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.  
   
  KET4-06 
   
   
   
   
   
   
   
  At the Feet of the 
  Dragon 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Ket Regional Adventure 
   
  by Stephen Baker 
  Triad Edit: Ket Triad 
  Circle Edit: David Christ 
   
   
   
   
   
  Borders come and borders go but nomads still roam the Plains of the Paynim south of Ket, sometimes venturing into 
  the Tusman Hills themselves.  Do you dare to brave an area claimed by the tribes and see what you can find out about 
  their future or their past…An adventure for the fleet of foot and stout of heart from APL 2-12.  Part One of the Heritage 
  series. 
   
   
   
   
   
   
   
   
  
  KET4-06 At the Feet of the Dragon 
   
  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 four 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. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  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 
  
  KET4-06 At the Feet of the Dragon 
   
  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 
  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. Four or sometimes even five 1
  st-
  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. 
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  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 one-round Regional adventure, set in 
  Ket.  Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep 
  costs 100gp per round. 
   
  Adventure Summary and 
  Background 
   
  The Plains of the Paynim are home to a large collection 
  of Nomads, some friendly, others not, to the nation of 
  Ket.  The common Baklunish heritage serves to at least 
  mollify the opinions of the nomads but they view most 
  Kettites as effete, mongrel Bakluni with little in 
  common with the original Baklunish Empire and 
  ideals.  Only those of great power, such as Rary the 
  Traitor (known as the Rider to the tribes of the 
  Paynim) are revered and held in high esteem. 
   
  When Rary departed to the Bright Lands, he 
  summoned many of the tribes to him, just beyond the 
  official border of Ket, near a campsite in the Tusman 
  Hills themselves.  That they came was no surprise – 
  that they chose to follow him to the inhospitable 
  Bright Desert is still a bit of a shock and many still talk 
  of what must have happened on that fateful day. 
   
  Behind them were left 8 stone riders upon mounts of 
  granite.  These 8 guarded the camp and kept the small 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 4 
  chunk of land free of outsiders.  What the purpose 
  might be is a mystery to most. 
   
  Into this comes Ket.  A collection of Beys on the 
  border banded together and invaded this area a few 
  brief weeks ago, claiming it for the country. This is to 
  be a short-lived adventure – the tribesmen (both the 
  Tusman Tribes and those from the Plains) are 
  gathering to retake the area and the Beys will be forced 
  back, whether they like it or not as the Beygraf has not 
  seen fit to support them. 
   
  At this time, another factor has entered the equation.  
  Cirquor al’Lackshi, a young boy who has been tending 
  the blasted ruin of the tower of the Traitor in Lopolla, 
  has been having bad dreams.  He is now convinced that 
  he has found a key to the legacy of Rary and must 
  travel in the path of the Traitor. To that end he has 
  discovered (through some means) a simple quartz 
  cutting that he swears is a key to getting past the 
  Guardians of the Rider. Now he seeks those of like 
  mind to travel with him and seek out this knowledge. 
   
   
  Adventure Background 
   
  Cirquor al’Lakshi: Cirquor is an orphan who does not 
  know the identity of his parents.  He took up the task 
  of tending the tower of Rary when at odds with what to 
  do with his life.  His Baklunish heritage is entirely 
  unremarkable in the city of Lopolla.  It would seem 
  that he might actually come from one of the tribes of 
  the Paynim but he still seeks all the answers to those 
  questions. 
   
  Tribal Sacred Grounds: The tribes of the Paynim burn 
  or bury their dead, depending on the situation, and 
  generally on or near their sacred grounds.  Burning is 
  generally preferred but there are times, when fuel is 
  short or circumstances dictate, that burial is also 
  acceptable.  The general custom for tribal leaders is to 
  bury them, so that they may be equipped with nomadic 
  garb and weaponry to help the gods in their struggles.  
  The Tribes have various caves and caverns around the 
  Plains that they use on these occasions, all of which are 
  considered sacred ground – in this case it is the 
  Tusman Hills themselves, not the Plains, but the 
  border is fuzzy at points.  This ground is also used for 
  ceremonies of re-birth and celebration of survival, as 
  well as being a centre for the reverence of the gods of 
  the Plains. 
   
  Seven Spirits and Geshtai: These tribes of the 
  southern Paynim worshipped a total of Seven Spirits 
  and Geshtai.  Each of the Spirits is but another 
  manifestation of a known god/goddess but worshipped 
  in this guise.  Geshtai, for reasons lost to time, is 
  worshipped in her modern version.  No one spirit or 
  goddess is considered the leader of the pantheon – 
  they all have a task to fulfill and fit the role.  The seven 
  are Fate/Destiny (Istus), Courage/Purity (Azor-Alq), 
  Honour/Devotion/Family (Al’Akbar), Death (Wee Jas), 
  Survival/Wilderness (Ehlonna), Strength of Body 
  (Zuoken), Strength of Spirit (Xan Yae). 
   
  Ket Military: The military views this entire expansion 
  in the Plains/Tusman Hills with scorn given the 
  current situation with Tusmit.  It sees no reason to 
  support the Beys who undertook the invasion and has 
  simply beefed up the border defences without doing 
  anything else.  If anything, they are at pains to ensure 
  they are not playing favourites here. 
   
  Local Nobility: Nine local Beys banded together to 
  invade the rump of the Tusman Hills and the Plains.  
  Their invasion took place about three weeks ago and 
  was unopposed as all the tribes in the area were 
  currently further to the west and north at a gathering. 
  The actions of the Beys was supposed to have resulted 
  in the military and Beygraf intervening but that has 
  not materialized. 
   
  The Guardians of the Rider / The Stone Riders: 
  Rary left behind a collection of 8 stone guardians and 
  tasked them to allow none to pass into the tribal sacred 
  grounds.  He did this to ensure the loyalty of the tribes 
  and to give him yet another place for a viable retreat 
  should it be necessary (although only himself and Lord 
  Robilar know the latter).  The Stone Riders, as they are 
  known, are reputed to be the spirits of the greatest 
  warriors of the Paynim returned from Paradise to 
  guard the lands that Rary wished protected – Bardic 
  Knowledge for this rumour [DC 25].  The bargain that 
  was made is only whispered about, as it is said that the 
  eyes of the Guardians burn with a fire that is unholy to 
  look upon. 
   
  The following is an account passed through the Plains 
  of the Paynim of the day of departure: 
   
  When Rary struck down his enemies in the Circle, 
  he took care to ensure the safety of his friends. 
  Knowing the devotion and bravery of the Tribes of 
  the Paynim, the Archmage traveled amongst them 
  in secret, displaying his skills and acquiring the 
  title of the Rider.  At last, summoned by him, the 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 5 
  tribes flocked to his banner in the south and came 
  to his side.  There, he raised up 8 Guardians of 
  Stone, with Riders upon them, to represent the 
  Spirits of the Tribes.  Each would guard the sacred 
  grounds and keep the ancestors of the Tribes safe 
  until their inevitable return. A fire not borne of this 
  earth glowed in their eyes as the creatures of stone 
  bowed low before him, with the Tribes assembled.  
  And they left, knowing their sacred lands secure. 
   
  The Longstrike Tribe: This tribe of Paynim are a 
  typical Baklunish tribe of nomads, with an emphasis 
  on ranged combat that some of the other tribes find 
  more of an obsession than an emphasis.  Members of 
  the tribe are tested for their ability with a bow at long 
  range far more so than their neighboring tribesmen 
  and they have more affinity with the bow than they do 
  with the lance or the scimitar. 
   
  Their skills are famed on the Plains but no greater than 
  another half dozen tribes that follow the same pattern. 
  Most elite members of the tribe become Plains Snipers, 
  a variant (in name only) on the Deepwood Sniper 
  Prestige Class.  It is reputed that an Elven archer from 
  the Bramblewood by the name of Longstrike taught 
  them their skills and gifted them with his name but 
  only the elders know the truth of this. 
   
  The Longstrike tribe has close connections with the 
  Tribes in the Tusman hills and there is inter-marriage 
  between them.  They are, as a result, more intermixed 
  than some of the tribes of the Plains but their 
  traditions remain pure Baklunish. 
   
  Adventure Summary 
  Introduction: The party is given a chance to head out 
  to the junction of the Plains of the Paynim and the 
  Tusman Hills (for a number of different reasons) and 
  see what they can find. 
  Encounter #1: On their way, tribesmen object to the 
  characters and likely begin a long-range missile 
  combat. 
  Encounter #2: The Guardians of the Rider appear and 
  are either bypassed or the module is over early. 
  Encounter #3: A path to the gathering spot appears 
  and the area is explored without incident. 
  Encounter #4: The path of the only other intruder can 
  be found and the tracks followed – or sheer exploration 
  will attract the party here. 
  Encounter #5: A tiger of the steppes (or a couple) is 
  inside the entrance of the sacred grounds.  It is 
  protecting its lair, beyond which the Necromancer 
  Sirael and her companions have already passed. 
  Encounter #6: Sirael is encountered as she begins her 
  preparations to raise the dead of the tribes. 
  Conclusion:   The tribesmen have gathered and appear 
  to escort the characters back to Ket. The border is 
  returned to normal as the Beys retreat but future 
  activities by Sirael are questioned. 
   
   
  Introduction 
  Although it is difficult to believe at this late stage of 
  the year, the sheer number of travelers on the road 
  here in South-West Ket is a testament that 
  something must be happening near the border. 
   Your caravan is two days away from the town of 
  Zillarq and it seems it is not the last to be heading 
  in this direction.  Each traveler speaks of a different 
  reason but most are convinced that there is money 
  to be made here, somehow.  
  The caravan in which the characters are travelling has 
  been specifically ordered to watch their actions and 
  attitudes on behalf of Bey Olarq, one of those who 
  invaded the Plains/Tusman Hills a few weeks ago.  He 
  now realizes the futility of that action but wishes to 
  garner at least something from the act – in his mind, 
  the solution to the final departure of the tribes with 
  Rary would be a good compromise and great story.  As 
  a result, he is trying to attract adventurers to do the 
  deed, in return for the promise of either wealth or 
  fame. 
  As night falls, the representative of the Bey (Shars) 
  arrives to talk the characters.  They are gathered at his 
  request near the cooking fires for the evening and he 
  makes 
  his 
  pitch 
  (described 
  after the Gather 
  Information). 
  If characters attempt Gather Information during their 
  trip to the border they can discover the following 
  information – some of the details do not necessarily 
  pertain to this module.  Bardic Knowledge applies [+3 
  DC]: 
   
  DC 10: The banners of 9 local Bey’s, two of them noted 
  nobles, have been spotted on the other side of the 
  border where the Plains of the Paynim and Tusman 
  Hills meet.  
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 6 
  DC 15: The bordertown of Zillarq is supposed to 
  straddle the border with the Plains of the Paynim but 
  the nobles are camped well beyond that, in an area not 
  previously claimed by Ket.  Supplies of crossbow bolts 
  and pikes have been delivered in quantities not seen 
  here since the Greyhawk Wars. 
   
  DC 18: A series of supply wagons were recently 
  ambushed along the Irafa Rd.  Some were eventually 
  destined for the army post here and perhaps their 
  failure to arrive explains the lack of action on the part 
  of the army. 
   
  DC 20: Bey Illaris, a bit of a drunkard, staggered into a 
  local drinking establishment recently and declared a 
  tax amnesty for one week.  He reasoned that the 
  immense success of the “invasion” demanded a 
  celebration of equal magnitude.  A pair of Archons 
  appeared almost immediately and the Bey left in their 
  company, without authorizing the final details of the 
  tax amnesty. 
   
  DC 25: Seven black arrows have been delivered to the 
  Mayor of Zillarq.  Two are from the largest Paynim 
  tribes in the area, two others from smaller bands, 3 
  from Tusman Hill tribes.  None have followed up these 
  arrows of warning with others but everyone expects a 
  blood red arrow for war at any time. 
   
  DC 27:  Six dwarves dressed in robes of red passed 
  through the town a while ago.  A member of the local 
  Kaman recognized them as wanted for crimes in 
  Lopolla and organized a party to go after them, but they 
  escaped into the hills north-west of the border. 
   
  DC 30: Three adventurers in Zillarq appeared 
  surprised when they heard that Ket had annexed part 
  of the Plains and the Tusman Hills.  One of them, a 
  Baklunish woman dressed in red robes and full plate, 
  announced she was looking for anyone interested in 
  exploring the legend of the Stone Riders.  She departed 
  the next day in the company of her friend but nobody 
  else took up the challenge. 
   
  The Military: The military of Ket has an powerful 
  force here at the border (almost 1000 troops and 
  magical support).  It mobilized in the summer, 
  ostensibly on maneuvres, and was stationed just north 
  of here in case Tusmit followed through with any plans 
  in the area. When the local nobility took it upon 
  themselves to annex the lands of the Paynim/Tusman 
  Hill tribes, the military watched in disdain. The 
  General in charge (Liraq al’Surfar) is unconcerned 
  about a military engagement, sure that his well-trained 
  and supported force can defeat the Paynim and 
  Hillmen, but he sees no benefit to the vulnerable 
  strategic position this territory represents; it would 
  draw his troops further away from their actual task 
  (dealing with Tusmit). The Beygraf is aware of the 
  General’s actions and approves, though he keeps his 
  silence to mollify the nobility. 
   
  Shars bey’Zariq: Shars is a wildcard, a Sorceror who is 
  not a member of the Brotherhood of Sorcery.  He 
  comes from noble heritage and has plied that for all it 
  is worth. Despite his willingness to abuse his 
  connections, Shars is a good man who is working hard 
  for the Bey Olarq.  He advises characters about the 
  situation as best he can although he does not know if 
  the situation will come to battle or not. For a Kettite, 
  Shars is remarkably unbiased and will try to convince 
  anyone to do this job (or perhaps he just views it as 
  suicide).   
   
  The task that Shars is asking of the adventurers is to 
  travel overland to a small range of caves and hills 
  where the Plains meet the Tusman Hills. There, the 
  characters are to bypass guardians set up by an 
  unknown force and see what they can discover. To 
  date, the scouts sent to this area have not been able to 
  get around the defenders, huge stone creatures on 
  horses of granite. There is nothing nefarious about this 
  and they are welcome to any loot they find, with 
  nothing being withheld by the Beys for taxes or the 
  like. 
   
  Should he be asked, he indicates that Bey Olarq is an 
  honourable noble who wishes nothing more than to 
  see a mystery solved.   It requires an opposed Sense 
  Motive vs. Bluff check with a circumstance modifier of 
  +4 for Shars to tell that there is a bit more to it. In 
  essence, the Bey wishes to have a “good story” to tell if 
  he is indeed forced to retreat. 
   
  Listening to all of this is Cirquor al’Lakshi, a young 
  man in the caravan. Cirquor is a young man in his late 
  teens or early 20’s.  Anyone who has visited Lopolla in 
  the last five years can make a Knowledge (Local VTF) 
  check [DC 10] to recognize him as the young man who 
  was taking care of the lands of Rary.  Around his neck 
  he has a band of leather upon which hangs a quartz 
  crystal. If analyzed, it does not radiate magic nor does it 
  appear well crafted - Craft check, either Jewelry or 
  something else appropriate [DC 15]. 
   
  Cirquor came south to explore the Stone Riders. This is 
  a perfect opportunity and he does not let it pass. If 
  there are those in the party who do not want to work 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 7 
  for Shars or explore for their own sake, Cirquor makes 
  every effort to politely interest them in helping him 
  with his task. 
   
  The young man, if asked, shares the fact that he tended 
  the residence of Rary in Lopolla for these last few 
  years.  In that time, he feels that it is now incumbent 
  upon him to find his own path in the world, although 
  he still feels a pull to the Archmage.  The amulet he 
  has, though he knows that it is non-magical, appeared 
  to Cirquor in a number of dreams, each time acting as a 
  key.  For that reason he is here, having heard of the 
  legend of the Stone Riders (and he can share the 
  legend at any time, though he refrains from doing so if 
  he is mocked or dealt with in a condescending manner. 
   
  Motivations:  Shars makes it very clear that he is not 
  seeking any desecration of sacred areas. He just wants 
  to know if the Gathering Grounds are as impressive as 
  has been claimed and if the Tribes that departed with 
  Rary left anything behind.  Cirquor emphasizes that 
  the Gathering is simply a place and that, if there are 
  sacred grounds there, they should not be desecrated 
  (but perhaps explored if time permits). 
   
  If characters are still having troubles, it should be 
  noted there could be information in the Gathering 
  area, however unlikely, that could prevent a major 
  conflict from breaking out over the error in judgement 
  (read blatant greed coupled with stupidity) on the part 
  of the Beys of Ket.  If asked why the government is not 
  intervening or is not condoning the excursion, note 
  the current relations with Tusmit and the general 
  idiocy of offending a large and militant group of 
  nomads on your border.  Especially nomads who have 
  before and will again work for both you and Tusmit. 
   
  Development: The presence of Cirquor or at least the 
  crystal on this journey is imperative. The characters 
  need the quartz to bypass the Guardians without 
  initiating a (losing) fight.  If it is clear that Cirquor is 
  not to be allowed to go on the trip, the young man 
  (with great reluctance and obvious emotional trauma) 
  offers them the quartz necklace.  He genuinely 
  believes it to be his task to ensure that someone gets to 
  bottom of the legend of the Stone Riders and is 
  humble about it if he has a need to be. Should the 
  characters wish to pay, he accepts but a single gold 
  piece. 
   
  Cirquor does everything in his power initially to be 
  accepted by the characters and travel with them.  In 
  the event he is accepted, he tries to stay out of the way 
  in combat (realizing he is a liability save at APL2 where 
  the DM may have him act normally) and be as helpful 
  and courteous as possible. He knows next to nothing of 
  his own background, having been raised in an 
  orphanage in Lopolla and taken over the position as 
  Rary’s groundskeeper only after the tower was 
  removed. 
   
  All APLs 
  �Shars bey’Zariq; Male; Rog3/Sor5; hp 36; see 
  Appendix One 
  �Cirquor al’Lakshi; Male; Rog1; hp 8; see Appendix 
  One 
   
   
  Encounter One: The Wide 
  Open Plains 
  The vast grasslands of the Plains of the Paynim 
  stretch out in every direction as far as the eye can 
  see, with the Tusman Hills rising and dominating 
  the view to the right. Rippling movements in the 
  grass hint at a breeze, which dances around lazily in 
  all directions. Your goal lies before you, at least it 
  should. 
   
  The characters are presumed to have started out on the 
  Plains immediately the next day, with Shars insisting 
  should they prove reluctant. Once they hit the Plains 
  (about midday of the next day if they are riding – and 
  he will provide horses if they are not) they have just 
  under 18 hours to complete their mission.  Failure to 
  reach the sacred grounds in this time means that the 
  Tribes reach the area first and cordon it off. Groups 
  capable of flying or otherwise avoiding the ground-
  based nomads may still proceed but the Tribes stop 
  anyone on foot – for them, this module is over.  
   
  Overland flight and ground movement are equally fast 
  in this terrain.  The distance from the border (crossed 
  at noon) to the meeting point in the Tusman Hills is 
  about 30 miles (or just 5 hours at a good rate on a light 
  warhorse).  At the 20 mile point, outriders for the 
  Tribesmen encounter the characters and give them a 
  warning (or, more likely, a bit more of a stern lesson). 
   
  It is presumed that characters follow the path given to 
  them by Shars, which avoids the Tusman Hills until it 
  curves into them for the Gathering.  Should the party 
  wish to fly directly there, they avoid this encounter.  In 
  that case, an alternate flying encounter is provided, 
  above the Tusman Hills. 
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 8 
  The sun still burns in the sky when a single black 
  arrow lands at the feet of your lead rider.  In the 
  distance, over 1000 feet away, you can see a trio of 
  riders watching you. 
   
  This will have to be modified if the characters are 
  flying, at which point the arrow will fly past one of 
  them.  It is a Knowledge (Local VTF), Knowledge 
  History or Bardic Knowledge check [DC 15] to 
  determine that this is a warning arrow from the tribes 
  of the Paynim.  The characters are to retreat from this 
  point and go no further.  In the event of a full-fledged 
  fight, the tribesmen would usually follow this up with 
  a red arrow but that is a tradition they do not always 
  follow, particularly with smaller groups of people who 
  would not qualify for the all the rights of a tribe. As a 
  matter of history, it would seem likely this was 
  developed over the years to allow the tribes to 
  negotiate in the hopes of avoiding blood feuds, as the 
  repercussions of such activities are lengthy and 
  involved. 
   
  What the characters do at this point is up to them.  If 
  they put up their hands for a gesture of peace, one of 
  the three rides forward to parlay, while the other two 
  remain at a distance.  Shinari Longstrike, the 
  storyteller of the tribe, comes forward to talk to the 
  characters but insists that they retreat. He does not 
  attack under any circumstance (he feels that he cannot 
  do so in good conscience having shown the signs of 
  truce).  They are close to intruding on tribal lands, 
  though Ket currently claims them. He insists the tribes 
  shall own them again by tomorrow. If pressed, Shinari 
  Longstrike is willing to exchange the legend of the 
  Riders and the fact that the sacred ground of the 
  missing tribes lies within to get the characters to 
  depart. 
   
  Should the party attack him or continue on their way 
  without pausing, the two tribesmen in the distance 
  attack.  They also start an attack if members of the party 
  act in an obviously hostile or questionable manner 
  (such as a character trying to hide or someone pulling 
  out a bow and activating the flaming power on it).  If it 
  is not going be possible for them to hurt the characters, 
  they shadow the group for a time and continue to fire 
  arrows every few minutes to see if whatever defences 
  have been erected are still functioning. 
   
  Social Interaction with tribesmen: Citizens of Ket 
  have a poor time with members of the tribes given the 
  current situation.  They suffer a –4 circumstance 
  penalty to all social interactions.  If they have any 
  curses or other penalties to social interactions, not only 
  are those cumulative but they are also doubled in effect 
  for dealings with the tribes.  Anyone claiming 
  citizenship in Tusmit or Ekbir has a +4 circumstance 
  bonus to all social interactions. 
   
  The Plains of the Paynim and Tusman Hills, while 
  some sections are nominally part of Ket for this 
  module, are not subject to the standard rules for social 
  interaction in Ket.  The laws of Ket do not apply here 
  nor are there any of penalties for openly worshipping a 
  chaotic deity. 
   
  Diplomacy with Shinari:  Shinari is interested in the 
  characters retreating from the area but he is also 
  curious about the Stone Riders.  He advises, if 
  requested, that the Stone Riders appeared when Rary 
  called the Tribes.  The Longstrike tribe has no love for 
  the Rider himself, as the Traitor took many tribes with 
  him to the Bright Desert and destroyed many alliances 
  and traditions in the process.    Shinari is not impressed 
  with anyone making any claims of greatness or 
  fondness for the Rider (even Cirquor). 
   
  The other two tribesmen with him fight to prevent the 
  characters from advancing – it is that simple.  If they 
  can fight the characters without killing each other, so 
  much the better, but his two companions are not going 
  to allow anyone to pass.  Shinari could convince them 
  to change this to an archery competition (3 shots per 
  person, best cumulative total AC wins, minimum AC 
  to count is 14 – target is a small shield at a distance of 
  150 feet) but it is a difficult task – Diplomacy check 
  [DC 22+APL] to persuade him to do this. 
   
  Elven Connection:  The Longstrike tribe had an elf 
  marry in 50 years ago and she taught the tribe the 
  secrets of the Deepwood Sniper class. The tribe is 
  therefore friendly toward Elves and has no idea of the 
  antipathy generally predominant in Ket, nor the 
  reasons for it.  They take any overt acts against Elves 
  poorly.  In general they deal courteously with Elves 
  and greatly respect any Elven archers they encounter.  
  Most members of the tribe, if they know another 
  language, speak Elven. 
   
  Map of the combat: There is no map provided. The 
  plains are gentle flatland here with short grass.  There 
  are no impediments to movement, nor any real areas to 
  hide in (save behind horses or the like). Combat will 
  begin at whatever range is desired or as indicated in 
  tactics.  The short grass is capable of restricting 
  movement for the purposes of an entangle.  The 
  Tusman hill range is off to the north, about a mile 
  away, for distance calculations. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 9 
   
  Tactics:  The tribesmen use their range as best as 
  possible, starting at least 1400 feet from the party, and 
  1700 at APL 8+. They have the Far Shot feat and drop 
  arrows into the party until they find a weak target, and 
  then concentrate at that point. Archers remain in their 
  starting positions.  They take up positions on 
  horseback, some 20 feet apart, and continue to fire 
  until engaged in melee.  The option of riding away and 
  firing back could make this a fight longer than four 
  hours.  They have no compunctions about firing at 
  mounts, nor at flying creatures. They do not truly seek 
  to kill the characters, just force them off the plains – 
  they do not want a blood feud on their hands, after all. 
  If they drop a character unconscious, they don’t target 
  that person again until they are once again moving and 
  a viable target. 
   
  Concealment bonus: The tall grass of the Plains of the 
  Paynim provides concealment for anyone dropping 
  prone.  It is considered 20% concealment along with 
  the standard benefits/penalties for being prone. 
   
  Poison: The Deepwood Sniper class allows the safe use 
  of poison from 3
  rd level onward.  If at this level, they 
  use Small Centipede Poison (DC 11 Fort Save, 1d2 
  Dex/1d2 Dex).  Although not terribly effective, it is 
  relatively cheap and easy to procure.  Only half of the 
  arrows of the archers are coated, not any other weapons 
  they might have or use. The other half of the arrows are 
  used for regular hunting and practice. 
   
  All APLs 
  �Shinari Longstrike; Ftr2/Brd8; hp 68, See Appendix 
  One. 
   
  APL 2 (EL 4) 
  �Tariq Longstrike; Ftr2; hp 20, See Appendix One. 
  �Zif Longstrike; Ftr2; hp 16, See Appendix One. 
   
  APL 4 (EL 6) 
  �Tariq Longstrike; Ftr4; hp 36, See Appendix One. 
  �Zif Longstrike; Ftr4; hp 28, See Appendix One. 
   
  APL 6 (EL 8) 
  �Tariq Longstrike; Ftr4/Rgr2; hp 50, See Appendix 
  One. 
  �Zif Longstrike; Ftr6; hp 40, See Appendix One. 
   
  APL 8 (EL 10) 
  �Tariq Longstrike; Ftr4/Rgr2/DpwSpr2; hp 64, See 
  Appendix One. 
  �Zif Longstrike; Ftr8; hp 52, See Appendix One. 
   
  APL 10 (EL 12) 
  �Tariq Longstrike; Ftr4/Rgr2/DpwSpr4; hp 78, See 
  Appendix One. 
  �Zif Longstrike; Ftr8/DpwSpr2; hp 62, See Appendix 
  One. 
   
  APL 12 (EL 14) 
  �Tariq Longstrike; Ftr4/Rgr2/DpwSpr6; hp 92, See 
  �Appendix One. 
  Zif Longstrike; Ftr10/DpwSpr2; hp 72, See Appendix 
  One. 
  Treasure:  
     APL 2 – 165 gp (l), 5 gp (g), 0 gp (m) 
     APL 4 – 165 gp (l), 5 gp (g), 0 gp (m) 
     APL 6 – 58 gp (l), 5 gp (g), +1 composite longbow * 2 
  (216 gp * 2), +1 chain shirt * 2 (104 gp * 2) (m) 
     APL 8 – 83 gp (l), 5 gp (g), +1 composite longbow * 2 
  (216 gp * 2), +1 chain shirt * 2 (104 gp * 2), +1 cloak of 
  resistance*2 (83.5 gp * 2) (m) 
     APL 10 – 83 gp (l), 5 gp (g), +1 frost composite 
  longbow (616 gp), +2 composite longbow (616 gp), +1 
  chain shirt * 2 (104 gp * 2), +1 cloak of resistance * 2 
  (83.5 gp * 2) (m) 
     APL 12 – 83 gp (l), 5 gp (g), +2 composite longbow 
  (616 gp), +1 frost composite longbow (616 gp), +2 
  mithril chain shirt * 2 (425 gp * 2), +1 cloak of 
  resistance *2 (83 gp * 2), eyes of the eagle (208 gp) (m) 
   
  Alternate Flying Encounter 
  Tactics:  The Elementals work for the Vaste, an evil 
  offshoot of the Air Archons of Ket.  They attack the 
  characters in the hopes of upsetting relations further 
  between Ket and Tusmit (assuming anyone over the 
  border might have some bearing on this).  If they can, 
  they kill people outright rather than just injuring 
  them, but want to leave at least one witness alive to 
  spread word of the atrocity. 
   
  APL 2 (EL 4) 
  �Small Air Elemental; hp 9, See Monster Manual. 
  �Medium Air Elemental; hp 26, See Monster 
  Manual. 
   
  APL 4 (EL 6) 
  �Large Air Elemental; hp 60, See Monster Manual. 
  �Medium Air Elemental; hp 26, See Monster 
  Manual. 
   
  APL 6 (EL 8) 
  �Large Air Elemental; hp 60, See Monster Manual. 
  �Huge Air Elemental; hp 136, See Monster Manual. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 10 
   
  APL 8 (EL 10) 
  �Greater Air Elemental; hp 178, See Monster 
  Manual. 
  �Huge Air Elemental; hp 136, See Monster Manual. 
   
  APL 10 (EL 12) 
  �Greater Air Elemental; hp 178, See Monster 
  Manual. 
  �Elder Air Elemental; hp 204, See Monster Manual. 
   
  APL 12 (EL 14) 
  �Elder Air Elementals (3); hp 204 each, See Monster 
  Manual. 
   
   
  Encounter Two: Guardians of 
  Stone 
  The juncture of the Plains and the Tusman Hills, at 
  least this small portion of it, opens up and the 
  grasslands is now a series of low, broken hills.  Even 
  as everyone moves onto this new terrain, a creature 
  forms from the earth itself, erupting in a spray of 
  dirt some thirty feet away. 
  This is the point at which the Stone Riders of Rary 
  intercept and turn away all intruders.  Their first action 
  in all encounters is to signify that the characters in 
  question should turn back, with simple hand gestures.  
  They then back this up on the next turn with an attack, 
  only stopping for someone with their talisman.  They 
  can only controlled by Rary (who has their control 
  talismans). The quartz cup in which the talismans were 
  placed during creation calms them, however, and the 
  shards of it are now on the necklace Cirquor possesses. 
   If it is presented in a forthright manner, the Riders 
  stand aside for ten rounds, expecting instructions in 
  Baklunish.  Any characters or creatures passing them 
  in this time are deemed to be part of the instructions 
  and allowed to enter and leave the protected area. 
  The Stone Riders will only patrol and prevent entry to 
  this area. They care not about those who come from 
  beyond the territory, though they will meld back into 
  the earth to avoid taking random arrow shots and the 
  like.  The Riders do not pursue fleeing characters 
  outside of their guard territory, nor will they go after 
  those who seek to escape – they target such characters 
  with their ranged attack if forced to engage beyond 
  this range.  They are not programmed to identify the 
  re-entry of those who have retreated before and will 
  treat each arrival as a brand new person. They cannot 
  speak and make no attempts to communicate beyond 
  their instructions to bar passage. 
  Smart or lucky characters might somehow order the 
  Riders to abandon their tasks.  This is not possible in 
  any fashion.  At best the Riders escort the characters to 
  the next Encounter, then depart for their regular 
  routes.  In no way may the Riders be coerced by the 
  characters to assist them in an appreciable fashion. 
  Bypassing the Riders: The Riders can sense the entire 
  area of the Gathering and the environs, which they are 
  tasked to protect. Characters flying past or using 
  instantaneous 
  transport 
  magic 
  find 
  themselves 
  confronted by the Riders when the characters touch 
  down or appear. 
  Development:  Should the characters pass the Riders 
  without incident, or at least pass them, the trip to 
  Encounter Three is short, no more than 10 minutes in 
  length.  The path leads into the Tusman Hills but not 
  very far. 
  Tactics: This fight is intended to be overwhelming but 
  is listed for the sake of overly idiotic parties if they 
  really wish to provoke something. The Riders attack 
  and seek to destroy those who try to pass them – they 
  show no mercy and attack creatures until well beyond 
  dead (at least –20, for example, in terms of damage).  
  The horses are specially bonded to the Riders and act 
  in unison.  If they are faced with opponents at range, 
  the Granite Explosion is usually sufficient to deal with 
  the problem. If required, up to 8 Rider and Horse 
  combinations can be in the combat (in total). 
  As long as the Stone of the Rider (see the Encounter 5) 
  is intact, the Stone Rider and Stone Horses are 
  recreated each evening and regenerate all damage.  If 
  the Stone of the Rider is destroyed, this ability is lost. 
   
  APL 2-8 (EL 18) 
  �Stone Rider (Modified Greater Stone Golem); CR 
  16; hp 271 ; see Appendix One  
  �Stone Horse (Modified Greater Stone Golem); CR 
  16; hp 271, see Appendix One 
   
  APL 10-12 (EL 20) 
  �Stone Riders (Modified Greater Stone Golem) (2); 
  CR 16; hp 271; see Appendix One  
  �Stone Horse (Modified Greater Stone Golem) (2); 
  CR 16; hp 271, see Appendix One 
   
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 11 
  Encounter Three: A Gathering 
  of the Tribes 
   
  In the lowest of the Tusman hills, a great circle of 
  natural rock and earth has formed, likely over 
  countless centuries.  Here, ranks of tattered tents 
  still line the outside of the formation, most of them 
  blown over or destroyed by the winds of the region, 
  but a few stand as silent testament to a long-ago 
  gathering. 
   
  What lies before the characters is the final Gathering of 
  the Tribes years ago when Rary fled to the Bright 
  Desert.  The Tribes of the Paynim who called him the 
  Rider and venerated him (many called him the Rider 
  but not all were enamored of him) came at his bidding 
  to this place.  The tents are all gathered in very specific 
  formations, as anyone with Knowledge Nobility [DC 
  20] or Knowledge (Local VTF) [DC 25] can tell.  They 
  are specifically set out in groupings of the most 
  powerful tribes on the far right (north) of the 
  gathering, with the less powerful arrayed in a counter-
  clockwise spread.  They number over 2000 tents. 
   
  Nothing of value is left in the tents.  Observant 
  characters – Spot check [DC 25] – can tell that a few 
  dozen of the tents actually were struck prior to the end 
  of the Gathering, from three tribes. It is possible to 
  discover this fact with a determined search as well, 
  Search check [DC 25], but that takes over two hours.  
  Otherwise, the tents are left exactly as they were when 
  the Gathering took place.  In front of the tents is an 
  immense circle, scribed into the ground.  Characters 
  who pace it off or otherwise want a measurement find 
  that it is 1500 feet in diameter. 
   
  Searching in the area reveals that few  of the actual 
  possessions of the tribes remain.  The tents are the last 
  item.  Survival checks [DC 15] can advise that these 
  tents represented the largest and bulkiest element of 
  the tribal existence.  For any spell with a weight limit, 
  this would have represented the obvious item to leave 
  behind. 
   
  The tents of the Gathering dominate a large chaotic 
  area, with clear space for corrals and rotted or collapsed 
  timber marking many of these. There are no signs that 
  any of the livestock was left behind, which is in 
  keeping with the nomadic way of life – Knowledge 
  (Local VTF) check [DC 15] to confirm this fact. Some 
  smaller animals have made their new lairs or nests here 
  but they all scatter before the characters. During the 
  course of any investigation, it is a Survival check with 
  the tracking feat [DC APL+10] to note the tracks of the 
  tiger(s) from the next encounter in the campsite. The 
  predator(s) was/were in the Gathering area two days 
  ago. After an hour of investigating, this becomes a 
  Search check [DC 10]. Anyone looking for "things out 
  of the ordinary" can make a Spot check [DC 20] to 
  notice either the tracks or the circling vultures in the 
  distance (the latter from the next encounter). It is a 
  Knowledge (Nature) check [DC 16] to determine 
  anything about the creature(s), beyond the fact that it 
  is large and four-legged, including identity and how 
  recently it was/they were by this area. 
   
  It is possible to gather trinkets and other knick-knacks 
  during a search of the camp. For every 15 minutes 
  spent during the investigation, it is a Search check [DC 
  15] to find something that is both intact and possibly of 
  sentimental value (a small rag doll, the scabbard of a 
  child’s first dagger, a rounded crystal pendant and so 
  on). Each item collected and later returned to the tribes 
  by the characters is worth compensation. The 
  characters doing the searching should be advised that 
  they are finding trinkets and asked if they are doing 
  anything with them – it is a Knowledge (Local VTF), 
  Knowledge (Religion) or Bardic Knowledge check [DC 
  15] to know that other tribes will both appreciate and 
  expect that these items are returned to them. 
   
  The Circle of Rary acts as a focus for instantaneous 
  travel magic and spells cast within it have their 
  destinations and range altered. Spells with a range that 
  is regional are automatically doubled in range but the 
  target is directly toward the Bright Desert. Spells with 
  a range that is greater are changed to a destination of 
  the Bright desert, Lord Robilar’s camp. If any character 
  ends up in the Bright Desert, their participation in this 
  module is over unless they have immediate means to 
  return (they receive xp and gold up to this point) and 
  they are charged a flat additional 2 TU to get home 
  safely. Finally, Conjuration or Transmutation spells 
  cast within the Circle are maximized as long as the 
  bearer is wearing the Talisman of the Rider (see COR1-
  03, Future’s Bright). 
   
  The circle radiates faint Transmutation magic (it was 
  the focus of a powerful teleportation circle extended a 
  few times and multiplied by Rary to leave with the 
  tribes).  Trace amounts of silver can be discovered in 
  the circle itself. 
   
  Searching the area automatically reveals the path at the 
  far end of the Gathering of the Tribes. This path has no 
  current tracks upon it but any characters/creatures 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 12 
  with scent become agitated or worried (if they care 
  about Dire Tigers and the like).  See Map 1 for more 
  details on distance from the Circle itself.  The area 
  beyond the tents is hilly. 
  Treasure: 
     APL 2-12 – 50 gp per trinket returned, to a maximum 
  of 100 GP per APL (e.g. 100 for APL 2, 200 for APL 4 
  and so on) 
   
  Interlude: Sacred Cave 
  The honored dead of the various tribes are buried in 
  these tombs, and the tribes celebrated rites of passage 
  into adulthood here.  Frequently, groupings of tribes 
  who are from common ancestry have the same burial 
  grounds (as there are a limited number of options 
  available on and around the Plains).  These particular 
  tombs/rite locations are found in Tusman Hills, an area 
  the tribes of the Paynim would normally avoid as 
  difficult on the horses and not particularly abundant in 
  terms of game and vegetation. 
   
  The Tribes of the Paynim who departed this area have 
  not been back since they left with Rary, aside from a 
  handful who have made a pilgrimage only to be 
  stopped by the Riders.  It is a deserted place, all the 
  more so because it is a shrine and tomb for the dead of 
  the tribes. 
   
  Development:  Cirquor al’Lakshi, if he is with the 
  characters, starts to have flashbacks when they 
  approach the caves.  He remembers bits and pieces of 
  this place, as if from another time. Upon entering the 
  cave he freezes for a period of one minute, 
  overwhelmed by images (if asked) that he cannot 
  identify.  Anyone scanning his mind or memories is 
  likewise overwhelmed by the sheer number and vivid 
  colours.  When asked, he can convey the following (the 
  DM may choose when to reveal these details): 
   
  A) Bright lights on the sky/ceiling?  Warm hands and 
  a cold surface; 
  B) Three voices, saying something, but it is all jarbled 
  and nonsensical; 
  C) A single voice, with power, and urgency.  And 
  something else? 
  D) A darkness, or a void, and no sound at all; 
  E) The feeling that water is coursing over him and 
  then the void is gone; 
  F) A flash of red and black, or maybe it is a very dark 
  blue, and a sparkle of light. 
   
  Sacred Cave Dimensions 
  The floor in this cave is cool and somewhat damp (see 
  the spring and pool in it) but otherwise smooth.  The 
  walls are all smooth, from age and possibly some 
  polishing by acolytes of tribal shamans and the like.  
  The average height anywhere ranges from 7 to 8 feet.  
  Climb checks on the walls are [DC 25]. 
   
   
  Encounter Four: Paws for 
  Thought 
  Past the trail leading away from the deserted tents, 
  a series of cave openings dot the hillsides.  Most are 
  no more than the holes for animals of the area, 
  small and uninviting. One, however, is clearly of 
  importance, with a visible wide worn path leading 
  directly to it. Off above the hill, centered above 
  something further up from the entrance, six 
  vultures circle. 
   
  See Map 2 for details on the cave and dimensions. 
  Plains Tiger(s)/Dire Tiger(s) have taken up residence 
  in the entrance cave and are the source of the vultures 
  flying overhead and to the right – a dead antelope 
  carcass lies there, most of the meat torn from the body. 
   This was the last meal of the Tiger and it left it there 
  rather than drag it down the ledges. Anyone seeing the 
  carcass - it takes about five rounds to climb up to it 
  with Climb checks [DC 5] - can attempt a Survival 
  check or Knowledge (Nature) check [DC 15] to 
  recognize the type of creature that caused the wounds 
  (refer to the encounter itself).   
  There is also significant evidence directly outside the 
  cave that a tiger or tigers have taken up residence here. 
   The hillside and two nearby scrub trees have massive 
  claw marks upon them, as the tigers have noted part of 
  their territory (this was actually the extent of their 
  territory at one point, though it is no longer). It is a 
  Spot check [DC 5] to see the signs and a further 
  Survival check [DC 15] to recognize a large predator, 
  Survival check with tracking feat or Knowledge 
  (Nature) [DC 15] to identify it as a plains tiger (or 
  plains dire tiger). 
  The tiger(s) likes the cool clean cave with a source of 
  water in the cave.  With the archways and exits being 
  so narrow, the tiger(s) have not passed into the rest of 
  the sacred ground nor does it feel any need to do so. 
  Carcasses are a bit of a pain to drag in here but there are 
  no real competitors and it is usually easier to protect 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 13 
  them from Griffons inside the cave than it is outside 
  (it/they go lazy with the current carcass). 
  The tiger(s) seek to defend the cavern entrance as best 
  it can, charging the first character that enters and 
  pouncing.  Thereafter the tiger attacks and tries to kill 
  all who enter, predominantly to defend the territory 
  but also out of anger – it can smell the other two but 
  does not know the source and is angry at the strange 
  sensations without a means of either ignoring it or 
  dealing with it. 
  Tigers: The one/two tigers encountered are resting in 
  the cave, having hunted down a meal the day before 
  (see the vultures).  This means that they are prone on 
  the ground near the back of the entrance cave to begin 
  with, unless warned or otherwise provoked. 
  Entry Cave: 
  Lighting: The entry cave is not lit, beyond the ambient 
  lighting from outside. 
  The entry cave has a large pool of water off to one side, 
  as well as three raised stone platforms in the cave. One 
  exit further into the cave system leave from the north 
  wall and the exit outside of the caves is on the south 
  wall. 
  The pool of water has an inscription in Ancient 
  Baklunish at the lip of the pool itself. The writing is 
  difficult to perceive without actually entering the pool 
  itself, Spot check [DC 25] – if anyone enters the pool, 
  the Spot check difficulty is reduced by 10. It says "The 
  Blood of the Dragon and the health of the Tribes are as 
  one."  It is a Knowledge (History) or Bardic Knowledge 
  check [DC 25] to recognize the term “blood of the 
  dragon” as a typical Baklunish phrase from the original 
  tribesmen for health or life, possibly even birth or re-
  birth. 
  This pool radiates strong Conjuration magic if checked 
  and the water and the lining of the pool are the source. 
  Drinking the water does not do anything, nor does 
  transporting the water beyond the confines of the pool. 
  If a dead creature - which can be subjected to a raise 
  dead spell - is placed in the water and bathed for 10 
  minutes, the pool acts as a spell of that nature. This 
  particular benefit can only accrue to any one character 
  or person once, as the water of the pool leaves a 
  residual marker upon them that prevents this from 
  functioning any further.  
  The three raised stone slabs in the room each radiate 
  faint Conjuration and Necromantic magic and were 
  the formal resting places for the dead while they were 
  prepared for the ritual seven day burial and then 
  cremation. They do not bear any inscriptions or other 
  markings however are smooth from centuries of use. 
  Stonecunning or Knowledge (Architecture and 
  Engineering) [DC 25] can discern that the stone is 
  native to the cave and was shaped by magic to attain 
  the current position, but only marginally (probably 
  some existing rock formation that was modified 
  slightly). 
  The exit from this room further into the caves is 
  narrow and it is clear that the tiger who made his 
  (their) home here never went beyond. Huge claw 
  marks on the wall delineate the extent of the territory. 
  The intruders tried to sneak past the tigers – once they 
  were detected, to the detriment of the familiar – but 
  really have no worries about escaping – they plan to 
  use their undead minions to force a way out, with the 
  tigers 
  likely 
  retreating 
  before 
  the 
  unnatural 
  combatants. 
  Development – Cirquor:  If Cirquor is present, he is 
  fascinated by the pool.  After combat is resolved (and 
  possibly the second combat) he stands in front of it and 
  seems lost in thought.  If there are any deaths in the 
  party, he insists that they be bathed in the pool of 
  water, though he does not know why.  Upon exiting 
  the cave system (whenever that may be), the young 
  man explains that they pools of the water have some 
  powerful ability to raise dead.  How he knows this is a 
  mystery to him. 
  If Cirquor is not with the group, they may still learn of 
  this ability through their own actions.  If characters 
  have not figured this out or had Cirquor inform them 
  of the ability (in other words, he is not present or is 
  incapable of providing the answer), the Blood of the 
  Dragon benefit from the AR is not awarded. 
  Development:  Unless the characters work diligently 
  to keep the noise level down, the intruders will hear 
  the fight and begin their preparations on round 2.  
  Keep the party going in initiative sequence, as the 
  intruders will move forward to engage once their 
  preparation spells are complete. 
  Treasure:  The treasure in this case represents the pelt 
  of the tiger as well as sale of the teeth. The teeth are 
  valued for gp as they can be traded as such, while the 
  rest is under loot. 
  Creatures: 
  APL 2 (EL 4) 
  �Plains Tiger; hp 45, See Appendix One. 
  APL 4 (EL 6 ) 
  �Plains Tigers (2); hp 45 each, See Appendix One. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 14 
  APL 6 (EL 8) 
  �Plains Dire Tiger; hp 120 each, See Appendix One. 
  APL 8 (EL 10) 
  �Plains Dire Tiger (2); hp 120, See Appendix One. 
  APL 10 (EL 12) 
  �Advanced Plains Dire Tigers (2); hp 187 each, See 
  Appendix One. 
  APL 12 (EL 14) 
  �Very Advanced Plains Dire Tigers (2); hp 238 each, 
  See Appendix One. 
   
  Treasure  
     APL 2-6  – L: 150 gp; C: 5 gp; M: 0 gp  
     APL 8-12 – L: 250 gp; C: 5 gp; M: 0 gp 
   
   
  Encounter Five: The Feet of the 
  Dragon and Beyond 
  Beyond the entry cave is a winding tunnel that 
  leads further into the hills, and a small stream runs 
  down one side, ending in the pool of water seen 
  moments ago.  A glint of light draws the eye 
  further, something unusual in this underground 
  place.  
   
  There are three further caves in this small system, 
  beyond the entrance cave.  Each is explained is turn 
  and references the map. 
   
  Shrine to the Spirits 
  Lighting: Each of the stone blocks has a continual 
  flame cast upon it – all are the colour of regular flames. 
  The stone blocks are heavy (500 lbs. each) and unlikely 
  to be moved with any sort of ease, but that it is possible 
  if desired. 
   
  The second cave is the Shrine to the Spirits of the 
  tribes as well as Geshtai. A spring bubbles in here and 
  runs through the room into the pool in the entry cave. 
  The water is pure and cold but has no special qualities 
  beyond being very fresh. None of the items in this 
  room radiate any sort of magic save the continual 
  flames themselves. There are two exits to this room, 
  one in the west and one in the east. The room to the 
  west is dark, while that to the east is lit. 
   
  Placed at each of the compass points around the pool 
  are two stone blocks (about 4 feet tall and two feet in 
  diameter). The blocks represent one of the seven 
  Spirits of the tribes, as well as the Goddess Geshtai. 
  Each has a smooth top, with a slight curve to allow an 
  item to be placed upon it and not roll off. The purpose 
  for them is for worship. Nothing remains of the last 
  offerings that were made but a Survival check [DC 28] 
  can advise that at least one held flowers or plants with 
  seeds. 
   
  Each particular stone has a symbol inscribed into it, a 
  stylized version of the basic symbol for each in Ancient 
  Baklunish. They are as follows (with the Spirits 
  reference after them, and the current god in the 
  Pantheon to whom they actually devote themselves 
  named): 
   
   
  Infinity - Fate/Destiny (Istus) 
  Fire - Courage/Purity (Azor-Alq) 
  Mother - Honour/Devotion/Family (Al’Akbar) 
  Skull - Death (Wee Jas) 
  Tiger - Survival/Wilderness (Ehlonna) 
  Lightning - Strength of Body (Zuoken) 
  Sun - Strength of Spirit (Xan Yae) 
  Water Jug – Geshtai 
   
  The last noted representation can be garnered from a 
  Knowledge (Religion) check [DC 15 if worshipping a 
  non-Baklunish deity, DC 10 if a Baklunish deity or 
  automatic if worshipping Geshtai].  Once this is 
  figured out, the remaining symbols can be reviewed 
  from a Knowledge (Religion) perspective and checks 
  made [DC 20 if worshipping a non-Baklunish deity, 
  DC 15 if worshipping a Baklunish deity].  The check is 
  possible with Bardic knowledge at an increased 
  difficulty [DC+3] and the actual god/goddess to whom 
  devotions are sent cannot be determined. 
   
  The Cave of Life 
   
  Lighting: The ceiling of the cave is comprised of 
  thousands of embedded quartz crystals, which shine 
  with some sort of internal light. They illuminate the 
  cave and create a very warm glow in the rooms. The 
  crystals were gathered after a conflict with the Brazen 
  Horde and the subject of a lengthy ballad known to the 
  people of the Plains (Bardic Knowledge check [DC 25 
  for anyone from the VTF, 30 for those outside the 
  VTF]). It is rumoured that each crystal contains a 
  fragment of a soul lost in the great battle.  
   
  In actual fact, they are lit via strands of crystal reaching 
  up through the hill to the surface.  Obviously, the 
  crystals will not provide light if removed from this 
  environment.  
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 15 
  The cave of life has a series of five different circles 
  upon the ground, each with inscriptions of Baklunish 
  culture. The first four deal with the Feet of the Dragon 
  (Honor, Piety, Family, and Respect) and the last deals 
  with the worship of the Spirits of the Tribes. This cave 
  was the source of a rite of passage for young men and 
  women into the tribes, though it can actually be done 
  anywhere. The difficulty of inscribing the proper 
  words into the ground, coupled with the permanent 
  location of the caves made this an ideal choice for the 
  local tribes, one that has now been lost to them. 
   
  In the centre of the circles is an elaborate pattern. The 
  glowing crystals of the ceiling, coupled with time 
  spent watching the pattern, can have a hypnotic effect. 
  Anyone interested in the pattern must make a Will 
  save [DC 18] or stare at the pattern for a period of 30 
  minutes without interruption, unless they are forced to 
  look away. This effect cannot work without at least five 
  minutes of concentration upon the pattern nor can it 
  actively affect someone after they have been subject to 
  the save (though they can always choose to voluntarily 
  fail it again). The hypnotic effect has no actual impact 
  on the character. 
   
  There is nothing magical in the room that can be 
  detected.  The crystals and their light are non-magical 
  in nature, though people may not choose to believe 
  that. 
   
  For those interested, the inscriptions read as follows: 
   
  “The honor of the individual cannot be separated from 
  the honor of the tribe. When you uphold one, you 
  uphold both.” (Honor) 
   
  “To be humble and penitent before the Spirits is to 
  accept your place and strengthen your tribe.  If you 
  step beyond these bounds, do so with the guidance and 
  humility of a true member of the tribe.” (Piety) 
   
  “One is nothing without one’s family.  Never abandon, 
  betray or attack the foundation of your life.” (Family) 
   
  “To those whom you would show respect, be courteous 
  and forthright.  This will bring you such rewards in 
  turn and the power of your tribe will increase.” 
  (Respect) 
   
  “They are seven and one.  She provides us the water 
  and shelter on the Plains, they provide us the strength 
  of soul and being to remain as we are.  Follow them all 
  equally and put not one before the others.” (Worship of 
  Geshtai and the Spirits) 
   
  Development: If Cirquor is with the party, he freezes 
  at the entry into this room. Unless prevented, he then 
  circles the room as if compelled, saying each of the 
  inscriptions in turn, until he is standing on the 
  confusing pattern at the centre. There, he comes out of 
  the trance that began when he entered and remember 
  nothing. Should anyone prevent him from moving 
  during this time, block his path, etc. he tries to keep 
  moving forward but does nothing violent.  Taking him 
  out of the room ends the compulsion.  He cannot 
  remember any details of why he does this and there is 
  nothing in his memory giving any hints. 
   
   
  Passage of the Dead 
  Stone of the Rider: This room has an unusual addition 
  to it, a large block of granite carved into the life-sized 
  figure of a rider on a horse on the north wall. The eyes 
  of both creatures are made of quartz. If detect magic or 
  similar 
  magic 
  is 
  employed, 
  there 
  is 
  strong 
  enchantment, 
  conjuration, 
  divination 
  and 
  transmutation magic. 
   
  It is a Knowledge (Nobility) check [DC 25] to 
  recognize the Rider as Rary (no Bardic knowledge 
  check as the stories of him are all incredibly 
  exaggerated).  The horse he is riding has no historical 
  significance. 
   
  The Stone of the Rider has the magical immunity 
  ability of golems but it can be damaged by physical 
  attacks. The Stone weights 3800 lbs., has 1000 hp and a 
  hardness of 8.  There are no repercussions in damaging 
  it in this module, beyond the fact that if it is destroyed 
  and the magic within it thereby released (harmlessly) 
  then the Stone Riders/Stone Horses no longer 
  regenerate or recreate themselves in the evening. Any 
  character involved in the destruction of the Stone of 
  the Rider awakes the next morning to find an image of 
  a bloody horse on his/her right hand. 
   
  This image may not be removed or hidden in any 
  fashion nor may the curse be lifted save by a character 
  of more than 20
  th level (e.g. Epic Level). The image 
  appears in whatever form the character takes.  It 
  radiates strong enchantment magic. If a character 
  discovers a method to remove the curse, contact the 
  Ket Triad for confirmation that it will be successful. A 
  Special Mission to remove the curse is possible 
  however the Ket Triad must be contacted for details. 
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 16 
  Lighting: This cave is lit by a single, dim, continual 
  flame cast directly onto the upper ceiling. Lighting is 
  not good but it is acceptable after two rounds of 
  adjustment for the eyes (one round for anyone with 
  low light vision) – people with darkvision and similar 
  vision are unaffected. In those two rounds (or one), 
  such characters have a 20% mischance and cannot 
  target spells which require a specific target (they 
  cannot be accurate enough – even magic missiles 
  cannot be launched under these circumstances).  
   
  The dead of the tribes were prepared in this room for 
  cremation or burial and their journey to the afterlife. 
  Typical custom involved a seven day time of 
  preparation, which was accomplished in this room. 
  The living would come to pay their respects here, at 
  whatever time of day suited them. 
  As with any Gathering of many tribes, some deaths 
  inevitably occurred during this time. It is indicative of 
  the mass hysteria or coercive effect that Rary had on 
  the tribes that they willingly left behind their 
  honoured dead. This meant, inevitably, that they 
  would not be able to cremate them properly or bury 
  them with honor and no doubt caused a good deal of 
  consternation when the fact was realized. This fact can 
  recognized with a Knowledge Local (VTF) check [DC 
  25] but not Bardic knowledge – it is too specific a 
  matter to make it into general snippets of knowledge. 
  In this case, there were ten dead left behind, all 
  properly attired and ready for cremation, but none of it 
  complete. 
   
  Alternatively, reading the notes of the Necromancer 
  Sirael reveals the fact that the bodies should be 
  cremated, as well as her intentions – she wanted to 
  raise these honoured dead, as it was the only chance 
  she could see to raise such persons given the 
  traditional cremation methods of the tribes. What she 
  might learn from this was unknown, as her 
  preparations had only just begun, but it is clear that her 
  orders come from elsewhere, deeper in Ket itself. 
   
  Of note is the fact that this chamber can be used for 
  cremation itself – it is a Survival check [DC 15+APL – 
  the intruders are more careful at higher levels to cover 
  their existence] to note that there is firewood in the 
  room and little evidence of any problem. The roof 
  above actually has fine cracks within it and smoke and 
  heat can rise through them, dispersed in the myriad of 
  holes and pipes created naturally. The intruders have 
  been using this knowingly for their fires. 
   
  Recognizing this fact allows for the ceremony of 
  cremation to actually take place. There are two options 
  at this point. The characters can undertake the 
  ceremony themselves (if they worship any Baklunish 
  deity the knowledge is considered part of their 
  heritage) or they can bring out the bodies for the tribes 
  to 
  perform 
  the 
  rituals 
  themselves 
  (with 
  the 
  circumstances of this situation, they are awaiting the 
  characters at the edges of the Stone Riders area). If the 
  characters do one of these two things, the tribes are 
  very grateful and provide to them the opportunity to 
  purchase the Talisman of the Spirits on the AR. Simply 
  attempting the cremation is sufficient as well, even if 
  not successful, as it is the thought that counts.  
   
  This is the room that the intruders have spent their 
  time in, viewing the bodies and generally making 
  preparations. They have been very careful and clean 
  here, either from their own compulsions or just to 
  keep things from getting disorganized. Three bed rolls 
  are found in one corner, with some dried rations and 
  waterskins (the latter empty, they are using the spring 
  in the caves), some firewood and a small set of stones 
  used for a firepit. 
   
  It is possible that the two (three) intruders may be 
  surprised here by a clever or innovative party. If so, 
  they are standing at the centre of the room, studying a 
  book that Sirael brought with her. Otherwise, it is 
  likely that the intruders have readied themselves and 
  attacked the characters already. 
   
  Background - How did Sirael get past the Riders?  
   
  Sirael had a crystal from the same source as Cirquor 
  and simply lucked into the fact that she realized it was 
  important.  She made a mistake upon entering, 
  however, and thought she had to give up the crystal to 
  the Stone Rider.  As a result, she now has no means of 
  returning should she or the others leave this area. 
   
  Tactics:  At APL 2 and 4, the wizard Sintar died in a 
  brief scuffle with the tiger(s) at the entrance. The other 
  two recovered the body and have prepared it in a 
  typically tribal way, planning to use it as part of the 
  animating dead that should take place. 
   
  The familiar for Sintar died during the scouting of the 
  cave (became a tiger snack) and they have not figured 
  out the abilities of the pool. 
   
  The intruders use every single spell at their everyday 
  disposal in readying for the combat. Until they have a 
  chance to see the characters, they do not employ more 
  than one spell from their scrolls/potions (but they do 
  use one at least).  If there is large flashy magic cast, the 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 17 
  intruders react by using additional scrolls or potions 
  and make every effort to counter what they see or saw. 
   
  Most tactics involve the wizard casting his summons 
  spells as much as possible and providing creatures to 
  assist Xerfor in the combat.  Sirael likewise casts her 
  spells first to buff herself, then wades in with the 
  dagger (!). 
   
  APL 2 (EL 4) 
  �Sirael:  Clr3; hp 24, see Appendix One. 
  �Xerfor; Bar1; hp 14, see Appendix One. 
   
  APL 4 (EL 6) 
  �Sirael:  Clr5; hp 38, see Appendix One. 
  �Xerfor; Bar1/Rgr2; hp 28, see Appendix One. 
  APL 6 (EL 8) 
  �Sirael:  Clr5; hp 38, see Appendix One. 
  �Sintar: Sor5, hp 26, see Appendix One. 
  �Xerfor; Bar1/Rgr2/Ftr2; hp 44, see Appendix One. 
   
  APL 8 (EL 10) 
  �Sirael:  Clr7; hp 52, see Appendix One. 
  �Sintar: Sor7, hp 36, see Appendix One. 
  �Xerfor; Bar1/Rgr2/Ftr4; hp 60, see Appendix One. 
   
  APL 10 (EL 12) 
  �Sirael:  Clr9; hp 66, see Appendix One. 
  �Sintar: Sor9, hp 46, see Appendix One. 
  �Xerfor; Bar1/Rgr2/Ftr6; hp 85, see Appendix One. 
   
  APL 12 (EL 14) 
  �Sirael:  Clr11; hp 80, see Appendix One. 
  �Sintar: Sor11, hp 56, see Appendix One. 
  �Xerfor; Bar1/Rgr2/Ftr8; hp 103, see Appendix One. 
   
  Treasure 
     APL 2 – 196 gp (l), 10 gp (g), scroll of bear’s 
  endurance (12 gp), scroll of bull’s strength (12 gp) (m) 
     APL 4 – 156 gp (l), 15 gp (g), potion of bull’s strength 
  (25 gp), potion of bear’s endurance (25 gp), scroll of 
  bear’s endurance (12 gp), scroll of bull’s strength (12 
  gp), +1 full plate (221 gp), +1 heavy steel shield (97 gp) 
  (m) 
     APL 6 – 60 gp (l), 15 gp (g), scroll of bear’s endurance 
  * 2 (12 * 2 gp), scroll of bull’s strength (12 gp), potion of 
  bull’s strength (25 gp), potion of bear’s endurance (25 
  gp), scroll of mage armour (12 gp), scroll of cat’s grace 
  (12 gp), +1 mithril chain shirt (175 gp), +1 full plate 
  (221 gp), +1 cloak of resistance (83 gp), +1 heavy steel 
  shield (97 gp), +1 two-bladed sword (400 gp), +2 periapt 
  of wisdom (333 gp), +2 cloak of charisma (333 gp) (m) 
     APL 8 – 35 gp (l), 20 gp (g), scroll of bear’s endurance 
  * 2 (12 * 2 gp), scroll of bull’s strength (12 gp), potion of 
  bull’s strength (25 gp), potion of bear’s endurance (25 
  gp), scroll of mage armour (12 gp), scroll of cat’s grace 
  (12 gp), +2 mithril chain shirt (425 gp), +1 full plate 
  (221 gp), +1 cloak of resistance (83 gp), +1 vest of 
  resistance (83 gp), +1 ring of protection (167 gp), +1 
  two-bladed sword (400 gp), +1 heavy steel shield (97 
  gp), +2 periapt of wisdom (333 gp), +2 cloak of 
  charisma (333 gp) (m) 
     APL 10 – 35 gp (l), 20 gp (g), scroll of bear’s 
  endurance (12 gp), scroll of bull’s strength (12 gp) (m), 
  potion of bull’s strength (25 gp), potion of bear’s 
  endurance (25 gp), scroll of mage armour (12 gp), scroll 
  of cat’s grace (12 gp), +2 mithril chain shirt (425 gp), +2 
  full plate (471 gp), +2 vest of resistance (362 gp),  +1 
  cloak of resistance (83 gp), +1 ring of protection * 2 
  (167 * 2 gp), +1 two-bladed sword (400 gp), +2 heavy 
  steel shield (347 gp),+2 gloves of dexterity (333 gp), +2 
  amulet of health (333 gp), +2 periapt of wisdom (333 
  gp), +2 cloak of charisma (333 gp) (m) 
     APL 12 – 35 gp (l), 20 gp (g), scroll of bear’s 
  endurance (12 gp), scroll of bull’s strength (12 gp) (m), 
  potion of bull’s strength (25 gp), potion of bear’s 
  endurance (25 gp), scroll of mage armour (12 gp), scroll 
  of cat’s grace (12 gp), +2 mithril chain shirt (425 gp), +2 
  full plate (471 gp), +2 vest of resistance (362 gp),  +1 
  cloak of resistance (83 gp), +2 ring of protection (666 
  gp), +1 ring of protection (167 gp), +1 flame / +1 frost 
  two-bladed sword (1358 gp), +2 heavy steel shield (347 
  gp), +2 gloves of dexterity (333 gp), +2 amulet of health 
  (333 gp), +2 periapt of wisdom (333 gp), +4 cloak of 
  charisma (1333 gp) (m) 
   
   
  Conclusion: The Return of the 
  Tribes 
   
  The Tribes are massed, awaiting your exit, as the 
  approach to the edge of the territory guarded by the 
  Stone Riders nears. Hundreds - possibly thousands 
  - of mounted warriors watch impassively, weapons 
  at the ready but not in use. 
   
  The Tribes have come to reclaim this territory from the 
  upstart Beys of Ket.  Although perhaps not generally 
  organized on the scale of the lawful nation they border, 
  the incursion by the nobles has not gone unnoticed at 
  all and all of the local tribes (as well as a few distant) 
  have responded.  Their scouts and shamans have told 
  them of the further incursion into the Sacred Grounds 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 18 
  and they wait, both for the characters to exit and for an 
  explanation. 
   
  The characters, whether they know it or not, are being 
  held in high esteem by the tribes.  None of them have 
  managed to bypass the Stone Riders and the mere fact 
  is working in their favour.  The tribes send forward a 
  negotiator, the same bard the characters met in 
  Encounter One.  If this bard died, it is another from a 
  different clan with the same stats but the name of 
  Zivari Singlestroke.  Otherwise, it is the bard from 
  Encounter One, Shinari Longstrike. 
   
  The bard is pleasant and hospitable, offering the 
  characters the pleasures of the tribes for the evening.  
  If rebuffed, he remains friendly, simply trying to get 
  answers from the characters. Should he insult them, 
  inadvertently, he does what he can to smooth things 
  over. 
   
  The tribes seek two things from the characters – an 
  explanation as to what just happened and a return of 
  any items they have gathered that may have belonged 
  to Tribesmen.  The characters may be as open or close-
  mouthed about the adventure – indeed the tribes are 
  willing to hear just about anything, save insults about 
  Rary. They are eager for details, though, and warn 
  characters making such remarks to keep it to 
  themselves (in other circumstances they would react 
  far more violently). 
   
  The next order of business is the return of items of the 
  tribes.  These include anything taken from Encounter 
  1, although the party will be offered compensation.  If 
  the items are given up (as long as the party has any 
  such items – if they have none there is no additional 
  compensation) the characters lose the monetary value 
  of the items but gain an extra choice from the Thanks 
  of the Tribes (so they can circle 2 items instead of 1 to 
  remain Regional Access).  The trinkets that might have 
  been found, the bodies of the dead, anything else that 
  was taken (save from the bodies of the Intruders) all 
  must be turned over. If this is done, the characters gain 
  the Thanks of the Tribes. 
   
  After everything, the characters are invited to a feast in 
  their honour with the tribes that evening. They may 
  refuse, of course, but it a Knowledge (Local VTF), 
  Bardic Knowledge or Knowledge (Nobility) check, DC 
  5, to realize this would be an insult.  Nothing would 
  come of it, under the circumstances, but it is 
  worthwhile to know for future reference. 
   
  Tribes Present: There are a total of 16 tribes present, 
  with numbers ranging from a low of 40 to a high of 120 
  warriors.  Both adult men and women of the Paynim 
  fight, predominantly as horse archers or light cavalry 
  lancers.  This collection of tribes holds sway in this 
  corner of the Paynim, and amongst them are the 
  Longstrike, Singlestroke and Greenfields tribes. 
   
  Development – Cirquor al’Lakshi: At this juncture, 
  Cirquor al’Lakshi, the young man who likely provided 
  the means of bypassing the Stone Riders, chooses to 
  stay with the tribes. As a sign of their appreciation to 
  the ones who have made this possible, the tribal elders 
  and chieftains put great stock in the opinions of the 
  various characters.  After some period of time, it comes 
  down to this – two tribes believe he may be from their 
  families/related tribes who went with Rary. They are 
  the Singlestroke tribe, who believe the young man 
  would make a fine addition to their clan and promise 
  to provide him with three horses and his own tent; the 
  Greenfields tribe, who believe that he is a son of a 
  shaman and promise to provide him training in his 
  anscestral calling, as well as an honored place in their 
  tribe; finally, there is a small but vocal faction that 
  suggests he be granted a blanket tribal membership, in 
  all the tribes, to represent the unity and loss of family 
  to the Bright Desert and Rary.  For the latter, each tribe 
  is to contribute some items, from a saddle to a small 
  tent, and accept the young man amongst all of them. 
   
  It comes down to the characters to make this choice.  
  Each character may vote or make their own statements 
  about this.  Beside the line for Cirquor on the AR, fill 
  in Singlestroke, Greenfields or All in the space 
  available, to denote the choice.  This will have an 
  impact in later module. If the character(s) does not 
  want to make a choice this part of the AR is crossed off. 
   
  Development – Shars: After the characters have dealt 
  with this situation, they are presumed to return to Ket 
  and tell their tale to Shars, the representative of the 
  Bey.  Should they not want to do so, ensure they are 
  clear about their refusal – it has no impact save that the 
  character is not provided with the following access.  
  Shars informs any who return and tell him of their tale 
  that his master is very pleased with their actions and 
  has granted them access to his private collection of 
  magical items, to purchase at a fair exchange. The items 
  are listed at the end of the conclusion – they provide 
  no monetary value but are for access only.  If the 
  characters do not return to tell the tale to Shars, the 
  access to the items is not gained. 
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 19 
  Development - bypass the tribes by any means: 
  There is no repercussion upon the characters but they 
  cannot benefit from the Thanks of the Tribes. 
   
  Final Development: With the arrival of the massed 
  tribes, the Beys of Ket have retreated in confusion and 
  humiliation, restoring the borders to their original 
  delineation.  The army of Ket does not budge at all and 
  simply maintains the watchful eye it has on the border. 
   There is nothing to be gained in this for any of the 
  characters. 
   
  Treasure: 
   
     APL 2 – 0 gp (l), 0 gp (g), wand of enlarge person (0 
  gp, access only), hand of the mage (0 gp, access only) 
  (m) 
     APL 4 – 0 gp (l), 0 gp (g), heward’s handy haversack 
  (0 gp, access only) (m) 
     APL 6 – 0 gp (l), 0 gp (g), druid’s vestments (0 gp, 
  access only)(m) 
     APL 8 – 0 gp (l), 0 gp (g), immovable rod (0 gp, access 
  only) (m) 
     APL 10 – 0 gp (l), 0 gp (g), goggles of night (0 gp, 
  access only)(m) 
     APL 12 – 0 gp (l), 0 gp (g), dimensional shackles (0 
  gp, access only)(m) 
   
   
  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. 
   
  Introduction 
   
  Choosing to investigate the Stone Riders  
   APL2 30 xp; APL4 30 xp; APL6 60 xp;  
   
  APL8 60 xp; APL 10 90 xp; APL 12 90 xp. 
   
  Encounter One 
   
  Defeat the Tribesmen or the Air Elementals 
  (bypassing does not count)  
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL 10 360 xp; APL 12 420 xp. 
   
  Encounter Two 
   
  Avoid the Stone Riders or bypass them in some 
  manner 
  APL2 60 xp; APL4 60 xp; APL6 60 xp;  
  APL8 120 xp; APL 10 120 xp; APL 12 120 xp. 
  Encounter Four 
   
  Defeat the Tiger(s)/Dire Tiger(s)  
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL 10 360 xp; APL 12 420 xp. 
   
  Encounter Five 
   
  Defeat or kill Sirael and her partner(s). 
   APL2 60 xp; APL4 120 xp;  
   APL6 180 xp; APL8 240 xp;  
   APL 10 300 xp; APL 12 360 xp. 
   
  Story Award 
   
  Return the bodies to the tribes for cremation or 
  arrange to have it done themselves. Also awarded if 
  trinkets gathered are returned to the tribes (but only 
  one Story Award maximum). 
  APL2 30 xp; APL4 45 xp; APL6 60 xp;  
  APL8 70 xp; APL 10 90 xp; APL 12 105 xp. 
   
  Discretionary role-playing award 
  APL2 60 xp; APL4 90 xp; APL6 120 xp;  
  APL8 150 xp; APL 10 180 xp; APL 12 210 xp. 
   
  Total possible experience:  
   
  APL 2  
  450 xp 
  APL 4  
  675 xp 
  APL 6  
  900 xp 
  APL 8  
  1,125 xp 
  APL 10  
  1,350 xp 
  APL 12  
  1,575 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. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 20 
  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 1:   
  Looting the bodies of the tribesmen (no loot for the Air 
  Elementals) 
   
  APL 2 – 165 gp (l), 5 gp (g), 0 gp (m) 
   
  APL 4 – 165 gp (l), 5 gp (g), 0 gp (m) 
   
  APL 6 – 58 gp (l), 5 gp (g), +1 composite longbow * 
  2 (216 gp * 2), +1 chain shirt * 2 (104 gp * 2) (m) 
   
  APL 8 – 83 gp (l), 5 gp (g), +1 composite longbow * 
  2 (216 gp * 2), +1 chain shirt * 2 (104 gp * 2), +1 cloak of 
  resistance * 2 (83.5 gp * 2) (m) 
  APL 10 – 83 gp (l), 5 gp (g), +1 frost composite 
  longbow (616 gp), +2 composite longbow (616 gp), +1 
  chain shirt * 2 (104 gp * 2), +1 cloak of resistance * 2 
  (83.5 gp *2) (m) 
  APL 12 – 83 gp (l), 5 gp (g), +2 composite longbow 
  (616 gp), +1 frost composite longbow (616 gp), +2 
  mithril chain shirt * 2 (425 gp * 2), +1 cloak of 
  resistance * 2 (83 gp * 2), eyes of the eagle (208 gp) (m) 
   
  Encounter 3 (If returned to the Tribes in the 
  Conclusion): 
  APL 2-12 – 50 gp per trinket returned, to a 
  maximum of 100 GP per APL (eg. 100 for APL 2, 200 
  for APL 4 and so on) 
   
  Encounter 4: 
  Defeat the Tiger(s) and skin them – teeth are 
  exchanged for gp for a lucrative sum. 
   
  APL 2-6  – 150 gp (l) 5 gp (g) 0 gp (m)  
   
  APL 8-12 – 250 gp (l) 5 gp (g) 0 gp (m) 
   
  Encounter 5: 
  Defeat the Sirael and her companions.  
   
  APL 2 – 196 gp (l), 10 gp (g), scroll of bear’s 
  endurance (12 gp), scroll of bull’s strength (12 gp) (m) 
   
  APL 4 – 156 gp (l), 15 gp (g), potion of bull’s 
  strength (25 gp), potion of bear’s endurance (25 gp), 
  scroll of bear’s endurance (12 gp), scroll of bull’s 
  strength (12 gp), +1 full plate (221 gp), +1 heavy steel 
  shield (97 gp) (m) 
   
  APL 6 – 60 gp (l), 15 gp (g), scroll of bear’s 
  endurance * 2 (12 * 2 gp), scroll of bull’s strength (12 
  gp), potion of bull’s strength (25 gp), potion of bear’s 
  endurance (25 gp), scroll of mage armour (12 gp), scroll 
  of cat’s grace (12 gp), +1 mithril chain shirt (175 gp), +1 
  full plate (221 gp), +1 cloak of resistance (83 gp), +1 
  heavy steel shield (97 gp), +1 two-bladed sword (400 
  gp), +2 periapt of wisdom (333 gp), +2 cloak of 
  charisma (333 gp) (m) 
   
  APL 8 – 35 gp (l), 20 gp (g), scroll of bear’s 
  endurance * 2 (12 * 2 gp), scroll of bull’s strength (12 
  gp), potion of bull’s strength (25 gp), potion of bear’s 
  endurance (25 gp), scroll of mage armour (12 gp), scroll 
  of cat’s grace (12 gp), +2 mithril chain shirt (425 gp), +1 
  full plate (221 gp), +1 cloak of resistance (83 gp), +1 vest 
  of resistance (83 gp), +1 ring of protection (167 gp), +1 
  two-bladed sword (400 gp), +1 heavy steel shield (97 
  gp), +2 periapt of wisdom (333 gp), +2 cloak of 
  charisma (333 gp) (m) 
   
  APL 10 – 35 gp (l), 20 gp (g), scroll of bear’s 
  endurance (12 gp), scroll of bull’s strength (12 gp) (m), 
  potion of bull’s strength (25 gp), potion of bear’s 
  endurance (25 gp), scroll of mage armour (12 gp), scroll 
  of cat’s grace (12 gp), +2 mithril chain shirt (425 gp), +2 
  full plate (471 gp), +2 vest of resistance (362 gp),  +1 
  cloak of resistance (83 gp), +1 ring of protection * 2 
  (167 * 2 gp), +1 two-bladed sword (400 gp), +2 heavy 
  steel shield (347 gp), +2 gloves of dexterity (333 gp), +2 
  amulet of health (333 gp), +2 periapt of wisdom (333 
  gp), +2 cloak of charisma (333 gp) (m) 
   
  APL 12 – 35 gp (l), 20 gp (g), scroll of bear’s 
  endurance (12 gp), scroll of bull’s strength (12 gp) (m), 
  potion of bull’s strength (25 gp), potion of bear’s 
  endurance (25 gp), scroll of mage armour (12 gp), scroll 
  of cat’s grace (12 gp), +2 mithril chain shirt (425 gp), +2 
  full plate (471 gp), +2 vest of resistance (362 gp),  +1 
  cloak of resistance (83 gp), +2 ring of protection (666 
  gp), +1 ring of protection (167 gp), +1 flame / +1 frost 
  two-bladed sword (1358 gp), +2 heavy steel shield (347 
  gp),+2 gloves of dexterity (333 gp), +2 amulet of health 
  (333 gp), +2 periapt of wisdom (333 gp), +4 cloak of 
  charisma (1333 gp) (m) 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 21 
   
  Conclusion: 
  Return to tell Shars of the adventure  
   
  APL 2 – 0 gp (l), 0 gp (g), wand of enlarge person 
  (0 gp, access only), hand of the mage (0 gp, access only) 
  (m) 
   
  APL 4 – 0 gp (l), 0 gp (g), heward’s handy 
  haversack (0 gp, access only), (m) 
   
  APL 6 – 0 gp (l), 0 gp (g), druid’s vestments (0 gp, 
  access only)(m) 
   
  APL 8 – 0 gp (l), 0 gp (g), immovable rod (0 gp, 
  access only) (m) 
   
  APL 10 – 0 gp (l), 0 gp (g), goggles of night (0 gp, 
  access only)(m) 
   
  APL 12 – 0 gp (l), 0 gp (g), dimensional shackles (0 
  gp, access only)(m) 
   
   
  Adventure Maximums  
  APL 2 
   
  450 gp 
  APL 4 
   
  650 gp 
  APL 6 
   
  900 gp 
  APL 8 
   
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
  Special Awards for the AR: 
   
  �Blood of the Dragon: The character knows the cave 
  waters may be used to raise dead. A character may be 
  raised for 1/2 material and no casting cost with an 
  expenditure of 2 TU. The favour may be bestowed on 
  another but each must spend 2 TU. Once the favour is 
  used, cross it off. 
   
  �Cirquor al’Lakshi: You have helped this young 
  man.  He now claims membership in ________. 
   
  �Thanks of the Tribes: The Tribes of the Plains of 
  the Paynim are grateful for what you have done. They 
  make one (or two, see Conclusion) of the items from 
  your APL or less available (Regional Access) – circle to 
  denote which are chosen:   
  APL 2: Ring of Feather Falling, Wand of Cure Light 
  Wounds. 
  APL 4: Boccob’s Blessed Book, Mithral Breastplate 
  APL 6: Upgrade to Silent Moves, +2 Vest of Resistance 
  APL 8: Upgrade to Bane (Humans), +3 Vest of 
  Resistance 
  APL 10: Upgrade to Blinding, Deep Red Ioun Stone 
  APL 12: +4 Vest of Resistance, +4 Gloves of Dexterity 
   
  �Speed of the Rider: The Stone of the Rider is intact 
  and the blessings of the Rider upon the character.  As a 
  free action on their turn, the character may call upon 
  the blessing (one-time only, when used cross it off) to 
  Dimension Door as if cast by a 16
  th level caster. 
   
  �Curse of the Rider: For destroying the Stone of the 
  Rider, the curse of the Rider is upon the character.  A 
  small emblem of a bloody horse appears on their right 
  hand. It may not be removed save by a wish, limited 
  wish or miracle. 
   
   
   
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 22 
  Appendix One: NPC’s 
   
  Introduction 
   
  All APL’s 
  �Shars bey’Zariq; male human; Rog3/Sor5; CR 8; 
  Medium Humanoid (5’ 6” tall); 3d6+3+5d4+5; hp 36; 
  Init +3; Spd 30 ft; AC 13 (T13, FF 10) (+3 Dex); Atk or 
  Full Atk +5 melee (1d6, [crit 18-20] [x2], masterwork 
  rapier); Atk or Full Atk +7 ranged (1d8 [crit 19-20] [x2] 
  light crossbow); BAB +4; Grapple +4; Space/Reach 5 
  ft./5 ft.; SA Sneak Attack +2d6; SQ Evasion, Uncanny 
  Dodge; AL LG; SV Fort +3, Ref +7, Will +6; Str 10, Dex 
  16, Con 12, Int 10, Wis 10, Cha 17. 
   
  Skills 
  and 
  Feats; 
  Balance 
  +9, 
  Bluff 
  +9, 
  Concentration +5, Diplomacy +9, Disable Device +9, 
  Hide +9, Languages: Baklunish, Common, Move 
  Silently +9, Search +6, Sleight of Hand +9, Spellcraft 
  +11, Tumble +9; Dodge, Extend Spell, Empower Spell, 
  Maximize Spell. 
   
  Sneak Attack: +2d6 if opponent is flanked or 
  denied dex. 
   
  Evasion (Ex): No damage from Reflex save spells 
  if the save is made. 
   
  Uncanny Dodge: Dex bonus even if flat-footed. 
   
  Spells:  (6/7/5: DC 13+Spell Level): O Lvl: Daze, 
  Detect Magic, Light, Ray of Frost, Read Magic, 1 Lvl: 
  Expeditious Retreat, Mage Armor, Magic Missile, 
  Shield 2 lvl: Eagle’s Splendor, Invisibility. 
   
  Possessions: Light crossbow, 20 bolts, masterwork 
  rapier, 30 gp, 4 throwing daggers, masterwork thieves 
  tools. 
   
  �Silence, Familiar;  snake; Tiny magical animal; CR 
  1/6; Hp 18; 1/4d8; Init +3 (Dex); Spd 15 ft, climb or 
  swim as well; AC 19 (T15, FF 16) (+2 size, +3 Dex, +4 
  natural armor); +5 melee (0 [crit 20] [x2] bite, poison, 
  DC 11 Fort save or 1d6 Con);  BAB +4; Grapple –6; 
  Space/Reach 2 ½ ft./0 ft.; SA None; SQ Familiar 
  defences; AL LG; SV Fort +4, Ref +7, Will +7; Str 6, Dex 
  17, Con 11, Int 8, Wis 12, Cha 2 
   
  Skills and Feats: Balance +11, Climb +12, Hide 
  +18, Listen +8, Spot +8; Weapon Finesse (Bite). 
  Improved Evasion: Successful Ref save for half 
  results in no damage, only take half on failed save. 
   
  Share Spells: Can Cast personal spells on familiar 
   
  Empathic Link: Can communicate up to one mile 
  distant. 
   
  Speak With Master:  Can converse with Shars. 
   
  �Cirquor al’Lakshi; male human; Rog1; CR 1; 
  Medium Humanoid (5’ 3” tall); 1d6+2; hp 8; Init +3; 
  Spd 30 ft; AC 15 (T 13, FF 12) (+3 Dex, +2 Leather 
  Armor); Atk or Full Atk +0 melee (1d6, [crit 19-20] [x2], 
  shortsword); Atk or Full Atk +3 ranged (1d4 [crit 19-20] 
  [x2] thrown dagger); BAB +0; Grapple +0; Space/Reach 
  5 ft./5 ft.; SA Sneak Attack +1d6; SQ Trapfinding; AL 
  NG; SV Fort +4, Ref +5, Will +1; Str 10, Dex 16, Con 14, 
  Int 15, Wis 8, Cha 10. 
   
  Skills and Feats; Balance +7, Craft (Alchemy) +6, 
  Disable Device +6, Gather Information +4, Hide +7, 
  Languages: Baklunish, Celestial, Common, Draconic, 
  Elven, Open Lock +7, Move Silently +7, Sleight of 
  Hand +7, Search +6, Tumble +7, Use Magic Device +4; 
  Great Fortitude, Iron Will. 
   
  Sneak Attack: +1d6 if opponent is flanked or 
  denied dex. 
   
  Possessions: Shortsword, Leather Armour, 3 gp, 5 
  throwing daggers, backpack, flint & steel, bedroll, 3 
  days rations, waterskin, 50’ silk rope, grapple, thieves 
  tools. 
   
  Encounter One 
   
  All APLs 
  �Shinari Longstrike; male human Ftr2/Brd8: CR 10; 
  Medium Human (5’ 7” tall); 2d10+4+8d6+16; hp 68; Init 
  +2; Spd 30 ft; AC 16 (T12, FF 14) (+4 for Chain Shirt, +2 
  Dex); Atk +10 melee (1d6+2 [crit 18-20] [x2], scimitar); 
  Full Atk +10/+5 melee (1d6+2 [crit 18-20] [x2], 
  scimitar); Atk +12 ranged [1d8+2 [crit 20] [x3], 
  masterwork composite longbow (+2 Str)); Full Atk 
  +12/+7 ranged [1d8+2 [crit 20] [x3], masterwork 
  composite longbow (+2 Str)); BAB +8; Grapple +10; 
  Space/Reach 5 ft./5 ft.; SA None; SQ None; AL N; SV 
  Fort +7, Ref +9, Will +7; Str 14, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 16. 
   
  Skills and Feats: Diplomacy +14, Handle Animal 
  +16, Knowledge History +13, Languages: Baklunish, 
  Celestial, 
  Common, 
  Draconic, 
  Dwarven, 
  Elven, 
  Rhenee, Sueloise, Perform (Drama) +16, Ride +15, 
  Sense Motive +13; Point Blank Shot, Far Shot, 
  Mounted Archery, Mounted Combat, Weapon Focus 
  (Longbow).  
   
  Possessions: Chain shirt, heavy wooden shield, 
  lance, scimitar, 30 gp, 2 throwing daggers, masterwork 
  composite longbow (+2 Str), 60 arrows, light warhorse, 
  leather barding, tack. 
   
  APL 2 
  �Tariq Longstrike; male human Ftr2: CR 2; Medium 
  Human (5’ 7” tall); 2d10+4; hp 20; Init +3; Spd 30 ft; AC 
  17 (T13, FF 14) (+4 for Chain Shirt, +3 Dex); Atk or Full 
  Atk +4 melee (1d6+2 [crit 18-20] [x2], scimitar); Atk or 
  Full Atk +6 ranged [1d8+2 [crit 20] [x3], masterwork 
  composite longbow (+2 Str)); BAB +2; Grapple +4; 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 23 
  Space/Reach 5 ft./5 ft.; SA None; SQ None; AL N; SV 
  Fort +5, Ref +3, Will +0; Str 14, Dex 17, Con 14, Int 9, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Languages: 
  Common, Ride +8; Far Shot, Mounted Archery, 
  Mounted Combat, Point Blank Shot. 
   
  Possessions: Chain shirt, heavy wooden shield, 
  lance, scimitar, 30 gp, 2 throwing daggers, masterwork 
  composite longbow (+2 Str), 60 arrows, light warhorse, 
  leather barding, tack. 
   
  �Zif Longstrike; male human Ftr2: CR 2; Medium 
  Human (5’ 6” tall); 2d10; hp 16; Init +3; Spd 30 ft; AC 17 
  (T13, FF 14) (+4 for Chain Shirt, +3 Dex); Atk or Full 
  Atk +4 melee (1d6+2 [crit 18-20] [x2], scimitar); Atk or 
  Full Atk +6 ranged [1d8+2 [crit 20] [x3], masterwork 
  composite longbow (+2 Str)); BAB +2; Grapple +4; 
  Space/Reach 5 ft./5 ft.; SA None; SQ None; AL N; SV 
  Fort +3, Ref +3, Will +0; Str 14, Dex 17, Con 10, Int 13, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Hide +5, Move Silently +5, 
  Languages: Common, Ride +8, Spot +2; Far Shot, 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot.  
   
  Possessions: Chain shirt, heavy wooden shield, 
  lance, scimitar, 30 gp, 2 throwing daggers, masterwork 
  composite Longbow (+2 Str), 60 arrows, light warhorse, 
  leather barding, tack. 
   
  APL 4 
  �Tariq Longstrike; male human Ftr4: CR 4; Medium 
  Human (5’ 7” tall); 4d10+8; hp 36; Init +4; Spd 30 ft; AC 
  18 (T14, FF 14) (+4 for Chain Shirt, +4 Dex); Atk or Full 
  Atk +6 melee (1d6+2 [crit 18-20] [x2], scimitar); Atk or 
  Full Atk +9 ranged [1d8+4 [crit 20] [x3], masterwork 
  composite longbow (+2 Str)); BAB +4; Grapple +6; 
  Space/Reach 5 ft./5 ft.; SA None; SQ None; AL N; SV 
  Fort +6, Ref +5, Will +1; Str 14, Dex 18, Con 14, Int 9, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Languages: 
  Common, Ride +10; Far Shot, Mounted Archery, 
  Mounted Combat, Point Blank Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow).  
   
  Possessions: Chain shirt, heavy wooden shield, 
  lance, scimitar, 30 gp, 2 throwing daggers, masterwork 
  composite longbow (+2 Str), 60 arrows, light warhorse, 
  leather barding, tack. 
   
  �Zif Longstrike; male human Ftr4: CR 4; Medium 
  Human (5’ 6” tall); 4d10; hp 28; Init +4; Spd 30 ft; AC 18 
  (T14, FF 14) (+4 for Chain Shirt, +4 Dex); Atk or Full 
  Atk +6 melee (1d6+2 [crit 18-20] [x2], scimitar); Atk or 
  Full Atk +10 ranged [1d8+2 [crit 20] [x3], masterwork 
  composite longbow (+2 Str)); BAB +4; Grapple +6; 
  Space/Reach 5 ft./5 ft.; SA None; SQ None; AL N; SV 
  Fort +4, Ref +5, Will +1; Str 14, Dex 18, Con 10, Int 13, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Hide +7, Move Silently +7, 
  Languages: Common, Ride +11, Spot +3; Far Shot, 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot, Precise Shot, Weapon Focus (Longbow).  
   
  Possessions: Chain shirt, heavy wooden shield, 
  lance, scimitar, 30 gp, 2 throwing daggers, masterwork 
  composite longbow (+2 Str), 60 arrows, light warhorse, 
  leather barding, tack. 
   
  APL 6 
  �Tariq Longstrike; male human Ftr4/Rgr2: CR 6; 
  Medium Human (5’ 7” tall); 4d10+8+2d8+4; hp 50; Init 
  +4; Spd 30 ft; AC 19 (T14, FF 15) (+5 for +1 Chain Shirt, 
  +4 Dex); Atk +9 melee (1d6+2 [crit 18-20] [x2], 
  masterwork scimitar); Full Atk +9/+4 melee (1d6+2 
  [crit 18-20] [x2], masterwork scimitar); Atk +12 ranged 
  [1d8+6 [crit 20] [x3], +1 composite longbow (+2 Str)); 
  Full Atk +12/+7 or +10/+10/+5 ranged [1d8+6 [crit 20] 
  [x3], +1 composite longbow (+2 Str)); BAB +6; Grapple 
  +8; Space/Reach 5 ft./5 ft.; SA None; SQ Wild 
  Empathy, Combat Style (Archery), Favoured Enemy 
  (Animals); AL N; SV Fort +9, Ref +8, Will +3; Str 14, 
  Dex 18, Con 14, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Hide +8, 
  Languages: Common, Move Silently +8, Ride +13, Spot 
  +4; Far Shot, Iron Will, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Rapid Shot (Rgr2), Tracking 
  (Rgr1), 
  Weapon 
  Focus 
  (Longbow), 
  Weapon 
  Specialization (Longbow).  
   
  Possessions: +1 Chain shirt, heavy wooden shield, 
  lance, masterwork scimitar, 30 gp, 2 throwing daggers, 
  +1 composite longbow (+2 Str), 60 arrows, light 
  warhorse, light leather barding, tack. 
   
  �Zif Longstrike; male human Ftr6: CR 6; Medium 
  Human (5’ 6” tall); 6d10; hp 40; Init +4; Spd 30 ft; AC 19 
  (T14, FF 15) (+5 for +1 Chain Shirt, +4 Dex); Atk +8 
  melee (1d6+2 [crit 18-20] [x2], scimitar); Full Atk +8/+3 
  melee (1d6+2 [crit 18-20] [x2], scimitar); Atk +12 
  ranged [1d8+5 [crit 20] [x3], +1 composite longbow (+2 
  Str)); Full Atk +12/+7 or +10/+10/+5 ranged [1d8+5 
  [crit 20] [x3], +1 composite longbow (+2 Str)); BAB +6; 
  Grapple +8; Space/Reach 5 ft./5 ft.; SA None; SQ None; 
  AL N; SV Fort +5, Ref +6, Will +2; Str 14, Dex 18, Con 
  10, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Hide +8, Move Silently +8, 
  Languages: Common, Ride +13, Spot +4; Far Shot, 
  Mounted Archery, Mounted Combat, Point Blank 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 24 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow). 
   
  Possessions: +1 Chain shirt, heavy wooden shield, 
  lance, scimitar, 30 gp, 2 throwing daggers, +1 
  composite longbow (+2 Str), 60 arrows, light warhorse, 
  leather barding, tack. 
   
  APL 8 
  �Tariq 
  Longstrike; 
  male 
  human 
  Ftr4/Rgr2/DpwSpr2*: CR 8; Medium Human (5’ 7” 
  tall); 4d10+8+4d8+8; hp 64; Init +4; Spd 30 ft; AC 19 
  (T14, FF 15) (+5 for +1 Chain Shirt, +4 Dex); Atk +11 
  melee (1d6+2 [crit 18-20] [x2], masterwork scimitar); 
  Full Atk +11/+6 melee (1d6+2 [crit 18-20] [x2], 
  masterwork scimitar); Atk +14 ranged [1d8+6 [crit 19-
  20] [x4], +1 composite longbow (+2 Str)); Full Atk 
  +14/+8 or +12/+12/+7 ranged [1d8+6 [crit 19-20] [x4], 
  +1 composite longbow (+2 Str)); BAB +8; Grapple +10; 
  Space/Reach 5 ft./5 ft.; SA None; SQ Wild Empathy, 
  Combat Style (Archery), Favoured Enemy (Animals), 
  Keen Arrows, Range Increment Bonus, Concealment 
  Reduction, 
  magic 
  weapon, 
  Projectile 
  Improved 
  Critical; AL N; SV Fort +10, Ref +12, Will +4; Str 14, 
  Dex 19, Con 14, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Hide +8, 
  Languages: Common, Move Silently +8, Ride +15, Spot 
  +11; Far Shot, Iron Will, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Rapid Shot (Rgr2), Tracking 
  (Rgr1), 
  Weapon 
  Focus 
  (Longbow), 
  Weapon 
  Specialization (Longbow).  
   
  Keen Arrows (Ex): At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect.   
   
  Range Increment Bonus (Ex): With each level 
  the deepwood sniper gains, the range increments of 
  her projectile weapons increase by +10 feet (added after 
  all multipliers).  Thus, a 10
  th-level deepwood sniper 
  who has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet * 1.5 +100).   
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2
  nd level, her miss chance 
  against opponents with concealment drops by 10%.  
  Thus, she has a miss chance of 10% rather than 20% 
  against an opponent with one-half concealment.  Her 
  miss chance drops by an additional 10% per found 
  deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against an 
  opponent below 0%. 
   
  Magic Weapon (Sp): At 2
  nd level, the character 
  can produce an effect identicial to that of a magic 
  weapon spell cast by a cleric of her deepwood sniper 
  level.  This ability is usable once per day on projectile 
  weapons only. 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals damage * 3 on a 
  critical hit instead does damage * 4 in her hands.  
  When she reaches 7
  th level, these critical multipliers 
  increase by an additional +1. 
   
  Possessions: +1 Chain shirt, +1 cloak of resistance, 
  heavy wooden shield, lance, masterwork scimitar, 30 
  gp, 2 throwing daggers, +1 composite longbow (+2 Str), 
  60 arrows, light warhorse, leather barding, tack. 
  * See Appendix B, New Rules 
   
  �Zif Longstrike; male human Ftr8: CR 8; Medium 
  Human (5’ 6” tall); 8d10; hp 52; Init +4; Spd 30 ft; AC 19 
  (T14, FF 15) (+5 for +1 Chain Shirt, +4 Dex); Atk +10 
  melee (1d6+2 [crit 18-20] [x2], scimitar); Full Atk 
  +10/+5 melee (1d6+2 [crit 18-20] [x2], scimitar); Atk+14 
  ranged [1d8+5 [crit 20] [x3], +1 composite longbow (+2 
  Str)); Full Atk +14/+9 or +12/+12/+7 ranged [1d8+5 
  [crit 20] [x3], +1 composite longbow (+2 Str)); BAB +8; 
  Grapple +10; Space/Reach 5 ft./5 ft.; SA None; SQ 
  None; AL N; SV Fort +6, Ref +7, Will +3; Str 14, Dex 19, 
  Con 10, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +2, Hide +9, 
  Move Silently +9, Languages: Common, Ride +15, Spot 
  +5; Far Shot, Manyshot, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Longbow), Weapon Specialization 
  (Longbow). 
   
  Possessions: +1 Chain shirt, +1 cloak of resistance, 
  heavy wooden shield, lance, scimitar, 30 gp, 2 throwing 
  daggers, +1 composite longbow (+2 Str), 60 arrows, 
  light warhorse, leather barding, tack. 
   
  APL 10 
  �Tariq 
  Longstrike; 
  male 
  human 
  Ftr4/Rgr2/DpwSpr4*: CR 10; Medium Human (5’ 7” 
  tall); 4d10+8+6d8+12; hp 78; Init +4; Spd 30 ft; AC 20 
  (T14, FF 16) (+6 for +2 Chain Shirt, +4 Dex); Atk +13 
  melee (1d6+2 [crit 18-20] [x2], masterwork scimitar); 
  Full Atk +13/+8 melee (1d6+2 [crit 18-20] [x2], 
  masterwork scimitar); Atk +17 ranged [1d8+7 [crit 19-
  20] [x4], +2 composite longbow (+2 Str)); Full +17/+12 
  or +15/+15/+10 ranged [1d8+7 [crit 19-20] [x4], +2 
  composite longbow (+2 Str)); BAB +10; Grapple +12; 
  Space/Reach 5 ft./5 ft.; SA None; SQ Wild Empathy, 
  Combat Style (Archery), Favoured Enemy (Animals), 
  Keen Arrows, Range Increment Bonus, Concealment 
  Reduction, 
  magic 
  weapon, 
  Projectile 
  Improved 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 25 
  Critical, Safe Poison Use, Take Aim; AL N; SV Fort +11, 
  Ref +13, Will +5; Str 14, Dex 19, Con 14, Int 9, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +6, Hide +14, 
  Languages: Common, Move Silently +8, Ride +17, Spot 
  +13; Far Shot, Iron Will, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Precise Shot, Rapid Shot 
  (Ranger), 
  Tracking 
  (Ranger), 
  Weapon 
  Focus 
  (Composite 
  Longbow), 
  Weapon 
  Specialization 
  (Composite Longbow).  
   
  Keen Arrows (Ex): At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect.   
   
  Range Increment Bonus (Ex): With each level 
  the deepwood sniper gains, the range increments of 
  her projectile weapons increase by +10 feet (added after 
  all multipliers).  Thus, a 10
  th-level deepwood sniper 
  who has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet * 1.5 +100).   
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2
  nd level, her miss chance 
  against opponents with concealment drops by 10%.  
  Thus, she has a miss chance of 10% rather than 20% 
  against an opponent with one-half concealment.  Her 
  miss chance drops by an additional 10% per found 
  deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against an 
  opponent below 0%. 
   
  Magic Weapon (Sp): At 2
  nd level, the character 
  can produce an effect identicial to that of a magic 
  weapon spell cast by a cleric of her deepwood sniper 
  level.  This ability is usable once per day on projectile 
  weapons only. 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals damage * 3 on a 
  critical hit instead does damage * 4 in her hands.  
  When she reaches 7
  th level, these critical multipliers 
  increase by an additional +1. 
   
  Safe Poison Use (Ex): At 3
  rd level, a deepwood 
  sniper can use poison without any chance of poisoning 
  herself (see Perils of Using Poison in Chapter 3 of the 
  Dungeon Master’s Guide).  
   
  Take Aim (Ex): A 4
  th-level deepwood sniper can 
  gain a +2 bonus on her attack rolls against a stationary 
  target by aiming carefully.  Taking aim is a full-round 
  action, and if the target moves more than 5 feet during 
  that period, the bonus is lost.  No additional benefit 
  exists for spending more than 1 round aiming. This 
  bonus increases to +4 at 8
  th level. 
   
  Possessions: +2 Chain shirt, +1 cloak of resistance, 
  heavy wooden shield, lance, masterwork scimitar, 30 
  gp, two throwing daggers, +2 composite longbow (+2 
  Str), 60 arrows, light warhorse, leather barding, tack. 
  * See Appendix B, New Rules 
   
  �Zif Longstrike; male human Ftr8/DpwdSpr2*: CR 
  10; Medium Human (5’ 6” tall); 8d10+2d8; hp 62; Init 
  +4; Spd 30 ft; AC 20 (T14, FF 16) (+6 for +2 Chain Shirt, 
  +4 Dex); Atk +12 melee (1d6+2 [crit 18-20] [x2], 
  scimitar); Full Atk +12/+7 melee (1d6+2 [crit 18-20] 
  [x2], scimitar); Atk +17 ranged [1d8+5+1d6 cold [crit 
  19-20] [x4], +1 frost composite longbow (+2 Str)); Full 
  Atk +17/+12 or +15/+15/+10 ranged [1d8+5+1d6 cold 
  [crit 19-20] [x4], +1 frost composite longbow (+2 Str)); 
  BAB +10; Grapple +12; Space/Reach 5 ft./5 ft.; SA 
  None; SQ Keen Arrows, Range Increment Bonus, 
  Concealment Reduction, magic weapon, projectile 
  improved critical; AL N; SV Fort +6, Ref +10, Will +3; 
  Str 14, Dex 19, Con 10, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Hide +9, 
  Move Silently +9, Languages: Common, Ride +17, Spot 
  +9; Far Shot, Greater Weapon Focus (Longbow), 
  Manyshot, Mounted Archery, Mounted Combat, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow), Weapon Specialization (Longbow). 
   
  Keen Arrows (Ex): At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect.   
   
  Range Increment Bonus (Ex): With each level 
  the deepwood sniper gains, the range increments of 
  her projectile weapons increase by +10 feet (added after 
  all multipliers).  Thus, a 10
  th-level deepwood sniper 
  who has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet * 1.5 +100).   
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2
  nd level, her miss chance 
  against opponents with concealment drops by 10%.  
  Thus, she has a miss chance of 10% rather than 20% 
  against an opponent with one-half concealment.  Her 
  miss chance drops by an additional 10% per found 
  deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against an 
  opponent below 0%. 
   
  Magic Weapon (Sp): At 2
  nd level, the character 
  can produce an effect identicial to that of a magic 
  weapon spell cast by a cleric of her deepwood sniper 
  level.  This ability is usable once per day on projectile 
  weapons only. 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 26 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals damage * 3 on a 
  critical hit instead does damage * 4 in her hands.  
  When she reaches 7
  th level, these critical multipliers 
  increase by an additional +1. 
   
  Possessions: +2 Chain shirt, +1 cloak of resistance, 
  heavy wooden shield, lance, scimitar, 30 gp, two 
  throwing daggers, +1 frost composite longbow (+2 Str), 
  60 arrows, light warhorse, leather barding, tack. 
  * See Appendix B, New Rules 
   
  APL 12 
  �Tariq 
  Longstrike; 
  male 
  human 
  Ftr4/Rgr2/DpwSpr6*: CR 12; Medium Human (5’ 7” 
  tall); 4d10+8+8d8+16; hp 92; Init +5; Spd 30 ft; AC 21 
  (T15, FF 16) (+6 for +2 Mithril Chain Shirt, +5 Dex); 
  Atk +15 melee (1d6+2 [crit 18-20] [x2], masterwork 
  scimitar); Full Atk +15/+10/+5 melee (1d6+2 [crit 18-
  20] [x2], masterwork scimitar); Atk +19 ranged [1d8+7 
  [crit 19-20] [x4], +2 composite longbow (+2 Str)); Full 
  Atk +19/+14/+9 or +17/+17/+12/+7 ranged [1d8+7 [crit 
  19-20] [x4], +2 composite longbow (+2 Str)); BAB +12; 
  Grapple +14; Space/Reach 5 ft./5 ft.; SA None; SQ Wild 
  Empathy, Combat Style (Archery), Favoured Enemy 
  (Animals), Keen Arrows, Range Increment Bonus, 
  Concealment Reduction, magic weapon, Projectile 
  Improved Critical, Safe Poison Use, Take Aim, 
  Consistent Aim; AL N; SV Fort +13, Ref +16, Will +7; 
  Str 14, Dex 20, Con 14, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Hide +20, 
  Languages: Common, Move Silently +10, Ride +20, 
  Spot +20; Dodge, Far Shot, Iron Will, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, Rapid Shot (Rgr2), Tracking (Rgr1), Weapon 
  Focus (Longbow), Weapon Specialization (Longbow).  
   
  Keen Arrows (Ex): At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect.   
   
  Range Increment Bonus (Ex): With each level 
  the deepwood sniper gains, the range increments of 
  her projectile weapons increase by +10 feet (added after 
  all multipliers).  Thus, a 10
  th-level deepwood sniper 
  who has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet * 1.5 +100).   
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2
  nd level, her miss chance 
  against opponents with concealment drops by 10%.  
  Thus, she has a miss chance of 10% rather than 20% 
  against an opponent with one-half concealment.  Her 
  miss chance drops by an additional 10% per found 
  deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against an 
  opponent below 0%. 
   
  Magic Weapon (Sp): At 2
  nd level, the character 
  can produce an effect identicial to that of a magic 
  weapon spell cast by a cleric of her deepwood sniper 
  level.  This ability is usable once per day on projectile 
  weapons only. 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals damage * 3 on a 
  critical hit instead does damage * 4 in her hands.  
  When she reaches 7
  th level, these critical multipliers 
  increase by an additional +1. 
   
  Safe Poison Use (Ex): At 3
  rd level, a deepwood 
  sniper can use poison without any chance of poisoning 
  herself (see Perils of Using Poison in Chapter 3 of the 
  Dungeon Master’s Guide).  
   
  Take Aim (Ex): A 4
  th-level deepwood sniper can 
  gain a +2 bonus on her attack rolls against a stationary 
  target by aiming carefully.  Taking aim is a full-round 
  action, and if the target moves more than 5 feet during 
  that period, the bonus is lost.  No additional benefit 
  exists for spending more than 1 round aiming. This 
  bonus increases to +4 at 8
  th level. 
   
  Consistent Aim (Ex): Once per day, a 5
  th-level 
  deepwood sniper can reroll one attack roll that she has 
  just made with a projectile weapon. She must keep that 
  result, even if it worse than the original roll.  She can 
  use this ability twice per day at 7
  th level and three times 
  per day at 10
  th level, though each use must relate to a 
  different attack roll. 
   
  Possessions: +2 Mithril chain shirt, +2 cloak of 
  resistance, eyes of the eagle, heavy wooden shield, 
  lance, masterwork scimitar, 30 gp, 2 throwing daggers, 
  +2 composite longbow (+2 Str), 60 arrows, light 
  warhorse, leather barding, tack. 
  * See Appendix B, New Rules 
   
  �Zif Longstrike; male human Ftr10/DpwdSpr2*: CR 
  12; Medium Human (5’ 6” tall); 10d10+2d8; hp 74; Init 
  +5; Spd 30 ft; AC 21 (T15, FF 16) (+6 for +2 Mithril 
  Chain Shirt, +5 Dex); Atk +14 melee (1d6+2 [crit 18-20] 
  [x2], scimitar); Full Atk +14/+9/+4 melee (1d6+2 [crit 
  18-20] [x2], scimitar); Atk +17 ranged [1d8+6+1d6 cold 
  [crit 19-20] [x4], +1 frost composite longbow (+2 Str)); 
  Full Atk +17/+12/+7 ranged [1d8+6+1d6 cold [crit 19-
  20] [x4], +1 frost composite longbow (+2 Str)); BAB +12; 
  Grapple +14; Space/Reach 5 ft./5 ft.; SA None; SQ 
  Keen Arrows, Range Increment Bonus, Concealment 
  Reduction, magic weapon, projectile improved critical; 
  AL N; SV Fort +7, Ref +11, Will +4; Str 14, Dex 20, Con 
  10, Int 13, Wis 10, Cha 8. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 27 
   
  Skills and Feats: Handle Animal +12, Hide +9, 
  Move Silently +9, Languages: Common, Ride +20, Spot 
  +9; Combat Reflexes, Far Shot, Greater Weapon Focus 
  (Longbow), Manyshot, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Precise Shot, Quickdraw, 
  Rapid Shot, Weapon Focus (Longbow), Weapon 
  Specialization (Longbow). 
   
  Keen Arrows (Ex): At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect.   
   
  Range Increment Bonus (Ex): With each level 
  the deepwood sniper gains, the range increments of 
  her projectile weapons increase by +10 feet (added after 
  all multipliers).  Thus, a 10
  th-level deepwood sniper 
  who has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet * 1.5 +100).   
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2
  nd level, her miss chance 
  against opponents with concealment drops by 10%.  
  Thus, she has a miss chance of 10% rather than 20% 
  against an opponent with one-half concealment.  Her 
  miss chance drops by an additional 10% per found 
  deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against an 
  opponent below 0%. 
   
  Magic Weapon (Sp): At 2
  nd level, the character 
  can produce an effect identicial to that of a magic 
  weapon spell cast by a cleric of her deepwood sniper 
  level.  This ability is usable once per day on projectile 
  weapons only. 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals damage * 3 on a 
  critical hit instead does damage * 4 in her hands.  
  When she reaches 7
  th level, these critical multipliers 
  increase by an additional +1. 
   
  Possessions: +2 Mithril chain shirt, +1 cloak of 
  resistance, heavy wooden shield, lance, scimitar, 30 gp, 
  2 throwing daggers, +1 frost composite longbow (+2 
  Str), 60 arrows, light warhorse, leather barding, tack. 
  * See Appendix B, New Rules 
   
  Encounter Three 
  �Stone Rider (Modified Greater Stone Golem); 
  Huge Construct: CR 16; 42d10+40; hp 271; Init -2; Spd 
  20 ft; AC 27 (T6, FF 27) (-2 Size, -2 Dex, +21 Natural); 
  Atk +42 melee (4d8+13, slam); Full Atk Two +42 melee 
  (4d8+13, slam); BAB +31; Grapple +52; Space/Reach 15 
  ft./15 ft.; SA: None; SQ Construct Traits, Damage 
  Reduction 10/Adamantine, Blindsight 120’, Immunity 
  to Magic, Low Light Vision, Summon Stone 
  Rider/Stone Horse, Granite Explosion; AL N; SV Fort 
  +14, Ref +12, Will +14; Str 37, Dex 7, Con -, Int –, Wis 
  11, Cha 1. 
   
  Skills and Feats: Ride +20; None. 
   
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  A transmute rock to mud spell slows a stone golem (as 
  the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock heals all of its lost hit 
  points. 
   
  A stone to flesh spell does not actually change the 
  golem’s structure but negates its damage reduction and 
  immunity to magic for 1 full round. 
   
  Granite Explosion (Su): A Stone Rider can cause 
  an explosion of magical granite shards once every three 
  rounds, creating an effect similar to a sonic altered 
  fireball for 10d6 Sonic Damage, Reflex Save [DC 31].  
  The Caster Level is 18
  th and the Save DC is 
  Constitution-based – use all the statistics for a fireball 
  for any other necessary details.  A Stone Rider or Stone 
  Horse is immune to the effects of a Granite Explosion. 
   
  Summon Stone Rider/Stone Horse (Su): A 
  Stone Rider may summon up to 7 additional Stone 
  Riders/Stone Horses in any given round, with a 
  maximum of 8 Stone Riders ever present. A maximum 
  of 7 total Stone Riders and 7 Stone Horses may be thus 
  summoned on any given day. 
   
  �Stone Horse (Modified Greater Stone Golem); 
  Huge Construct: CR 16; 42d10+40; hp 271; Init -2; Spd 
  60 ft, 60 ft Fly (Perfect); AC 27 (T6, FF 27) (-2 Size, -2 
  Dex, +21 Natural); Atk +42 melee (4d8+13, slam); Full 
  Atk +42 melee (4d8+13, slam); BAB +31; Grapple +52; 
  Space/Reach 15 ft./15 ft.; SA: None; SQ Construct 
  Traits, Damage Reduction 10/Adamantine, Blindsight 
  120’, Immunity to Magic, Low-Light Vision, Summon 
  Stone Rider/Stone Horse, Granite Explosion; AL N; SV 
  Fort +14, Ref +12, Will +14; Str 37, Dex 7, Con –, Int –, 
  Wis 11, Cha 1. 
   
  Skills and Feats: None; None. 
   
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   
  A transmute rock to mud spell slows a stone 
  golem (as the slow spell) for 2d6 rounds, with no 
  saving throw, while transmute mud to rock heals all of 
  its lost hit points. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 28 
   
  A stone to flesh spell does not actually change the 
  golem’s structure but negates its damage reduction and 
  immunity to magic for 1 full round. 
   
  Granite Explosion (Su): A Stone Horse can cause 
  an explosion of magical granite shards once every three 
  rounds, creating an effect similar to a sonic altered 
  fireball for 10d6 Sonic Damage, Reflex Save [DC 31].  
  The Caster Level is 18
  th and the Save DC is 
  Constitution-based – use all the statistics for a fireball 
  for any other necessary details. A Stone Rider or Stone 
  Horse is immune to the effects of a Granite Explosion. 
   
  Summon Stone Rider (Su): A Stone Rider may 
  summon up to 7 additional Stone Riders in any given 
  round, with a maximum of 8 Stone Riders ever present. 
   A maximum of 7 total Stone Riders may be thus 
  summoned on any given day. 
   
  Encounter Five 
   
  APL 2 and 4 
  �Plains Tiger; Large Animal: CR 4; 6d8+16; hp 45; 
  Init +2; Spd 40 ft; AC 14 (T11, FF 12) (-1 Size, +2 Dex, 
  +3 Natural); Atk +9 melee (1d8+6 [crit 20] [x2], claws); 
  Full Atk 2 +9 melee (1d8+6 [crit 20] [x2], claws) and +4 
  melee (2d6+3 [crit 20] [x2], bite); BAB +4; Grapple +14; 
  Space/Reach 10 ft./5 ft.; SA: Improved Grab, Pounce, 
  Rake 1d8+3; SQ Low-Light Vision, Scent; AL N; SV 
  Fort +8, Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 2, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Balance +6, Hide +3 (+11 in Tall 
  Grass or Heavy Undergrowth), Listen +3, Move 
  Silently +9, Spot +3, Swim +11; Improved Natural 
  Attack (bite), Improved Natural Attack (claw). 
   
  Improved Grab (Ex): To use this ability, a tiger 
  must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a tiger charges, it can make a full 
  attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +9, damage 1d8+3. 
   
  Possessions: None. 
   
  APL 6 and 8 
  �Plains Dire Tiger; Large Animal: CR 8; 16d8+48; hp 
  120; Init +2; Spd 40 ft; AC 17 (T11, FF 15) (-1 Size, +2 
  Dex, +6 Natural); Atk +20 melee (2d8+8 [crit 20] [x2], 
  claws); Full Atk 2 +20 melee (2d8+8 [crit 20] [x2], 
  claws) and +14 melee (2d6+4 [crit 20] [x2], bite); BAB 
  +12; Grapple +24; Space/Reach 10 ft./5 ft.; SA: 
  Improved Grab, Pounce, Rake 2d4+4; SQ Low-Light 
  Vision, Scent; AL N; SV Fort +13, Ref +12, Will +11; Str 
  27, Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +7 (+15 in Tall Grass or 
  Heavy Undergrowth), Jump +14, Listen +6, Move 
  Silently +11, Spot +7, Swim +10; Alertness, Improved 
  Natural Attack (bite), Improved Natural Attack (claw), 
  Run, Stealthy, Weapon Focus (claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  tiger must hit with its bite attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a dire tiger charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +18, damage 2d6+4. 
   
  Possessions: None. 
   
  APL 10 
  �Advanced Plains Dire Tiger; Large Animal: CR 10; 
  22d8+88; hp 187; Init +6; Spd 40 ft; AC 17 (T11, FF 15) 
  (-1 Size, +2 Dex, +6 Natural); Atk +24 melee (2d8+8 [crit 
  20] [x2], claws); Full Atk 2 +24 melee (2d8+8 [crit 20] 
  [x2], claws) and +21 melee (2d6+4 [crit 20] [x2], bite); 
  BAB +16; Grapple +28; Space/Reach 10 ft./5 ft.; SA: 
  Improved Grab, Pounce, Rake 2d4+4; SQ Low-Light 
  Vision, Scent; AL N; SV Fort +17, Ref +15, Will +14; Str 
  27, Dex 15, Con 18, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +7 (+15 in Tall Grass or 
  Heavy Undergrowth), Jump +14, Listen +6, Move 
  Silently +11, Spot +13, Swim +10; Alertness, Improved 
  Initiative, Improved Natural Attack (bite), Improved 
  Natural Attack (claw), Multi-Attack, Run, Stealthy, 
  Weapon Focus (claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  tiger must hit with its bite attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a dire tiger charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +21, damage 2d6+4. 
   
  Possessions: None. 
   
  APL 12 
  �Very Advanced Plains Dire Tiger; Large Animal: 
  CR 12; 28d8+112; hp 238; Init +7; Spd 40 ft; AC 18 (T12, 
  FF 15) (-1 Size, +3 Dex, +6 Natural); Atk +29 melee 
  (2d8+9 [crit 20] [x2], claws); Full Atk 2 +29 melee 
  (2d8+9 [crit 20] [x2], claws) and +26 melee (2d6+4 [crit 
  20] [x2], bite); BAB +20; Grapple +33; Space/Reach 10 
  ft./5 ft.; SA: Improved Grab, Pounce, Rake 2d4+4; SQ 
  Low-Light Vision, Scent; AL N; SV Fort +20, Ref +19, 
  Will +17; Str 28, Dex 16, Con 18, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +14 (+22 in Tall Grass or 
  Heavy Undergrowth), Jump +15, Listen +6, Move 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 29 
  Silently +12, Spot +13, Swim +11; Alertness, Improved 
  Initiative, Improved Natural Attack (bite), Improved 
  Natural Attack (claw), Multi-Attack, Run, Stealthy, 
  Weapon Focus (claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  tiger must hit with its bite attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a dire tiger charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +25, damage 2d6+4. 
   
  Possessions: None. 
   
  Encounter Six 
   
  APL 2 
  �Sirael; Clr3 (of Wee Jas); CR 3; Human Female; 
  Medium Humanoid (5’ 2” tall); 3d8+6; hp 24; Init +0; 
  Spd 20 ft; AC 20 (T10, FF 20) (+8 for Full Plate, +2 for 
  Heavy Steel Shield); Atk or Full Atk +5 melee (1d4+2, 
  [crit 19-20] [x2], masterwork dagger); or Atk or Full Atk 
  +2 ranged (1d10 [crit 19-20] [x2] Heavy Crossbow); 
  BAB +2; Grapple +4; Space/Reach 5 ft./5 ft.; SA; None; 
  SQ Rebuke Undead, Domains of Death and Magic; AL 
  N; SV Fort +5, Ref +1, Will +6; Str 14 Dex 10 Con 14 
  In10 Wis 16 Cha 10 
   
  Skills and Feats: Concentration +8, Knowledge 
  Arcana +6, Knowledge Religion +6, Languages: 
  Baklunish, Common; Iron Will, Greater Spell Focus 
  (Necromancy), Spell Focus (Necromancy). 
   
  Magic: Use scrolls, wands and other devices with 
  spell completion or trigger activation as a wizard of 
  one-half your cleric level (at least 1
  st level).  For the 
  purpose of using a scroll or other magic device, if you 
  are also a wizard, actual wizard levels and these 
  effective wizard levels stack. 
   
  Death: Death touch once per day. Supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature.  
  When you touch, roll 1d6 per cleric level you possess.  
  If the total at least equals the creature’s current hit 
  points, it dies (no save). 
   
  Clerical Spells (4/3+1/2+1, DC 13+Spell Level or 
  15+Spell Level if Necromantic): O Lvl Create Water, 
  Detect Magic, Light (2) 1 Lvl Cause Fear*, Divine 
  Favour, Magic Weapon, Shield of Faith 2 Lvl Bull’s 
  Strength, Death Knell*, Silence  
   
  Possessions:  Masterwork dagger, full plate, heavy 
  steel shield, heavy crossbow, scroll of bear’s endurance, 
  scroll of bull’s strength, 20 cold iron bolts. 
   
  �Xerfor; Bar1; CR 1; Human; Medium Humanoid (5’ 
  11” tall); 1d12+3; hp 14; Init +3 (Dex); Spd 40 ft; AC 17 
  (T13, FF 14) (+3 Dex, +4 for Chain Shirt); Atk or Full 
  Atk +5 melee (1d12+4, [crit 20] [x3], greatsword); Atk 
  or Full Atk +4 ranged (1d4+3 [crit 19-20] [x2] Thrown 
  Dagger); BAB +1; Grapple +4; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Rage 1/day, fast movement; AL N; SV 
  Fort +5, Ref +3, Will +0; Str 16 Dex 16 Con 14 Int 8 Wis 
  10 Cha 8. 
   
  Skills and Feats: Languages: Common, Search +1, 
  Sense Motive +2, Spot +2, Survival +4; Combat 
  Reflexes, Endurance. 
   
  Possessions: masterwork greatsword, locked 
  gauntlet, chain shirt, 5 throwing daggers. 
   
  APL 4 
  �Sirael; Clr5 (of Wee Jas); CR 5; Human Female; 
  Medium Humanoid (5’ 2” tall); 5d8+10; hp 38; Init +0; 
  Spd 20 ft; AC 22 (T10, FF 22) (+9 for +1 Full Plate, +3 
  for +1 Heavy Steel Shield); Atk or Full Atk +6 melee 
  (1d4+2, [crit 19-20] [x2], masterwork dagger); Atk or 
  Full +3 ranged (1d10 [crit 19-20] [x2] Heavy Crossbow); 
  BAB +3; Grapple +5; Space/Reach 5 ft./5 ft.; SA; None; 
  SQ Rebuke Undead, Domains of Death and Magic; AL 
  N; SV Fort +6, Ref +1, Will +7; Str 14 Dex 10 Con 14 Int 
  10 Wis 17 Cha 10 
   
  Skills and Feats: Concentration +10, Knowledge 
  Arcana +8, Knowledge Religion +8, Languages: 
  Baklunish, Common; Iron Will, Greater Spell Focus 
  (Necromancy), Spell Focus (Necromancy). 
   
  Magic: Use scrolls, wands and other devices with 
  spell completion or trigger activation as a wizard of 
  one-half your cleric level (at least 1
  st level).  For the 
  purpose of using a scroll or other magic device, if you 
  are also a wizard, actual wizard levels and these 
  effective wizard levels stack. 
   
  Death: Death touch once per day. Supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature.  
  When you touch, roll 1d6 per cleric level you possess.  
  If the total at least equals the creature’s current hit 
  points, it dies (no save). 
   
  Clerical Spells (5/4+1/3+1/2+1, DC 13+Spell 
  Level or 15+Spell Level if Necromantic): O Lvl Create 
  Water, Detect Magic (2), Light (2) 1 Lvl Cause Fear*, 
  Divine Favour, Magic Weapon, Shield of Faith (2) 2 Lvl 
  Bull’s Strength (2), Death Knell*, Silence 3 Lvl 
  Animate Dead*, Cure Serious Wounds, Dispel Magic  
   
  Possessions:  Masterwork dagger, +1 full plate, +1 
  heavy steel shield, heavy crossbow, 20 cold iron bolts, 
  scroll of bear’s endurance, scroll of bull’s strength. 
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 30 
  �Xerfor; Bar1/Rgr2; CR 3; Human; Medium 
  Humanoid (5’ 11” tall); 1d12+2+2d8+4; hp 28; Init +3 
  (Dex); Spd 40 ft; AC 17 (T13, FF 14) (+3 Dex, +4 for 
  Mithril Chain Shirt); Atk +7 melee (1d8+3/1d8+1, [crit 
  19-20] [x2], masterwork two-bladed sword);  Full Atk 
  +7 melee or +5/+5 (1d8+3/1d8+1, [crit 19-20] [x2], 
  masterwork two-bladed sword); or +6 ranged (1d4+3 
  [crit 19-20] [x2] Thrown Dagger); BAB +3; Grapple +6; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 1/day, fast 
  movement, Favoured Enemy Elves (+2), Combat Style 
  (Melee); AL N; SV Fort +7, Ref +6, Will +0; Str 16 Dex 
  16 Con 14 Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Ride +5, Languages: Common, 
  Search +5, Sense Motive +3, Spot +6, Survival +6; 
  Combat 
  Reflexes, 
  Endurance, 
  Exotic 
  Weapon 
  Proficiency 
  (Two-Bladed 
  Sword), 
  Two-Weapon 
  Fighting (Rgr2), Tracking (Rgr1). 
   
  Possessions: 
  Masterwork 
  two-bladed 
  sword, 
  locked gauntlet, mithril chain shirt, potion of bull’s 
  strength, potion of cat’s grace, 5 Throwing daggers. 
   
  APL 6 
  �Sirael; Clr5 (of Wee Jas); CR 5; Human Female; 
  Medium Humanoid (5’ 2” tall); 5d8+10; hp 38; Init +0; 
  Spd 20 ft; AC 22 (T10, FF 22) (+9 for +1 Full Plate, +3 
  for +1 Heavy Steel Shield); Atk or Full Atk +6 melee 
  (1d4+2, [crit 19-20] [x2], masterwork dagger); Atk or 
  Full Atk +3 ranged (1d10 [crit 19-20] [x2] Heavy 
  Crossbow); BAB +3; Grapple +5; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Rebuke Undead, Domains of Death and 
  Magic; AL N; SV Fort +6, Ref +1, Will +7; Str 14 Dex 10 
  Con 14 Int 10 Wis 19 Cha 10 
   
  Skills and Feats: Concentration +10, Knowledge 
  Arcana +8, Knowledge Religion +8, Languages: 
  Baklunish, Common; Iron Will, Greater Spell Focus 
  (Necromancy), Spell Focus (Necromancy). 
   
  Magic: Use scrolls, wands and other devices with 
  spell completion or trigger activation as a wizard of 
  one-half your cleric level (at least 1
  st level).  For the 
  purpose of using a scroll or other magic device, if you 
  are also a wizard, actual wizard levels and these 
  effective wizard levels stack. 
   
  Death: Death touch once per day. Supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature.  
  When you touch, roll 1d6 per cleric level you possess.  
  If the total at least equals the creature’s current hit 
  points, it dies (no save). 
   
  Clerical Spells (5/4+1/3+1/2+1, DC 14+Spell 
  Level or 16+Spell Level if Necromantic): O Lvl Create 
  Water, Detect Magic (2), Light (2) 1 Lvl Cause Fear*, 
  Divine Favour, Magic Weapon, Shield of Faith (2) 2 Lvl 
  Bull’s Strength (2), Death Knell*, Silence 3 Lvl 
  Animate Dead*, Cure Serious Wounds, Dispel Magic  
   
  Possessions:  Masterwork dagger, +1 full plate, +1 
  heavy steel shield, heavy crossbow, 20 cold iron bolts, 
  +2 periapt of wisdom, scroll of bear’s endurance, scroll 
  of bull’s strength. 
   
  �Sintar; Sor5; CR 5; Human Male; Medium 
  Humanoid (5’ 6” tall); 5d4+10; hp 26; Init +2; Spd 30 ft; 
  AC 12 (T12, FF 10) (+2 Dexterity); Atk or Full Atk +2 
  melee (1d4-1 [crit 19-20] [x2], masterwork dagger); Atk 
  or Full Atk +4 ranged (1d10 [crit 19-20] [x2] Heavy 
  Crossbow); BAB +2; Grapple +1; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Familiar; AL NE; SV Fort +3, Ref +3, Will 
  +5; Str 8 Dex 14 Con 14 Int 10 Wis 12 Cha 19. 
   
  Skills and Feats: Concentration +10, Knowledge 
  Arcana +8, Languages: Baklunish, Common, Spellcraft 
  +8; Augment Summoning, Combat Casting, Spell 
  Focus (Conjuration). 
   
  Sorceror Spells (6/7/5, DC 14+Spell Level or 
  15+Spell Level if Conjuration): O Lvl Acid Splash, 
  Daze, Detect Magic, Disrupt Undead, Prestidigitation, 
  Ray of Frost 1 Lvl Grease, Magic Missile, Obscuring 
  Mist, Summon Monster I Lvl Glitterdust, Summon 
  Monster II.  
   
  Possessions: 
   
  Masterwork 
  dagger, 
  heavy 
  crossbow, 20 cold iron bolts, +2 cloak of charisma, 
  scroll of mage armour, scroll of bear’s endurance, scroll 
  of cat’s grace. 
   
  �Xerfor; Bar1/Rgr2/Ftr2; CR 5; Human; Medium 
  Humanoid (5’ 11” tall); 1d12+2+2d8+4+2d10+4; hp 44; 
  Init +3 (Dex); Spd 40 ft; AC 19 (T13, FF 15) (+3 Dex, +5 
  for +1 Mithril Chain Shirt, +1 for Two Weapon 
  Defence); Atk +10 melee (1d8+4/1d8+2, [crit 19-20] 
  [x2], +1 two-bladed sword); Full Atk +10 melee or 
  +8/+8 (1d8+4/1d8+2, [crit 19-20] [x2], +1 two-bladed 
  sword); Atk or Full Atk +8 ranged (1d4+3 [crit 19-20] 
  [x2] 
  Thrown 
  Dagger); 
  BAB 
  +5; 
  Grapple 
  +8; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 1/day, fast 
  movement, Favoured Enemy Elves (+2), Combat Style 
  (Melee); AL N; SV Fort +10, Ref +7, Will +1; Str 17 Dex 
  16 Con 14 Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +5, Ride +7, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Combat Reflexes, Endurance, Exotic 
  Weapon Proficiency (Two-Bladed Sword), Two-
  Weapon Defence, Two-Weapon Fighting (Rgr2), 
  Tracking (Rgr1), Weapon Focus (Two-Bladed Sword). 
   
  Possessions:  +1 Two-bladed sword, locked 
  gauntlet, +1 mithril chain shirt, +1 cloak of resistance, 
  potion of bull’s strength, potion of cat’s grace, 5 
  Throwing daggers. 
   
  APL 8 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 31 
  �Sirael; Clr7 (of Wee Jas); CR 7; Human Female; 
  Medium Humanoid (5’ 2” tall); 7d8+14; hp 52; Init +0; 
  Spd 20 ft; AC 23 (T11, FF 23) (+9 for +1 Full Plate, +3 
  for +1 Heavy Steel Shield, +1 Ring of Protection); Atk 
  or Full Atk +8 melee (1d4+3, [crit 19-20] [x2], +1 
  dagger); Atk or Full Atk +5 ranged (1d10 [crit 19-20] 
  [x2] Heavy Crossbow); BAB +5; Grapple +7; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rebuke Undead, 
  Domains of Death and Magic; AL N; SV Fort +7, Ref 
  +2, Will +8; Str 14 Dex 10 Con 14 Int 10 Wis 19 Cha 10 
   
  Skills and Feats: Concentration +12, Knowledge 
  Arcana +10, Knowledge Religion +10, Languages: 
  Baklunish, Common; Iron Will, Greater Spell Focus 
  (Necromancy), Silent Spell, Spell Focus (Necromancy). 
   
  Magic: Use scrolls, wands and other devices with 
  spell completion or trigger activation as a wizard of 
  one-half your cleric level (at least 1
  st level).  For the 
  purpose of using a scroll or other magic device, if you 
  are also a wizard, actual wizard levels and these 
  effective wizard levels stack. 
   
  Death: Death touch once per day. Supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature.  
  When you touch, roll 1d6 per cleric level you possess.  
  If the total at least equals the creature’s current hit 
  points, it dies (no save). 
   
  Clerical Spells (6/5+1/4+1/3+1/2+1, DC 14+Spell 
  Level or 16+Spell Level if Necromantic): O Lvl Create 
  Water, Detect Magic (3), Light (2) 1 Lvl Cause Fear*, 
  Divine Favour, Magic Weapon, Shield of Faith (3) 2 Lvl 
  Bull’s Strength (3), Death Knell*, Silence 3 Lvl 
  Animate Dead*, Cure Serious Wounds, Dispel Magic, 
  Summon Monster III 4 lvl Divine Power, Summon 
  Monster IV, Imbue with Spell Ability*  
   
  Possessions:  +1 Dagger, +1 full plate, +1 heavy 
  steel shield, +1 ring of protection, heavy crossbow, 20 
  cold iron bolts, +2 periapt of wisdom, scroll of bear’s 
  endurance, scroll of bull’s strength. 
   
  �Sintar; Sor7; CR 7; Human Male; Medium 
  Humanoid (5’ 6” tall); 7d4+14; hp 36; Init +2; Spd 30 ft; 
  AC 12 (T12, FF 10) (+2 Dexterity); Atk or Full Atk +3 
  melee (1d4-1 [crit 19-20] [x2], masterwork dagger); Atk 
  or Full Atk +5 ranged (1d10 [crit 19-20] [x2] Heavy 
  Crossbow); BAB +3; Grapple +2; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Familiar; AL NE; SV Fort +5, Ref +5, Will 
  +7; Str 8 Dex 14 Con 14 Int 10 Wis 12 Cha 19. 
   
  Skills and Feats: Concentration +12, Knowledge 
  Arcana +10, Languages: Baklunish, Common, Spellcraft 
  +10; Augment Summoning, Combat Casting, Greater 
  Spell Focus Conjuration, Spell Focus (Conjuration). 
   
  Sorceror Spells (6/7/7/5, DC 14+Spell Level or 
  16+Spell Level if Conjuration): O Lvl Acid Splash, 
  Daze, Detect Magic, Disrupt Undead, Mage Hand, 
  Prestidigitation, Ray of Frost 1 Lvl Grease, Magic 
  Missile, Obscuring Mist, Shield, Summon Monster I 2 
  Lvl Glitterdust, Invisibility, Summon Monster II 3 Lvl 
  Fireball, Summon Monster III 
   
  Possessions: 
   
  Masterwork 
  dagger, 
  heavy 
  crossbow, 20 cold iron bolts, +1 vest of resistance, +2 
  cloak of charisma, scroll of mage armour, scroll of 
  bear’s endurance, scroll of cat’s grace. 
   
  �Xerfor; Bar1/Rgr2/Ftr4; CR 7; Human; Medium 
  Humanoid (5’ 11” tall); 1d12+2+2d8+4+4d10+8; hp 60; 
  Init +3 (Dex); Spd 40 ft; AC 20 (T13, FF 16) (+3 Dex, +6 
  for +2 Mithril Chain Shirt, +1 Two Weapon Defence); 
  Atk +12 (1d8+6/1d8+4, [crit 19-20] [x2], +1 two-bladed 
  sword); Full Atk +12/+7 melee or +10/+10/+5 
  (1d8+6/1d8+4, [crit 19-20] [x2], +1 two-bladed sword); 
  Atk +10 ranged (1d4+3 [crit 19-20] [x2] Thrown 
  Dagger); Full Atk +10/+5 ranged (1d4+3 [crit 19-20] 
  [x2] Thrown Dagger); BAB +7; Grapple +10; 
  Space/Reach 5 ft./5 ft.; SA; None; SQ Rage 1/day, fast 
  movement, Favoured Enemy Elves (+2), Combat Style 
  (Melee); AL N; SV Fort +11, Ref +8, Will +2; Str 17 Dex 
  16 Con 14 Int 8 Wis 10 Cha 8. 
   
  Skills and Feats: Jump +7, Ride +9, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Close-Quarters Fighting, Combat Reflexes, 
  Endurance, Exotic Weapon Proficiency (Two-Bladed 
  Sword), Two-Weapon Defence, Two-Weapon Fighting 
  (Rgr2), Tracking (Rgr1), Weapon Focus (Two-Bladed 
  Sword), Weapon Specialization (Two-Bladed Sword). 
   
  Possessions:  +1 Two-bladed sword, locked 
  gauntlet, +2 mithril chain shirt, +1 cloak of resistance, 
  potion of bull’s strength, potion of cat’s grace, 5 
  Throwing daggers. 
   
  APL 10 
  �Sirael; Clr9 (of Wee Jas); CR 9; Human Female; 
  Medium Humanoid (5’ 2” tall); 9d8+18; hp 66; Init +0; 
  Spd 20 ft; AC 25 (T12, FF 25) (+10 for +2 Full Plate, +4 
  for +2 Heavy Steel Shield, +1 Ring of Protection); Atk 
  +9 melee (1d4+3, [crit 19-20] [x2], +1 dagger); Full Atk 
  +9/+4 melee (1d4+3, [crit 19-20] [x2], +1 dagger); Atk or 
  Full Atk +6 ranged (1d10 [crit 19-20] [x2] Heavy 
  Crossbow); BAB +6; Grapple +8; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Rebuke Undead, Domains of Death and 
  Magic; AL N; SV Fort +8, Ref +3, Will +10; Str 14 Dex 
  10 Con 14 Int 10 Wis 20 Cha 10 
   
  Skills and Feats: Concentration +14, Knowledge 
  Arcana +12, Knowledge Religion +12, Languages: 
  Baklunish, Common; Iron Will, Greater Spell Focus 
  (Necromancy), Silent Spell, Spell Focus (Necromancy), 
  Still Spell. 
   
  Magic: Use scrolls, wands and other devices with 
  spell completion or trigger activation as a wizard of 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 32 
  one-half your cleric level (at least 1
  st level).  For the 
  purpose of using a scroll or other magic device, if you 
  are also a wizard, actual wizard levels and these 
  effective wizard levels stack. 
   
  Death: Death touch once per day. Supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature.  
  When you touch, roll 1d6 per cleric level you possess.  
  If the total at least equals the creature’s current hit 
  points, it dies (no save). 
   
  Clerical Spells (6/6+1/5+1/4+1/3+1/2+1, DC 
  15+Spell Level or 17+Spell Level if Necromantic): O 
  Lvl Create Water, Detect Magic (3), Light (2) 1 Lvl 
  Cause Fear*, Cure Light Wounds, Divine Favour (2), 
  Shield of Faith (3) 2 Lvl Bull’s Strength (3), Cure 
  Moderate Wounds, Death Knell*, Silence 3 Lvl 
  Animate Dead*, Cure Serious Wounds (2), Dispel 
  Magic, Summon Monster III 4 lvl Cure Critical 
  Wounds, Divine Power, Summon Monster IV, Imbue 
  with Spell Ability* 5
  th Lvl Righteous Might, Silent 
  Freedom of Movement, Spell Resistance* 
   
  Possessions:  +1 Dagger, +2 full plate, +2 heavy 
  steel shield, +1 ring of protection, Heavy Crossbow, 20 
  cold iron bolts, +2 periapt of Wisdom, scroll of bear’s 
  endurance, scroll of bull’s strength. 
   
  �Sintar; Sor9; CR 9; Human Male; Medium 
  Humanoid (5’ 6” tall); 9d4+18; hp 46; Init +3; Spd 30 ft; 
  AC 13 (T13, FF 10) (+3 Dexterity); Atk or Full Atk +5 
  melee (1d4-1 [crit 19-20] [x2], masterwork dagger); Atk 
  or Full Atk +6 ranged (1d10 [crit 19-20] [x2] Heavy 
  Crossbow); BAB +4; Grapple +3; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Familiar; AL NE; SV Fort +6, Ref +7, Will 
  +8; Str 8 Dex 16 Con 14 Int 10 Wis 12 Cha 20. 
   
  Skills and Feats: Concentration +14, Knowledge 
  Arcana +12, Languages: Baklunish, Common, Spellcraft 
  +12; Augment Summoning, Combat Casting, Eschew 
  Materials, Greater Spell Focus (Conjuration), Spell 
  Focus (Conjuration). 
   
  Sorceror Spells (6/8/7/7/5, DC 15+Spell Level or 
  17+Spell Level if Conjuration): O Lvl Acid Splash, 
  Daze, Detect Magic, Disrupt Undead, Mage Hand, 
  Prestidigitation, Ray of Frost, Read Magic 1 Lvl Grease, 
  Magic Missile, Obscuring Mist, Shield, Summon 
  Monster I 2 Lvl Bull’s Strength, Glitterdust, 
  Invisibility, Summon Monster II 3 Lvl Fireball, Haste, 
  Summon Monster III 4 Lvl Greater Invisibility, 
  Summon Monster IV 
   
  Possessions: 
   
  Masterwork 
  dagger, 
  heavy 
  crossbow, 20 cold iron bolts, +2 vest of resistance, +2 
  cloak of charisma, +2 gloves of dexterity, scroll of mage 
  armour, scroll of bear’s endurance, scroll of cat’s grace. 
    
  �Xerfor; Bar1/Rgr2/Ftr6; CR 9; Human; Medium 
  Humanoid (5’ 11” tall); 1d12+3+2d8+6+6d10+18; hp 85; 
  Init +3 (Dex); Spd 40 ft; AC 21 (T13, FF 17) (+3 Dex, +6 
  for +2 Mithril Chain Shirt, +1 Ring of Protection, +1 
  Two Weapon Defence); Atk +15 melee (1d8+7/1d8+5, 
  [crit 17-20] [x2], +1 two-bladed sword); Full Atk 
  +15/+10 melee or +13/+13/+8 melee (1d8+7/1d8+5, 
  [crit 17-20] [x2], +1 two-bladed sword); Atk +12 ranged 
  (1d4+4 [crit 19-20] [x2] Thrown Dagger); Full Atk 
  +12/+7 ranged (1d4+4 [crit 19-20] [x2] Thrown 
  Dagger); BAB +9; Grapple +13; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Rage 1/day, fast movement, Favoured 
  Enemy Elves (+2), Combat Style (Melee); AL N; SV 
  Fort +12, Ref +9, Will +3; Str 18 Dex 16 Con 14 Int 8 
  Wis 10 Cha 8. 
   
  Skills and Feats: Jump +10, Ride +11, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Close-Quarters Fighting, Combat Reflexes, 
  Die Hard, Endurance, Exotic Weapon Proficiency 
  (Two-Bladed Sword), Improved Critical Two-Bladed 
  Sword, Two-Weapon Defence, Two-Weapon Fighting 
  (Rgr2), Tracking (Rgr1), Weapon Focus (Two-Bladed 
  Sword), Weapon Specialization (Two-Bladed Sword). 
   
  Possessions:  +1 Two-bladed sword, locked 
  gauntlet, +2 mithril chain shirt, +1 cloak of resistance, 
  +2 amulet of health, +1 ring of protection, potion of 
  bull’s strength, potion of cat’s grace, 5 Throwing 
  daggers. 
   
  APL 12 
  �Sirael; Clr11 (of Wee Jas); CR 11; Human Female; 
  Medium Humanoid (5’ 2” tall); 11d8+22; hp 80; Init +0; 
  Spd 20 ft; AC 26 (T12, FF 26) (+10 for +2 Full Plate, +4 
  for +2 Heavy Steel Shield, +2 Ring of Protection); Atk 
  +11 melee (1d4+3, [crit 19-20] [x2], +1 dagger); Full Atk 
  +11/+6 melee (1d4+3, [crit 19-20] [x2], +1 dagger); Atk 
  or Full Atk +8 ranged (1d10 [crit 19-20] [x2] Heavy 
  Crossbow); BAB +8; Grapple +10; Space/Reach 5 ft./5 
  ft.; SA; None; SQ Rebuke Undead, Domains of Death 
  and Magic; AL N; SV Fort +9, Ref +3, Will +11; Str 14 
  Dex 10 Con 14 Int 10 Wis 20 Cha 10 
   
  Skills and Feats: Concentration +16, Knowledge 
  Arcana +14, Knowledge Religion +14, Languages: 
  Baklunish, Common; Iron Will, Greater Spell Focus 
  (Necromancy), Silent Spell, Spell Focus (Necromancy), 
  Still Spell. 
   
  Magic: Use scrolls, wands and other devices with 
  spell completion or trigger activation as a wizard of 
  one-half your cleric level (at least 1
  st level).  For the 
  purpose of using a scroll or other magic device, if you 
  are also a wizard, actual wizard levels and these 
  effective wizard levels stack. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 33 
   
  Death: Death touch once per day. Supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature.  
  When you touch, roll 1d6 per cleric level you possess.  
  If the total at least equals the creature’s current hit 
  points, it dies (no save). 
   
  Clerical Spells (6/7+1/6+1/5+1/4+1/3+1/2+1 DC 
  15+Spell Level or 17+Spell Level if Necromantic): O 
  Lvl Create Water, Detect Magic (3), Light (2) 1 Lvl 
  Cause Fear*, Cure Light Wounds (2), Divine Favour 
  (2), Shield of Faith (3) 2 Lvl Bull’s Strength (3), Cure 
  Moderate Wounds, Death Knell*, Silence 3 Lvl 
  Animate Dead*, Cure Serious Wounds (2), Dispel 
  Magic, Summon Monster III (2) 4 lvl Cure Critical 
  Wounds, Divine Power, Poison, Summon Monster IV, 
  Imbue with Spell Ability* 5
  th Lvl Righteous Might, 
  Silent Freedom of Movement, Silent Poison, Spell 
  Resistance* 6
  th Lvl Antimagic Field*, Dispel Magic 
  (Greater), Heal 
   
  Possessions:  +1 Dagger, +2 full plate, +2 heavy 
  steel shield, +2 ring of protection, heavy crossbow, 20 
  cold iron bolts, +2 periapt of wisdom, scroll of bear’s 
  endurance, scroll of bull’s strength. 
   
  �Sintar; Sor11; CR 11; Human Male; Medium 
  Humanoid (5’ 6” tall); 11d4+22; hp 56; Init +3; Spd 30 ft; 
  AC 13 (T13, FF 10) (+3 Dexterity); Atk or Full Atk +6 
  melee (1d4-1 [crit 19-20] [x2], masterwork dagger); Atk 
  or Full Atk +7 ranged (1d10 [crit 19-20] [x2] Heavy 
  Crossbow); BAB +5; Grapple +4; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Familiar; AL NE; SV Fort +7, Ref +8, Will 
  +10; Str 8 Dex 16 Con 14 Int 10 Wis 12 Cha 22. 
   
  Skills and Feats: Concentration +16, Knowledge 
  Arcana +14, Languages: Baklunish, Common, Spellcraft 
  +14; Augment Summoning, Combat Casting, Eschew 
  Materials, Greater Spell Focus (Conjuration), Spell 
  Focus (Conjuration). 
   
  Sorceror Spells (6/8/8/7/7/5, DC 16+Spell Level 
  or 18+Spell Level if Conjuration): O Lvl Acid Splash, 
  Daze, Detect Magic, Disrupt Undead, Mage Hand, 
  Open/Close, Prestidigitation, Ray of Frost, Read Magic 
  1 Lvl Grease, Magic Missile, Obscuring Mist, Shield, 
  Summon Monster I 2 Lvl Bull’s Strength, Glitterdust, 
  Invisibility, Scorching Ray, Summon Monster II 3 Lvl 
  Fireball, Haste, Summon Monster III, Slow 4 Lvl 
  Dimension Door, Greater Invisibility, Summon 
  Monster IV 5 Lvl Cone of Cold, Summon Monster V 
   
  Possessions: 
   
  Masterwork 
  dagger, 
  heavy 
  crossbow, 20 cold iron bolts, +2 vest of resistance, +4 
  cloak of charisma, +2 gloves of dexterity, scroll of mage 
  armour, scroll of bear’s endurance, scroll of cat’s grace. 
   
  �Xerfor; Bar1/Rgr2/Ftr8; CR 11; Human; Medium 
  Humanoid (5’ 11” tall); 1d12+3+2d8+6+8d10+24; hp 
  103; Init +3 (Dex); Spd 40 ft; AC 21 (T13, FF 17) (+3 
  Dex, +6 for +2 Mithril Chain Shirt, +1 Ring of 
  Protection, +1 Two Weapon Defence); Atk +18 
  (1d8+7+1d6 cold / 1d8+5+1d6 fire, [crit 17-20] [x2], +1 
  flame / +1 frost two-bladed sword); Full Atk 
  +18/+13/+8 
  melee 
  or 
  +16/+16/+11/+6 
  melee 
  (1d8+7+1d6 cold / 1d8+5+1d6 fire, [crit 17-20] [x2], +1 
  flame /+1 frost two-bladed sword); Atk +14 ranged 
  (1d4+4 [crit 19-20] [x2] Thrown Dagger); Full Atk 
  +14/+9/+4 ranged (1d4+4 [crit 19-20] [x2] Thrown 
  Dagger); BAB +11; Grapple +15; Space/Reach 5 ft./5 ft.; 
  SA; None; SQ Rage 1/day, fast movement, Favoured 
  Enemy Elves (+2), Combat Style; AL N; SV Fort +13, 
  Ref +9, Will +3; Str 18 Dex 16 Con 14 Int 8 Wis 10 Cha 
  8. 
   
  Skills and Feats: Jump +10, Ride +11, Languages: 
  Common, Search +5, Sense Motive +3, Spot +6, 
  Survival +6; Close-Quarters Fighting, Combat Reflexes, 
  Die Hard, Endurance, Exotic Weapon Proficiency 
  (Two-Bladed Sword), Greater Weapon Focus (Two-
  Bladed Sword), Improved Critical Two-Bladed Sword, 
  Two-Weapon Defence, Two-Weapon Fighting (Rgr2), 
  Tracking (Rgr1), Weapon Focus (Two-Bladed Sword), 
  Weapon Specialization (Two-Bladed Sword). 
   
  Possessions:  +1 Frost /+1 flame two-bladed 
  sword, locked gauntlet, +2 mithril chain shirt, +1 cloak 
  of resistance, +2 amulet of health, +1 ring of protection, 
  potion of bull’s strength, potion of cat’s grace, 5 
  Throwing daggers. 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 34 
  Appendix Two – New Rules
   
  Deepwood Sniper (from Masters of the Wild) 
   
  An arrow flies from a high mountain aerie, unerringly striking a paladin’s mount.  Expecting only a flesh wound, the 
  paladin is stunned to watch his companion of many adventures crumple to the earth.  This unfortunate knight has 
  trespassed into the domain of the deepwood sniper, and he may not make it out alive. 
   
  A deepwood sniper is patient, careful, quiet, and deadly accurate.  She is a stealthy, long-range terminator whose arrows 
  sail accurately from much longer ranges than those of other archers.  In addition, she has magical abilities to help her 
  shafts fly true. 
   
  Because of their alertness, dexterity, patience, and affinity for the bow, elves of almost any character class make 
  excellent deepwood snipers.  For a long time, elves would train only those of their own race in these techniques, but 
  more recently some half-elves, halflings, and humans have joined the ranks of the deepwood sniper. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify as a deepwood sniper, a character must fulfill the following criteria. 
  Base Attack Bonus:  +5 
  Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks. 
  Feats:  Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow) 
   
  Class Skills 
  The deepwood sniper’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Bowyer) (Int), 
  Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession 
  (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Swim (Str). See Chapter 4 of the Player’s 
  Handbook for all skill descriptions. 
  Skill Points at Each Level:  4 + Int Modifier 
   
  Class Features 
  The following are class features of the deepwood sniper prestige class. 
  Weapon and Armour Proficiency: Deepwood snipers gain no proficiency with any weapon or armor. All weapon-
  related abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient. 
  Keen Arrows (Ex): At 1
  st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in 
  addition to any other properties they might possess.  Thus, a normal arrow fired by a deepwood sniper has a threat range 
  of 19-20 instead of 20.  This effect does not stack with any other keen effect.   
  Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile 
  weapons increase by +10 feet (added after all multipliers).  Thus, a 10
  th-level deepwood sniper who has the Far Shot feat 
  would have a 280-foot range increment with a heavy crossbow (120 feet * 1.5 +100).   
  Concealment Reduction (Ex): When the deepwood sniper reaches 2
  nd level, her miss chance against opponents with 
  concealment drops by 10%.  Thus, she has a miss chance of 10% rather than 20% against an opponent with one-half 
  concealment.  Her miss chance drops by an additional 10% per found deepwood sniper levels she gains thereafter, but 
  this ability never reduces her miss chance against an opponent below 0%. 
  Magic Weapon (Sp): At 2
  nd level, the character can produce an effect identicial to that of a magic weapon spell cast by a 
  cleric of her deepwood sniper level.  This ability is usable once per day on projectile weapons only 
  
  KET4-06 At the Feet of the Dragon 
   
  Page 35 
  Projectile Improved Critical (Ex): When the deepwood sniper reaches 2
  nd level, the critical damage multipliers of all 
  her projectile weapons increase by +1.  Thus, an arrow that normally deals damage * 3 on a critical hit instead does 
  damage * 4 in her hands.  When she reaches 7
  th level, these critical multipliers increase by an additional +1. 
  Safe Poison Use (Ex): At 3
  rd level, a deepwood sniper can use poison without any chance of poisoning herself (see 
  Perils of Using Poison in Chapter 3 of the Dungeon Master’s Guide).  
  Take Aim (Ex): A 4
  th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by aiming 
  carefully.  Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the bonus is 
  lost.  No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8
  th level. 
  Consistent Aim (Ex): Once per day, a 5
  th-level deepwood sniper can reroll one attack roll that she has just made with a 
  projectile weapon. She must keep that result, even if it worse than the original roll.  She can use this ability twice per 
  day at 7
  th level and three times per day at 10
  th level, though each use must relate to a different attack roll. 
  True Strike (Ex): At 10
  th level, the deepwood sniper can produce an effect identical to that of a true strike spell cast by a 
  cleric of her deepwood sniper level.  This ability is usable once per day on projectile weaons only. 
    
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Keen arrows, range increment bonus +10 ft./level 
  2
  nd 
  +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, projectile improved 
  critical +1 
  3
  rd 
  +3 
  +1 
  +3 
  +1 
  Safe poison use 
  4
  th 
  +4 
  +1 
  +4 
  +1 
  Take aim +2 
  5
  th 
  +5 
  +1 
  +4 
  +1 
  Consistent aim 1/day 
  6
  th 
  +6 
  +2 
  +5 
  +2 
  Concealment reduction 20% 
  7
  th 
  +7 
  +2 
  +5 
  +2 
  Consistent aim 2/day, projectile improved critical +2 
  8
  th 
  +8 
  +2 
  +6 
  +2 
  Take aim +4 
  9
  th 
  +9 
  +3 
  +6 
  +3 
  Consistent aim 3/day 
  10
  th 
  +10 
  +3 
  +7 
  +3 
  Concealment reduction 30%, true strike 
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 36 
  Appendix Three – Maps 
   
  
  KET4-06 At the Feet of the Dragon 
   
  Page 37 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/594/Normal Scenarios/KET4-06 - At the Feet of the Dragon (APL 2-12)/KET4-06 - At the Feet of the Dragon.pdf