proficiency (if needed) and Weapon Focus with the 
  deity’s favored weapon.). 
   
  
  Stone Heart 
  Round One 
  Page 28 
  APL 8 
  Derro savant: Male derro Sor6; CR 6; Medium-size 
  humanoid; HD 6d4; hp 20; Init +2; Spd 20 ft.; AC 13 
  (touch 12, flat-footed 11); Atk +5 ranged touch (spells); 
  SQ Dwarven blood, Sunlight vulnerability, summon 
  familiar, darkvision 30 ft.; SR 18; AL LE; SV Fort +2, Ref 
  +4, Will +5; Str 6, Dex 14, Con 10, Int 10, Wis 10, Cha 
  15.  
   
  Skills and Feats: Concentration +9, Spellcraft +9; 
  Blind-Fight, 
  Spell 
  Focus 
  (Illusion, 
  Evocation, 
  Conjuration). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: +1 bracers of armor, 2 potions of cure 
  light wounds, potion of endurance. 
   
  Spells Known  (6/7/6/3; base DC = 12 + spell 
  level): 0—dancing lights’, daze, flare’, ghost sound’, 
  mage hand, ray of frost’, resistance; 1st—color spray’, 
  magic missile’, shield, summon monster I’; 2nd—
  hypnotic pattern’, Melf's acid arrow’; 3rd—fireball’. 
   
  ‘ Spell Focus, base DC = 14 + spell level. 
   
  Derro adepts (2): Male derro Sor4; CR 4; Medium-size 
  humanoid; HD 4d4+12; hp 26, 25; Init +7; Spd 20 ft.; 
  AC 13 (touch 13, flat-footed 10); Atk +5 ranged touch 
  (spells); SQ Dwarven blood, sunlight vulnerability, 
  summon familiar, darkvision 30 ft.; SR 18; AL LE; SV 
  Fort +4, Ref +4, Will +3; Str 6, Dex 16, Con 16, Int 10, 
  Wis 8, Cha 13.  
   
  Skills and Feats: Concentration +10, Spellcraft +7; 
  Blind-Fight, Combat Casting, Improved Initiative. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: Potion of cure light wounds. 
   
  Spells Known  (6/7/3; base DC = 11 + spell level): 
  0—daze, flare, ghost sound, prestidigitation, ray of 
  frost, resistance; 1st—charm person, shield, sleep; 
  2nd—web.  
   
  Derro berserker: Male derro Bar2/Ftr2; CR 4; 
  Medium-size humanoid; HD 2d12+2d10+12; hp 45; 
  Init +7; Spd 30 ft.; AC 17 (touch 13, flat-footed 17); Atk 
  +6 melee (1d6+2/x4, masterwork heavy pick); SA Rage 
  1/day; SQ Dwarven blood, sunlight vulnerability, 
  uncanny dodge (Dex bonus to AC), darkvision 30 ft.; 
  SR 18; AL NE; SV Fort +9, Ref +3, Will +0; Str 14, Dex 
  16, Con 16, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +8, Jump +8, Listen +7, 
  Spot +2, Tumble +7; Blind-Fight, Cleave, Great Cleave, 
  Improved Initiative, Power Attack. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Rage (Ex): Rage 1/day for 8 rounds; hp 53; AC 15 
  (touch 11, flat-footed 15); Atk +8 melee (1d6+4/x4, 
  masterwork heavy pick); SV Fort +11, Will +2; Str 18, 
  Con 20. 
   
  Possessions: Masterwork chain shirt, potion of 
  cure moderate wounds, masterwork heavy pick, potion 
  of bull’s strength. 
   
   
  Derro cleric of Dispater: Female derro Clr4; CR 4; 
  Medium-size humanoid; HD 4d8+4; hp 32; Init +2; Spd 
  20 ft.; AC 19 (touch 11, flat-footed 18); Atk +5 melee 
  (1d8, masterwork heavy mace) or +5 ranged (1d10 + 
  poison/19-20/, range 120 ft., heavy crossbow); SA 
  Poisoned bolts, rebuke undead; SQ Dwarven blood, 
  sunlight vulnerability, negative energy channeling, 
  darkvision 30 ft.; SR 18; AL LE; SV Fort +5, Ref +3, Will 
  +7; Str 10, Dex 14, Con 12, Int 12, Wis 16, Cha 5.  
   
  Skills and Feats: Concentration +8, Heal +10, 
  Spellcraft +8; Blind-Fight, Combat Casting, Dodge, 
  Weapon Focus (Heavy Mace). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Poisoned Bolts: Derro Poison:  initial damage 2d6 
  Strength, secondary damage 2d6 Strength; Fortitude 
  save to resist (DC 14). 
   
  Possessions: full plate, masterwork heavy mace, 2 
  scrolls of cure moderate wounds. 
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 
  0—guidance (3), virtue (2); 1st—bane, deathwatch, 
  doom, magic weapon*, shield of faith; 2nd—death 
  knell (2), spiritual weapon*, summon monster II. 
   
  *Domain spell. Domains:  Evil (You cast evil spells 
  at +1 caster level.); War (Free Martial Weapon 
  Proficiency (if needed) and Weapon Focus with the 
  deity’s 
  favored 
  weapon.).
  
  Stone Heart 
  Round One 
  Page 29 
  APL 10 
  Derro savant: Male derro Sor8; CR 8; Medium-size 
  humanoid; HD 8d4; hp 26; Init +2; Spd 20 ft.; AC 13 
  (touch 12, flat-footed 11); Atk +6 ranged touch (spells); 
  SQ Dwarven blood, sunlight vulnerability, summon 
  familiar, darkvision 30 ft.; SR 18; AL LE; SV Fort +2, Ref 
  +4, Will +6; Str 6, Dex 14, Con 10, Int 10, Wis 10, Cha 
  16.  
   
  Skills and Feats: Concentration +11, Spellcraft 
  +11; Blind-Fight, Spell Focus (Illusion, Evocation, 
  Conjuration). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: +1 bracers of armor, potion of cure 
  light wounds, potion of cure moderate wounds. 
   
  Spells Known  (6/7/7/6/3; base DC = 13 + spell 
  level): 0—arcane mark, dancing lights’, daze, flare’, 
  ghost sound’, mage hand, ray of frost’, resistance; 1st—
  color spray’, magic missile’, negative energy ray, shield, 
  summon monster I’; 2nd—hypnotic pattern’, Melf's 
  acid arrow’; 3rd—fireball’, haste; 4th—Evard’s black 
  tentacles’. 
   
  ‘ Spell Focus, base DC = 15 + spell level. 
   
  Derro adepts (2): Male derro Sor6; CR 6; Medium-size 
  humanoid; HD 6d4+18; hp 40, 38; Init +7; Spd 20 ft.; 
  AC 14 (touch 13, flat-footed 11); Atk +7 ranged touch 
  (spells); SQ Dwarven blood, sunlight vulnerability, 
  summon familiar, darkvision 30 ft.; SR 18; AL LE; SV 
  Fort +5, Ref +5, Will +4; Str 6, Dex 16, Con 16, Int 10, 
  Wis 8, Cha 13.  
   
  Skills and Feats: Concentration +12, Spellcraft +9; 
  Blind-Fight, Combat Casting, Improved Initiative, 
  Weapon Focus (Ray). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: +1 bracers of armor, 2 potions of cure 
  light wounds. 
   
  Spells Known  (6/7/5/3; base DC = 11 + spell 
  level): 0—daze, flare, ghost sound, mage hand, 
  prestidigitation, ray of frost, resistance; 1st—charm 
  person, negative energy ray, shield, sleep; 2nd—Tasha’s 
  hideous laughter, web; 3rd—hold person. 
   
  Derro Berserker: Male derro Bar2/Ftr4; CR 6; 
  Medium-size humanoid; HD 2d12+4d10+18; hp 65; 
  Init +7; Spd 30 ft.; AC 19 (touch 13, flat-footed 19); Atk 
  +10/+5 melee (1d6+2/x4, heavy pick); SA Rage 1/day; 
  SQ Dwarven blood, sunlight vulnerability, uncanny 
  dodge (Dex bonus to AC), darkvision 30 ft.; SR 18; AL 
  NE; SV Fort +10, Ref +4, Will +1; Str 14, Dex 16, Con 
  16, Int 12, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +6, Jump +6, Listen +7, 
  Spot +4, Tumble +8; Blind-Fight, Cleave, Great Cleave, 
  Power Attack, Remain Conscious, Weapon Focus 
  (heavy pick), Weapon Specialization (heavy pick). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun.  
   
  Rage (Ex): Rage 1/day for 8 rounds; hp 77; AC 17 
  (touch 11, flat-footed 17); Atk +12/+7 melee (1d6+5/x4, 
  +1 heavy pick); SV Fort +12, Will +3; Str 18, Con 20. 
   
  Possessions: 
  masterwork 
  heavy 
  pick, 
  +1 
  breastplate, potion of bull’s strength, potion of cure 
  moderate wounds. 
   
  Derro cleric of Dispater: Female derro Clr6; CR 6; 
  Medium-size humanoid; HD 6d8+6; hp 46; Init +2; Spd 
  20 ft.; AC 20 (touch 11, flat-footed 19); Atk +6 melee 
  (1d8, heavy mace) or +6 ranged (1d10 + poison/19-20, 
  range 120 ft., heavy crossbow); SA Poisoned bolts, 
  rebuke 
  undead; 
  SQ 
  Dwarven 
  blood, 
  sunlight 
  vulnerability, negative energy channeling, darkvision 
  30 ft.; SR 18; AL LE; SV Fort +6, Ref +4, Will +8; Str 10, 
  Dex 14, Con 12, Int 12, Wis 16, Cha 5.  
   
  Skills and Feats: Concentration +10, Heal +12, 
  Spellcraft +10; Blind-Fight, Combat Casting, Dodge, 
  Mobility, Weapon Focus (heavy mace). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Poisoned Bolts: Derro Poison:  initial damage 2d6 
  Strength, secondary damage 2d6 Strength; Fortitude 
  save to resist (DC 14). 
   
  Possessions: +1 full plate, masterwork heavy mace, 
  2 scrolls of cure moderate wounds. 
    
  Spells Prepared (5/5/5/4; base DC = 13 + spell 
  level): 0—guidance (3), virtue (2); 1st—bane, 
  deathwatch, doom, magic weapon*, shield of faith; 
  2nd—bull’s strength, death knell (2), spiritual 
  weapon*, summon monster II; 3rd—animate dead (2), 
  dispel magic, magic circle against good*. 
   
  *Domain spell. Domains:  Evil (You cast evil spells 
  at +1 caster level.); War (Free Martial Weapon 
  Proficiency (if needed) and Weapon Focus with the 
  deity’s favored weapon.). 
   
  
  Stone Heart 
  Round One 
  Page 30 
  AL 12 
  Derro savant: Male derro Sor10; CR 10; Medium-size 
  humanoid; HD 10d4; hp 32; Init +6; Spd 20 ft. second; 
  AC 14 (touch 13, flat-footed 12); Atk +7 ranged touch 
  (spells); SQ Dwarven blood, sunlight vulnerability, 
  summon familiar, darkvision 30 ft.; SR 18; AL LE; SV 
  Fort +3, Ref +5, Will +7; Str 6, Dex 14, Con 10, Int 10, 
  Wis 10, Cha 16.  
   
  Skills and Feats: Concentration +13, Spellcraft 
  +13; Blind-Fight, Improved Initiative, Spell Focus 
  (Illusion, Evocation, Conjuration). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: +1 bracers of armor, +1 ring of 
  protection, 2 potions of cure moderate wounds. 
   
  Spells Known  (6/7/7/7/5/3; base DC = 13 + spell 
  level): 0—arcane mark, dancing lights’, daze, detect 
  magic, flare’, ghost sound’, mage hand, ray of frost’, 
  resistance; 1st—color spray’, magic missile’, negative 
  energy ray, shield, summon monster I’; 2nd—
  blindness/deafness, hypnotic pattern’, Melf's acid 
  arrow’; 3rd—fireball’, haste, invisibility sphere’; 4th—
  Evard’s black tentacles’, solid fog’; 5th—dominate 
  person. 
   
  ‘ Spell Focus, base DC = 15 + spell level. 
   
  Derro adepts (2): Male derro Sor8; CR 8; Medium-size 
  humanoid; HD 8d4+24; hp 51, 50; Init +7; Spd 20 ft.; 
  AC 15 (touch 14, flat-footed 12); Atk +7 ranged 
  (1d8/19-20, range 80 ft., light crossbow w/ normal 
  bolts, see equipment for other bolts available) or +8 
  ranged touch (rays) or +7 ranged touch (other ranged 
  spells); SA Poisoned bolts; SQ Dwarven blood, sunlight 
  vulnerability, summon familiar, darkvision 30 ft.; SR 
  18; AL LE; SV Fort +5, Ref +5, Will +5; Str 6, Dex 16, 
  Con 16, Int 10, Wis 8, Cha 14.  
   
  Skills and Feats: Concentration +14, Spellcraft 
  +11; Blind-Fight, Combat Casting, Improved Initiative, 
  Weapon Focus (Ray). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Poisoned Bolts: Shadow Essence Poison:  initial 
  damage 1 Strength (permanent), secondary damage 
  2d6 Strength; Fortitude save to resist (DC 17). 
   
  Possessions: +1 bracers of armor, light crossbow, 5 
  poisoned +1 crossbow bolts, 10 crossbow bolts, +2 
  screaming bolt. 
   
  Spells Known  (6/7/7/5/3; base DC = 12 + spell 
  level): 0—dancing lights, daze, flare, ghost sound, 
  mage hand, prestidigitation, ray of frost, resistance; 
  1st—charm person, negative energy ray, ray of 
  enfeeblement, shield, sleep; 2nd—blur, Tasha’s 
  hideous laughter, web; 3rd—flame arrow, hold person; 
  4th—phantasmal killer. 
   
  Derro Berserker: Male derro Bar4/Ftr4; CR 8; 
  Medium-size humanoid; HD 4d12+4d10+24; hp 89; 
  Init +3; Spd 25 ft.; AC 19 (touch 13, flat-footed 19); Atk 
  +13/+8 melee (1d6+6/x4, +1 heavy pick); SA Rage 
  2/day; SQ Dwarven blood, sunlight vulnerability, 
  uncanny dodge (Dex bonus to AC), darkvision 30 ft.; 
  SR 18; AL NE; SV Fort +11, Ref +5, Will +2; Str 16, Dex 
  16, Con 16, Int 12, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +11, Intimidate +9, Jump 
  +11, Listen +2, Spot +2, Tumble +6; Blind-Fight, Cleave, 
  Great Cleave, Power Attack, Remain Conscious, 
  Weapon Focus (heavy pick), Weapon Specialization 
  (heavy pick). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Rage (Ex): Rage 2/day for 8 rounds; hp 105; AC 17 
  (touch 11, flat-footed 17); Atk +15/+10 melee 
  (1d6+8/x4, +1 heavy pick); SV Fort +13, Will +4; Str 20; 
  Con 20. 
   
  Possessions: +1 heavy pick, +1 breastplate, potion 
  of bull’s strength, potion of cure moderate wounds. 
   
  Derro Cleric of Dispater: Female derro Clr8; CR 8; 
  Medium-size humanoid; HD 8d8+8; hp 60; Init +2; Spd 
  20 ft.; AC 20 (touch 11, flat-footed 19); Atk +8/3 melee 
  (1d8+1, +1 heavy mace) or +8/3 ranged (1d10 + 
  poison/19-20, range 120 ft., heavy crossbow); SA 
  Poisoned Bolts, rebuke undead; SQ Dwarven blood, 
  sunlight vulnerability, negative energy channeling, 
  darkvision 30 ft.; SR 18; AL LE; SV Fort +7, Ref +4, Will 
  +9; Str 10, Dex 14, Con 12, Int 12, Wis 16, Cha 6.  
   
  Skills and Feats: Concentration +12, Heal +14, 
  Spellcraft +12; Blind-Fight, Combat Casting, Dodge, 
  Mobility, Weapon Focus (heavy mace). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Poisoned Bolts: Derro Poison:  initial damage 2d6 
  Strength, secondary damage 2d6 Strength; Fortitude 
  save to resist (DC 14). 
   
  Possessions: +1 heavy mace, 2 scrolls of cure 
  moderate wounds, heavy crossbow, 10 bolts, +1 full 
  plate. 
  
  Stone Heart 
  Round One 
  Page 31 
   
  Spells Prepared (6/6/5/5/3; base DC = 13 + spell 
  level): 0—guidance (3), virtue (3); 1st—bane, cause 
  fear, deathwatch, doom, magic weapon*, shield of faith; 
  2nd—bull’s strength, death knell (2), spiritual 
  weapon*, summon monster II; 3rd—animate dead (2), 
  bestow curse, dispel magic, magic circle against good*; 
  4th—air walk, divine power, unholy blight*. 
   
  *Domain spell. Domains:  Evil (You cast evil spells 
  at +1 caster level.); War (Free Martial Weapon 
  Proficiency (if needed) and Weapon Focus with the 
  deity’s favored weapon.). 
  
  Stone Heart 
  Round One 
  Page 32 
  Appendix III – Gate Statistics 
    
  APL 2  
  Gnoll Captain: Male gnoll Bbn3; CR 3; Medium-size humanoid; HD 2d8+3d12+15; hp 49; Init +6; Spd 30 ft.; AC 19 
  (touch 12, flat-footed 19); Atk +9 melee (1d8+4/x3, masterwork battleaxe); SA: Rage 1/day; SQ Darkvision 60 ft., fast 
  movement, uncanny dodge (Dex to AC); AL NE; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16, Int 12, Wis 12, Cha 
  6.  
   
  Skills and Feats: Climb +6, Intuit Direction +6, Jump +6, Listen +8, Spot +5, Wilderness Lore +7; Cleave, Improved 
  Initiative, Power Attack, Weapon Focus (Battleaxe) 
   
  Rage (Ex): 1/day for 8 rounds; hp 59; AC 17 (touch 10, flat-footed 17); Atk +11 melee (1d8+6 /x3, masterwork 
  battleaxe); SV Fort +11, Will +4; Str 22, Con 20. 
   
  Possessions: Masterwork battleaxe, scale mail, large steel shield. 
  
  Stone Heart 
  Round One 
  Page 33 
  APL 4 
  Gnoll Ranger: Male gnoll Rgr1; CR 2; Medium-size 
  humanoid; HD 2d8+1d10+6; hp 29; Init +1; Spd 30 ft.; 
  AC 17 (touch 11, flat-footed 16); Atk +4 melee 
  (1d8+4/x3, masterwork battleaxe) and +3 melee 
  (1d8+2/x3, battleaxe offhand) or +6 melee (1d6+4, 
  armor spikes) or +6 melee (1d4+4/19-20, dagger) or +4 
  ranged (1d4+4/19-20, range 10ft., thrown dagger) or +4 
  ranged (1d8+1/x3, range 110 ft., mighty [+1] composite 
  longbow); SA: Favored enemy (humans +1); SQ 
  Darkvision 60 ft.; AL LE; SV Fort +7, Ref +1, Will +0; 
  Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Listen +7, Spot +5; Ambidexterity, 
  Dirty Fighting, Track, Two-Weapon Fighting, Weapon 
  Focus (Battleaxe). 
   
  Possessions: Spiked masterwork breastplate, 11 
  masterwork arrows, 10 arrows, masterwork battleaxe, 
  battleaxe, dagger, mighty [+1] composite longbow, +1 
  cloak of resistance (only one of the two has this, all 
  saves are lower by 1 on the other). 
   
  Gnoll Captain: Male gnoll Bbn6; CR 6; Medium-size 
  humanoid; HD 2d8+6d12+24; hp 79; Init +6; Spd 30 ft.; 
  AC 20 (touch 12, flat-footed 20); Atk +11/6 melee 
  (1d8+4/x3, masterwork battleaxe); SA: Rage 2/day; SQ 
  Darkvision 60 ft., fast movement, uncanny dodge (Dex 
  to AC, can’t be flanked); AL NE; SV Fort +11, Ref +4, 
  Will +3; Str 19, Dex 14, Con 16, Int 12, Wis 12, Cha 6.  
   
  Skills and Feats: Climb +9, Intuit Direction +9, 
  Jump +6, Listen +12, Spot +9, Wilderness Lore +7; 
  Cleave, Great Cleave, Improved Initiative, Power 
  Attack. 
   
  Rage (Ex): 1/day for 8 rounds; hp 95; AC 18 
  (touch 10, flat-footed 18); Atk +14/9 melee (1d8+6 /x3, 
  masterwork battleaxe); SV Fort +13, Will +5; Str 23, 
  Con 20. 
   
  Possessions: Masterwork battleaxe, breastplate, 
  large steel shield, potion of bull’s strength, potion of 
  endurance, potion of cure moderate wounds. 
   
   
  
  Stone Heart 
  Round One 
  Page 34 
  APL 6 
  Gnoll Ranger: Male gnoll Rgr1/Ftr2; CR 4; Medium-
  size humanoid; HD 2d8+3d10+10; hp 47; Init +5; Spd 
  30 ft.; AC 17 (touch 12, flat-footed 16); Atk +8 melee 
  (1d8+4/x3, masterwork battleaxe) and +8 melee 
  (1d8+2/x3, battleaxe offhand) or +8 melee (1d6+4/, 
  armor spikes) or +8 melee (1d4+4/19-20, dagger) or +5 
  ranged (1d4+4/19-20, range 10ft., thrown dagger) or +5 
  ranged (1d8+1/x3, range 110 ft., mighty [+1] composite 
  longbow); SA Favored enemy (humans +1); SQ 
  Darkvision 60 ft.; AL LE; SV Fort +8, Ref +2, Will +1; 
  Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Listen +8, Spot +8; Ambidexterity, 
  Dirty Fighting, Improved Initiative, Power Attack, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (Battleaxe). 
   
  Possessions: Spiked masterwork breastplate, 11 
  masterwork arrows, 10 arrows, 2 masterwork battleaxe, 
  dagger, mighty [+1] composite longbow, +1 cloak of 
  resistance (only one of the two has this, all saves are 
  lower by 1 on the other). 
   
  Gnoll Captain: Male gnoll Bbn8; CR 8; Medium-size 
  humanoid; HD 2d8+8d12+30; hp 99; Init +6; Spd 30 ft.; 
  AC 21 (touch 12, flat-footed 21); Atk +14/9 melee 
  (1d8+5/x3, masterwork battleaxe); SA: Rage 3/day; SQ 
  Darkvision 60 ft., fast movement, uncanny dodge (Dex 
  to AC, can’t be flanked); AL NE; SV Fort +12, Ref +4, 
  Will +3; Str 20, Dex 14, Con 16, Int 12, Wis 12, Cha 6.  
   
  Skills and Feats: Climb +12, Intuit Direction +6, 
  Jump +9, Listen +14, Spot +11, Wilderness Lore +7; 
  Cleave, Great Cleave, Improved Initiative, Power 
  Attack. 
   
  Rage (Ex): 1/day for 8 rounds; hp 119; AC 18 
  (touch 10, flat-footed 18); Atk +17/12 melee (1d8+7 
  /x3, masterwork battleaxe); SV Fort +14, Will +5; Str 
  24, Con 20. 
   
  Possessions: Masterwork battleaxe, +1 breastplate, 
  large steel shield, potion of bull’s strength, potion of 
  endurance, potion of cure moderate wounds. 
   
   
  
  Stone Heart 
  Round One 
  Page 35 
  APL 8 
  Derro Savant: Male derro Sor7; CR 8; Medium-size 
  humanoid; HD 7d4+7; hp 29; Init +5; Spd 20 ft.; AC 12 
  (touch 11, flat-footed 12); Atk +4 ranged touch (spells); 
  SQ Dwarven blood, sunlight vulnerability, summon 
  familiar, darkvision 30 ft.; SR 18; AL LE; SV Fort +3, Ref 
  +3, Will +5; Str 6, Dex 13, Con 13, Int 10, Wis 10, Cha 
  17.  
   
  Skills and Feats: Concentration +11, Knowledge 
  (Arcana) +10, Spellcraft +10; Blind-Fight, Combat 
  Casting, Dodge, Improved Initiative. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: Bracers of armor +1, 2 potions of cure 
  light wounds, potion of cure moderate wounds. 
   
  Spells Known (6/7/7/5; base DC = 13 + spell level): 
  0—dancing 
  lights, 
  daze, 
  flare, 
  mage 
  hand, 
  prestidigitation, ray of frost, resistance; 1st—burning 
  hands, chill touch, color spray, magic missile, shield; 
  2nd—molten rock*, web; 3rd—fireball, haste. 
   
  * New spell, see Appendix V. 
   
  Derro Assassin: Male derro Rog5/Asn2; CR 8; 
  Medium-size humanoid; HD 5d6+2d6+14; hp 46; Init 
  +4; Spd 20 ft.; AC 18 (touch 14, flat-footed 18); Atk +4 
  melee (1d6/19-20, short sword) or +8 ranged (1d4/19-
  20, hand crossbow); SA Sneak attack +4d6, death 
  attack; SQ Dwarven blood, sunlight vulnerability, 
  uncanny dodge (Dex to AC, can’t be flanked), poison 
  use, +1 saves vs. poison, evasion, darkvision 30 ft.; SR 
  18; AL CE; SV Fort +3, Ref +11, Will +2; Str 10, Dex 19, 
  Con 14, Int 12, Wis 12, Cha 4.  
   
  Skills and Feats: Balance +6, Disguise +2, Escape 
  Artist +9, Hide +24, Jump +7, Listen +11, Move Silently 
  +14, Perform +2, Pick Pocket +6, Spot +10, Tumble +16, 
  Use Magic Device +5, Use Rope +9; Blind-Fight, 
  Combat Reflexes, Dodge, Mobility. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Death Attack: If the assassin studies his target for 
  3 rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the additional effect of paralyzing or killing 
  the victim (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long 
  as his attention stays focused on the target and the 
  target does not detect the assassin or recognize the 
  assassin as an enemy. If the victim of such an attack 
  fails her Fortitude saving throw (DC 13) against the 
  kill effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim’s mind and body become 
  enervated, rendering her completely helpless and 
  unable to act for 1d6+2 rounds. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once the assassin has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds. If a death attack is attempted and fails 
  (the victim makes her save) or if the assassin does not 
  launch the attack within 3 rounds of completing the 
  study, 3 new rounds of study are required before he 
  can attempt another death attack. 
   
  Poisoned Bolts: Giant Wasp Poison: initial 
  damage 1d6 Dexterity, secondary damage 1d6 
  Dexterity; Fortitude save to resist (DC 18). 
   
  Possessions: hand crossbow, 10 poisoned crossbow 
  bolts, +1 studded leather of shadow, potion of hiding, 
  potion of cure moderate wounds, short sword, pearl of 
  power (1st level). 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—obscuring mist, spider climb. 
   
  Spellbook: 1st—obscuring mist, spider climb. 
   
  Derro Monk: Male derro Mnk7; CR 8; Medium-size 
  humanoid; HD 7d8+14; hp 52; Init +7; Spd 35 ft.; AC 17 
  (touch 15, flat-footed 17); Atk +8/+5 melee (1d8+2, 
  unarmed strike); SA Stunning attack (7/day, DC 15); 
  SQ Dwarven blood, sunlight vulnerability, evasion, still 
  mind, slow fall (30 ft.), purity of body, wholeness of 
  body, leap of the clouds, darkvision 60 ft.; SR 18; AL 
  CE; SV Fort +7, Ref +8, Will +7; Str 14, Dex 17, Con 14, 
  Int 12, Wis 14, Cha 4. 
   
  Skills and Feats: Escape Artist +13, Hide +13, Jump 
  +12, Move Silently +13, Tumble +13; Blind-Fight, 
  Deflect Arrows, Improved Initiative, Improved Trip, 
  Improved Unarmed Strike, Power Attack, Stunning 
  Fist, Weapon Focus (unarmed). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Still Mind: +2 bonus to saving throws against 
  spells and effects from the Enchantment school. 
   
  Wholeness of Body: can heal up to 14 hit points 
  each day as a supernatural ability. 
   
  Possessions: Bracers of armor +1, potion of cure 
  moderate wounds. 
   
   
  Derro Druid: Female Derro Drd8; CR 9; Medium-size 
  humanoid; HD 7d8+7; hp 53; Init +6; Spd 20 ft.; AC 15 
  (touch 12, flat-footed 13); Atk +6 melee (1d6-1/18-20, 
  
  Stone Heart 
  Round One 
  Page 36 
  masterwork scimitar) or +7 ranged (1d4-1 + poison, 
  range 20 ft., poisoned darts); SA Poisoned darts; SQ 
  Dwarven blood, sunlight vulnerability, nature sense, 
  animal companion, woodland stride, trackless step, 
  resist nature’s lure, wildshape 3/day, darkvision 30 ft.; 
  SR 18; AL NE; SV Fort +6, Ref +4, Will +8; Str 8, Dex 
  14, Con 12, Int 10, Wis 17, Cha 8.  
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +9, 
  Concentration +11, Handle Animal +9, Ride +4, 
  Spellcraft +10; Blind-Fight, Combat Casting, Improved 
  Initiative, Weapon Focus (scimitar). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Wildshape (Sp): Able to polymorph self into a 
  Small or Medium-size animal (but not a dire animal) 
  and back three times per day. Unlike the standard use 
  of the spell, however, the druid may adopt only one 
  form. As stated in the spell description, the druid 
  regains hit points as if he or she has rested for a day. 
  The druid does not risk the standard penalty for being 
  disoriented while in the wild shape. 
   
  Poisoned Darts: Derro Poison: initial damage 2d6 
  Strength, secondary damage 2d6 Strength; Fortitude 
  save to resist (DC 14). 
   
  Possessions: hide armor, collar of resistance +1 (on 
  dire lion), 10 poisoned darts, masterwork scimitar, 
  potion of spider climb, 2 potions of cure light wounds. 
   
  Spells Prepared (6/5/4/3/2; base DC = 13 + spell 
  level): 0—cure minor wounds (3), flare (3); 1st—cure 
  light wounds, magic fang, obscuring mist, summon 
  nature's ally I (2); 2nd—barkskin, produce flame, 
  summon nature's ally II (2); 3rd—molten rock**, 
  regenerate ring*, summon nature's ally III; 4th—spike 
  stones, summon nature's ally IV. 
   
  * See Appendix V. 
   
  ** New spell, see Appendix V. 
   
  Dire Lion: CR –; Large animal; HD 8d8+24; hp 60; Init 
  +2; Spd 40 ft.; AC 15 (touch 11, flat-footed 13); Atk +12 
  melee (1d6+7, 2 claws), +7 melee (1d8+3, bite); SA 
  pounce, improved grab, rake 1d6+3; SQ Scent; 
  Face/Reach: 5 ft. by 10 ft./5 ft.; AL NE; SV Fort +10, 
  Ref +9, Will +8; Str 25, Dex 15, Con 17, Int 2, Wis 12, 
  Cha 10.  
   
  Skills and Feats: Hide +5*, Jump +10, Listen +4, 
  Move Silently +9, Spot +4. 
   
  Pounce (Ex): If a dire lion leaps upon a foe during 
  the first round of combat, it can make a full attack 
  action even if it has already taken a move action. 
   
  Improved Grab (Ex): To use this ability, the dire 
  lion must hit with its bite attack.  If it gets a hold, it can 
  rake. (grapple bonus +16). 
   
  Rake (Ex): A dire lion can make two rake attacks 
  (+12 melee) against a held creature with its hind legs 
  for 1d6+3 damage each.  If the dire lion pounces on an 
  opponent, it can also rake. 
   
  Skills: Dire lions receive a +4 racial bonus to Hide 
  and Move Silently. *In areas of tall grass or heavy 
  undergrowth, the Hide bonus increases to +8. 
   
  Possessions: collar of resistance +1. 
   
  
  Stone Heart 
  Round One 
  Page 37 
  APL 10 
  Derro Savant: Male derro Sor9; CR 10; Medium-size 
  humanoid; HD 9d4+18; hp 47; Init +7; Spd 20 ft.; AC 12 
  (touch 12, flat-footed 10); Atk +8 ranged touch (spells); 
  SQ Dwarven blood, sunlight vulnerability, summon 
  familiar, darkvision 30 ft.; SR 18; AL LE; SV Fort +5, Ref 
  +5, Will +6; Str 6, Dex 14, Con 14, Int 10, Wis 10, Cha 
  20.  
   
  Skills and Feats: Concentration +14, Knowledge 
  (Arcana) +12, Spellcraft +12; Blind-Fight, Combat 
  Casting, Dodge, Improved Initiative, Mobility. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: cloak of charisma +2, potion of fly, 
  potion of cure moderate wounds. 
   
  Spells Known (6/7/7/5/4; base DC = 15 + spell 
  level): 0—arcane mark, dancing lights, daze, flare, 
  mage hand, prestidigitation, ray of frost, resistance; 
  1st—burning hands, chill touch, color spray, magic 
  missile, shield; 2nd—blur, molten rock**, shatter, web; 
  3rd—fireball, haste, protection from elements; 4th—
  acid orb*, ice storm*. 
   
  * See Appendix V. 
   
  ** New spell, see Appendix V. 
   
  Derro Assassin: Male derro Rog5/Ass2/Shd2; CR 10; 
  Medium-size humanoid; HD 5d6+2d6+2d8+18; hp 62; 
  Init +5; Spd 20 ft.; AC 19 (touch 14, flat-footed 18); Atk 
  +6 melee (1d6/ 19-20, masterwork short sword) or +10 
  ranged (1d4/19-20, hand crossbow); SA Sneak attack 
  +4d6, death attack; SQ Dwarven blood, sunlight 
  vulnerability, uncanny dodge (Dex to AC, can’t be 
  flanked), poison use, +1 saves vs. poison, evasion, hide 
  in plain sight, darkvision 60 ft.; SR 18; AL CE; SV Fort 
  +3, Ref +15, Will +2; Str 10, Dex 20, Con 14, Int 12, Wis 
  12, Cha 4.  
   
  Skills and Feats: Balance +12, Disguise +2, Escape 
  Artist +10, Hide +27, Jump +7, Listen +13, Move 
  Silently +17, Perform +2, Spot +13, Tumble +17, Use 
  Magic Device +5, Use Rope +10; Blind-Fight, Combat 
  Reflexes, Dodge, Mobility, Spring Attack. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Death Attack: If the assassin studies his target for 
  3 rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the additional effect of paralyzing or killing 
  the victim (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long 
  as his attention stays focused on the target and the 
  target does not detect the assassin or recognize the 
  assassin as an enemy. If the victim of such an attack 
  fails her Fortitude saving throw (DC 13) against the 
  kill effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim’s mind and body become 
  enervated, rendering her completely helpless and 
  unable to act for 1d6+2 rounds. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once the assassin has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds. If a death attack is attempted and fails 
  (the victim makes her save) or if the assassin does not 
  launch the attack within 3 rounds of completing the 
  study, 3 new rounds of study are required before he 
  can attempt another death attack. 
   
  Hide in Plain Sight (Su): Shadowdancers can use 
  the Hide skill even while being observed. As long as 
  they are within 10 feet of some sort of shadow, 
  shadowdancers can hide themselves from view in the 
  open without having anything to actually hide behind. 
  They cannot, however, hide in their own shadows. 
   
  Poisoned Bolts: Deathblade: initial damage 1d6 
  Constitution, secondary damage 2d6 Constitution; 
  Fortitude save to resist (DC 20). 
   
  Possessions: masterwork hand crossbow, 10 
  poisoned +1 crossbow bolts, +1 studded leather of 
  shadow, potion of cure moderate wounds, masterwork 
  short sword, pearl of power (1st level). 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—obscuring mist, spider climb. 
   
  Spellbook: 1st—obscuring mist, spider climb. 
   
   
  Derro Monk: Male derro Mnk9; CR 10; Medium-size 
  humanoid; HD 9d8+18; hp 66; Init +8; Spd 40 ft.; AC 17 
  (touch 17, flat-footed 17); Atk +9/+6 melee (1d10+2, 
  unarmed strike); SA Stunning attack (9/day, DC 16); 
  SQ Dwarven blood, sunlight vulnerability, evasion, still 
  mind, slow fall (50 ft.), purity of body, wholeness of 
  body, leap of the clouds, improved evasion, darkvision 
  60 ft.; SR 18; AL CE; SV Fort +8, Ref +10, Will +8; Str 
  14, Dex 18, Con 14, Int 12, Wis 14, Cha 4. 
   
  Skills and Feats: Escape Artist+14, Hide+14, 
  Jump+12, Move Silently+14, Tumble+14; Blind-Fight, 
  Cleave, Deflect Arrows, Improved Initiative, Improved 
  Trip, Power Attack, Weapon Focus (unarmed). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
  
  Stone Heart 
  Round One 
  Page 38 
   
  Still Mind: +2 bonus to saving throws against 
  spells and effects from the Enchantment school. 
   
  Wholeness of Body: can heal up to 18 hit points 
  each day as a supernatural ability. 
   
  Possessions: Sandals of the tiger’s leap*, potion of 
  cure moderate wounds, potion of flaming fists*. 
   
  * See Appendix VII. 
   
  Derro Druid of Dispater: Female Derro Drd9; CR 10; 
  Medium-size humanoid; HD 9d8+9; hp 67; Init +6; Spd 
  20 ft.; AC 15 (touch 12, flat-footed 13); Atk +7/+2 melee 
  (1d6-1/18-20, scimitar) or +8/+3 ranged (1d4-1 + 
  poison, range 20 ft., poisoned darts); SA Poisoned darts; 
  SQ Dwarven blood, sunlight vulnerability, nature 
  sense, animal companion, woodland stride, trackless 
  step, resist nature’s lure, wildshape 3/day, wildshape 
  large, venom immunity, darkvision 30 ft.; SR 18; AL 
  NE; SV Fort +7, Ref +5, Will +10; Str 8, Dex 14, Con 12, 
  Int 10, Wis 18, Cha 8.  
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +11, 
  Concentration +13, Handle Animal +11, Ride +4, 
  Spellcraft +12; Blind-Fight, Combat Casting, Dodge, 
  Improved Initiative, Weapon Focus (scimitar). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Wildshape (Sp): Able to polymorph self into a 
  Small, Medium-size or Large animal (but not a dire 
  animal) and back three times per day. Unlike the 
  standard use of the spell, however, the druid may adopt 
  only one form. As stated in the spell description, the 
  druid regains hit points as if he or she has rested for a 
  day. The druid does not risk the standard penalty for 
  being disoriented while in the wild shape. 
   
  Venom Immunity: Immune to all organic 
  poisons, including monster poisons but not mineral 
  poisons or poison gas. 
   
  Poisoned Darts: Derro Poison: initial damage 2d6 
  Strength, secondary damage 2d6 Strength; Fortitude 
  save to resist (DC 14). 
   
  Possessions: hide armor, collar of resistance +1 (on 
  dire lion), 10 poisoned darts, masterwork scimitar, 
  scroll of cure light wounds. 
   
  Spells Prepared (6/6/5/4/3/2; base DC = 14 + spell 
  level): 0—cure minor wounds (3), flare (3); 1st—cure 
  light wounds, magic fang, obscuring mist (2), summon 
  nature's ally I (2); 2nd—barkskin, creeping cold* (2), 
  summon nature's ally II (2); 3rd—molten rock**, 
  regenerate ring*, summon nature's ally III (2); 4th—
  flame strike, spike stones, summon nature's ally IV; 
  5th—ice storm, summon nature's ally V. 
   
  * See Appendix V. 
   
  ** New spell, see Appendix V. 
   
  Dire Lion: CR –; Large animal; HD 8d8+24; hp 60; Init 
  +2; Spd 40 ft.; AC 15 (touch 11, flat-footed 13); Atk +12 
  melee (1d6+7, 2 claws), +7 melee (1d8+3, bite); SA 
  pounce, improved grab, rake 1d6+3; SQ Scent; 
  Face/Reach: 5 ft. by 10 ft./5 ft.; AL NE; SV Fort +10, 
  Ref +9, Will +8; Str 25, Dex 15, Con 17, Int 2, Wis 12, 
  Cha 10.  
   
  Skills and Feats: Hide +5*, Jump +10, Listen +4, 
  Move Silently +9, Spot +4. 
   
  Pounce (Ex): If a dire lion leaps upon a foe during 
  the first round of combat, it can make a full attack 
  action even if it has already taken a move action. 
   
  Improved Grab (Ex): To use this ability, the dire 
  lion must hit with its bite attack.  If it gets a hold, it can 
  rake. (grapple bonus +16). 
   
  Rake (Ex): A dire lion can make two rake attacks 
  (+12 melee) against a held creature with its hind legs 
  for 1d6+3 damage each.  If the dire lion pounces on an 
  opponent, it can also rake. 
   
  Skills: Dire lions receive a +4 racial bonus to Hide 
  and Move Silently. *In areas of tall grass or heavy 
  undergrowth, the Hide bonus increases to +8. 
   
  Possessions: collar of resistance +1. 
   
  
  Stone Heart 
  Round One 
  Page 39 
  APL 12 
  Derro Savant: Male derro Sor11; CR 12; Medium-size 
  humanoid; HD 11d4+22; hp 57; Init +6; Spd 20 ft.; AC 
  12 (touch 12, flat-footed 10); Atk +8 ranged touch 
  (spells); SQ Dwarven blood, sunlight vulnerability, 
  summon familiar, darkvision 30 ft.; SR 18; AL LE; SV 
  Fort +5, Ref +5, Will +7; Str 6, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +16, Knowledge 
  (Arcana) +14, Spellcraft +14; Blind-Fight, Combat 
  Casting, Dodge, Improved Initiative, Mobility. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Possessions: cloak of charisma +2, potion of fly, 
  potion of cure moderate wounds. 
   
  Spells Known (6/7/7/7/6/4; base DC = 14 + spell 
  level): 0—arcane mark, dancing lights, daze, detect 
  magic, flare, mage hand, prestidigitation, ray of frost, 
  resistance; 1st—burning hands, chill touch, color 
  spray, magic missile, shield; 2nd—blur, endurance, 
  molten rock**, shatter, web; 3rd—fireball, flame arrow, 
  haste, protection from elements; 4th—acid orb*, ice 
  storm, improved invisibility; 5th—cone of cold, 
  summon monster V. 
   
  * See Appendix V. 
   
  ** New spell, see Appendix V. 
   
  Derro Assassin: Male derro Rog5/Ass4/Shd2; CR 12; 
  Medium-size humanoid; HD 5d6+4d6+2d8+22; hp 74; 
  Init +5; Spd 20 ft.; AC 19 (touch 16, flat-footed 17); Atk 
  +8/+3 melee (1d6/19-20, short sword) or +13/+8 
  ranged (1d4/19-20, hand crossbow); SA Sneak attack 
  +5d6, death attack; SQ Dwarven blood, sunlight 
  vulnerability, uncanny dodge (Dex to AC, can’t be 
  flanked, +1 against traps), poison use, +1 saves vs. 
  poison, evasion, hide in plain sight, darkvision 60 ft.; 
  SR 18; AL CE; SV Fort +4, Ref +16, Will +3; Str 10, Dex 
  20, Con 14, Int 12, Wis 12, Cha 4.  
   
  Skills and Feats: Balance +12, Disguise +2, Escape 
  Artist +10, Hide +29, Jump +7, Listen +11, Move 
  Silently +19, Perform +2, Spot +15, Tumble +19, Use 
  Magic Device +9, Use Rope +10; Blind-Fight, Combat 
  Reflexes, Dodge, Mobility, Spring Attack. 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Death Attack: If the assassin studies his target for 
  3 rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the additional effect of paralyzing or killing 
  the victim (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long 
  as his attention stays focused on the target and the 
  target does not detect the assassin or recognize the 
  assassin as an enemy. If the victim of such an attack 
  fails her Fortitude saving throw (DC 15) against the 
  kill effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim’s mind and body become 
  enervated, rendering her completely helpless and 
  unable to act for 1d6+2 rounds. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once the assassin has completed the 3 rounds 
  of study, he must make the death attack within the 
  next 3 rounds. If a death attack is attempted and fails 
  (the victim makes her save) or if the assassin does not 
  launch the attack within 3 rounds of completing the 
  study, 3 new rounds of study are required before he 
  can attempt another death attack. 
   
  Hide in Plain Sight (Su): Shadowdancers can use 
  the Hide skill even while being observed. As long as 
  they are within 10 feet of some sort of shadow, 
  shadowdancers can hide themselves from view in the 
  open without having anything to actually hide behind. 
  They cannot, however, hide in their own shadows. 
   
  Poisoned Bolts: Deathblade: initial damage 1d6 
  Constitution, secondary damage 2d6 Constitution; 
  Fortitude save to resist (DC 20). 
   
  Possessions: masterwork hand crossbow, 2 
  poisoned +2 crossbow bolts, 6 poisoned +1 crossbow 
  bolts, +1 studded leather of shadow, potion of cure 
  moderate wounds, masterwork short sword, wand of 
  magic missiles (3rd level caster, 5 charges), pearl of 
  power (1st level). 
   
  Spells Prepared (2/1; base DC = 11 + spell level): 
  1st—obscuring mist, spider climb; 2nd—darkness. 
   
  Spellbook: 1st—obscuring mist, spider climb; 
  2nd—darkness. 
   
  Derro Monk: Male derro Mnk11; CR 12; Medium-size 
  humanoid; HD 11d8+22; hp 80; Init +8; Spd 40 ft.; AC 
  19 (touch 19, flat-footed 19); Atk +11/+8/+5 melee 
  (1d10+2, unarmed strike); SA Stunning attack (9/day, 
  DC 16); SQ Dwarven blood, sunlight vulnerability, 
  evasion, still mind, slow fall (50 ft.), purity of body, 
  wholeness of body, leap of the clouds, improved 
  evasion, ki strike +1, diamond body, darkvision 60 ft.; 
  SR 18; AL CE; SV Fort +10, Ref +12, Will +11; Str 14, 
  Dex 18, Con 14, Int 12, Wis 16, Cha 4. 
   
  Skills and Feats: Escape Artist+18, Hide+18, 
  Jump+16, Move Silently+18, Tumble+18; Blind-Fight, 
  Cleave, Deflect Arrows, Improved Initiative, Improved 
  Trip, Power Attack, Weapon Focus (unarmed). 
  
  Stone Heart 
  Round One 
  Page 40 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Still Mind: +2 bonus to saving throws against 
  spells and effects from the Enchantment school. 
   
  Wholeness of Body: can heal up to 22 hit points 
  each day as a supernatural ability. 
   
  Possessions: Sandals of the tiger’s leap*, cloak of 
  resistance +1, periapt of wisdom +2, potion of cure 
  moderate wounds, potion of flaming fists*. 
   
  * See Appendix VII. 
   
  Derro Druid of Dispater: Female Derro Drd11; CR 12; 
  Medium-size humanoid; HD 11d8+11; hp 81; Init +6; 
  Spd 20 ft.; AC 16 (touch 12, flat-footed 14); Atk +9/+4 
  melee (1d6-1/18-20, scimitar) or +10/+5 ranged (1d4-1 
  + poison, range 20 ft., poisoned darts); SA Poisoned 
  darts; SQ Dwarven blood, sunlight vulnerability, 
  nature sense, animal companion, woodland stride, 
  trackless step, resist nature’s lure, wildshape 4/day, 
  wildshape large, venom immunity, wildshape tiny, 
  darkvision 30 ft.; SR 18; AL NE; SV Fort +9, Ref +6, 
  Will +12; Str 8, Dex 14, Con 12, Int 10, Wis 18, Cha 8.  
   
  Skills 
  and 
  Feats: 
  Animal 
  Empathy 
  +11, 
  Concentration +13, Handle Animal +11, Heal +10, 
  Ride +4, Spellcraft +14; Blind-Fight, Combat Casting, 
  Dodge, Improved Initiative, Weapon Focus (scimitar). 
   
  Sunlight Vulnerability (Ex): Derro take 1 point 
  of Constitution damage for every hour they are 
  exposed to sunlight, dying when their Constitution 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per day out of the sun. 
   
  Wildshape (Sp): Able to polymorph self into a 
  Tiny, Small, Medium-size or Large animal (but not a 
  dire animal) and back four times per day. Unlike the 
  standard use of the spell, however, the druid may adopt 
  only one form. As stated in the spell description, the 
  druid regains hit points as if he or she has rested for a 
  day. The druid does not risk the standard penalty for 
  being disoriented while in the wild shape. 
   
  Venom Immunity: Immune to all organic 
  poisons, including monster poisons but not mineral 
  poisons or poison gas. 
   
  Poisoned Darts: Derro Poison: initial damage 2d6 
  Strength, secondary damage 2d6 Strength; Fortitude 
  save to resist (DC 14). 
   
  Possessions: +1 hide armor, collar of resistance +1 
  (on dire lion), 10 poisoned darts, masterwork scimitar. 
   
  Spells Prepared (6/7/5/5/4/3/1; base DC = 14 + 
  spell level): 0—cure minor wounds (3), flare (3); 1st—
  cure light wounds (2), magic fang, obscuring mist (2), 
  summon nature's ally I (2); 2nd—barkskin, creeping 
  cold (2), summon nature's ally II (2); 3rd—molten 
  rock* (2), regenerate ring*, summon nature's ally III 
  (2); 4th—flame strike, spike stones, summon nature's 
  ally IV (2); 5th—ice storm (2), summon nature's ally V; 
  6th—summon nature's ally VI. 
  * see Appendix V. 
  ** New spell see Appendix V. 
   
  Awakened Dire Lion Berserker: CR –; Large animal; 
  HD 10d8+1d12+33; hp 85; Init +2; Spd 50 ft.; AC 22 
  (touch 11, flat-footed 20); Atk +14 melee (1d6+7, 2 
  claws), +9 melee (1d8+3, bite); SA pounce, improved 
  grab, rake 1d6+3, rage 1/day; SQ Scent; Face/Reach: 5 
  ft. by 10 ft./5 ft.; AL NE; SV Fort +13, Ref +10, Will +8; 
  Str 25, Dex 15, Con 17, Int 14, Wis 12, Cha 11.  
   
  Skills and Feats: Climb +11, Hide +7*, Jump +14, 
  Listen +8, Move Silently +11, Spot +6. 
   
  Pounce (Ex): If a dire lion leaps upon a foe during 
  the first round of combat, it can make a full attack 
  action even if it has already taken a move action. 
   
  Improved Grab (Ex): To use this ability, the dire 
  lion must hit with its bite attack.  If it gets a hold, it can 
  rake. (grapple bonus +16). 
   
  Rake (Ex): A dire lion can make two rake attacks 
  (+14 melee) against a held creature with its hind legs 
  for 1d6+3 damage each.  If the dire lion pounces on an 
  opponent, it can also rake. 
   
  Skills: Dire lions receive a +4 racial bonus to Hide 
  and Move Silently. *In areas of tall grass or heavy 
  undergrowth, the Hide bonus increases to +8. 
   
  Rage: 1/day for 8 rounds; hp 107; AC 20 (touch 9, 
  flat-footed 18); Atk +16 melee (1d6+9, 2 claws), +11 
  melee (1d8+4, bite); SV Fort +15, Will +10; Str 29, Con 
  21. 
   
  Possessions: +1 breastplate (barding), collar of 
  resistance. 
  
  Stone Heart 
  Round One 
  Page 41 
  Appendix IV – Optional Encounter Statistics 
  Etherspitter: CR 2; Small aberration; HD 3d8; hp 13 
  (ave); Init +8; Spd 40 ft.; AC 19 (touch 15, flat-footed 15); 
  Atk +5 melee (1d6+3, bite); SA Ethereal spit, steal dead; 
  SQ Stick, minor fading, fast healing 1, Chitter; AL N; SV 
  Fort +1, Ref +5, Will +3; Str 14, Dex 18, Con 11, Int 1, Wis 
  10, Cha 10.  
   
  Skills and Feats: Listen +3, Spot +3; Improved 
  Initiative. 
   
  Ethereal Spit (Su): Opposed to a bite attack, the 
  etherspitter can issue forth a gob of highly magical spit. 
  Treat this attack as a +7 ranged touch attack with a range 
  of 10 feet. Anything hit by this spit receives 1d8 points of 
  damage as a portion of the target is forcefully shifted to 
  the Ethereal plane. This spit can be used on objects as 
  well as living beings and ignores any hardness the object 
  might posses. This spit causes has no effect within the 
  area of a dimensional anchor spell or similar effect that 
  prevents planar travel. This ability can be used every 
  round. 
   
  Steal Dead (Su): As a full round action, the 
  etherspitter can shift the entire body of a dead creature to 
  the Ethereal plane. This ability may only be used on dead 
  creatures of size large or smaller. If damaged during this 
  action, the shift is disrupted. This ability may only be 
  used if three or more etherspitters participate in the 
  action. This ability cannot be used with the area of a 
  dimensional anchor spell or other similar effect that 
  prevents planar travel. 
   
  Stick (Ex): The many legs of an etherspitter allow it 
  to move at full speed along any surface. This effect is 
  similar to that of spider climb but without the speed 
  restriction. 
   
  Minor Fading (Su): With this ability, the 
  etherspitter can shift between the Ethereal and Material 
  plane. This feat takes 1d6 rounds to complete during 
  which time, the etherspitter is considered incorporeal to 
  creatures on both planes in that it requires +1 weapons to 
  hit, and has a 50% chance to ignore the damage from any 
  corporeal source. The etherspitter can take only move 
  actions during this period. Activating this ability is a 
  move equivalent action. The use of this ability is not 
  possible with the area of a dimensional anchor or other 
  magics that prevent planar travel. 
   
  Fast Healing 1 (Ex): With this ability the 
  etherspitter recovers 1 hit point per round spent on the 
  ethereal plane. An etherspitter reduced to -10 hit points 
  still dies however. This ability has no effect on the 
  material plane. 
   
  Chitter (Ex): The etherspitter emits a constant 
  clicking noise. This noise ruins any attempt at surprise 
  that the creature might attempt to gain and results in a –8 
  circumstance penalty to any Move Silently skill check. 
   
  Etherscout: CR 3; Medium-size aberration; HD 4d8+4; 
  hp 22 (ave); Init +5; Spd 30 ft., fly 60 ft. (good); AC 17 
  (touch 15, flat-footed 12); Atk +4 melee (1d8+1, bite), +2 
  melee (1d6, 2 claws); SA Breath weapon; SQ Darkvision 
  60 ft., ethereal jaunt, fast healing 1; AL N; SV Fort +2, Ref 
  +6, Will +4; Str 12, Dex 20, Con 13, Int 7, Wis 11, Cha 10.  
   
  Skills and Feats: Move Silently +12, Listen +6, Spot 
  +11*; Flyby Attack, Multiattack. 
   
  Breath Weapon (Su): Paralysis (1d4 hours), cone, 
  30 feet, every 2d4 rounds (but no more than four times 
  per day); Fortitude save (DC 13). 
   
  Ethereal Jaunt (Su): An etherscout can shift from 
  the Ethereal to the Material Plane as a free action, and 
  can shift back again as a move-equivalent action (or as 
  part of a move-equivalent action). This ability is otherwise 
  identical with ethereal jaunt cast by a 15th-level sorcerer.  
   
  Fast Healing 1 (Ex): An etherscout recovers 1 hit 
  point per round spent on the Ethereal Plane. If reduced 
  to -10 hit points or lower, the etherscout still dies. This 
  ability has no effect on the Material Plane. 
   
  Skills: *Etherscouts receive a +4 racial bonus to Spot 
  checks, due to their numerous eyes.  
   
  Etherscout, Advanced 8 HD: CR 5; Large aberration; 
  HD 8d8+24; hp 56 (ave); Init +8; Spd 30 ft., fly 60 ft. 
  (good); AC 17 (touch 13, flat-footed 13); Atk +10 melee 
  (2d6+5, bite), +8 melee (1d8+2, 2 claws); SA Breath 
  weapon; SQ Darkvision 60 ft., ethereal jaunt, fast healing 
  1; Face/Reach 5 ft. by 5 ft. / 10 ft.; AL N; SV Fort +5, Ref 
  +6, Will +8; Str 20, Dex 18, Con 17, Int 7, Wis 11, Cha 10.  
   
  Skills and Feats: Move Silently +14, Listen +10, Spot 
  +13*; Flyby Attack, Improved Initiative, Multiattack. 
   
  Breath Weapon (Su): Paralysis (1d4 hours), cone, 
  30 feet, every 2d4 rounds (but no more than four times 
  per day); Fortitude save (DC 17). 
   
  Ethereal Jaunt (Su): An etherscout can shift from 
  the Ethereal to the Material Plane as a free action, and 
  can shift back again as a move-equivalent action (or as 
  part of a move-equivalent action). This ability is otherwise 
  identical with ethereal jaunt cast by a 15th-level sorcerer.  
   
  Fast Healing 1 (Ex): An etherscout recovers 1 hit 
  point per round spent on the Ethereal Plane. If reduced 
  to -10 hit points or lower, the etherscout still dies. This 
  ability has no effect on the Material Plane. 
   
  Skills: *Etherscouts receive a +4 racial bonus to Spot 
  checks, due to their numerous eyes.  
   
  Etherhulk, Advanced 18 HD: CR 7; Huge Aberration; 
  HD 18d8+108; hp 189 (ave); Init +0; Spd 30 ft.; AC 20 
  (touch 8, flat-footed 20); Atk +22 melee (1d8+10, 2 claws); 
  SA Rend 2d8+15, Dazing gaze; SQ Minor Fading, Fast 
  
  Stone Heart 
  Round One 
  Page 42 
  Healing 1; Face/Reach 10 ft. by 10 ft. / 15 ft.; AL N; SV 
  Fort +12, Ref +6, Will +11; Str 31, Dex 11, Con 23, Int 6, 
  Wis 11, Cha 10.  
   
  Skills and Feats: Climb +8, Jump +9, Listen +22, Spot 
  +19; Cleave, Great Cleave, Multiattack, Power Attack, 
  Weapon Focus (claw). 
   
  Rend (Ex): If an etherhulk hits with both claw 
  attacks, it latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an additional 
  2d8+15 points of damage. 
   
  Minor Fading (Su): With this ability, the etherhulk 
  can shift between the Ethereal and Material plane. This 
  feat takes 1d6 rounds to complete during which time, the 
  etherhulk is considered incorporeal to creatures on both 
  planes in that it requires +1 weapons to hit, and has a 50% 
  chance to ignore the damage from any corporeal source. 
  The etherhulk can take only move actions during this 
  period. Activating this ability is a move equivalent action. 
  The use of this ability is not possible with the area of a 
  dimensional anchor or other magics that prevent planar 
  travel. 
   
  Fast Healing 1 (Ex): With this ability the etherhulk 
  recovers 1 hit point per round spent on the Ethereal 
  plane. An etherhulk reduced to -10 hit points still dies 
  however. This ability has no effect on the material plane. 
   
  Dazing Gaze (Su) – As the daze spell, 1 round effect 
  with no HD restrictions, 30 ft. range, Will save (DC 19). 
   
  Etherhulk Overlord: Etherhulk, advanced 18 HD Ftr5; 
  CR 12; Huge aberration; HD 18d8+5d10+161; hp 269 
  (ave); Init +0; Spd 30 ft.; AC 20 (touch 8, flat-footed 20); 
  Atk +27 melee (1d8+12/19-20, 2 claws); SA Rend 2d8+15, 
  Dazing gaze; SQ Minor Fading, Fast Healing 1; 
  Face/Reach 10 ft. by 10 ft. / 15 ft.; AL N; SV Fort +17, Ref 
  +11, Will +19; Str 31, Dex 11, Con 24, Int 6, Wis 11, Cha 
  10.  
   
  Skills and Feats: Climb +13, Jump +9, Listen +22, 
  Spot +19; Cleave, Dodge, Great Cleave, Improved Critical 
  (claw), Mobility, Multiattack, Power Attack, Spring 
  Attack, Weapon Focus (claw), Weapon Specialization 
  (claw). 
   
  Rend (Ex): If an etherhulk hits with both claw 
  attacks, it latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an additional 
  2d8+15 points of damage. 
   
  Minor Fading (Su): With this ability, the etherhulk 
  can shift between the Ethereal and Material plane. This 
  feat takes 1d6 rounds to complete during which time, the 
  etherhulk is considered incorporeal to creatures on both 
  planes in that it requires +1 weapons to hit, and has a 50% 
  chance to ignore the damage from any corporeal source. 
  The etherhulk can take only move actions during this 
  period. Activating this ability is a move equivalent action. 
  The use of this ability is not possible with the area of a 
  dimensional anchor or other magics that prevent planar 
  travel. 
   
  Fast Healing 1 (Ex): With this ability the etherhulk 
  recovers 1 hit point per round spent on the Ethereal 
  plane. An etherhulk reduced to -10 hit points still dies 
  however. This ability has no effect on the material plane. 
   
  Dazing Gaze (Su) – As the daze spell, 1 round effect 
  with no HD restrictions, 30 ft. range, Will save (DC 19). 
   
  
  Stone Heart 
  Round One 
  Page 43 
  Appendix V – Spell List
  Acid Orb (from Tome and Blood) 
   
  Evocation (Acid) 
   
  Level: Sor/Wiz 4 
   
  Components: V,S 
   
  Casting Time: 1 action 
   
  Range: Close (25 ft. + 5ft./2 levels) 
  Targets: One or more creatures or objects, no two 
  of which can be more than 30 ft. apart 
   
  Duration: Instantaneous 
   
  Saving Throw: Fortitude half (see text) 
   
  Spell Resistance: Yes 
   
   
   
  One or more orbs of acid about 3 inches across 
  shoot from your palm at their targets. You must 
  succeed at a ranged touch attack to hit your target. 
  The orbs deal a total of 1d6 points of acid damage 
  per caster level (maximum 15d6), divided any way 
  you see fit, but a single orb must deal at least 1d6 
  points of damage. You declare the damage division 
  before making your attack rolls. 
   
  A creature struck directly takes the orbs 
  damage and becomes nauseated from the acid’s 
  noxious fumes for 1 round. A successful Fortitude 
  save reduces the damage by half and negates the 
  nausea. 
   
  If you miss, acid splashes in a 10-foot burst, 
  dealing 2 points of per die of damage dealt by that 
  orb. A successful Reflex reduces splash damage by 
  half.  
   
  Molten Rock (new spell) 
   
  Conjuration (Fire) 
   
  Level: Drd 3, Sor/Wiz 2 
   
  Component: V, S, M 
   
  Casting Time: 1 action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Effect: One  
  Duration: 1 round + 1 round/3 caster levels 
   
  Saving Throw: None 
   
  Spell Resistance: Yes 
   
  You create in your hands a blob of liquid rock. You 
  must succeed at a ranged attack roll to hit when 
  throwing 
  the 
  blob. 
  The 
  blob 
  deals 
  2d6 
  bludgeoning damage upon contact and 1d6 fire 
  damage on each subsequent round unless 
  extinguished. 
   
  Material Component: A small piece of stone 
  and a small flame. 
   
  
  Stone Heart 
  Round One 
  Page 44 
  Appendix VI – Feats
  Remain Conscious [General] (from Masters of the 
  Wild) 
  You have a tenacity of will that supports you even 
  when things look bleak. 
   
  Prerequisite: Base attack bonus +2, Endurance, 
  Iron Will, Toughness. 
   
  Benefit: After your hit points are reduced to 0 or 
  below, you may take one partial action on your turn 
  every round until you reach –10 hit points. 
  
  Stone Heart 
  Round One 
  Page 45 
  Appendix VII – Items 
  Collar of Resistance (from Masters of the Wild) 
  This animal collar expands to fit its wearer. While 
  wearing this item, an animal gains a +1 to +5 resistance 
  bonus on all saving throws (Fortitude, Reflex and Will). 
  An animal can wear only one collar at a time. 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous 
  Item, resistance; Market Price: 490 gp (+1), 1,960 gp (+2), 
  4,410 gp (+3), 7,840 gp (+4), or 12,250 gp (+5); Weight: 1 
  lb. 
   
  Potion of Flaming Fists (from Sword and Fist) 
  The drinker’s hands burst into flame, adding +1d6 points 
  of bonus fire damage to her unarmed attacks. The flames 
  do not hurt her. The effect lasts 3 minutes. 
   
  Caster Level: 3rd; Prerequisites: Brew Potion, 
  burning hands; Market Price: 300 gp. 
   
  Sandals of the Tiger’s Leap (from Sword and Fist) 
  These sandals allow the wearer to make devastating 
  flying kicks. The wearer must have 5 ranks of Jump or 
  Tumble to use them. On a charge, she can perform a 
  flying kick. Treat this as an unarmed attack that does 
  double normal damage. 
   
  Caster Level: 9th; Prerequisites: Craft Wondrous 
  Item, jump; Market Price: 3,500 gp. 
  
  Stone Heart 
  Round One 
  Page 46 
  DM’s Map #1 – Halls of the Ancients 
  
  Stone Heart 
  Round One 
  Page 47 
  DM’s Map #2 – Mor Trok 
  
  Stone Heart 
  Round One 
  Page 48 
  DM’s Map #3 – Mor Trok Collapse 
   
  
  Stone Heart 
  Round One 
  Page 49 
  DM’s Map #4 – Mor Felk 
   
  
  Stone Heart 
  Round One 
  Page 50 
  DM’s Map #5 – Dumadan 
   
  
  Stone Heart 
  Round One 
  Page 51 
  DM’s Map #6 – Angthrak’s Shrine 
   
  
  Stone Heart 
  Round One 
  Page 52 
  DM’s Map #7 – Urk Buk 
   
  
  Stone Heart 
  Round One 
  Page 53 
  DM’s Map #8 – Urk Loem 
   
  
  Stone Heart 
  Round One 
  Page 54 
  DM’s Map #9 – Dumaloem 
   
  
  Stone Heart 
  Round One 
  Page 55 
  DM’s Map #10 – Urk Felk 
   
  
  Stone Heart 
  Round One 
  Page 56 
  DM’s Map #11 – Far Gates 
  
  Stone Heart 
  Round One 
  Page 57 
  Player Handout #1 – What Has Gone Into the Deeps Before 
   
   
  In the early days of Fireseek CY592 a great Doom descended on the 
  Dwarves of Dumadan.  
   
  In their folly and arrogance the Dwarves had grown lax and their gates, 
  which before had been guarded with vigilance, now remained open and 
  unwatched. Unfortunately others had taken note of this lack of attention 
  and began to make plans. At last, with alliances made and broken, the 
  Derro of the Cairn Hills marched on Dumadan. In the early hours of the 
  15th of Fireseek, a day that shall forever be burned into the minds of the 
  Dumadan Dwarves, the Derro forces invaded. They took even the Seer of 
  Dumadan by surprise due to powerful masking magics.  
   
  At first the Dwarves were able to defend some of their great citadel, 
  however, as time went by they began to lose ground. Until a year later, in 
  Fireseek of CY 593, they had lost all but the trade gates to the city.  This 
  steady loss, noticed early in CY 592, prompted the Dwarves to send an 
  embassy to Seltaren, what they believed to still be the Capital of the 
  Duchy of Urnst, to ask for military support from Duke Karll and the 
  Synod, rather than the City of Greyhawk.  
  
  Stone Heart 
  Round One 
  Page 58 
  Player Handout #2 – Map of Dumadan, Pre-Invasion (CY 587) 
  
  Stone Heart 
  Round One 
  Page 59 
  Player Handout #3 – Writings in the Halls of the Ancients 
   
  The writing on the axe: 
   
  “I am the unused blade of Haorgast. Choose he to whom I belong, speak the name of the cursed ones and the 
  gates of Dumadan shall open.” 
   
  Statue 1: 
   
  “There is one among us who is not one of us.” 
   
  Statue 2: 
   
  “The outsider is of the eldest.” 
   
  Statue 3: 
   
  “He killed without the axe.” 
   
  Statue 4: 
   
  “I wielded the axe.” 
   
  Statue 5: 
   
  “His eyes burned with love and hatred.” 
   
  Statue 6: 
   
  “I live to serve those around me.” 
   
  Statue 7: 
   
  “His fury was unbounded.” 
   
  Statue 8: 
   
  “They tried to expose him, but only we knew and believed.” 
   
  Statue 9: 
   
  “He saved us and gave us his lair to live in.” 
   
  Statue 10: 
   
  “We passed on, but he remained ever young.” 
   
  Statue 11: 
   
  “The flames of fury abated, but still they smolder in him.” 
   
  Statue 12: 
   
  
  Stone Heart 
  Round One 
  Page 60 
  “I died beneath his wings as he fought to save me from the cursed ones.” 
  
  Stone Heart 
  Round One 
  Page 61 
  Player Handout #4 – Writings in the Tomb 
   
  The writings are in Dwarven and Ancient Suel: 
   
  “Here lie the mortal remains of Angthrak Dumadan. He who founded the city died to protect it 
  from the cursed ones. The ancient and the gods guard him. May he rest in peace, even if they 
  return, and may his weapon strike them down in the hands of another.” 
  
  Stone Heart 
  Round One 
  Page 62 
  Player Handout #5 – Angthrak’s Journal 
   
  The writings are in Dwarven; the first page has the word “Doom” written in the margin: 
   
  15th of Diamondice, 4201 OC – Today I managed to finally convince the council that we need 
  a stronghold. We have decided to found a great city in which to defend ourselves from the 
  cursed ones.  
   
  21st of Diamondice, 4211 OC – Raiding parties of cursed ones have attacked us today, several 
  people were injured but thankfully no one was lost.  
   
  9th of Yellowillow, 4211 OC – I investigated the raiding parties and discovered a massed 
  army of cursed ones approaching. The day I have dreaded has arrived; soon I must bear the 
  weapon that was made for me and accept its curse. 
   
  11th of Yellowillow, 4211 OC – I’ve decided to make my stand today. I will hold them off 
  and let the others get behind the prepared defenses. Alas, I fear that I shall not live past 
  today; if I do then the gods will have surely smiled upon me. 
   
  12th of Yellowillow, 4211 OC – I, Thren Haorgast, have decided to write the final passages in 
  this journal. Angthrak Dumadan died yesterday. He stood off the army of the cursed ones as 
  he calls them; the cursed ones are the ones created by the vile magics of the invaders. In his 
  honor we have erected a tomb of stone for him. I owe my life, and that of my children and all 
  the people of our city to him, and I will stand guardian over his tomb until the end of time. 
   
  1st of Diamondice, 4212 OC – Today the council met to decide on a name for the city. By 
  unanimous vote they have named it after Angthrak. Forever will he be immortalized and 
  remembered. The city is finally officially founded. I’m glad that Angthrak’s death didn’t tear 
  his dream to shreds. 
   
  1st of Diamondice, 4213 OC – It has been a long year. I have been busy building the defenses 
  for the city. The gates, made of magic and impassible by the cursed ones, are finally complete. 
  I only pray that they will never be needed again.  
   
  1st of Diamondice, 4214 OC – This shall be my last entry. I grow weary and have recently 
  felt an urge to see the sun again and soar as I did in my youth. The people of the city, or rather 
  as I should call it Dumadan, are established and should fare well on their own. Perhaps one 
  day I shall return. Until then I only hope that the wards hold true and no harm befalls them.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/593/Normal Scenarios/URD3-01 - Stone Heart (APL 2-12)/URD3-01 - Stone Heart.pdf