TEXT: CORS4-02 Here There Be Dragons 
   
  Page 1 
  CORS4-02 
   
   
   
   
   
  HERE THERE BE DRAGONS 
  A Two-Round D&D® LIVING GREYHAWK™ 
  Core Special Homeplay Adventure 
   
  by Kevin Lawson, David Lotempio, Rich Marflak, 
  Shawn Merwin, William Muench, and Charles Peacock 
  Circle Edit: Creighton Broadhurst, David Christ 
   
  A timeless dragon-lore prophecy speaks of an empire of serpents and their worshippers who will threaten even the greatest 
  nations of Oerth. In the frozen world of the obsidian North, the desperate, the ambitious, and the foolhardy eke out a meager 
  existence, all pursuing their own mysterious goals. What impact can a few adventurers have on a cruel and barren land and the 
  wyrms that dwell there? A two-round core special scenario for APLs 2-18 
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com.
  
  CORS4-02 Here There Be Dragons 
   
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  RPGA-SANCTIONED 
  PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received 
  it from your senior gamemaster. To play this 
  adventure as part of the LIVING GREYHAWK™ 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group 
  of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least 
  a HERALD-LEVEL gamemaster. The person who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is 
  sanctioned before play, runs smoothly on the date 
  sanctioned, and then reported back to the RPGA in a 
  timely manner. The person who runs the game is 
  called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the 
  table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play if 
  they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on July 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes 
  you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given in 
  Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To 
  determine this modified Average Party Level (APL) 
  follow the steps below: 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more 
  either higher or lower than the APL at which this 
  adventure is being played, that character receives 
  only one-half of the experience points and gold for 
  the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
  
  CORS4-02 Here There Be Dragons 
   
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  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND 
  UPKEEP 
  This is a two-round Core Special adventure, set in 
  Greyhawk City and the Land of Black Ice. All 
  Characters pay four Time Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit. 
   Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches 
  and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may 
  be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-described 
  penalties by living off the wild.  If the character 
  possesses four or more ranks in the Survival skill and 
  succeeds at a Survival check (DC 20), the character 
  will heal temporary ability damage as if he or she 
  paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE 
  BACKGROUND 
  In the Land of Black Ice, a small village, called 
  Farthenmoor by the inhabitants, has grown up 
  around a set of hot springs. These springs provide 
  just enough warmth and water to sustain life. The 
  village has been able to survive in part because of the 
  great white wyrm Aggeborealus, who offers the 
  village protection from ravaging predators in return 
  for tributes and sacrifices. 
  Many years ago, a red dragon named Preethryma 
  learned of a fragment of a dragon-lore prophecy that 
  said a young dragon – born of a red mother and a 
  male dragon native to that area – would rise to power 
  in the Land of Black Ice and create an empire to rival 
  the great human kingdoms of Oerth. With this 
  prophecy in mind, she flew north and mated with 
  Aggeborealus. Preethryma planned to raise the 
  young dragon, thus assuring herself a long and 
  luxurious life in the comfort and safety of this 
  prophesied empire. Aggeborealus had other plans 
  though, attempting to kill Preethryma and whisking 
  the young hatchling away to be raised by kobold 
  followers until such a time when the young one was 
  powerful enough to be used as a tool in furthering 
  Aggeborealus’ own (currently unknown) goals. The 
  young dragon – named Aquilomortis – is not happy 
  at his captivity at the hands of his father’s followers, 
  and he plots to escape and start his own lair. Each of 
  the dragons (and their followers and servants) have 
  been playing a cat-and-mouse game, trying to gain 
  more followers and more treasure in an attempt to 
  outwit the other two. See the appropriate chapter for 
  their specific Adventure Summaries. 
  IMPORTANT DM NOTES 
  There are several special aspects of the Land of Black 
  Ice that the judge must know: 
  • 
  The Land of Black Ice is a realm where the 
  Serpent holds sway. The Serpent has more power 
  there than even the gods that the PCs worship. The 
  Serpent’s power has created some strange effects in 
  this land. 
  • 
  Outside the warmth and safety of the village of 
  Farthenmoor, the average temperature in the Land 
  of Black Ice is -10 degrees Fahrenheit. PCs who wear 
  “arctic exploration gear” (covered by standard 
  upkeep but different than cold-weather gear) or use 
  the endure elements spell can avoid taking non-
  lethal damage without the need for a Fortitude save 
  (DC 15 + 1 per previous check or take 1d6 points of 
  nonlethal damage. The encumbrance of the arctic 
  exploration gear, however, effectively reduces the 
  PCs’ Dex by 2 points and adds -2 circumstance 
  penalties to skills that are affected by Armor Check 
  penalties. Spellcasting is not affected. See page 302 of 
  the Dungeon Master’s Guide or page 9 of Frostburn 
  for further information on Cold Dangers. 
  • 
  If the PCs fly more than 5 feet off the ground, 
  the wind and atmospheric conditions drop the 
  temperature to -40 degrees Fahrenheit. The above 
  precautions eliminate the non-lethal damage (saves 
  as above, but only 1d4 nonlethal damage), but the 
  PCs still take 1d6 cold damage per 10 minutes while 
  in the air, even if protected by arctic exploration gear 
  or endure elements. 
  • 
  Mounts 
  and 
  animal 
  companions 
  not 
  accustomed to the severe cold cannot be brought to 
  the Land of Black Ice without magical protection. 
  Even if magically protected from the cold, mounts 
  have difficulty carrying a rider while dealing with 
  the treacherous footing. 
  • 
  Icy conditions, when noted specifically in an 
  encounter, limit movement. Moving into an icy 
  
  CORS4-02 Here There Be Dragons 
   
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  square requires 2 squares of movement for every 1 of 
  normal movement. Running or charging on ice 
  requires a DC 15 Balance check. Failure by 4 or less 
  means the PC cannot move that round. Failure by 5 
  or more means the PC falls prone. DCs for Tumble 
  and Balance checks are increased by 5. Other special 
  Balance check situations are covered in individual 
  encounters. 
  • 
  Divination spells that call for an answer from a 
  deity or agent (commune, augury, divination, etc.) 
  fail in the Land of Black Ice because of the power of 
  the 
  Serpent, 
  and 
  divination 
  spells 
  seeking 
  information from or about the Land of Black Ice and 
  its inhabitants also fail automatically. The PC casting 
  the spell must pay the component costs and cast the 
  spell, but he is aware that the spell fails. Divination 
  spells that create a magical sensor or reveal a location 
  (scry, prying eyes, arcane eye, locate object, etc.) last 
  for one round and then a caster level check (DC 20 + 
  spell level) must be made or the Land of Black Ice 
  absorbs the sensor. Other divination spells work 
  normally. 
  • 
  The Serpent’s power has a deleterious effect on 
  large extra-dimensional spaces. Items the size of a 
  bag of holding or smaller are unaffected. Larger 
  spaces that can hold living creatures, such as those 
  resulting from rope trick, Leomund’s secure shelter, 
  or the like, are affected. The first time these spells are 
  cast by the PCs, they last exactly 9 hours before 
  being drained away by the magic of the Serpent. A 
  second casting of this type of spell lasts only 9 
  rounds before being absorbed. Subsequent castings 
  fail immediately. 
  • 
  Ice-touched creatures absorb magic and have 
  resistance to magical weapons. When PCs with 
  Knowledge (arcana) see an ice-touched creature 
  absorb a spell or get hit by a magical weapon, give 
  them a check (and this check can only be made once 
  per PC). Use the following chart to tell them what 
  they know based on the check: 
  DC 10: The creature seems to absorb magic. 
  DC 15: Creatures touched by the magic of the Land 
  of Black Ice seem to absorb more magic the more 
  powerful they are. 
  DC 20: There is probably a threshold on the amount 
  of magic that a creature can absorb before being 
  affected normally. 
  DC 30: Magical weapons are less effective against 
  these creatures than non-magical ones, as the 
  creature draws energy from the magic. 
   
  
  CORS4-02 Here There Be Dragons 
   
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  CHAPTER 1: “DRAGON-
  LORE PROPHECY” 
  CHAPTER SUMMARY 
  A Keoish noble, Chancellor Stoakdor Redlee Neheli 
  of the Shelspring Barony, has need of information 
  on a mysterious village located in the Land of Black 
  Ice. He (or his emissary) contacts the PCs about 
  embarking on an expedition to this village on his 
  behalf. The PCs are directed to someone in 
  Greyhawk City who has more information about the 
  village and the Land of Black Ice. On their way to 
  meeting, the PCs are attacked by an offspring of the 
  red dragon Preethryma (and an accomplice at APL 
  14+). If they survive the attack, the PCs can continue 
  to the meeting to learn about Farthenmoor, the Land 
  of Black Ice, the dragon-lore prophecy, and the 
  possibilities of fantastic wealth there if it is true that 
  dragons do lair in the region. The PCs are then 
  directed to the Great Library to gain some further 
  information. Finally, the PCs may equip themselves 
  for the trip into the flesh-ripping cold and ice of the 
  frozen north. 
  INTRODUCTION A: AN 
  OATH 
  [Summary: If at least one of the players at the table 
  has successfully completed COR4-01 Shedding 
  Scales, Stoakdor Redlee Neheli, the primary NPC in 
  that module, contacts the PCs and asks them to 
  confer with a human named Lanicaster Schnee about 
  a rumored settlement in the Land of Black Ice. If 
  none of the PCs at the table have played Shedding 
  Scales or have no connection to the Redlee Family, 
  use Introduction B: A Challenge.] 
   
  The action begins in Greyhawk City, where the 
  PCs are resting comfortable at the Black Dragon Inn 
  (or whatever inn/tavern you wish to set the 
  introduction). Read or paraphrase the following: 
   
  The sweltering heat of Greyhawk City has turned 
  even more oppressive in the last three days. Even 
  the hardiest folks seek relief in the shade. The 
  windows of the Black Dragon Inn, located in the 
  Clerkburg Quarter of Greyhawk City, are thrown 
  wide open to allow the faint cooling breeze of early 
  evening to waft through the common room. 
  Although the traffic in and out of the inn has been 
  constant, the Suloise human now entering attracts 
  your attention. Stoakdor Redlee Neheli, whom 
  some of you remember from your expedition into 
  the Rushmoors on his behalf, spots you and waves a 
  greeting in your direction, but he walks to the 
  barkeep instead of approaching you. 
   
   
  Unless the PCs interrupt, Stoakdor asks the 
  barkeep if he may rent a private room for an hour, 
  laying a pouch of coins on the table. Seeing the 
  pouch, the barkeep nods enthusiastically and points 
  to a door off the common room. Stoakdor then waves 
  to the PCs again, pointing to that door and exiting 
  the common room through the door. 
   
  If the PCs follow Stoakdor into the private 
  room, read or paraphrase the following: 
   
  In the private chamber is a large oak table 
  surrounded by sturdy chairs. Stoakdor runs his 
  hands through his reddish-blonde hair and motions 
  you all to take a seat. 
   
  [Stoakdor greets by name the PCs who have earned 
  the “Favor of the Redlee Family.” He asks these PCs 
  to introduce their companions if he does not know 
  them already.] 
   
  Stoakdor nods at your party, appraising you. Finally 
  he speaks. “For those of you who bravely assisted 
  my family in the Shelspring Barony, you know our 
  plight. Since last we spoke, I have learned a bit more 
  about an area which seems to figure prominently in 
  our barony’s unhappy situation: the Land of Black 
  Ice. Actually, I haven’t learned much about the land 
  itself, but I have heard from one of my informants 
  that a man has recently returned from that place. He 
  spoke of a village located deep in that area. 
  Unfortunately the man seems to have been killed, 
  but I was able to locate his brother, who supposedly 
  learned a bit about what his brother knew. I need 
  you to first speak with this human – Lanicaster 
  Schnee – and then journey to the Land of Black Ice 
  to learn if this village truly does exist. If it does, find 
  out more about it and the area surrounding. I do not 
  need you to investigate anything else in particular. 
  Simply gather information on the village and its 
  environs and the report back to me. So little is 
  known about this area that even that little bit will be 
  doing our cause the greatest of services. 
   
  Stoakdor pauses here to take questions from the PCs. 
  Here is other information Stoakdor can reveal, based 
  on PC questions and conversation: 
  • 
  The informant who told him about the man 
  returning from the Land of Black Ice (whose name is 
  Jedibo Schnee) is a low-level librarian at the Great 
  Library of Greyhawk named Rilethan. 
  • 
  Stoakdor does not know how Jedibo Schnee 
  died. He just heard about his death hours ago upon 
  his arrival in Greyhawk City. Two days ago Jedibo 
  Schnee was alive and well. 
  • 
  Lanicaster is waiting for the party in an old 
  theatre in the Clerkburg Quarter near the shrine to 
  Lydia. Lanicaster is a very short human of Flan and 
  Oeridian descent. The PCs can meet him there in the 
  next hour. 
  • 
  Lanicaster has been paid by a servant of 
  Stoakdor to turn over all information that his 
  
  CORS4-02 Here There Be Dragons 
   
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  brother may have gained. The man is reported to be 
  very nervous but willing to talk. 
  • 
  Stoakdor has to return to the Shelspring Barony 
  in Keoland this very evening. The PCs should get the 
  information from Lanicaster and then act on it when 
  they can. They can return to the Great Library and 
  leave their report on their findings with Rilethan. 
  • 
  Stoakdor cannot offer any rewards for the PCs 
  work; however, he reminds them that so little is 
  known of the Land of Black Ice that even if the PCs 
  don’t find any treasure there, they can learn 
  information which can certainly be sold to sages for 
  a handsome reward. He vows not to interfere with 
  the PCs on this matter. As long as they share what 
  they learn with him, for his own private use, they 
  can sell the information. They are also welcome to do 
  any other adventuring they wish while in the Land 
  of Black Ice. 
  • 
  None of the divinations (both arcane and 
  divine) that Stoakdor has attempted have succeeded. 
  It seems as though the Land of Black Ice is hidden 
  by more than just geographic location and 
  unpleasant climate. 
  If the PCs have any more questions, Stoakdor 
  answers them to the best of his abilities. If the PCs 
  agree to undertake the exploration on his behalf, he 
  tells them that a line of credit has been established 
  for them at a shop in the Artisan’s Quarter: Eridok’s 
  Expedition Provisions. When business is concluded, 
  he wishes the PCs well and leaves. He goes back to 
  his inn, packs up his few items, and leaves the city. 
  Then he teleports back to Redlee Manor in Keoland. 
   
  INTRODUCTION B: A 
  CHALLENGE 
  [Summary: If none of the PCs played COR4-01 
  Shedding Scales, a young female bard approaches 
  them. She claims to be working for a Keoish noble 
  who is looking for explorers to travel to and scout an 
  area within the Land of Black Ice. If they wish to 
  take this mission, they can meet a man named 
  Lanicaster Schnee, who can give them more 
  information on the settlement.] 
   
  The action begins in Greyhawk City, where the 
  PCs are resting comfortable at the Black Dragon Inn 
  (or whatever inn/tavern you wish to set the 
  introduction). Read or paraphrase the following: 
   
  The sweltering heat of Greyhawk City has turned 
  oppressive in the last three days. Even the hardiest 
  folk seek relief in the shade. The windows of the 
  Black Dragon Inn, located in the Clerkburg Quarter 
  of Greyhawk City, are thrown wide open to allow 
  the faint cooling breeze of early evening to waft 
  through the common room. The traffic in and out of 
  the inn has been constant, and now a female Suloise 
  human enters the inn and moves directly to your 
  table. She is young and attractive, wearing a holy 
  symbol of an open palm from which sprays forth a 
  rainbow. [A DC 15 Knowledge: Religion check 
  informs a PC this is a symbol of Lydia, Suloise 
  goddess of knowledge and light.] She looks at your 
  faces around the table, nods, and speaks. “I have 
  heard that you are seekers of adventure. Is this so?” 
   
  She continues if the PCs at some point answer in the 
  affirmative. 
   
  “I wish to speak to you all about an opportunity for 
  exploration of a land which most people only speak 
  of as legendary. Would you hear my offer?” 
   
  Again, unless the PCs refuse, she continues. 
   
  “Excellent. Wait here a moment while I secure a 
  private chamber.” 
   
  The young woman asks the barkeep if she may rent a 
  private room for an hour, laying a pouch of coins on 
  the table. Seeing the pouch, the barkeep nods 
  enthusiastically and points to a door off the common 
  room. The young woman waves to the PCs, pointing 
  to that door and exiting the common room through 
  it. 
   
  The woman is a 22-year-old Lydian bard named 
  Liefrynn. She has been asked by Stoakdor Redlee 
  Neheli to find a trustworthy band of adventurers to 
  undertake a trip to the Land of Black Ice. The 
  mission would be simply to investigate the rumored 
  existence of a village there. If the PCs follow 
  Liefrynn into the private room, read or paraphrase 
  the following: 
   
  In the private chamber is a large oak table 
  surrounded by sturdy chairs. The young woman 
  smoothes her red tunic and takes a seat. She nods at 
  your party, appraising you. Finally she speaks. “My 
  employer, who wishes to remain anonymous for his 
  own reasons, has an offer for you. He has learned 
  that an explorer has returned recently from an 
  extended journey to the Land of Black Ice. The man 
  spoke of a village located deep in that largely 
  unexplored area. Unfortunately the man has been 
  killed, but I was able to locate his brother, who 
  learned a bit about what his brother knew. I need 
  you to first speak with this human – Lanicaster 
  Schnee – and then journey to the Land of Black Ice 
  to learn if this village truly does exist. If it does, find 
  out more about it and the area surrounding. I do not 
  need you to investigate anything else in particular. 
  Simply gather information on the village and its 
  environs and the report back to me; so little is 
  known about this area that even that little bit will be 
  doing my employer the greatest of services. 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 7 
  She pauses here to take questions from the PCs. 
  Here is other information Liefrynn can reveal, based 
  on PC questions and conversation: 
  • 
  The informant who told her about the man 
  returning from the Land of Black Ice (whose name is 
  Jedibo Schnee) is a low-level librarian at the Great 
  Library of Greyhawk named Rilethan. 
  • 
  She does not know how Jedibo Schnee died. 
  She just heard about his death hours ago. Two days 
  ago Jedibo was alive and well. 
  • 
  Lanicaster is waiting for the party in an old 
  theatre in the Clerkburg Quarter near the shrine to 
  Lydia. Lanicaster is a very short human of Flan and 
  Oeridian descent. The PCs can meet him there in the 
  next hour. 
  • 
  Lanicaster has been paid by Liefrynn to turn 
  over all information that his brother may have 
  gained. The man is very nervous but willing to talk. 
  • 
  Her employer cannot offer any rewards at this 
  time for the PCs work; however, she reminds them 
  that so little is known of the Land of Black Ice that 
  even if the PCs don’t find any treasure there, they 
  can learn information which can certainly be sold to 
  sages for a handsome reward. As long as they share 
  what they learn with her, for her master’s private use, 
  they can sell the information. They are also welcome 
  to do any other adventuring they wish while in the 
  Land of Black Ice. 
  • 
  None of the divinations (both arcane and 
  divine) that her master has attempted have 
  succeeded. It seems as though the Land of Black Ice 
  is hidden by more than just geographic location and 
  unpleasant climate. 
  • 
  If she is somehow compelled to tell who her 
  employer is, she reveals it to be Stoakdor Redlee 
  Neheli, Chancellor of the Shelspring Barony in 
  Keoland. He believes the Land of Black Ice has 
  something to do with a curse that had befallen his 
  barony. 
  If the PCs have any more questions, Liefrynn 
  answers them to the best of her abilities. If the PCs 
  agree to undertake the exploration on her behalf, she 
  tells them that a line of credit has been established 
  for them at a shop in the Artisan’s Quarter: Eridok’s 
  Expedition Provisions. When the business is 
  concluded, she wishes the PCs well and leaves. She 
  goes back to her inn and practices with her lyre, and 
  that evening she performs at two taverns in the 
  Clerkburg Quarter. 
   
  ENCOUNTER 1: A WARM 
  WELCOME 
  [Summary: As the PCs approach the theatre, a mob 
  of terrified citizens rushes past them. In the fracas, 
  one of the red dragon Preethryma’s many offspring, a 
  half-dragon 
  mongrelfolk 
  named 
  Charirhyaex, 
  attempts to slay the PCs to keep them from going on 
  the mission and learning of the dragon-lore 
  prophecy. A letter from Preethryma to the half-
  dragon gives the PCs some clues about what they 
  might face in the Land of Black Ice. See Appendix 1 
  for stats.] 
   
  As the PCs approach the theatre where the 
  meeting with Lanicaster is set to take place, read or 
  paraphrase the following: 
   
  The harsh afternoon sun beats down on the city 
  streets. Around you, a variety of city folk move in 
  different directions. Some are dressed as if planning 
  for a day on the town. Others are beggars, hoping to 
  gain a coin or two from the wealthy passers-by. Still 
  others are just looking for a cool place to relax. To 
  the right of the theatre, a costumed, hunchbacked 
  juggler is tossing flaming brands into the air. Up the 
  street to the left, a minstrel is plucking a lute and 
  singing a bouncy tune to a large group that has 
  stopped to listen. To the left of the theatre, a lone 
  human female preaches to no one in particular 
  about the virtues of industriousness and the 
  worship of Bralm. A dwarf armored in platemail 
  approaches you. He is holding a parchment rolled 
  and sealed with wax, and the sun glistens off the 
  greataxe strapped to his back. “I was instructed to 
  give you this. The lady who sent me said that it was 
  extremely urgent.” [The dwarf then tries to leave. If 
  the PCs stop him, he stays around to answer 
  questions. He only knows that an elven woman 
  stopped him in the street and asked him to deliver 
  this message to a group fitting the PCs’ description. 
  She knew where they were going to be. The dwarf is 
  a guard in the employ of the Courier’s Guild and is 
  often asked to deliver messages if no official 
  messenger is available.] 
   
  There is no insignia imprinted into the wax seal. If 
  the PCs open the parchment, read the following: 
   
  Unrolling the parchment, you see what appears to 
  be a letter or missive of some sort; however, the 
  script is written in an alphabet unfamiliar to you. 
   
  The letter is a ploy to trick the PCs into standing still 
  for a few seconds, giving Charirhyaex (and Stanislav 
  at higher APLs) the chance to prepare and get into 
  position. Let the PCs use skill checks or magic to try 
  to read the unintelligible letter – it is gibberish. After 
  a couple of rounds, read the following: 
   
  Suddenly, the group that was listening to the bard, 
  as if in unison, screams in terror and runs in your 
  direction. 
   
  See DM Aid 1: Map of Theatre and Environs for 
  details of the theatre and the surrounding area. 
  Exactly what is happening in this encounter depends 
  on the APL. At APL 2-6, Charirhyaex has hired this 
  group of people (struggling actors, beggars, thieves, 
  
  CORS4-02 Here There Be Dragons 
   
  Page 8 
  and the like) to pretend being scared and run past 
  the PCs. This offers him a distraction as he 
  approaches. At APL 8-12, Charirhyaex has hired the 
  group as in the previous example, but he comes at 
  the PCs invisibly. At APL 14-18, Charirhyaex’s bard 
  accomplice Stanislav has enchanted the crowd and 
  frightened them with a scare spell, causing them to 
  run away from him. The bard then assists 
  Charirhyaex in the battle. Further information on 
  the battle can be found in the Tactics section of this 
  encounter. 
   
  Creatures 
  Charirhyaex has been searching for Lanicaster for 
  two days, waiting for the opportunity to attack him 
  and take the map. He has also been using an 
  accomplice to scry on Lanicaster. Charirhyaex knows 
  Lanicaster is meeting a group of adventurers at the 
  theatre to give them the map, and he wants to stop 
  that from happening. At APL 14+, Stanislav the bard 
  is working with Charirhyaex. The bard is not 
  Charirhyaex’s friend, but he understands the great 
  power and wealth that could come his way if he joins 
  forces with the half-dragon. 
   
  APL 2 (EL 3) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk1; hp 12; see Appendix 1. 
   
  APL 4 (EL 5) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk3; hp 30; see Appendix 1. 
   
  APL 6 (EL 7) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk5; hp 48; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk8; hp 75; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk10; hp 93; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk12; hp 111; see Appendix 1. 
   
  APL 14 (EL 17) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk14; hp 129; see Appendix 1. 
   
  � Stanislav: Male Human Brd14; hp 72; see 
  Appendix 1. 
   
  APL 16 (EL 19) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk16; hp 147; see Appendix 1. 
   
  � Stanislav: Male Human Brd16; hp 82; see 
  Appendix 1. 
   
  APL 18 (EL 21) 
   
  � 
  Charirhyaex: 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk18; hp 165; see Appendix 1. 
   
  � Stanislav: Male Human Brd18; hp 92; see 
  Appendix 1. 
   
  Tactics 
  Tactics vary based on the APL: 
  At APL 2-6, Charirhyaex tries to use the rushing 
  crowd as a distraction. When he is 30 feet away and 
  moving toward the PCs within the crowd, give the 
  PCs a Spot check. Anyone who beats a DC of 10 sees 
  a suspicious creature moving toward them and can 
  act in the surprise round. Charirhyaex charges the 
  nearest PC in the first round of combat. Charirhyaex 
  has already used his breath weapon for the day at 
  APL 2 and 4. (You can even describe him as a fire-
  breather as well as a juggler in the boxed text before 
  he attacks.) 
  At APL 8-12, as the PCs interact with the dwarf and 
  read the letter, Charirhyaex stops juggling and casts 
  his buff spells. As the crowd moves past the PCs, 
  Charirhyaex moves invisibly and attacks a PC. Give 
  the PCs a Listen check. PCs who make a DC 11 know 
  that someone is approaching. PCs who make a DC 31 
  can pinpoint exactly where he is.  
  At APL 14-18s as the PCs interact with the dwarf and 
  read the letter, Charirhyaex and Stanislav buff. 
  Greater invisibility and greater heroism should be 
  the first spells cast, followed by the bard song inspire 
  greatness. Charirhyaex then moves up to the PCs 
  and prepares to attack as the crowd rushes past. 
  Stanislav has a variety of options, all of which he 
  does invisibly. His bard songs can further enhance 
  Charirhyaex, and the feat lingering song makes 
  those enhancements last even after he stops singing. 
  Using the feat subsonics he can use bard songs 
  without being heard. He can cast enchantments on 
  the PC fighter-types. He can use his scrolls to 
  damage the PCs. Using his ring of the ram, he can 
  attempt to bull rush a PC through Charirhyaex’s 
  threatened areas, provoking attacks of opportunity 
  from the half-dragon. His greater dispel magic spells 
  can dispel PC magic, counterspell, or remove 
  harmful spells cast on Charirhyaex. If run properly, 
  Stanislav should make this encounter extremely 
  frustrating, as he should be hard to find and has 
  many options to foil the PCs’ battle tactics. 
   
  Treasure 
  The PCs can take items from Charirhyaex (and his 
  bard accomplice at higher APLs). They also find the 
  letter to Charirhyaex from Preethryma (see Player 
  Handout 1: Letter from Preethryma to Charirhyaex). 
  
  CORS4-02 Here There Be Dragons 
   
  Page 9 
   
  Developments 
  The letter should contain all the information the PCs 
  need to know. Questioning Charirhyaex reveals no 
  more information. Questioning Stanislav reveals that 
  he used scrying to keep tabs on both Jedibo and 
  Lanicaster. Stanislav helped Charirhyaex because the 
  half-dragon was so powerful and destined for 
  greatness, and the bard wanted to be in a position to 
  be part of that. 
   
  ENCOUNTER 2: 
  MARIONETTES 
  [Summary: The PCs meet Lanicaster Schnee in an 
  old theatre that has been converted for use by 
  marionette troupes. The PCs arrive in time to see a 
  bowdlerized puppet-show version of the Vecna story 
  being played out for children as a morality tale. In 
  the middle of the show, Lanicaster approaches the 
  PCs and tells them all he knows about the village of 
  Farthenmoor in the Land of Black Ice. He was never 
  there himself, but his brother was. His brother was 
  killed recently, but he gave Lanicaster a map 
  pointing the way to the village. The brother also 
  donated some of his old journals about his travels to 
  the Greyhawk Library.] 
  The theatre is easily located in the Clerkburg 
  Quarter. The small building has obviously seen 
  better days, but is still in good shape and functional 
  as a theatre. Inside, four rows of benches sit in front 
  of the stage. A rickety set of stairs in the corner to 
  the right of the main doors leads up to a small 
  balcony. 
  Read 
  or 
  paraphrase 
  the 
  following 
  description: 
   
  The interior of the theatre looks similar to the 
  outside: nothing lavish, but utilitarian. At the front 
  of the theatre, just before the stage, a marionette’s 
  box has been erected. About two-dozen children sit 
  in the front two rows, staring at the puppet show in 
  rapt fascination. Six adults of various races sit 
  further back watching the show. One of the adults, a 
  female half-elf, has a raven sitting on her shoulder. 
  The raven stares at you as you enter the theatre. 
   
  The raven and the half-elf are a wizard and her 
  familiar, but they only came to watch the puppet 
  show while waiting for a bard’s performance to being 
  at a nearby tavern. Give the PCs a chance to look 
  around, ask questions about the layout of the theatre, 
  and get paranoid. If you really want to have fun, call 
  for initiative as the PCs enter the theatre. If the PCs 
  remain calm and don’t act rashly, drop out of 
  initiative. 
   
  After the PCs have acted, and as long as they 
  don’t cause a ruckus, continue with the description 
  of the puppet show: 
   
  A loud pop from the front of the theatre causes a 
  few of the younger children to shriek in alarm. A 
  loud baritone voice from behind the marionette 
  stage shouts, “There once was a powerful sorcerer 
  who ruled a far-off land. His followers liked him 
  because he kept the alligators from eating them.” 
  Down from the sky floats a marionette looking like 
  an average middle-aged human dressed in a robe 
  covered with arcane symbols: the perfect stereotype 
  of a sorcerer. “The sorcerer ruled his followers, and 
  they gave him gifts.” Other marionettes enter the 
  stage, bringing flowers and packages and various 
  trinkets. “Soon though, the sorcerer grew tired of 
  the gifts. He only wanted more power. He began to 
  search for magic that would give him more power 
  than anyone else in the Flanaess.” Down from the 
  sky comes a huge creature made of wispy gauze. It 
  appears to be draconic in form. “The sorcerer found 
  very terrible and evil magic, and instead of turning 
  away from what he knew would be bad, he let his 
  desire for power overcome him.” The gauzy dragon 
  wraps around the sorcerer marionette, and both fly 
  up into the sky, out of sight. Then there is another 
  boom followed by more shrieks. The marionette 
  that comes down out of the sky wears the same 
  clothes as the sorcerer, but the marionette is 
  hideously disfigured, missing an eye and a hand, 
  face twisted in an evil smirk. “The sorcerer gained 
  his power, but the ugliness he let into his heart also 
  scarred his body, making him into a monster.” 
  “Quite a tale for children, eh?” says a voice right 
  behind you. An extremely short human looks at you 
  with an expression that is hard to read. “I assume 
  you’re the ones who want to know what my brother 
  found in the frozen north. Let’s talk up in the 
  balcony.” 
   
  The human is Lanicaster Schnee, the man the PCs 
  are supposed to meet. He leads them up the stairs 
  and to the balcony, where they can talk openly 
  without being overheard. He has in his hand a 
  folded piece of paper, which he hands to the PCs 
  once they are settled. Give the players Player 
  Handout 2: Jedibo’s Map of the Land of Black Ice. 
   
  “This is the map that my brother made of the Land 
  of Black Ice. He was a thrill-seeker. He went there 
  because people told him he would be a fool to try. 
  He kept a journal of his travels, but he wasn’t much 
  of a scholar, being barely literate, really. When he 
  returned a few days ago, he donated his journal to 
  the Great Library, but he kept this map for himself. 
  Just two days ago he gave it to me and told me to 
  keep it safe, because he thought maybe he was in 
  danger. He must have left the city immediately after 
  talking with me, because his corpse was found not 
  long after that to the south of the city. Beaten quite 
  brutally, or so I was told by the city watch. Take the 
  map. I don’t want it anymore.” 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 10 
  If asked, Lanicaster can relay the following 
  information: 
  • 
  Jedibo’s body has been burned and his ashes 
  scattered in the Cairn Hills. It’s what he would have 
  wanted. 
  • 
  Lanicaster had little contact with Jedibo after 
  the man returned from the Land of Black Ice. He 
  only talked to him long enough to learn of the map 
  and the journal – and to get the idea that Jedibo felt 
  he was in some sort of danger. 
  • 
  Lanicaster wants nothing else to do with this. 
  He is afraid that he might be in danger too. 
  After the PCs have taken the map and finished 
  questioning Lanicaster, he wishes the PCs well and 
  leaves the theatre. 
   
  ENCOUNTER 3: THE 
  PROPHECY 
  [Summary: At the Greyhawk Library, the PCs can 
  view the journals of the elder Schnee brother. In the 
  journals is included a portion of the dragon-lore 
  prophecy.] 
   
  The PCs may wish to act on the information 
  provided by Lanicaster and seek out the Journal of 
  Jedibo Schnee. They can go to the Great Library of 
  Greyhawk, where admission is free but no weapons 
  are allowed.  
   
  If they were paying attention during the 
  beginning of the module, the PCs may remember 
  that a man named Rilethan notified their employer 
  about the information regarding the Land of Black 
  Ice. If the PCs enter the Great Library of Greyhawk 
  and ask for Rilethan, they are asked to wait in a 
  sitting area. Fifteen minutes later a Suloise human 
  approaches them: 
   
  “I understand you wanted to speak with me. This 
  must concern the journal of the Schnee fellow. I put 
  it in the area of the Library that houses 
  uncategorized texts. But I remember exactly where 
  I placed it, just in case Chancellor Neheli or one of 
  his representatives was interested in seeing it. 
  Follow me.” 
   
  Rilethan leads the PCs directly to a room full of texts, 
  tomes, and scrolls – all are packed haphazardly in 
  precarious piles throughout the room. Rilethan 
  moves behind one of the piles and carries out a small 
  bound journal, heavily worn. After reading the 
  journal, the PCs see that most of the useful 
  information is contained on just a couple of pages. 
  Give the PCs Player Handout 3: Excerpts from the 
  Journal of Jedibo Schnee. 
   
  If the PCs do not think to ask for Rilethan, they 
  are in for a long day of searching. First, they must 
  find someone to tell them where the journal is 
  located. Since no one except Rilethan even knows 
  that the journal has been brought here, this is a time-
  consuming process. 
   
  The steps to gaining access to the journal are as 
  follows: 
  • 
  Locate a librarian and ask about the book. 
  • 
  The librarian points to a scholar who can assist 
  the PCs in locating the proper section “Geography” 
  • 
  When in the section, the PCs need to find 
  another librarian in that section, who can attempt to 
  find the book: “I’ve been working in Geography for 
  several years, and I’ve never even heard of that title.” 
  • 
  The Geography librarian finally confirms there 
  is no such title in the Geography section. He points 
  the PCs to the Unarchived Section. 
  • 
  A librarian there gives the PCs permission to 
  hunt through the several rooms of unarchived texts. 
  Feel free to improvise the role-playing encounters 
  with the various librarians as you wish, but in the 
  end the PCs are shown to a suite of cluttered rooms 
  full of as-yet uncategorized books. After 2d4+4 hours 
  of searching through the unarchived texts (subtract 
  1 hour for each PC that makes a DC 10 Intelligence 
  check to a minimum of 1 hour), the PCs find Jedibo’s 
  journal. Reduce the search time for PCs who think of 
  more inventive ways to locate the journal. When 
  they do find the journal, give the PCs Player 
  Handout 3. 
   
  ENCOUNTER 4: 
  PREPARATIONS 
  [Summary: While purchasing items to prepare for 
  their trip to the Land of Black Ice, the PCs overhear a 
  man speaking of a dream that might be a harbinger 
  of things to come.] 
   
  After gathering the available information, the 
  PCs may prepare to leave for the Land of Black Ice. A 
  line of credit has been established at Eridok’s 
  Expedition Provisions, a shop in the Artisan’s 
  Quarter of Greyhawk City. When the PCs arrive, the 
  proprietor, Eridok Golbedor, greets them. The 
  human has obviously seen many adventures, as 
  evidenced by his scars, two missing fingers on his 
  left hand, and a slight limp. 
   
  If the PCs inform Eridok that they are sent by 
  Stoakdor/Liefrynn, he speaks: 
   
  “Aye, so you’re the hearty souls traveling to the 
  frozen north. I wish I’d had such a patron in my 
  adventuring days – willing to put up a good bit o’ 
  gold to supply my folly. I’ve taken the liberty of 
  setting aside some gear you might need.” 
   
  The first item Eridok suggests for each of the PCs is 
  an Arctic Exploration Outfit. (See a description and 
  game rules in the Important DM Notes section.) The 
  line of credit also covers standard equipment, 
  specifically: normal or masterwork simple and 
  martial weapons (but no composite bows), normal 
  
  CORS4-02 Here There Be Dragons 
   
  Page 11 
  and masterwork armor and shields (but no half-plate 
  or full plate), and anything 50 gp or under from 
  Table 7-8 of the Player’s Handbook except 
  food/drink/lodging, mounts/mount gear, transport, 
  and spellcasting/services. If the PCs attempt to abuse 
  the line of credit, such as trying to get something 
  very expensive (spyglass, water clock, and so on.) or 
  something obviously of no use in an exploration of 
  the Land of Black Ice (royal outfit, masterwork 
  artisan’s tools, etc.), cap them at 300 gp each (not 
  counting the Artic Exploration Outfit. This 
  outfitting will be the same for 1st level characters and 
  18th level characters, so be reasonable. The PCs 
  should be using the opportunity to get rations, rope, 
  etc. 
   
  Sometime during the outfitting of the party, 
  they overhear two of Eridok’s assistants, both 
  human, talking: 
   
  “Had the strangest dream last night, I did. Even 
  stranger because I never remember my dreams, but 
  this one is as clear as Gnomish firewater to me. I 
  was standing in some strange land, with ice and 
  hills as far as I could see. Only the ice was this 
  strange blue color. I wasn’t dressed for the weather, 
  and suddenly I was trapped in a block of ice. Then 
  my skin turned deep blue-black, and I wasn’t cold 
  any longer. I was flying through the air, and I flew 
  over this blue icy land like I owned it. Then I flew 
  down into an icy cave in the ground, and I was 
  surrounded by more treasure than even the bards 
  sing about; gold, platinum, gems, magical doodads 
  all over the place. Then I woke up because my cat 
  was licking me.” 
   
  The two men (Rellian and Lombard) laugh and go 
  about their business. If the PCs question the man 
  who had the dream, he is suspicious of them and 
  can’t tell them any more. He is just a simple man 
  from Greyhawk who happened to be visited in his 
  dreams by the Serpent. 
  After the PCs have equipped themselves and made 
  any other preparations, move to Chapter 2: The Land 
  of Black Ice. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values of for the objectives accomplished. Then 
  assign the experience award. Award the total value to 
  each character.  
  Encounter 1: 
  Defeat the Charirhyaex (and Stanislav) 
  APL 2 
  90 XP 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
  APL 18 
  630 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. 
  Every encounter that feature 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 the 
  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 bodies, the gold 
  piece value for the loot is subtracted from the 
  encounter totals given below.  
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below.  
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because the 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 character’s 
  total value increase at the end of the adventure. 
  Write the total in the GP Gained field of the 
  adventure record. Because this is a Core Special 
  scenario, characters may not spend additional time 
  units to practice professions or create items after the 
  adventure.  
  L = Looted gear from enemy. 
  C = Coin, Gems, Jewelry, and other valuables 
  M = Magic Items (sell value) 
   
  Encounter 1: 
   
  APL 2: L: 75 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); hat of disguise (150 gp per 
  character); 2 potions of mage armor (8 gp per 
  
  CORS4-02 Here There Be Dragons 
   
  Page 12 
  character); 2 potions of cure light wounds (8 gp per 
  character); 4 potions of endure elements (16 gp per 
  character) 
   
  APL 4: L: 75 gp; C: 0 gp; M: cloak of resistance +1 
  (83 gp per character); hat of disguise (150 gp per 
  character); ring of protection +1 (167 gp per 
  character); 2 potions of mage armor (8 gp per 
  character); 2 potions of cure moderate wounds (50 gp 
  per character); 4 potions of endure elements (16 gp 
  per character) 
   
  APL 6: L: 50 gp; C: 0 gp; M: +1 kama (192 gp per 
  character); cloak of resistance +1 (83 gp per 
  character); hat of disguise (150 gp per character); 
  periapt of wisdom +2 (333 gp per character); ring of 
  protection +1 (167 gp per character); 2 potions of 
  mage armor (8 gp per character); 2 potions of cure 
  moderate wounds (50 gp per character); 4 potions of 
  endure elements (16 gp per character) 
   
  APL 8: L: 50 gp; C: 0 gp; M: +1 flaming kama 
  (692 gp per character); cloak of resistance +1 (83 gp 
  per character); gloves of dexterity +2 (333 gp per 
  character); hat of disguise (150 gp per character); 
  periapt of wisdom +2 (333 gp per character); ring of 
  protection +1 (167 gp per character); 2 potions of 
  mage armor (8 gp per character); 2 potions of cure 
  serious wounds (125 gp per character); 4 potions of 
  endure elements (16 gp per character) 
   
  APL 10: L: 50 gp; C: 0 gp; M: +1 flaming human 
  bane kama (1525 gp per character); cloak of 
  resistance +1 (83 gp per character); gloves of 
  dexterity +2 (333 gp per character); hat of disguise 
  (150 gp per character); periapt of wisdom +2 (333 gp 
  per character); ring of protection +1 (167 gp per 
  character); 2 potions of mage armor (8 gp per 
  character); 2 potions of cure serious wounds (125 gp 
  per character); 4 potions of endure elements (16 gp 
  per character) 
   
  APL 12: L: 50 gp; C: 0 gp; M: +1 flaming human 
  bane kama (1525 gp per character); cloak of 
  resistance +3 (750 gp per character); gloves of 
  dexterity +2 (333 gp per character); hat of disguise 
  (150 gp per character); periapt of wisdom +4 (1333 gp 
  per character); 2 potions of mage armor (8 gp per 
  character); 2 potions of cure serious wounds (125 gp 
  per character); 4 potions of endure elements (16 gp 
  per character) 
   
  APL 14: L: 0 gp; C: 0 gp; M: +1 ki focus flaming 
  human bane kama (2692 gp per character); 20 +1 
  shurikens (193 gp per character); +1 rapier (193 gp 
  per character); +2 silent moves mithral chain shirt 
  (487 gp per character); cloak of charisma +4 (1333 per 
  character); cloak of resistance +3 (750 gp per 
  character); gloves of dexterity +4 (1333 gp per 
  character); hat of disguise (150 gp per character); 
  periapt of wisdom +4 (1333 gp per character); 2 
  potions of mage armor (8 gp per character); 2 potions 
  of cure serious wounds (125 gp per character); 4 
  potions of endure elements (16 gp per character); 
  potion of shield of faith +5 (75 gp per character); ring 
  of the ram (717 gp per character); scroll of 
  maximized scorching ray (11th level caster) (115 gp 
  per character); scroll of blade barrier (138 gp per 
  character); scroll of spell immunity (9th level caster) 
  (75 gp per character) 
   
  APL 16: L: 0 gp; C: 0 gp; M: +2 ki focus flaming 
  human bane unholy kama (6025 gp per character); 20 
  +1 flaming shurikens (692 per character); +1 rapier 
  (193 gp per character); +2 silent moves mithral chain 
  shirt (487 gp per character); cloak of charisma +4 
  (1333 per character); cloak of resistance +3 (750 gp 
  per character); 2 gloves of dexterity +4 (2667 gp per 
  character); hat of disguise (150 gp per character); 
  periapt of wisdom +4 (1333 gp per character); 2 
  potions of mage armor (8 gp per character); 2 potions 
  of cure serious wounds (125 gp per character); 4 
  potions of endure elements (16 gp per character); 2 
  potions of shield of faith +5 (150 gp per character); 
  ring of the ram (717 gp per character); scroll of 
  maximized scorching ray (11th level caster) (115 gp 
  per character); scroll of blade barrier (138 gp per 
  character); scroll of spell immunity (9th level caster) 
  (75 gp per character) 
   
  APL 18: L: 0 gp; C: 0 gp; M: +2 ki focus flaming 
  human bane unholy kama (6025 gp per character); 20 
  +1 flaming shurikens (692 per character); +1 rapier 
  (193 gp per character); +2 silent moves mithral chain 
  shirt (487 gp per character); cloak of charisma +6 
  (3000 per character); boots of speed (1000 gp per 
  character); cloak of resistance +5 (2083 gp per 
  character); gloves of dexterity +6 (3000 gp per 
  character); hat of disguise (150 gp per character); 
  monk’s belt (1083 gp per character); periapt of 
  wisdom +6 (3000 gp per character); ring of 
  counterspells (dispel magic) (333 gp per character); 
  ring of counterspells (greater dispel magic) (333 gp 
  per character); 2 potions of barkskin +5 (200 gp per 
  character); 2 potions of mage armor (8 gp per 
  character); 2 potions of cure serious wounds (125 gp 
  per character); 4 potions of endure elements (16 gp 
  per character); 2 potions of shield of faith +5 (150 gp 
  per character); ring of the ram (717 gp per character); 
  scroll of maximized scorching ray (11th level caster) 
  (115 gp per character); scroll of blade barrier (138 gp 
  per character); scroll of spell immunity (9th level 
  caster) (75 gp per character) 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 13 
  DM Aid 1: 
  Map of Theatre and Environs 
   
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 14 
  Player Handout 1: 
  Letter from Preethryma to Charirhyaex (in Common) 
   
  My Mongrelkin Charirhyaex, 
   
  I have heard of your unfortunate ouster from your clan. The fools don’t appreciate your power and superior 
  heritage. When the time is right, you and I shall go back there and remind them why we placed you as their 
  leader in the first place. 
  Until that time, however, I have an incredible opportunity to share with you. I have found a new lair in the 
  Black Barrens, far north of the lands plagued by humans and their ilk. I know it sounds strange that one such 
  as me could survive here, but I have found a most lovely volcano in which to lair.  
  I have plans for this area—plans far beyond anything to which even dragons could hope to aspire. My plans so 
  far move smoothly toward fruition, save for a couple minor inconveniences. You I call upon to remove one of 
  those. 
  A human who foolishly wandered into the area around my lair escaped. He spoke with another humanoid 
  creature that knows something of my plans. The meddling human kept a book in which he wrote down 
  certain bits of information. One of my followers learned that this human most assuredly scribbled notes 
  which, if found by the wrong parties, could cause even more inconveniences. 
  I charge you, my son, to find this human. Destroy him and any notes he may have taken regarding this land or 
  me. His name is Jedibo Schnee, and my contacts tell me he is currently heading toward Greyhawk City in the 
  humanoid-infested lands. Once you have rid us of him, his information, and anyone he may have shared his 
  information with, come to the Black Barrens, above the Evergreen Forest and near the Warm Seas. Your 
  dragon heritage will tell you where I lair. Together, we will rain fiery death upon our foes and fulfill our 
  draconic destiny. 
  Don’t ever forget that I am, 
   
  Your Matron, 
   
  Preethryma 
  
  CORS4-02 Here There Be Dragons 
   
  Page 15 
  Player Handout 2: 
  Jedibo’s Map of the Land of Black Ice 
   
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 16 
  Player Handout 3: Excerpts from the Journal of Jedibo Schnee 
  7 Planting CY 592 
  Past thru Duntreedin yesturday. Bout some warm clothes and suplys. Reelly cold heer. Herts. Going to skurt 
  the northern edge of the Burneel Wood and mabee find animels to eet. Dout why I do this. 
  22 Reaping CY 592 
  Kobulds evereeware up heer. Sum are blue and black skined. Think sum saw me, but ignord me for sum 
  reeson. Hurd them talking to humen about villege cald Ferthenmore. Must be geting close to Darmidge Seas. 
  3 Harvester CY 592 
  Found vilege. Very strang. No one wood take my gold, but tradded tindurtwegs and oil for fud. Hot watur 
  makes land farmible heer. Stil cold but does not hert. Lots of strang creeters heer. Blue things. Man with to 
  heds. Litle one talkd to me about dragoon profesee. 
  17 Ready’reat CY 592 
  Lejends tru. Darmidge Seas warm. Saw lots of fish. Saw larj blak fling creeter. 
  3 Fireseek CY 593  
  Larj creeter blak dragoon. Saw it many tims. Watcht it eet big white fury creeter. Scarry but awsum sit. 
  28 Coldeven CY 593 
  Bak in vilege. Haf to sta heer and get beter. Feling sik. Farm for mayer for fud. 
  22 Wealsun CY 593 
  Saw red dragoon wil farmeng. Aat hurd of cows. Roostd them with fir breeth. Mayer sez red dragoon bad and 
  shuld be kild. No one wiling to go kil it. 
  9 Sunsebb CY 593 
  Left vilege. Feling beter. See more kobulds. Going bak to Greyhawk. Lots to tel. This part of the dragoon 
  profesee litl one wrot for me [The following is written in a different hand than the rest of the journal, but still 
  in Common.] 
  Within the land that Wicked cannot rule 
  Built on the pyre of the Serpent’s crowning jewel 
  When peace does reign between the north and south 
  And ghostly foes do spout from Tenha’s mouth 
  A scaly one shall rise up from the ice 
  To make the weaker races pay the price 
  For worshipping the ones who bound their sire. 
  The dame shall forge her whelp’s power in fire 
  While angry drake does seek to make him heel. 
  For in that time will come beings of zeal 
  Who hold the key to halting Serpent’s power 
  And finding means to quell the icy shower 
  Of Doom on all who rejoice in the Sun 
  Though they may be destroyed before they’re done. 
  The strongest is the weakest at the time 
  Though moving ice protects him in his rime. 
  The dame though trapped is trapping all who come— 
  Her guards are likely ground beneath her thumb. 
  The master of them all just sits in wait 
  Expecting not to share the Serpent’s fate. 
  A little one who dreams will point the way 
  For Dreams live in the realm of Serpent’s sway. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 17 
  CHAPTER 2: 
  “THE LAND OF BLACK 
  ICE” 
   
  CHAPTER SUMMARY 
  The PCs leave Greyhawk City and travel toward the 
  Land of Black Ice. Parties that attempt to teleport 
  arrive at the edge of the Land of Black Ice, northeast 
  of the Burneal Forest. The trek from the edge of the 
  Land of Black Ice to the village of Farthenmoor is 
  fraught with danger – both from the creatures living 
  there and from the environment and terrain itself. 
  The party also meets a caravan of kobolds taking 
  goods to their village in the Burneal Forest. If they 
  parley with the kobolds, the PCs can learn a bit more 
  about the Land of Black Ice and the dragons that 
  dwell there. 
   
  DM’s Note: If the PCs take the most direct route 
  to Farthenmoor, they enter the Land of Black Ice 
  after passing through the Burneal Forest. This puts 
  them roughly 60 miles from Farthenmoor when 
  they enter the Land of Black Ice proper. The 
  following encounters take place in the time it takes 
  PCs do move that 60 miles through the harsh 
  climate. Since the area is considered frozen tundra, 
  the PCs are held to three-quarters movement. At a 
  base speed of 20 feet and getting an appropriate 
  amount of rest, that is 5 days of travel. Although the 
  following encounters should be run in the order 
  they are written, when they happen can be adjusted 
  based on the actions of the PCs. The cold is 
  something the PCs must deal with on a continuing 
  basis, whereas the other three encounters are events. 
  To retain an air of uncertainty, keep the PCs off 
  guard about just when the events happen. For 
  example, call for a marching order and watches at 
  rest time well before running the encounters. 
  Although you should keep the game flow moving, 
  make the PCs understand the dangers of the cold 
  and the land itself by reinforcing the information 
  during play. Note that any attempt to teleport 
  directly to Farthenmoor results in the PCs arriving at 
  the edge of the Burneal Forest, where it meets the 
  Land of Black Ice. 
   
  Encounter 1: The Cold 
  [Summary: The PCs travel from Greyhawk City to 
  the Land of Black Ice. They must contend with 
  environmental factors, including severe cold.] 
  Read or paraphrase the following, modifying as 
  needed based on the players’ choices and actions: 
  The weather has grown progressively cooler as you 
  traveled from Greyhawk City northward toward 
  your destination. First it was just a little chill in the 
  air at night, then it was a noticeable cold even 
  during the day, and finally, as you passed the edge 
  of the Burneal Forest and entered the legendary 
  Land of Black Ice itself, the cold became painful. 
  Other than the unnatural cold and the constant 
  wind, the only thing breaking the monotony of the 
  journey has been an occasional frozen corpse or 
  animal carcass and the herds of blue-black caribou 
  grazing on the nearly non-existent vegetation of the 
  Land of Black Ice. Your arctic exploration gear and 
  magical protections against the elements barely 
  keep out the chill, and on a few occasions during 
  your journey even they have not been enough. The 
  terrain itself is little more than several layers of 
  thick, 
  rough, 
  and 
  uneven 
  blue-black 
  ice, 
  occasionally surrendering its hold on the land to 
  give way to frozen earth. 
   
  At this point ask the PCs for a marching order and 
  start figuring if any of the PCs are taking damage 
  from the cold, based on the rules outlined on page 6 
  of this module, under Important Judging Notes. 
  Low-level PCs who are unprepared for the journey 
  should be given the chance to return to the nearest 
  civilized village and purchase arctic exploration gear 
  (if they were foolish enough not to have done so in 
  Greyhawk City). 
   
  Encounter 2: The Beasts 
  [Summary: As the PCs travel toward their 
  destination, they are attacked by some hungry – and 
  mutated – creatures from the Land of Black Ice.] 
  As the PCs trek forward toward their destination, 
  one or more beasts native to this region charge them, 
  looking for a freshly killed meal. 
   
  Read or paraphrase the following: 
   
  The endless fields of blue-black ice stretch in front 
  of you as far as the eye can see. No precipitation 
  blocks your sight, although the razor-sharp winds 
  and flesh-numbing cold cause your eyes to water. In 
  the distance you can see wandering herds of 
  strange-blue black animals. 
   
  The flat and featureless terrain gives the PCs a 
  chance to spot the advancing creatures. At 300 feet, 
  give the PCs the opportunity to make a DC 10 Spot 
  check to notice that the creatures are approaching in 
  an attack posture; however, don’t forget to apply the -
  1 penalty to the roll for every 10 feet between the 
  PCs and the creature(s). Give the PCs another Spot 
  check with the same DC at 200 feet, then at 100 feet, 
  and finally at 50 feet. The creatures are magically 
  attuned to their habitat, so they are aware of the 
  presence of the PCs, although that magical sense 
  does not allow them to automatically spot invisible, 
  hiding, or otherwise obscured PCs. If the creatures 
  get within 50 feet of the PCs without the PCs 
  noticing their behavior, the PCs are surprised and 
  
  CORS4-02 Here There Be Dragons 
   
  Page 18 
  the creatures get to act in the surprise round. If the 
  creatures are spotted earlier and are attacked by the 
  PCs, the creatures charge the PCs with their most 
  efficient form of locomotion. 
   
  Creatures 
  Creatures native to the Land of Black Ice have shown 
  a tendency to suffer from mutations brought on by 
  the magic of the land and the sway of the Serpent. 
  One such mutation is the presence of a second head. 
   
  APL 2 (EL 3) 
   
  � Two-Headed Wolf; hp 30; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  � Two-Headed Bison; hp 59; see Appendix 1. 
   
  APL 6 (EL 6) 
   
  � Two-Headed Polar Bear; hp 95; see Appendix 
  1. 
   
  APL 8 (EL 9) 
   
  � Two-Headed Advanced Saber-Toothed Tiger; 
  hp 144; see Appendix 1. 
   
  APL 10 (EL 11) 
   
  � Two-Headed Wooly Mammoth; hp 216; see 
  Appendix 1. 
   
  APL 12 (EL 12) 
   
  � Two-Headed Roc (2); hp 250; see Appendix 1. 
   
  APL 14 (EL 15) 
   
  � Advanced Two-Headed Roc (3); hp 287; see 
  Appendix 1. 
   
  APL 16 (EL 18) 
   
  � Advanced Two-Headed Roc (3); hp 400; see 
  Appendix 1. 
   
  APL 18 (EL 20) 
   
  � Advanced Two-Headed Roc (3); hp 551; see 
  Appendix 1. 
   
  Tactics 
  All of the creatures are both hungry and intent on 
  protecting their hunting grounds from intruders. 
  They fight to the death and use only basic tactics that 
  you would expect from a creature of animal 
  intelligence. 
   
  ENCOUNTER 3: THE 
  TERRAIN 
  [Summary: The PCs are forced to deal with some of 
  the hazards inherent in the terrain of the Land of 
  Black Ice.] 
  At some point during their travels, the PCs come 
  across an area in the Land of Black Ice that is terribly 
  dangerous due to a combination of the severe cold 
  and underground gases (see Trap below). Have the 
  PCs make a DC 16 Spot check. Anyone who 
  succeeds notes a distinct lack of animal tracks or 
  carcasses in the area, whereas they were more 
  common before. This is the only clue that something 
  in the area may be amiss. This information may 
  prompt Search checks, which can find the dangerous 
  areas. Survival checks are also applicable to find the 
  hazard. If the Search and/or Survival checks succeed, 
  the PC notices gas bubbles trapped in the ice that 
  look unsafe. If the checks fail or the PCs ignore the 
  bubbles and traverse the area regardless, the lead PC 
  triggers the hazard, which affects anyone or 
  anything within 15 feet of him. 
   
  Trap/Hazard 
  The cold of this land is so severe that pockets of 
  certain volatile gases are frozen intact just under the 
  surface of the ice. The slightest bit of warmth or 
  movement can cause these gases to explode, sending 
  jagged shards of ice flying in all directions. The PCs 
  who spot the danger (using Search or Survival 
  checks) can simply avoid the dangerous areas, so no 
  Disable Device check is needed). 
   
  APL 2, 4 and 6: 
   
  � Exploding Ice Trap: CR 2; mechanical; 
  location trigger; no reset; explosion of ice shards 
  (2d6 damage); multiple targets within 15 feet; DC 15 
  Reflex save half damage; DC 20 Search or Survival 
  check to find. 
  APL 8, 10, and 12: 
    
  � Exploding Ice Trap: CR 4; mechanical; 
  location trigger; no reset; explosion of ice shards 
  (6d6 damage); multiple targets within 15 feet; DC 22 
  Reflex save half damage; DC 28 Search or Survival 
  check to find. 
  APL 14, 16, and 18: 
     
  � Exploding Ice Trap: CR 6; mechanical; 
  location trigger; no reset; explosion of ice shards 
  (10d6 damage); multiple targets within 15 feet; DC 
  29 Reflex save half damage; DC 36 Search or Survival 
  check to find. 
   
  ENCOUNTER 4: THE 
  NATIVES 
  [Summary: When the PCs arrive within a day’s travel 
  of the village of Farthenmoor, they come across a 
  kobold trade caravan. None of the members of the 
  caravan 
  are 
  combatants, 
  and 
  the 
  PCs 
  can 
  
  CORS4-02 Here There Be Dragons 
   
  Page 19 
  communicate with the kobolds to gain further 
  knowledge of the area.] 
   
  Read or paraphrase the following: 
   
  The day is clear and wickedly cold. The low-sitting 
  sun reflects brilliantly off the wind-polished black 
  ice, making your eyes smart. You have found a trail, 
  little more than a set of ruts in the ice, which leads 
  in the direction of your destination. In the distance, 
  through the glare, you make out a caravan. It 
  appears to be roughly a dozen small carts being 
  pulled by elk. The figures driving and riding the 
  carts are unrecognizable at this distance, although 
  you think they are smaller than humans. 
   
  The PCs can avoid the caravan if they wish. If the 
  PCs do not hail or interact with the kobolds, the 
  caravan passes by without a word. If the PCs 
  approach the caravan or hail them as the caravan 
  approaches, the kobolds respond peacefully. The 
  kobolds in the caravan are non-combatants who have 
  just been to Farthenmoor, trading timber and magic 
  items from the Burneal Forest for standard supplies. 
  The small carts are full of these supplies – other than 
  some rations, there is nothing on the carts that 
  would interest the PCs: oil, leather harnesses, 
  shovels and picks, cloth, nails, etc. 
   
  If the PCs interact with the kobolds, read or 
  paraphrase the following: 
   
  A kobold dressed in heavy furs raises his empty 
  hands. He speaks in a high-pitched yapping voice 
  [in Draconic]: “We are simple travelers going back 
  to our village. We have no treasure and offer no 
  threat. Will you allow us passage?” 
   
  If the PCs do not speak Draconic, the leader yaps a 
  command, and a young female kobold runs up from 
  one of the carts to translate into Common. 
   
  The kobolds do not give the name of the village 
  where they are from, for they fear an attack by 
  humans. The leader’s name is Galugli, and he is one 
  of the elders of his village. The young kobold’s name 
  is Rhuna. If engaged in conversation, the kobolds 
  supply the following information if asked: 
  • 
  Farthenmoor is just a half-day’s journey along 
  this path. 
  • 
  Farthenmoor is a peaceful place where creatures 
  of all kinds can find respite and camaraderie in this 
  hostile land. 
  • 
  The kobolds generally only deal with the owner 
  of the trading post: a human with two heads. 
  • 
  A blue-skinned ogre keeps the peace in 
  Farthenmoor. 
  • 
  The kobolds have heard rumors about dragons 
  lairing to the north of Farthenmoor, but they have 
  never encountered them, and no one in the village is 
  willing to talk about dragons. 
  Feel free to add any other general information about 
  the village of Farthenmoor that these kobolds would 
  be likely to know. 
  If the PCs detect evil on the kobolds, the leader does 
  not radiate, although a few of the caravan members 
  do radiate a faint evil. If the PCs attack the caravan, 
  the kobolds attempt to flee and do not fight back. 
  Slaughtering these innocent should be considered 
  an evil act. 
  After this encounter, proceed to Chapter 3: The 
  Village of Farthenmoor. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values of for the objectives accomplished. Then 
  assign the experience award. Award the total value to 
  each character.  
  Encounter 1: 
  Defeat the two-headed beasts 
  APL 2 
  90 XP 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  360 XP 
  APL 14 
  450 XP 
  APL 16 
  510 XP 
  APL 18 
  600 XP 
  Encounter 2: 
  Encounter the exploding ice 
  APL 2 
  60 XP 
  APL 4 
  60 XP 
  APL 6 
  60 XP 
  APL 8 
  120 XP 
  APL 10 
  120 XP 
  APL 12 
  120 XP 
  APL 14 
  180 XP 
  APL 16 
  180 XP 
  APL 18 
  180 XP
  
  CORS4-02 Here There Be Dragons 
   
  Page 20 
  CHAPTER 3: 
  “THE VILLAGE OF 
  FARTHENMOOR” 
   
  CHAPTER SUMMARY 
  The PCs arrive at the village of Farthenmoor. First, 
  they encounter the strange gnome known to the 
  locals as Silent Hreve. The ice-touched gnome 
  prophesies and points the PCs in the right direction 
  for their APL. After getting the information they 
  need, the PCs can explore the village and meet some 
  of the residents. 
  Judge’s Note: No combat should take place in the 
  village. If the PCs are causing trouble, most of the 
  NPCs just stay out of their way. The ice-touched ogre 
  mage known as Sheriff Lohjoh takes care of any 
  trouble. As a lawful paladin of Murlynd, he attempts 
  first to quell the dispute with words and 
  understanding before resorting to physical violence. 
  As everyone in the village at this point is peaceful, 
  any problems in the village will most likely be 
  instigated by the NPCs, and the judge should 
  consider killing anyone in the village an evil act. 
   
  ENCOUNTER 1: 
  SILENT HREVE 
  The PCs, having traversed the harsh terrain of the 
  Land of Black Ice, finally arrive at Farthenmoor. 
  They are currently a mile from the rumored village 
  of Farthenmoor, using a map they have received 
  from their employer to guide them (Player Handout 
  2). The village is built over a set of hot springs, 
  making the land habitable and even capable of 
  sustaining some hardy plant and animal life within a 
  small area. The town is very much like one out of the 
  early American West: lawless, wild, and not for the 
  faint-of-heart. 
   
  Your cold-weather outfits and magical protections 
  against the elements barely keep out the chill, and 
  on a few occasions during your journey even they 
  have not been enough. Shaking off frostbite and 
  hypothermia, your destination rests in the distance. 
  The blue-black ice of this dreadful land has finally 
  given way to soil, and in the center of the thawed 
  area sits a small village. Roughly two-dozen 
  buildings comprise this village, and the air here is 
  noticeable warmer – maybe even above the freezing 
  point. 
   
  The PCs are 400 yards outside the village at this 
  point. No matter how they enter the village or what 
  they do, the first person they encounter has to be 
  Silent Hreve. Move him around the village if 
  needed, and as a last resort have him march out to 
  meet the PCs.  
   
  As the PCs enter town, they first encounter an 
  old gnome sitting outside a building in the midst of 
  the village. The villagers call him Silent Hreve, and 
  he is quite insane – touched by madness but given 
  the gift of prescience – as if under the influence of a 
  true seeing spell. He speaks to the PCs, pointing 
  them in the right direction based on the APL they 
  are playing. He is also ice-touched, and the PCs may 
  learn more about that condition by interacting with 
  him. 
   
  The streets of the village are empty, save for one 
  small figure huddled in a blanket outside a small 
  wooden hut. The figure raises its head, lifting a 
  small gnarled hand and beckoning you. 
   
  Remember that Hreve is under the effects of a 
  continual true seeing spell. He is also ice-touched. 
  He can see through magical disguises, detect 
  invisible creatures, etc. You can tailor what he says to 
  make it clear to the PCs that the gnome is seeing 
  through their spells. When the PCs speak with 
  Hreve, continue with the following: 
   
  The small figure sitting on the ground is a gnome. 
  He is obviously quite old, and his skin is bright 
  blue. His long and unkempt beard is also blue. He 
  looks up at you, or maybe just past you, with eyes as 
  black as a frigid, starless night. “I know you. All of 
  you. Your coming is foretold. My dreams never lie. 
  This land may not often reveal the truth, but it 
  never lies. The Serpent never lies.” 
   
  What he says next depends on the APL of the party: 
   
  APL 2-APL 6 (Low Tier) 
  “Your task is the most important, and the outcome 
  most dire. You seek the child, but in some ways the 
  child is the strongest. The child is the one who 
  poses the biggest threat. The Serpent already speaks 
  to the child. You must confer with Miss Kittay at 
  the Bathhouse.” The gnome raises a weary arm and 
  points to a three-story wooden structure at the far 
  end of the village. 
   
  Continue with Encounter 2 after the PCs leave 
  Silent Hreve. 
   
  APL 8-APL 12 (Mid Tier) 
  “The Red Lady grows more powerful and gains more 
  followers. If she finds the child, it means our fiery 
  doom. You are the only ones who can challenge her 
  and foil her plans. You must speak to Mayor 
  Rhertrok immediately.” Raising a weary arm, the 
  gnome points to a one-story stone building in the 
  center of town. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 21 
   
  Continue with Encounter 3 after the PCs leave 
  Silent Hreve. 
   
  APL 14-APL 18 (High Tier) 
  “The great blue-black wyrm terrorizes all who live in 
  this blessed and forsaken area. The Serpent has 
  made him strong, but he must not be allowed to 
  remain. His power and wealth are vast. Destroy him, 
  heroes. Slim the barkeep can tell you how to find 
  the wyrm.” Raising a weary arm, the gnome points 
  to a two-story wooden structure across the wide 
  village street. 
   
  Continue with Encounter 4 after the PCs leave 
  Silent Hreve. 
   
  Silent Hreve, after giving this information, lives 
  up to his moniker and remains completely silent. He 
  answers no questions and reveals nothing else. Spells 
  cast on him are absorbed. (See the Ice-Touched 
  template in the appendices for further details.) 
   
  � Silent Hreve: Male Ice-Touched Gnome 
  Com16; hp 64. 
   
  ENCOUNTER 2: 
  MISS KITTAY 
  DM’s Note: Miss Kittay only talks about the dragons 
  with PCs at APL 2-6. She is hospitable to other PCs 
  who might seek her out, but she only offers her 
  services and does not try to recruit them to capture 
  the young white dragon.  
   
  Miss Kittay owns the Bathhouse. She is an elven 
  female weretiger who was one of the first creatures 
  to set up shop here, having been driven out of the 
  Vesve Forest because of her affliction. She is also a 
  spy for the red dragon Preethryma. The red dragon 
  has promised Miss Kittay great power and prestige 
  in the coming dragon empire, and all Miss Kittay has 
  to do is keep an eye on the happenings in the village 
  and send back reports. Miss Kittay believes 
  (rightfully) that if she can get the PCs to capture the 
  young white dragon at the center of the power 
  struggle, the red dragon might reward her even 
  more. With that in mind, she sends the PCs after the 
  white dragon on her behalf – but only those PCs 
  playing APL 2-APL 6. 
   
  If the PCs approach and enter the Bathhouse in 
  a normal manner, read or paraphrase the following 
  text. If they approach in a different way, adjust the 
  text as needed: 
   
  The Bathhouse is the only three-story building in 
  the village. It is in fairly good upkeep despite some 
  needed repairs, and it is even painted. In the main 
  sitting chamber stands a creature of stunning 
  beauty. Her features are elven, but she is nearly six 
  feet tall. Her muscular yet slender physique is 
  displayed by the skin-tight black bodysuit she 
  wears. Around her run and prance white monkeys. 
  When she sees you, she bows gracefully in 
  welcome. Her voice is almost a purr. “Welcome to 
  Farthenmoor, travelers. You must be extremely 
  motivated by something to come all this way. 
  Would any of you be interested in a warm bath and 
  perhaps some food?” 
   
  At APL 2-APL 6 only, Miss Kittay quickly starts 
  planning on how she can get the PCs to do her 
  bidding. She bides her time, however. She would 
  rather have them mention it first so as not to look 
  too eager. When the discussion finally does get 
  around to the dragons, Miss Kittay tries to make it 
  sound like the PCs’ idea. 
   
  “Well, you certainly are an ambitious bunch. I like 
  that. It so happens I know a little bit about a young 
  dragon in the area. A white one, to be precise. Its 
  presence here has caused a bit of turmoil. The old 
  wyrm who lives to the north has been a bit agitated 
  about it, and no one around here sleeps very 
  soundly when he is agitated. I’ve got a proposition 
  for such enterprising folks as you. Bring that little 
  dragon back to me alive, and I’ll make it worth your 
  while to the tune of 200 gold pieces each. And even 
  those little drakes like to hoard treasure, so you can 
  keep anything you find. Surely that wouldn’t be 
  much of a problem for you brave souls, who came 
  all this way through a most inhospitable land. I have 
  a good idea where the little creature is lairing – a 
  traveler who came through a few months back 
  claimed to see it entering.  
  It is important, however, that you capture the 
  creature and not kill it. Such a creature captured 
  alive could be a great benefit to the town. Also, 
  when you do capture it, do not bring it into the 
  village. The other people here would probably panic 
  and cause no end of problems. Just come get me 
  once you have the beast captured, and I will meet 
  you outside of the village at a safe distance. 
   
  Miss Kittay’s high Bluff skill (+21 Bluff) should be 
  enough to convince the PCs she speaks the truth. 
  There are no overt lies in her words – she simply 
  doesn’t 
  include 
  the 
  information 
  about 
  her 
  association with the red dragon. 
  Miss Kittay can also supply the PCs with the 
  following information: 
  • 
  The white dragon’s lair is in a cave just a day (8 
  hours travel on foot) to the north of the village. She 
  can give landmarks describing the exact location. 
  • 
  Some creatures, drawn to the dragon’s power, 
  certainly guard it. Kobolds are not uncommon in the 
  area. 
  • 
  This land has a tendency to attract strange 
  creatures – outcasts from other more normal areas. 
  The magic of the land itself can warp creatures, like 
  
  CORS4-02 Here There Be Dragons 
   
  Page 22 
  Do’Say the trading post owner, who has two heads 
  but is not an ettin. 
  Do’Say can supply the PCs with any equipment 
  they might need for the expedition, including nets 
  and ropes and blunt arrows/bolts for ensnaring or 
  subduing the beast without killing it. 
   
  � Miss Kittay: Female Elf Were-Tiger 
  Ench10; hp 95; see Appendix 1. 
   
  ENCOUNTER 3: 
  I FOUGHT THE LAW 
  The Mayor, an ice-touched bugbear named Rhertrok, 
  only speaks about the dragons with PCs at APL 8-12. 
  He still interacts with the PCs, but he does not try to 
  recruit PCs unless they are playing at APL 8- APL 12. 
  Rhertork was cast out of one of the local tribes for 
  trying to usurp power from the chieftain. He found 
  his way to this area and solidified his base of power 
  by enlisting the assistance of an ogre mage as his 
  partner. The Mayor is in cahoots with Aggeborealus, 
  keeping the great wyrm appraised of local events and 
  offering payments of fealty. He has been tasked by 
  the great wyrm to send someone to vanquish his 
  mate Preethryma before she can foil his plans and 
  steal his son. 
   
  If the PCs approach and enter the Mayor’s office 
  in a normal manner, read or paraphrase the 
  following text. If they approach in a different way, 
  adjust the text as needed: 
   
  The only stone building in the village sits before 
  you. The heavy wooden door opens and out walks a 
  bugbear dressed in fine clothes. Seeing your group, 
  he stops and stares for a moment. [Dramatic pause.] 
  Then a huge grin appears on his face and he roars a 
  welcome. 
  “AH! 
  Travelers! 
  Welcome 
  to 
  Farthenmoor! What brings you to our humble 
  village?” 
   
  Rhertrok the bugbear is the consummate politician. 
  He only has his own best interests in mind, even 
  though he plays the part of the worried patriarch of 
  the village. To his credit, he has kept the peace in the 
  village 
  by 
  placating 
  Aggeborealus, 
  quickly 
  eliminating threats to the stability of the town, and 
  being kind to those who live there. He makes small 
  talk and tries to size up the abilities of the PCs.  
  At APL 8-APL 12, he waits for the PCs to mention 
  the red dragon before offering money to hunt her.  
   
  “As you may know, the village has survived here for 
  many years. We’ve overcome many threats – I even 
  killed a rampaging wooly mammoth myself. But I’m 
  worried about that red dragon. It has been coming 
  closer and closer to the village. One farmer lost an 
  entire herd of elk to it just last month. We need 
  someone to drive it away. We’ve got some money 
  saved up in the village’s coffers that could go as a fee 
  for a group of dragon hunters. Interested? I think 
  500 gold pieces each is a fair price.” 
   
  Rhertrok can also supply the PCs with the following 
  information: 
  • 
  The red dragon’s lair is in a cavern just three 
  day’s travel on foot to the northwest of the village. It 
  is near what is most likely an active volcano beneath 
  what is known as Shining Mountain. It is a peak that 
  is covered with wind-polished ice, causing the south-
  facing slope to glow brightly in the weak sunlight to 
  the south. He can give landmarks describing the 
  exact location. 
  • 
  Some creatures, drawn to the dragon’s power, 
  certainly guard it. Kobolds are not uncommon in the 
  area. 
  • 
  This land has a tendency to attract strange 
  creatures – outcasts from other more normal areas. 
  The magic of the land itself can warp creatures, like 
  Do’Say the trading post owner, who has two heads 
  but is not an ettin. 
  • 
  Do’Say can supply the PCs with any equipment 
  they might need for the expedition. The PCs would 
  be wise to rope themselves together during the trek, 
  as the blinding snow squalls and disguised crevasses 
  can utterly destroy a hapless band of wanderers. 
  If asked about the other two dragons, Rhertrok 
  admits that they are around, but they leave the 
  village alone. The red, however, is a threat that must 
  be dealt with. 
   
  � Mayor Rhertrok: Male Ice-Touched Bugbear 
  Ftr4/Rog10; hp 115; see Appendix 1. 
   
  Encounter 4: 
  Give Me Ale in a Dirty Glass 
  The Barkeep, a young athach who goes by the 
  moniker Slim, only speaks about the location of the 
  blue-black dragon Aggeborealus with PCs at APL 14-
  18. Otherwise he just plays the part of the amiable 
  bartender. 
   
  Slim works for the mayor, who owns the saloon. 
  Slim realizes that the old dragon must have an 
  incredible amount of wealth in his lair, and he offers 
  to tell the PCs where the great wyrm lairs for a small 
  part of the profits. He is the only one who knows 
  exactly where the wyrm can be found, having spied 
  the lair when he was younger. He knows the Mayor 
  would not approve of him sending a group of 
  adventurers after the dragon, so he is very discreet. 
   
  A sign on the two-story wooden structure says “Last 
  Breath Saloon.” The building is not particularly 
  attractive, but it appears to be sturdy. From inside 
  you hear the sound of loud talking and perhaps the 
  strumming of a stringed instrument. 
   
  If the PCs enter the saloon, describe the scene: 
  
  CORS4-02 Here There Be Dragons 
   
  Page 23 
   
  Over a score of patrons inhabit the saloon. Included 
  in their ranks are a human so pale it’s hard to 
  imagine he could be alive, a beardless dwarf arm 
  wrestling a powerfully built, blue-black-skinned 
  kobold, a blue-black skinned female human at least 
  a foot taller than anyone else in the saloon but 
  terribly thin, a halfling whose face and bald head are 
  covered with strange markings, and a goblin 
  picking a tune on a weird variety of lute with a 
  round body and long neck. Behind the bar stands a 
  creature that must weigh at least 700 pounds. With 
  two hands he cleans a large ale tankard, and with a 
  third hand sprouting from the arm in the middle of 
  his chest he wipes the bar.  
  The third hand drops the cloth and waves as you 
  enter. The noise then stops. All the patrons turn to 
  stare at you, and a whispered voice in the back says, 
  “They’ll let any old freak in here, won’t they?” The 
  crowd laughs in unison and they go back to their 
  various activities. 
   
  Give the PCs a chance to react if they wish. None of 
  the saloon patrons can tell the PCs anything of 
  particular interest. They are all misfits who have 
  been unable to find a life anywhere else, so they have 
  come here to make a life farming, mining the rare 
  veins of blue-black gold, seeking artifacts buried 
  beneath the ice, or doing whatever else they can to 
  survive. 
   
  When the PCs finally do approach the bar, Slim 
  the athach barkeep speaks to them. Remember that 
  he only mentions the lair of the great blue-black 
  wyrm to PCs playing the high tier of APL 14-18. 
   
  “Can I get you strangers a drink or a bite to eat? I’m 
  the barkeep here. Name’s Slim.” He holds out his 
  third hand to shake while he pours ale with the 
  other two. A vile green ichor trips off his fangs as he 
  grins at you. 
   
  Slim makes small talk with the PCs if they are 
  interested. If the PCs make any mention of dragons, 
  Slim gives them a long and thoughtful glance. If 
  they are less than APL 14, he denies knowledge of 
  the dragons. At APL 14+ he whispers to them: 
   
  “You folks dragon hunters?” 
   
  If the PCs respond in the positive: 
   
  Slim looks around to make sure no one else is 
  listening. He leans close. “The great wyrm has more 
  treasure than you can even imagine. Seen it myself. 
  Well, some of it. I was doing some exploring around 
  the Wastes before I settled down here – the Wastes 
  are about three days’ travel northeast of here. Saw 
  this huge form flying through the sky, carrying a 
  tarp. The tarp slipped and fell to the ground, and out 
  of it came gold and platinum and gems like I’ve 
  never seen before. Dozens of kobolds came around 
  to pick it up and carry it into this cave in the ice, 
  and the dragon flew off.” Slim pauses. “I can tell you 
  where that cave is. All I ask is a small part of the 
  treasure.” 
  Slim can offer some other interesting information to 
  appropriate PCs: 
  • 
  The great wyrm is a strange blue-black color. No 
  one has ever seen what sort of breath the dragon has 
  and lived to tell the tale. 
  • 
  The dragon leaves the village alone, probably for 
  his own reasons. The mayor does his best to dissuade 
  adventurers from hunting the wyrm, fearing 
  reprisals against the village if the wyrm sees it as a 
  staging area for raids against him. 
  • 
  Some creatures, drawn to the dragon’s power, 
  certainly guard it. Kobolds are not uncommon in the 
  area. 
  • 
  This land has a tendency to attract strange 
  creatures—outcasts from other more normal areas. 
  The magic of the land itself can warp creatures, like 
  Do’Say the trading post owner, who has two heads 
  but is not an ettin. 
  • 
  Do’Say can supply the PCs with any equipment 
  they might need for the expedition. 
   
   
  � Slim: Young Male Athach; hp 147; see 
  Appendix 1. 
   
  ENCOUNTER 5: 
  TWO HEADS ARE NOT 
  BETTER THAN ONE 
  The General Store Keeper is a two-headed human of 
  mixed heritage named Do’Say. He was born in the 
  village to a farming couple. The mother died in 
  childbirth (for obvious reasons) and the father died 
  of grief not long thereafter. The villagers pitched in 
  to raise him, and now he has used his strong 
  business sense to open and maintain a thriving 
  trading post. He has contacts from all over the 
  Flanaess, who come to trade their goods for the rare 
  items found only in this strange and harsh land. 
   
  The Trading Post is a good-sized building, crammed 
  full of a variety of goods. The right half the store is 
  immaculate and neatly organized, with tidy shelves 
  and bins holding items. The left half of the store is 
  clean but breathtakingly disorganized, with unruly 
  stacks of goods teetering precariously everywhere. 
  Behind a counter in the rear center of the store is a 
  human, completely average in appearance except for 
  his second head. The head on your left is slumped 
  forward with closed eyes, while the right head 
  stares down at a ledger. 
   
  If the PCs enter and draw his attention, continue: 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 24 
  The head to your right looks up, and the man 
  carefully places the quill he was using into a silver 
  holder. It says in a voice much louder than it needs 
  to be to make itself heard, “WELCOME TO THE 
  TRADING POST! How can I help you!?” With that, 
  the other head startles awake, wiping a bit of drool 
  from its chin. 
   
  The no-longer-sleeping head looks at you, then 
  scowls and looks over at the right head. “You did 
  that on purpose!” 
   
  The right head continues to look straight at 
  you, but says in a stage whisper through the side of 
  his mouth, “If you would get to bed at a normal 
  hour, this wouldn’t happen.” 
   
  If this is a timed event, role-play only as much as the 
  PCs are willing. If the PCs ask for a certain item, the 
  right head knows exactly where it is on his neatly 
  organized half of the store. If the item is on the side 
  managed by the left head, he knows generally where 
  the item is, but he has to search for a minute to find 
  it. The right head is the organized, rational, and 
  pragmatic head. The left head is the schemer and 
  dreamer who is relied upon for imaginative ventures. 
  Do’Say has the following items of interest in stock: 
  • 
  3 wands of cure lights wounds: 750 gp each 
  • 
  20 potions of cure light wounds: 50 gp each 
  • 
  10 potions of cure moderate wounds: 300 gp 
  each 
  • 
  12 potions of endure elements: 50 gp each 
  • 
  4 Pair of boots of the winterlands: 2500 gp each 
  • 
  4 potions of resist energy (cold 10): 300 gp each 
  • 
  2 Cold-Resistant Nets: 30 gp each 
  • 
  4 50 ft. Lengths of Cold-Resistant Rope: 20 gp 
  each 
  • 
  100 Blunt Arrows and 100 Blunt Bolts: 10 gp/20 
  arrows or bolts (These do non-lethal damage only.) 
  • 
  4 sets of Ice-Climbing Crampons: 50 gp per set 
  (These attach to hands and feet and give a +10 
  circumstance bonus to Climb checks on icy surfaces. 
  Wearing them and trying to move normally cuts 
  movement in half.) 
  • 
  He also has Player’s Handbook normal weapons 
  of standard shapes and sizes, plus standard 
  equipment (anything that can be purchased 
  normally in LIVING GREYHAWK minus the 
  magical or masterwork quality items). 
  Do’Say can offer the PCs some further information: 
  • 
  He suggests getting a good night of rest at the 
  Saloon or Miss Kittay’s before attempting the trek to 
  the lair. 
  • 
  At least once each month some group of 
  adventurers buys equipment and heads out on some 
  foolhardy mission. Do’Say pays some local villagers 
  to follow the adventurer’s tracks a couple days later. 
  Usually they find the adventurer’s dead, retrieve the 
  equipment, and return it to Do’Say. He makes a 
  handsome profit on this “equipment rental.” 
  • 
  He doesn’t have any opinions on anything 
  happening in town. Opinions are bad for business. 
  He refuses to comment on the dragons at all. 
  • 
  Silent Hreve is a strange one. Never speaks 
  except to prophesy, and he has never been wrong as 
  far as anyone knows. 
  � 
  Do’Say: Male Two-Headed Human Exp6; hp 59; 
  see Appendix 1. 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 25 
  Chapter 4: 
  “Capture the White” Low 
  Tier (APL 2-6) 
  SPECIAL NOTES: Unless noted, none of these areas 
  have light. Review page 164 of the Player’s 
  Handbook on Vision and Light. 
   
  Once the PCs have entered the lair of the young 
  white dragon and his keepers, they have only one 
  opportunity to rest and regain spells. If the PCs 
  attempt to rest a second time, they are attacked by an 
  ice paraelemental once each hour (as per Frosty from 
  Encounter 4). If the PCs pass the Ice Fortress 
  (Encounter 3) and then leave the lair, they find the 
  lair empty upon their return, although the 
  darkmantles are still occupying their home 
  (Encounter 5). 
   
  ENCOUNTER 1: 
  MEPHITS…BLESS YOU 
  (AREA 3, MAIN MAP) 
  The trip from the village of Farthenmoor to the 
  lair/prison of the white dragon takes 8 hours. As 
  long as the PCs are magically protected from the 
  elements or are wearing polar exploration gear, they 
  need not fear damage from the elements. See the 
  Important DM Notes section on page 6 for further 
  details on cold damage and arctic exploration gear. 
   
  The PCs find the entrance to the caverns right 
  where Miss Kittay said it would be. Upon entering 
  the tunnel to the caverns, read the following 
  description, assuming the PCs have some way of 
  seeing in the dark: 
   
  Although it’s possible that this cursed land couldn’t 
  get any colder, the air in this cavern is decidedly 
  lower in temperature. If your breath wasn’t taken 
  away by the frigid conditions, the sight that lies 
  before you certainly might: a cavern of stalagmites 
  and stalactites glistening with ice. The entire scene 
  appears like the gaping maw of some fantastic frost 
  creature. An exit from the cavern lies on the far side.  
   
  This cavern is a lair to an ice mephit or two, charged 
  by Aggeborealus to guard his progeny. They hide 
  among the stalactites on the ceiling, 30 feet up near 
  the ceiling and 20 feet in from the cavern opening. 
  This cavern has shadowy light from the opening to 
  the outside. When entering, have the characters roll 
  a Spot check against the creature’s Hide check(s) to 
  see if anyone notices them. Any character not 
  making the Spot check is surprised.  
   
  If anyone enters the cavern with stealth and 
  goes unnoticed by the creature(s), they are able to 
  hear conversation coming from the ceiling. (At APL 
  2, the lone mephit is bored and talking to himself to 
  pass the time.) Feel free to make up different voices 
  to alert the players of either 1 or 2 opponents. 
   
  “Dang brat tried to break out again the other night. 
  Good thing Frosty was there to keep ’im in line. I 
  wouldn’t want to be the one to tell his Papa if he got 
  loose!” 
  APL 2 (EL 3) 
   
  � Ice Mephit; hp 15; see Monster Manual. 
  APL 4 (EL5) 
   
  � Ice Mephit (2); hp 15; see Monster Manual. 
  APL 6 (EL 7) 
   
  � Half-White Dragon Ice Mephits (2); hp 19; see 
  Appendix 2. 
   
  Tactics 
  As the ice mephits are hiding behind stalactites, they 
  have cover – adjust their ACs and Reflex saves 
  accordingly. The mephits do not close until they 
  have used all of their ranged attacks. First use chill 
  metal on any metal-armored characters, and then use 
  magic missile on the character that has done the 
  most damage with ranged attacks or has the 
  appearance of a spellcaster. At APL 6, however, begin 
  combat with the dragon breath weapon attacks. 
   
  When all ranged attacks have been exhausted, 
  the mephits at APL 2 and APL 4 close within 10 feet 
  of the PC(s) that appear the most damaged and use 
  its mephit breath weapon. This continues until the 
  monster is defeated. At APL 6, the mephits begin to 
  use their flyby attacks after using up any ranged 
  attacks. 
   
  Around the floor of the cavern are several 
  stalagmites that the party could conceivably use for 
  cover. Refer to the map for their location within the 
  cave area. As this area is covered in ice, PCs need to 
  make Balance checks against DC 15 to run or charge 
  (see Important DMNotes on page 6). 
   
  ENCOUNTER 2: 
  A BOY AND HIS DOG 
  (AREA 4, MAIN MAP) 
  The tunnel in which this encounter takes place is 
  approximately 50 feet long and only 10 feet high. 
  There are no stalactites or stalagmites anywhere 
  within the passage. The leader of the kobold forces 
  guarding the baby dragon is currently patrolling this 
  section of the caves. His name is Sharpclaw 
  Stormbender, a druid accompanied by his animal 
  companion. The party is alerted to his presence if 
  they make a DC 25 Listen check (or a DC 15 Listen 
  check if they defeated the mephits without being 
  heard [see below]). 
   
  As you round the corner, you find a tunnel heading 
  south. Further down the tunnel are two creatures: a 
  
  CORS4-02 Here There Be Dragons 
   
  Page 26 
  small humanoid form sitting atop a four-legged 
  beast. 
   
  APL 2 (EL 4) 
   
  � Sharpclaw Stormbender: Kobold Druid 4; hp 
  23; see Appendix 2 
   
  � 
  Wolf companion; hp 28; see Appendix 2 
   
  APL 4 (EL 6) 
   
  � 
  Sharpclaw Stormbender: Kobold Druid 6; 
  hp 33; see Appendix 2 
   
  � 
  Wolverine 
  companion; 
  hp 
  42; 
  see 
  Appendix 2 
   
  APL 6 (EL 8) 
   
  � 
  Sharpclaw Stormbender: Kobold Druid 8; 
  hp 43; see Appendix 2 
   
  � 
  Dire Wolverine companion; hp 51; see 
  Appendix 2 
   
  Tactics 
  Sharpclaw is making his rounds in Area 4 during the 
  battle with the mephits in Encounter 1. Before the 
  party enters Area 4, roll a DC 10 Listen check for 
  Sharpclaw (assuming the PCs make normal battle 
  noises during the encounter with the mephits). If 
  Sharpclaw is aware of the PCs, he positions himself 
  at the far end of the tunnel and has 3 rounds to 
  prepare before the party enters this area. He usually 
  precasts his bear’s endurance and barkskin spells, 
  sharing them with his companion (granting both of 
  them +8 hp, +2 to Fortitude saves, and +2 to their 
  natural armor) as well as casting magic fang on his 
  companion at APL 2.If Sharpclaw is not aware of the 
  party, he is halfway up the tunnel when the party 
  enters this section and attempts to reach the end of 
  the tunnel as soon as possible to buff and put space 
  between himself and the PCs. Regardless of where 
  Sharpclaw is positioned, there are no tracks. 
  Sharpclaw has trackless step and has cast pass 
  without trace on his companion. Sharpclaw has a 
  shutter lantern available to allow his companion to 
  see, but he shutters it so as to not alert the PCs. 
   
  At APL 2, Sharpclaw rides his animal 
  companion as a knight would his warhorse. His first 
  free action is to command his companion to defend 
  (a bonus trick) and then he casts produce flame at 
  the first PC he sees. Next, he attempts to cast flaming 
  sphere. That allows him to control the sphere and 
  still throw flames while his mount moves. 
   
  At APL 4, Sharpclaw is much more of an up-
  front fighter than at APL 2. He casts the general 
  version of greater magic fang on himself and his 
  animal companion before going on patrol so that all 
  of their natural weapons have a +1 enhancement 
  (already included in stats in Appendix 2). He also 
  enjoys casting produce flame while wildshaped so 
  that his natural attacks do an extra 1d6+5 fire 
  damage. Sharpclaw tends to wildshape into a boar 
  and go into combat alongside his companion. See 
  Wild Shape (Su) in Sharpclaw’s stat block for more 
  information on his stats while wildshaped. 
   
  At APL 6, Sharpclaw is much more of an up-
  front fighter. He also casts the general version of 
  greater magic fang on himself and his animal 
  companion so that all of their natural weapons have a 
  +1 enhancement (already included in the stats in 
  Appendix 2). As soon as he sees the party enter the 
  tunnel, he will cast spike stones to impede their 
  progress and then hit them with ice storm and flame 
  strike. He also enjoys casting produce flame while 
  wildshaped so that his natural attacks do an extra 
  1d6+5 of fire damage. Sharpclaw tends to wildshape 
  into a polar bear and go into combat alongside his 
  companion. See Wild Shape (Su) in Sharpclaw’s stat 
  block for more information on his stats while 
  wildshaped. He is usually able to have Lorenshek 
  (see Encounter 3) cast mage armor on both himself 
  and his animal companion using scrolls before battle 
  (requires 4 rounds after battle in area 2 is heard). 
   
  At all APLs, Sharpclaw should be at the 
  southern end of the tunnel within 2 rounds at most 
  unless dispatched immediately. When he casts 
  flaming sphere, he starts it in front of Area 5 to alert 
  the rest of the kobolds of an impending attack and 
  then direct it against the PCs. Any PC in position to 
  see this tactic gets a DC 10 Spot check to notice that 
  he purposely summoned the flaming sphere near 
  Area 5 first before moving it. 
   
  Treasure 
  After defeating Sharpclaw, the party finds a key 
  among his other possessions, which unlocks the gate 
  to the pen in Area 9. Sharpclaw gives no information 
  if captured alive. 
   
  APL 2: L: 50 gp; C: 0 gp; M: potion of cure light 
  wounds (4 gp per character), small dragoncraft hide 
  armor (263 gp per character), small dragonfang 
  shortspear (50 gp per character) 
   
  APL 4: L: 0 gp; C: 0 gp; M: potion of cure 
  moderate wounds (25 gp per character), +1 light 
  wooden shield (96 gp per character), +1 small 
  dragoncraft breastplate (613 gp per character), +1 
  small dragonfang shortspear (217 gp per character), 
  +1 small sling (192 gp per character) 
   
  APL 6: L: 0 gp; C: 0 gp; M: potion of cure 
  moderate wounds (25 gp per character), +2 light 
  wooden shield (359 gp per character), +1 small 
  dragoncraft breastplate (613 gp per character), +1 
  small dragonfang shortspear (217 gp per character), 
  +1 small sling (192 gp per character), periapt of 
  wisdom +2 (333 gp per character) 
   
   
   
   
  
  CORS4-02 Here There Be Dragons 
   
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  ENCOUNTER 3: 
  REMEMBER THE ALAMO 
  (AREA 5, MAIN MAP) 
  This encounter occurs in Area 5, which is a cavern 
  approximately 60 feet wide by 70 feet long. The two 
  main features are the ice fortress that houses the 
  kobolds and the frozen stream “trap” that lies in front 
  of the fortress. The ice on the floor here requires 
  Balance checks to run or charge. See DM Aid 2: 
  Detailed Map of the Alamo at the end of this chapter 
  for a visual layout of the ice fortress. 
   
  A layer of ice covers the floor of this large cavern. 
  Ahead of you is a bewildering sight: a fortification 
  made completely out of blue-black ice! A 10-foot tall 
  wall of ice with two 20-foot tall guardhouses on 
  either end blocks any further progress into the 
  cavern beyond. The guardhouses have arrow slits in 
  them. In the center, a wooden gate is the only 
  visible means of entrance. 
   
  If Sharpclaw in Encounter 2 successfully warned the 
  rest of the kobolds, they are prepared for the party. 
  At APL 4 or 6, the wizard Lorenshek has a snow owl 
  familiar nesting in the walls above the cavern 
  entrance (Spot DC 29 to see), which also warns his 
  master of the party’s approach. 
   
  As soon as the party comes into view of the 
  fortress, they come under fire from the kobolds 
  inside. 
  APL 2 (EL 3) 
   
  � Ice Touched Kobold War1 (7); hp 6; see 
  Appendix 2 
   
  APL 4 (EL 6) 
   
  � Ice Touched Kobold Ftr1 (5); hp 11; see 
  Appendix 2 
   
  � Lorenshek, Ice Touched Kobold Evoker1; hp 
  7; see Appendix 2 
   
  APL 6 (EL 7) 
   
  � Ice Touched Kobold Ftr2 (5); hp 18; see 
  Appendix 2 
   
  � Lorenshek, Ice Touched Kobold Evoker3; hp 
  16; see Appendix 2 
   
  Between the party and the fortress is a 5-foot wide 
  stream that has been covered over by a thin layer of 
  ice. Only at the point marked on DM Aid 2 is there a 
  bridge under the ice where the characters can safely 
  cross. Attempting to pass over the stream at any 
  other point causes the PC to fall through the ice and 
  into the stream. When anyone in the party comes 
  within 10 feet of the stream, have that character 
  make a DC 12 + APL Spot or Survival check to notice 
  the stream. Obviously Jump checks can be used to 
  clear the stream. 
   
  � Frozen Stream Trap: CR 1; natural; location 
  trigger; no reset; immersion (1d6, nonlethal cold); 
  DC 10 + APL Reflex save avoids; Search/Spot DC 12 
  + APL; Disable Device n/a; PCs weighing under 50 
  lb. do not activate this trap. 
   
  If the party approaches the stream while under 
  fire from the kobolds, assign a -2 circumstance 
  penalty to the Spot check to notice the stream. 
  Running/charging characters get a -6 penalty. If any 
  characters fall into the stream, the kobold 
  crossbowman 
  concentrate 
  their 
  fire 
  on 
  the 
  submerged PC. A submerged PC has cover while in 
  the stream, but they lose their Dexterity bonus to 
  AC. If a PC should go unconscious while in the 
  stream, there is a 50% chance each round that they 
  are dragged under the ice and pulled downstream. If 
  the PC is not recovered within 3 rounds of this 
  happening, the PC is lost. 
   
  The next major challenge is storming the fort 
  while coming under fire from the kobolds. The only 
  place that a PC cannot be targeted is directly in front 
  of the gate and the square to either side. The kobolds 
  are firing from arrow slits as described in DM Aid 2, 
  which provides them with cover at APL 2 and 
  improved cover (+8 to AC, +4 to Reflex saves and 
  Improved Evasion) at APL 4 or 6. 
   
  At this point, there are many things the party 
  could do. If the party has flying capability, they may 
  try to go over top the fortification and attack from 
  the other side. The cavern is 40 feet high so this is 
  possible, but notice on DM Aid 2 that there are 
  arrow slits on all sides of the towers. The PCs may 
  attempt to cover the arrow slits by something like a 
  web spell or tanglefoot bag. Allow a web spell to 
  cover an entire wall of a tower and a tanglefoot bag 
  covers a single arrow slit. Use your best judgment for 
  other means to cover arrow slits, but try to reward 
  PC creativity. 
  The PCs may also attempt to breach the walls of the 
  tower to get at the kobolds. The ice that makes up 
  the walls is 20 inches thick and has hardness of 10 
  and 60 hp per 10-foot square section. Refer to the 
  description of the wall of ice spell for reference, with 
  the exception that the PCs take no damage from 
  passing through a breached section of wall. 
   
  Finally, the party can attempt to lift/break the 
  gate, which then grants them access to the doors to 
  each of the towers. At APL 4 or 6, the kobold evoker 
  has access to color spray and positions himself at the 
  arrow slit in door to the left tower when a PC reaches 
  the gate and attempts to open it. The evoker moves 
  to the door of his tower and readies an action to cast 
  color spray when the party moves beyond the gate. 
  The gate must be lifted up, so the party gains no 
  cover advantage from it.  
   
  Refer to pages 61-62 of the Dungeon Master’s 
  Guide for information on the gate and the doors. The 
  gate is considered a wooden portcullis, and the 
  towers have simple wooden doors. The gate and the 
  
  CORS4-02 Here There Be Dragons 
   
  Page 28 
  doors are barred with a weak wooden beam instead 
  of locked, so set a Break DC of 18. 
  If the party attempts to send a rogue or two sneaking 
  over the wall, they must succeed on a DC 30 Climb 
  check. Remember that even though there is no 
  illumination in the chamber, the kobolds all have 
  darkvision, so PCs attempting to hide have no extra 
  advantage.  
   
  Tactics 
  At APL 2, there are no spellcasters, so simply 
  position the kobolds at arrow slits to provide the best 
  advantage for firing. Once the PCs have made it to 
  the gate, make sure to have one kobold at each door 
  with readied actions to fire upon the party as they 
  enter the gate. Depending on the situation, you may 
  even decide to put 2 kobolds at each door. One 
  kobold can fire as the party enters the gate and then 
  step aside for another kobold to step in and fire. 
   
  At APL 4 or 6, each kobold fighter has one 
  screaming bolt (Dungeon Master’s Guide, page 227). 
  Have only one kobold fire this magic bolt each 
  round, attempting to catch as many PCs within the 
  area of the fear effect. The screaming bolts can be 
  used to affect PCs attempting to open the gate even 
  if you cannot target a particular character. Firing one 
  of these bolts near them still puts them within the 
  fear effect. As for Lorenshek, the kobold evoker at 
  APL 4 or 6, he should cast mage armor and shield off 
  his scrolls if he is aware of the party’s approach. At 
  APL 6, use up the scorching rays before switching 
  over to magic missile. 
   
  If the party captures any one of the kobolds, it is 
  possible to gather some information from him with a 
  successful Intimidate check. Remember that a 
  medium-sized PC gets a +4 bonus against small 
  creatures. If a prisoner is successfully intimidated, 
  the party can gain the following information if they 
  speak Draconic: 
  • 
  The dragon, Aquilomortis, has attempted to 
  escape his imprisonment on several occasions. As a 
  result, his father has placed a special guard outside 
  his pen. 
  • 
  The kobolds call this guardian “Frosty,” and he 
  appears to be a living being of ice and snow. After 
  “Frosty” was placed on duty, that area of the cavern 
  became much colder. 
  • 
  If asked specifics about the dragon, a general 
  description of the size and age and the fact that the 
  dragon can walk/climb on ice is given. The kobolds 
  have no idea about any other special abilities. 
  • 
  If asked anything about the layout of the rest of 
  the cavern, the prisoner mentions the fissure and 
  something about a “steam room” but cannot 
  elaborate further as they do not venture into those 
  areas because of “Frosty.” 
  • 
   
  Treasure 
   
  APL 2: L: 30 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 149 gp; C: 0 gp; M: 5 screaming bolts 
  (111 gp per character), Lorenshek’s spellbook I (42 
  gp per character), scroll of mage armor (2 gp per 
  character), scroll of shield (2 gp per character) 
   
  APL 6: L: 186 gp; C: 0 gp; M: 5 screaming bolts 
  (111 gp per character), Lorenshek’s spellbook II (50 
  gp per character), 3 scrolls of mage armor (6 gp per 
  character), scroll of shield (2 gp per character), 5 
  small white dragonfang spears (250 gp per character) 
   
  ENCOUNTER 4: 
  NONE SHALL PASS 
  (AREA 7, MAIN MAP) 
  The approach to this encounter requires the party to 
  pass over a crack or fissure in the cavern. The 
  presence of the fissure is not intended to present any 
  challenge to the party. It is actually intended for use 
  only in the higher APL adventures, so crossing the 
  fissure is automatic and does not hamper normal 
  movement. If the party wants to investigate the 
  fissure, tell them that it is impossible to enter the 
  fissure. 
   
  A tunnel at the far end of the cavern leads deeper 
  into the mountain. Ahead, a crack has formed in the 
  floor of the passage, the result of an earthquake or 
  some other catastrophic event perhaps. Beyond the 
  fissure the tunnel comes to a “T”, continuing off to 
  the left and right. 
   
  “Frosty” is waiting for the party in the area to the left 
  of the junction. 
   
  APL 2 (EL 4) 
   
  � Advanced Medium Ice Paraelemental; hp 40; 
  see Appendix 2 
   
  APL 4 (EL 5) 
   
  � Large Ice Paraelemental; hp 64; see Appendix 
  2 
   
  APL 6 (EL 6) 
   
  � Advanced Large Ice Paraelemental; hp 96; see 
  Appendix 2 
   
  Tactics 
  The cavern where the paraelemental is waiting is 15 
  feet by 15 feet. At APL 2, the monster is waiting at 
  the bottom right corner. At APLs 4 and 6, it is 
  positioned to cover the opening. As soon as any 
  character crosses the fissure, the chill metal ability of 
  the creature starts to take effect if they are within 10 
  feet. “Frosty” keeps this effect running for the entire 
  combat, so make sure to keep track of damage dealt 
  to the PCs each round if they have metal-hafted 
  weapons or metal armor. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 29 
   
  Any character on the far side of the fissure gets 
  the following description: 
  Ahead of you appears a most fantastic creature. It 
  looks like someone took shards of broken glass and 
  shaped it into the form of a man, except the creature 
  is composed entirely of blue/black ice. The chill 
  from the beast is pronounced. A voice that sounds 
  like a combination of the chiming of bells and the 
  whipping wind of a snowstorm begins to fill your 
  ears. 
   
  If any PC is able to speak or understand Auran, the 
  creature keeps repeating the same phrase: “None 
  Shall Pass.” “Frosty” attacks any creature that crosses 
  over the fissure, but he does not pursue the PCs 
  beyond the fissure should they decide to retreat. If 
  the PCs retreat to the other side of the fissure, he 
  returns to his position near the gate to the dragon’s 
  den, as his only concern is to prevent the dragon 
  from escaping or allowing intruders to free the 
  dragon. 
   
  ENCOUNTER 5: 
  TAKE A STEAM 
  (AREA 8, MAIN MAP) 
  This encounter takes place in Area 8. The party may 
  decide to explore this area before attempting to 
  confront the dragon, or they may choose to 
  investigate this area later. If so, you may have to 
  proceed to Encounter 6 and then return to this 
  encounter later.  
   
  This cavern is approximately 35 feet square and 
  the roof is 30 feet high. Roughly in the center is a 
  fissure where extremely warm air is escaping – 
  basically a thermal vent. This causes the entire area 
  to fill with fog, creating the effects exactly like that 
  of an obscuring mist spell, except that it is non-
  magical in origin. 
   
  The cave in front of you is shrouded in fog. The 
  temperature is decidedly more comfortable, but the 
  inability to see through the mist certainly is not.  
   
  Obviously, the room does not detect as magic if the 
  party checks. Any PC with Knowledge (nature) or 
  Survival can determine that this is natural fog with a 
  DC 10 check. The lower temperature emanating 
  from the paraelemental combined with the warm air 
  is creating this effect. 
   
  Waiting inside the cave is a pair or more of 
  darkmantles. The mist does not hamper the 
  creatures due to their Blindsight ability. They lie in 
  wait directly above the opening to this area. 
  Consider them to have total concealment unless a 
  PC is within 5 feet of them. As soon as the party, or 
  even a single character, enters the cave, one of the 
  darkmantles casts darkness just behind its target and 
  the other(s) attempt to grab a PC. In the next round 
  of combat, the remaining darkmantle(s) also 
  attempts to grab a PC. Any darkmantle that misses its 
  initial grab attempt continues to try to engulf a PC in 
  subsequent rounds. 
   
  Describe to any PC engulfed by a darkmantle 
  that they seem to have had a blanket thrown over the 
  top of them and are being choked. Do not allow any 
  PC so grappled to converse with any other player. 
  Because of the aleady poor visibility within the 
  darkness spell, no character can see was has 
  happened, but if the darkness is dispelled they see 
  what is attacking if they are within 5 feet. 
   
  APL 2 (EL 2) 
   
   
  � Darkmantle (2); hp 7; see Monster Manual 
   
  APL 4 (EL 4) 
   
  � Advanced Darkmantle (2HD) (2); hp 14; see 
  Appendix 2 
   
  APL 6 (EL 6) 
   
  � Advanced Darkmantle (3HD) (3); hp 21; see 
  Appendix 2 
   
  The party may try to use a fire-based spell to clear the 
  fog in the chamber. Use the procedure in the 
  description of the obscuring mist spell to resolve 
  this. It is also possible that during combat, one of the 
  players may stumble across the heat vent. If the PC 
  completely covers the vent, it takes only 2 rounds for 
  the fog to dissipate and the cold air to re-fill the 
  chamber. 
   
  The EL of this encounter has been increased by 
  1 to take into account the advantage given to the 
  darkmantles by the fog. 
   
  ENCOUNTER 6: 
  SIX HEROES AND A BABY 
  (AREA 9, MAIN MAP) 
  Having dispatched the guardian, the party can now 
  attempt to capture Aquilomortis. The key found on 
  the druid in Encounter 2 opens the lock on the gate 
  to Area 9. If the PCs don’t have the key, it is a strong 
  wooden door with an average lock requiring a DC 25 
  Open Lock check to unlock. 
   
  In front of you is an imposing solid wood gate that 
  has been reinforced with iron bands. It is 10 feet tall 
  by 10 feet wide and is both barred and locked on 
  this side. 
   
  After 
  the 
  party 
  makes 
  preparations 
  and 
  unlocks/opens the gate, what they see depends on 
  the APL and whether the dragon is aware of their 
  presence. Unless the party has cast silence on the 
  
  CORS4-02 Here There Be Dragons 
   
  Page 30 
  door, the dragon can make a DC 15 Listen check to 
  hear the battle outside the gate. If the PCs need to 
  hack down or break down the door, the dragon 
  knows they are there. If the dragon is unaware, he is 
  positioned at the far end of the cavern. If the dragon 
  is aware of the PCs, he uses his icewalking ability to 
  position himself above the gate on the wall. At APL 
  6, however, there is an added twist. At this APL, the 
  dragon has the fog cloud ability (3/day). He uses this 
  ability twice to cover the majority of the cavern in 
  fog and save the last use should the effect be 
  dispelled. So, at APL 2 and 4, the party can see into 
  the cavern when they open the gate. At APL 6, the 
  PCs may be confronted with fog.  
   
  For APL 2 or 4 (or APL 6 if the dragon is not 
  aware of the party) describe the following, assuming 
  the use of darkvision or a light source: 
   
  Extending before you is a hole of inky darkness. 
  You can see neither the far end of the cavern nor 
  the ceiling. The walls are thickly coated in ice. A 
  quiet like that before a storm fills the space beyond. 
   
  For APL 6, use this description if the dragon is aware 
  of the party’s approach: 
   
  Upon opening the gate to the dragon’s lair, you are 
  confronted with yet another obstacle. The cavern 
  before you is completely covered in fog. The quiet 
  of a graveyard presents itself from the swirling 
  mists ahead. The edges of the opening are thickly 
  coated in ice. 
   
  APL 2 (EL 3) 
   
  � Aquilomortis, Very Young White Dragon; hp 
  45; see Appendix 2 
  APL 4 (EL 4) 
   
  � Aquilomortis, Young White Dragon; hp 76; 
  see Appendix 2 
  APL 6 (EL 6) 
   
  � Aquilomortis, Juvenile White Dragon; hp 102; 
  see Appendix 2 
   
  Tactics 
  As soon as a PC enters the cavern, have Aquilomortis 
  roll a Spot check against the dragon’s Hide check 
  (unless the party is APL 6 and is entering the fog 
  cloud). If the dragon is spotted and the party reacts 
  to him, he breathes immediately – otherwise he 
  waits to get the maximum number of PCs in the area 
  of his breath. When breathing from above onto the 
  cavern floor, the dragon’s breath affects a radius 
  rather than a cone. At APL 2, the radius is 20-feet. At 
  APL 4 & 6, the radius is 30-feet (and 45-feet at APL 6 
  if using his Enlarge Breath feat). After breathing on 
  the party, the dragon then flies to the other end of 
  cavern and lands on the wall about 30 feet up. 
   
  The tactics of the dragon are to do strafing runs 
  using his Flyby Attack feat. In the rounds he cannot 
  breathe, he uses his bite attack, which has been 
  enhanced with the Improved Natural Attack feat. 
  The DC of his breath has also been increased by the 
  Ability Focus feat. 
  The cavern is roughly 45 feet wide by 80 feet long. 
  The ceiling of the cave is 60 feet high. The walls and 
  ceiling are all coated in ice, but the cavern floor is 
  relatively ice-free so that movement is not hampered. 
  There is still no illumination in the room, as the 
  dragon has no need for it considering his darkvision 
  120 ft., low-light vision and blindsense. 
   
  The dragon continues fly back and forth from 
  wall to wall until he is finally subdued. If the party is 
  not having any success with ranged attacks, you can 
  have the dragon land on the cavern floor 
  occasionally to give the party the opportunity to 
  close for a melee attack. Under no circumstances, 
  however, should you have the dragon stay grounded 
  and go toe to toe with the party. The dragon’s 
  advantage is his mobility and his ability to stay away 
  from combat. 
   
  One of the obvious tactics that the characters 
  may employ is either thrown nets or tanglefoot bags. 
  If ensnared by either of these items, the dragon takes 
  an attack at its first opportunity to destroy the item 
  and then move. If the first attack fails to hit or does 
  not succeed in destroying the net/bag, then 
  continue with a full attacks to try to free it and then 
  move on its next turn. 
   
  The young dragon’s ultimate goal, however, is 
  simply escape. If the PCs leave the door open, the 
  dragon attempts to escape, flying out of the room 
  and then out of the lair as fast as it can. Once gone, it 
  does not return. The PCs get its treasure, but they 
  never catch it. 
   
  Treasure 
  Once the party has dealt with the dragon, a 
  successful Search check against DC 15 + APL 
  discovers a niche at the back of the cave covered in 
  ice. Once cleared, the party finds the dragon’s 
  treasure that was given to it by its father in an 
  attempt to appease him in his captivity. 
   
  APL 2: L: 0 gp; C: 100 gp; M: white dragonhide 
  mantle (317 gp per character), boots of the 
  winterlands (208 gp per character) 
   
  APL 4: L: 0 gp; C: 100 gp; M: white dragonhide 
  mantle (317 gp per character), boots of the 
  winterlands (208 gp per character), masterwork 
  dragonbone 
  composite 
  longbow 
  (42 
  gp per 
  character), potion of resist energy (cold) – caster 
  level 11 (92 gp per character) 
   
  APL 6: L: 0 gp; C: 100 gp; M: white dragonhide 
  mantle (317 gp per character), boots of the 
  winterlands (208 gp per character), +1 dragonbone 
  composite longbow (208 gp per character), potion of 
  resist energy (cold ) – caster level 11 (92 gp per 
  character), glove of storing (833 gp per character), 
  ring of minor cold resistance (1500 gp per character), 
  
  CORS4-02 Here There Be Dragons 
   
  Page 31 
  wand of magic missile – caster level 7 (438 gp per 
  character) 
   
   
   
   
  CONCLUSION: REWARDS 
  If the party takes some reasonable precautions to 
  keep the dragon bound and/or subdued, they have 
  no trouble returning to town with their captive. 
   
  Trussed up like the proverbial Feastday turkey, your 
  draconian captive is relatively docile on the trip 
  back to town. The cold of your body is warmed by 
  the thoughts of the adventure you survived and the 
  riches you have gained. 
   
  If the PCs follow Miss Kittay’s instructions, she and 
  two helpers come to meet them outside the town 
  and take possession of the subdued beast, giving 
  them their promised reward. If they foolishly enter 
  town with the baby white, the villagers berate them 
  for bringing doom to the village, for now the 
  dragon’s father surely comes to find his progeny. 
  Miss Kittay still gives them their reward, as long as 
  they do not tell anyone she is the one who hired the 
  PCs. If they tell, she gives them nothing and the 
  villagers subdue the PCs, retrieve the baby white, 
  and banish the PCs from the village. 
   
  Treasure 
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 200 gp; M: 0 gp 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values of for the objectives accomplished. Then 
  assign the experience award. Award the total value to 
  each character. 
  Encounter 1: 
  Defeat the mephits 
  APL 2 
  90 XP 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  Encounter 2: 
  Defeat the kobold druid & companion 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  Encounter 3: 
  Encounter the stream trap 
  APL 2 
  30 XP 
  APL 4 
  30 XP 
  APL 6 
  30 XP 
   
  Defeat the kobold defenders at the ice fort 
  APL 2 
  90 XP 
  APL 4 
  180 XP 
  APL 6 
  210 XP 
  Encounter 4: 
  Defeat the ice paraelemental 
  APL 2 
  120 XP 
  APL 4 
  150 XP 
  APL 6 
  180 XP 
  Encounter 5: 
  Defeat the darkmantles 
  APL 2 
  60 XP 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
  Encounter 6: 
  Capture the dragon alive 
  APL 2 
  90 XP 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
  or 
  Kill the dragon 
  APL 2 
  45 XP 
  APL 4 
  60 XP 
  APL 6 
  90 XP 
  Roleplaying Experience: 
  APL 2 
  135 XP 
  APL 4 
  195 XP 
  APL 6 
  270 XP 
  Total Possible Experience: 
  APL 2 
  675 XP 
  APL 4 
  1,010 XP 
  APL 6 
  1,350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. 
  Every encounter that feature 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 the 
  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 bodies, the gold 
  piece value for the loot is subtracted from the 
  encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they pass 
  
  CORS4-02 Here There Be Dragons 
   
  Page 32 
  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 the 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 character’s total value 
  increase at the end of the adventure. Write the total 
  in the GP Gained field of the adventure record. 
  Because this is a Core Special scenario, characters 
  may not spend additional time units to practice 
  professions or create items after the adventure. 
  L = Looted gear from enemy. 
  C = Coin, Gems, Jewelry, and other valuables 
  M = Magic Items (sell value) 
   
  Encounter 2: 
   
  APL 2: L: 50 gp; C: 0 gp; M: potion of cure light 
  wounds (4 gp per character), small dragoncraft hide 
  armor (263 gp per character), small dragonfang 
  shortspear (50 gp per character) 
   
  APL 4: L: 0 gp; C: 0 gp; M: potion of cure 
  moderate wounds (25 gp per character), +1 light 
  wooden shield (96 gp per character), +1 small 
  dragoncraft breastplate (613 gp per character), +1 
  small dragonfang shortspear (217 gp per character), 
  +1 small sling (192 gp per character) 
   
  APL 6: L: 0 gp; C: 0 gp; M: potion of cure 
  moderate wounds (25 gp per character), +2 light 
  wooden shield (359 gp per character), +1 small 
  dragoncraft breastplate (613 gp per character), +1 
  small dragonfang shortspear (217 gp per character), 
  +1 small sling (192 gp per character), periapt of 
  wisdom +2 (333 gp per character) 
   
  Encounter 3: 
   
  APL 2: L: 30 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 149 gp; C: 0 gp; M: 5 screaming bolts 
  (111 gp per character), Lorenshek’s spellbook I (42 
  gp per character), scroll of mage armor (2 gp per 
  character), scroll of shield (2 gp per character) 
   
  APL 6: L: 186 gp; C: 0 gp; M: 5 screaming bolts 
  (111 gp per character), Lorenshek’s spellbook II (50 
  gp per character), 3 scrolls of mage armor (6 gp per 
  character), scroll of shield (2 gp per character), 5 
  small white dragonfang spears (250 gp per character) 
   
  Encounter 6: 
   
  APL 2: L: 0 gp; C: 500 gp; M: white dragonhide 
  mantle (317 gp per character), boots of the 
  winterlands (208 gp per character) 
   
  APL 4: L: 0 gp; C: 900 gp; M: white dragonhide 
  mantle (317 gp per character), boots of the 
  winterlands (208 gp per character), masterwork 
  dragonbone 
  composite 
  longbow 
  (42 
  gp per 
  character), potion of resist energy (cold) – caster 
  level 11 (92 gp per character) 
   
  APL 6: L: 0 gp; C: 100 gp; M: white dragonhide 
  mantle (317 gp per character), boots of the 
  winterlands (208 gp per character), +1 dragonbone 
  composite longbow (208 gp per character), potion of 
  resist energy (cold ) – caster level 11 (92 gp per 
  character), glove of storing (833 gp per character), 
  ring of minor cold resistance (1500 gp per character), 
  wand of magic missile – caster level 7 (438 gp per 
  character) 
   
  Conclusion: 
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 200 gp; M: 0 gp 
   
  Total Possible Treasure: 
  APL 2: 
  675 gp 
  APL 4: 
  975 gp 
  APL 6: 
  1,350 gp 
   
  Special: 
  � Chilled to the Bone: For the next three 
  adventure rounds played by this character, the PC 
  will have cold resistance 3, as the magic of the Land 
  of Black Ice has gotten under the PC’s skin. 
  � Cold-Resistant Net: As per a normal Player’s 
  Handbook net, but the net takes no damage from 
  cold. Price: 30 gp. 
  � Cold-Resistant Rope: As per normal Player’s 
  Handbook silk rope, but the rope takes no damage 
  from cold. Price: 20 gp 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 33 
  DM Aid 2: Detailed Map of the Alamo 
   
   
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 34 
  CHAPTER 5: 
  “VANQUISH THE RED” 
  MID TIER (APL 8-12) 
   
  SPECIAL NOTES: Unless noted, none of the areas 
  within the caverns have light. Review page 164 of 
  the Player’s Handbook on Vision and Light. 
   
  Once the PCs have entered the lair of the red 
  dragon and the other inhabitants, they have only one 
  opportunity to rest and regain spells. If the PCs 
  attempt to rest a second time, frost giants and winter 
  wolves attack once each hour (as per Encounter 3). If 
  the PCs leave the lair after defeating the frost giants 
  in Encounter 3, they find the red dragon has fled, 
  although the beholders (or gauths) and the werebear 
  priestess are still there. 
   
  ENCOUNTER 1: STICKS 
  AND STONES (OR, ICE AND 
  ARROWS) 
  (AREA 1, MAIN MAP) 
  The trip from the village of Farthenmoor to the lair 
  of the red dragon takes 3 days on foot. As long as the 
  PCs are magically protected from the elements or 
  wearing cold-weather gear, they need not fear 
  damage from the elements. See the Important DM 
  Notes section on page 6 for further details on cold 
  damage and cold-weather gear or on parties that 
  attempt to fly. 
   
  The party finds the entrance to the caverns right 
  where the Mayor said it would be. As the PCs get 
  within a mile of the entrance, read or paraphrase the 
  following: 
   
  The directions given by Mayor Rhertrok lead out of 
  the relative comfort of Farthenmoor and into the 
  tumultuous, wind swept, northern reaches of this 
  land covered with blue-black ice. After three days of 
  arduous travel, the valley leading to the Shining 
  Mountain offers at least a little respite from the 
  constant, brutal wind. Ahead to the north, less than 
  an hour away, is a blue-black mountain of ice that 
  glaringly reflects the radiance of the southerly sun. 
  The glare makes it difficult to look at the mountain 
  for more than a brief moment, but there is a tunnel 
  entrance at its base. 
   
  Once the PCs have found the mountain and moved 
  closer, they can see the layout of the area better. 
   
  From 60 feet away, you can see the opening to the 
  cavern is 10 feet wide and slopes down sharply into 
  darkness. Snow and ice cover the ground between 
  you and the narrow opening, and the low southern 
  sun reflects harshly off the mountainside. 
   
  Every round that a PC looks directly at any part of 
  the mountain higher than the tunnel opening, she 
  must make a DC 10 + APL Fortitude save or be 
  dazzled for 3 rounds. A dazzled character looking 
  into the glare and failing a similar save while dazzled 
  becomes blinded for 2d6 rounds. 
   
  Tracks of various sorts (Tracking/Survival DC 5 
  + APL) lead into and out of this valley and toward the 
  tunnel, but due to the snowing and blowing it is 
  impossible to tell more than the sizes of the prints, 
  which vary from small to huge. 
   
  In well-hidden and shadowed holes carved into 
  the mountainside, camouflaged kobold archers 
  watch the PCs from each of two ledges 15 feet above 
  and 10 feet to either side of the cave entrance. At a 
  distance of 60 feet away or less, PCs looking up the 
  face of the mountain and succeeding at their 
  Fortitude save have the following Spot check DCs to 
  see a kobold: APL 8, DC 33; APL 10, DC 35; APL 12, 
  DC 37. 
   
  The ledges themselves can easily be seen by 
  anyone in a glance. Due to small chips and scratches 
  on the mountainside, someone searching must beat 
  the following DCs to tell that something often 
  climbs up to or down (cannot tell which way) the 
  ledges: This requires a DC Search check, the DC of 
  which is dependant on the APL of the party. APL 8, 
  DC 18; APL 10, DC 20; APL 12, DC 22. 
   
  Twenty feet in front of the entrance, buried in 
  snow, is the kobold’s pet cold-element cryohydra. It 
  likes to sleep a lot, only waking when the kobolds 
  feed it or when it is taken hunting. It awakens when 
  someone walks over it, or when the kobolds shoot an 
  arrow into the snow above it. It leaves a 10-foot by 
  10-foot and 5-foot deep depression in the snow after 
  waking and moving. PCs might be able to use this 
  hole to their tactical advantage to gain cover from 
  the hydra or the sniping of the kobolds on the 
  ledges. 
   
  APL 8 (EL 11) 
   
  � Elite Six-Headed Cold Element Cryohydra; hp 
  78; see Appendix 3 
   
  � Kobold Archers Ftr3/Rog3/Order of the Bow 
  Initiate1 (2); hp 49; see Appendix 3 
   
  APL 10 (EL13) 
   
  � Elite Eight-Headed Cold Element Cryohydra; 
  hp 104; see Appendix 3 
   
  � Kobold Archers Ftr3/Rog3/Order of the Bow 
  Initiate3 (2); hp 65; see Appendix 3 
   
  APL 12 (EL 15) 
   
  � Elite Ten-Headed Cold Element Cryohydra; 
  hp 130; see Appendix 3 
  
  CORS4-02 Here There Be Dragons 
   
  Page 35 
   
  � Kobold Archers Ftr3/Rog3/Order of the Bow 
  Initiate5 (2); hp 79; see Appendix 3 
   
  Tactics 
  The kobolds remain hidden and prefer to attack 
  when the PCs are engaged with the hydra or if the 
  PCs find and attack one of them first. They also try to 
  attack when the PCs who are within 30 feet of them 
  in order to use their ranged precision ability while 
  sniping (see page 76, Player’s Handbook). 
   
  It is a move action for the hydra to unbury itself 
  from the snow, so even if it gets a surprise round, it 
  can only stand up. The hydra’s breath weapon may 
  overwhelm a party; this hydra can only breathe once 
  every 4 rounds. In the case where it is decimating 
  the party, give them a break and concentrate on 
  melee attacks. 
   
  If the PCs move to the cave entrance while 
  combat with the archers and the hydra is still 
  happening, they may trigger the trap in Encounter 2. 
  If captured, the kobolds (Yip and Yap) believe 
  Preethryma to be the mother of the prophesized 
  dragon lord who is destined to restore reptilian kind 
  to their proper station on Oerth – ruling over the 
  inferior mammal folk. They also believe she is a 
  white dragon. They are loyal and do not betray her in 
  any way. 
   
  If the PCs continue into the cavern without 
  defeating the kobolds and their pet, the creatures 
  follow the PCs and harass them during other battles, 
  avoiding the traps along the way. 
   
  Treasure 
   
  APL 8: L: 270 gp; C: 0 gp; M: +1 shock composite 
  longbows (3) (2100 gp per character); +2 white 
  dragoncraft hide armors (3) (2541 gp per character) 
   
  APL 10: L: 15 gp; C: 0 gp; M: +1 shocking burst 
  composite longbows (2) (3067 gp per character); +2 
  white dragoncraft hide armors (2) (1694 gp per 
  character); eyes of the eagle (2) (417 gp per character) 
   
  APL 12: L: 15 gp; C: 0 gp; M: +1 shocking burst 
  composite longbows (2) (3067 gp per character); +2 
  white dragoncraft hide armors (2) (1694 gp per 
  character); eyes of the eagle (2) (417 gp per character) 
   
  ENCOUNTER 2: 
  SLIP SLIDING AWAY 
  (AREA 2, MAIN MAP) 
  When one or more PCs approach the entrance of the 
  tunnel, read the following: 
   
  Several ice stalactites hang down over the entrance 
  to the tunnel, some reaching right down to the 
  ground to form columns barring entrance. Peering 
  past them, you can see the tunnel floor is extremely 
  icy and slopes steeply down into the dark cavern 
  beyond. 
   
  A DC 25 Spot check, or a DC 10 + APL Search check, 
  reveals that one of the ice columns barring the way is 
  really an ice-covered rope. PCs must break the 
  columns to enter the tunnel, but breaking the ice-
  covered rope springs the avalanche trap. 
   
  � Avalanche Trap: CR 3/4/5; mechanical; touch 
  trigger; manual reset; DC 10+APL Reflex save avoids 
  (1d6 × ½ APL bludgeoning damage + buried); Search 
  DC 10 + APL; Disable Device DC 10 + APL. 
  The trap only affects PCs within 10 feet of the 
  entrance (outside only). Those who make their 
  Reflex save must state whether they are moving into 
  or away from the entrance. The avalanche blocks the 
  entrance. 
   
  Buried creatures are helpless and must hold their 
  breath or start to suffocate (see page 304 of the 
  Dungeon Master’s Guide about Suffocation). Each 
  buried creatures can be excavated in 2d6 character 
  rounds of digging by unburied creatures. If more 
  than one creature is buried, diggers must decide 
  whom they are trying to save before they start 
  digging, but rescuing one person automatically cuts 
  the time to rescue the others in half. 
  A hole large enough for a medium-sized creature to 
  pass through may be cleared in 20 rounds if 6 
  creatures work at it. Add 10 rounds for every 
  creature less than 6 that is digging, or subtract 3 
  rounds for every additional creature digging. You 
  may also allow alter this based on the size of the 
  creature digging. A fireball or lightning bolt or other 
  area of effect heat spell clears one 5-foot square for 
  each 10 points of damage done. 
   
  When the PCs have dealt with all of the action 
  outside the entrance and cleared away the ice 
  stalactite and columns (or maybe while they are in 
  the process of dealing with them!), read the 
  description of the tunnel entrance itself: 
   
  A fifteen foot tall, ten foot wide, twenty foot long 
  ice tunnel slopes sharply down to the cracked and 
  eroded stone floor of a very large chamber.  
   
  The icy floor beyond the entrance slopes steeply 
  down for twenty feet into Area 3. It is severely 
  slippery and for every round spent in the tunnel 
  requires a DC 17 Balance check to move at half 
  speed, or a DC 13 Balance check to stand still and 
  avoid falling and sliding into Area 2. If they fail the 
  check, they take no damage but slide into the larger 
  chamber and are prone. PCs in the tunnel can avoid 
  the sliding PCs while the others slide by. Using a 
  rope allows the PCs to move down the tunnel at full 
  speed with no check, but they must have both hands 
  free (on the rope) to do so. 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 36 
  ENCOUNTER 3: COLDER 
  THAN A WITCH’S… HEART 
  (AREA 3, MAIN MAP) 
  If any loud battle takes place at the mouth of the 
  tunnel or in the immediate area beyond, the 
  creatures in Area 3 hear it with a DC 5 Listen check. 
  If the PCs manage to defeat the snipers, hydra, and 
  avalanche trap quietly, the giants here are relaxed 
  and can be surprised, but they are still on duty and 
  alert. No matter what, the kobold from Area 3 runs 
  for Preethryma at the first sign of trouble and does 
  not engage the PCs. 
   
  Icy stalagmites sprout from the cracked and eroded 
  floor, but a clear ten-foot wide path leads through 
  the center of this area. A deep blue light comes from 
  the ice wall to the south, providing illumination 
  equal to a moonlit night. And as impossible as it 
  seems after crossing leagues of the Land of Black 
  Ice, the air is even more frigid in this cavern. 
   
  Frost giant(s), ice-touched winter wolves, and a 
  single young ice-touched kobold guard this area. It is 
  also trapped with brown mold. The kobold is by the 
  north entrance and runs out that entrance at the first 
  sign of anything suspicious to warn Preethryma. 
   
  APL 8 (EL 11) 
   
  � Frost Giant; hp 140; see Monster Manual 
   
  � Ice-Touched Winter Wolf (2); hp 51; see 
  Appendix 3 
   
  APL 10 (EL 13) 
   
  � Frost Giant (2); hp 140; see Monster Manual 
   
  � Ice-Touched Winter Wolf (4); hp 51; see 
  Appendix 3 
   
  APL 12 (EL 15) 
   
  � Frost Giant Rgr2 (2); hp 195; see Appendix 3 
   
  � Advanced Ice-Touched Winter Wolf (4); hp 
  78; see Appendix 3 
   
  Tactics 
  At APL 8, the giant tries to spend 2 rounds throwing 
  rocks from the cover of a stalagmite (+4 to AC, +2 to 
  Reflex saves) 40 feet from the entrance, and then 
  close to engage in melee. The giant fights moderately 
  intelligently, using his feats. He is not exceptionally 
  intelligent though and can be duped by clever PC 
  actions. His winter wolves breathe while he throws 
  rocks, and then they melee. 
   
  At APL 10, one giant tries to spend 2 rounds 
  throwing rocks from the cover of a stalagmite (+4 to 
  AC, +2 to Reflex saves) 40 feet from the entrance, 
  and then he closes to engage in melee. The other is 
  hiding to the east of the tunnel where the PCs enter, 
  swatting PCs (perhaps prone) who enter any of the 
  squares he threatens. The giants fight moderately 
  intelligently, offering flanking and using their feats. 
  They are not exceptionally intelligent though and 
  can be duped by clever PC actions. The wolves 
  breathe as much as possible, engaging in melee 
  when they can’t. 
   
  At APL 12, two giants try to spend 2 rounds 
  throwing rocks from the cover of a stalagmite (+4 to 
  AC, +2 to Reflex saves) 40 feet from the entrance, 
  and then close to engage in melee. The wolves are 
  stationed to the east and west of the tunnel where 
  the PCs enter, attacking PCs (perhaps prone) who 
  enter any of the squares they threaten. The giants 
  fight moderately intelligently, offering flanking and 
  using their feats. They are not exceptionally 
  intelligent though and can be duped by clever PC 
  actions. The winter wolves breathe while the giants 
  throw rocks, and then they melee. 
  If captured, the giants (Grunt and Groan) give the 
  following information: 
  • 
  “The White Dragon Preethryma offered us a 
  reward of great wealth and weapons, if she 
  succeeded in reclaiming her kidnapped son.” (They 
  think she is a white dragon, but she is, of course, a 
  red.) 
  • 
  “We were not to be part of the search team, but 
  were only to guard this desolate cave complex.” 
  • 
  “We have never been farther into the caves.” 
  (This is untrue.) 
  • 
  Successful Diplomacy or Intimidate or a charm 
  monster or similar spell convinces a giant to admit: 
  “I snuck through the stalactite-filled tunnel, over the 
  frozen creek and into the ancient fortress, which is 
  the entrance of the great treasure room [Area 5], but 
  thought it better to not enter. The treasure looked 
  mostly like diamonds, but there were weapons and 
  armor too, the kind she promised me (us). Why steal 
  what is soon yours?” 
  The kobold is a non-combatant with only 4 hps who 
  would rather die than talk. The brown mold knows 
  nothing! 
  Some barrels of freeze-dried meats are stacked in the 
  northeast corner, and several bearskins are scattered 
  about the cave. A Search check (DC 12) also finds: a 
  whetstone, a 50 ft. coil of silk rope, a small steel 
  mirror and a set of masterwork thieves’ tools. 
   
  Treasure 
   
  APL 8: L: 58 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 115gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 large heavy picks 
  (2) (386 gp per character); +1 large chain shirts (2) 
  (225 gp per character) 
   
  Trap 
  What look like cracks in the floor are actually strips 
  of brown mold Preethryma had the giants scatter 
  about the area. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 37 
   
  If no great source of heat is brought into this 
  area, each PC has only a 5% chance after any 
  movement through this room of winding up within 
  5 feet of a patch of active brown mold and taking 3d6 
  nonlethal cold damage. If one fireball, flame strike, 
  or other large source of heat goes off in the room, the 
  mold becomes active to cover a larger area, and the 
  chance to be within 5 feet of some brown mold 
  increases to 50%. If two such spells go off in the 
  room, the chance increases to 100%. A cold spell can 
  make the brown mold dormant again. 
   
  ENCOUNTER 4: 
  LONG TIME, NO SEE 
  (AREA 4, MAIN MAP) 
  There is no light source in the long curving 
  passageway of Area 4. 
   
  This long curving tunnel [height varies from 15-feet 
  to 45-feet] is completely dark. The many stalactites 
  hanging from the ceiling and natural pillars along 
  the walls give it an eerie shadowy look. A relatively 
  clear 10-foot wide path proceeds down its twisting 
  center. 
   
  In the center of this passageway, the creature(s) are 
  hiding in a recess in the ceiling that is shaped like a 
  “7”. As the PCs move through the passage, give them 
  DC 22Spot checks. A successful check reveals the 10-
  foot radius hole in the ceiling but does not reveal the 
  presence of the creature(s), as they are also back in a 
  recess in the upward-pointing tunnel. However, just 
  noticing the hole is enough to thwart any chance of a 
  surprise round. 
   
  If no Spot check succeeds, the monster(s) 
  hidden at the 40-foot mark float down to a 15-foot 
  height and attack the rear of the party on the round 
  it believes all of the PCs have passed. Just before this 
  attack occurs, the PCs see the statue of a kobold 
  posed running away from them (toward Area 5). 
   
  Around a corner, 15 feet ahead, is an unmoving, 
  blue-black kobold posed as if running toward the 
  west. 
   
  The kobold – who was running to warn Preethryma 
  – was either paralyzed at APL 8 or petrified at APL 10 
  and 12. He holds a key (to the ice fortress) in his 
  hand. As the PCs investigate the paralyzed/petrified 
  kobold, the monsters fly down from their hidey-hole 
  and attack. Only if the earlier Spot check was 
  successful or if a character specifically states to be 
  looking back is there no surprise for the creatures. 
   
  APL 8 (EL 10) 
   
  � Gauths (4); hp 48; see Monster Manual 
   
  APL 10 (EL 13) 
   
  � Beholder; hp 99; see Monster Manual 
   
  APL 12 (EL15) 
   
  � Beholders (2); hp 99; see Monster Manual 
   
  Tactics 
  Remember the creatures can all stay 15 feet above 
  the floor when attacking, so Medium PCs need reach 
  weapons to enter normal melee. 
   
  At APL 8, the gauths spread out and hit PCs 
  with ray and gaze attacks without grouping 
  themselves to be in range of area of effects spells or 
  cleaving PCs. 
   
  At APL 10, the beholder floats down behind the 
  PC and fires off a finger of death ray at the most 
  heavily armored PC in the surprise round. After that 
  it does what it needs to do to first win, and then win 
  in a way that leaves him some food. 
   
  At APL 12, the beholders float down behind the 
  PC and fire off a finger of death ray at the two most 
  heavily armored PC in the surprise round. After that 
  they do what they need to do to first win, and then 
  win in a way that leaves them some food. 
  If a gauth or beholder is somehow captured, they 
  know nothing and care nothing about anything the 
  PCs ask about. “We (I) were (was) just looking for a 
  new home and a decent meal in this gods-forsaken 
  land!” 
   
  ENCOUNTER 5: 
  ON THIN ICE 
  (AREA 5, MAIN MAP) 
  The tunnel leads to a huge cavern containing the 
  remains of an ancient fortress. A 25-foot tall fortress 
  with a heavy iron portcullis bars passage. A dark 
  blue light filters past the portcullis from the other 
  side. 
   
  There are no traps or immediate threats here, but let 
  the PCs search if they ask, and do nothing to make 
  them think otherwise. The portcullis is locked. The 
  key is accessible on the paralyzed kobold in Area 4 at 
  APL 8, unless the party captured him in Area 3 or 
  cast stone to flesh or the like upon him at APL 10 or 
  12. An Open Locks check (DC 12 + APL) unlocks the 
  portcullis or a Strength check of 25 (5 if unlocked 
  first) lifts it. It can be broken down with a with a 
  Strength check of 28 and it has 60 hit points with a 
  hardness of 10. PCs could also fly or make DC 20 
  Climb checks to get over the wall of the gatehouse. 
   
  Beyond the fortress, this cavern, roughly 60 feet by 
  60 feet and 45 feet tall, opens out. The walls and 
  floor are stone, but the ceiling is letting a dark blue 
  light (equal to moonlight) in, leading you to believe 
  
  CORS4-02 Here There Be Dragons 
   
  Page 38 
  it may be formed out of ice. In the northeast corner 
  sits a massive throne that is covered with gems 
  (mostly diamonds), jewelry, weapons and armor. 
  There aren’t any living creatures in this chamber. 
   
  The floor of this room and the treasure on the far 
  side are permanent image illusions Preethryma 
  forced an illusionist to cast before she had him for 
  dinner. The floor is actually a thin sheet of ice over a 
  20-foot deep, extremely frigid underground river. 
  The ice is strong enough to support one PC, but as 
  soon as a second PC steps onto it, both are dumped 
  into the frigid water, and only those within 5 feet of 
  the fortress get a Reflex save to jump back to solid 
  ground. Remember that you must interact with the 
  illusion in some way (throw something at it, walk on 
  it, etc.) to get the Will save. 
   
  � 
  Illusion/Thin Ice Trap: CR 2; natural; 
  location trigger; no reset; DC 21 Will save for 
  disbelief of floor; DC 15 + APL Reflex save to avoid 
  submersion; (1d6 nonlethal cold damage per round 
  in water); Search/Spot n/a; Disable Device DC n/a. 
  As the PCs pull each other out of the icy water or see 
  the room for what it really is, a large were-polar bear 
  aggressively swims toward the PCs (and toward the 
  most heavily armored submerged PC if anyone is in 
  the water). This is Mocra’hurrae, a Were-Polar Bear 
  Cleric of Telchur, who is trying to help, but her 
  intentions may be misunderstood. 
   
  If the PCs avoid the trap, she swims from her 
  underwater cave entrance and breaks through the ice 
  as far from the PCs as possible, crawling onto the ice 
  and changing into human form if not attacked. 
  If Mocra’hurrae is attacked, she backs off in either 
  form. As a bear she points to the PC she is trying to 
  help, to herself and then the surface. She then tries 
  to help a second time. In human form she says, “I 
  mean you no harm.” 
   
  If she is attacked a second time, she flees as best 
  she can in bear form down the river, not to be seen 
  again. The PCs may get lucky and find their way to 
  the dragon’s lair, but most likely the adventure is 
  over for them here. Preethryma becomes suspicious 
  and paranoid when the kobolds don’t send their 
  daily report in an hour or so. She believes the great 
  white wyrm Aggeborealus, her mate and enemy, has 
  found her lair, and she flees the region until allies 
  locate her son. 
   
  If not attacked, Mocra’hurrae finishes helping 
  PCs out of the water until all are safe or dead. She 
  then changes to human form (if she was not already 
  in human form) and says in Common with a 
  Baklunish accent: 
   
  “I 
  am 
  Mocra’hurrae, 
  priestess 
  of 
  Telchur 
  [Knowledge: Religion check (DC 20) reveals he is a 
  lesser god of winter]. Would you answer a riddle, 
  that I might know that I can trust you? What must 
  one give away, before it can be kept?” 
   
  If the PCs answer “your word” or “a promise” or 
  something similar, she continues: 
   
  “Then you will understand, that in order to live 
  here, I gave my word not to harm the dragon or any 
  of her followers, allies, or her son in any way, and to 
  help all who come here seeking my god’s healing 
  power.” She smiles slyly when she says the word 
  “all” and continues, “I will not break my word.” 
   
  Mocra’hurrae performs whatever healing she can on 
  the party if they ask, and she is willing to share the 
  following, but only if asked: 
  • 
  “I came here from Perrenland ten years ago after 
  I was afflicted and my friends no longer trusted me.” 
  • 
  “The dragon (she does not know its name) took 
  over the caves 2 years ago.” 
  • 
  “The dragon appears to be white, but the water 
  hisses with steam when she enters it. 
  • 
  “I cannot tell you where the dragon lairs, but my 
  cave opens under the water – many caves do. Warm 
  water flows from one such cave that heads north. It 
  is just down the river east from here.” 
  • 
  “The dragon claims to be the mother of the next 
  greatest power on Oerth.” 
  • 
  “A kobold passes through here each day, then a 
  short time later he goes back to the southern caves. I 
  think he reports to the dragon. He has not reported 
  to her yet today.” 
  Mocra’hurrae can also cast water breathing or other 
  spells for the party so long as the spells don’t directly 
  harm the dragon or any of her followers. She can 
  even cast raise dead, if the PCs are willing to pay for 
  the components. 
   
  ENCOUNTER 6: HEAT 
  WAVE 
  (PREETHRYMA’S LAIR, 
  MAPS 1 AND 2) 
  The PCs must swim from Area 5 and find the warm 
  underground current that leads to the red dragon’s 
  volcanic lair. The map of the lair is not included on 
  the main map, but you can find it at the end of this 
  chapter as Preethryma’s Lair, Map 1 and 2. The 
  volcanic cavern is well lit by the red light of the 
  magma lake. It is possible to cast spells underwater 
  with a DC 10 + spell level Concentration check due 
  to the flowing water. 
   
  Swim rules are on page 84 of the Player’s 
  Handbook. PCs may take 10 or may choose to walk 
  on the bottom at one-quarter speed as a full round 
  action, but they may not move if they do anything 
  else. The water in the main river is calm, requiring a 
  DC 10 Swim check by the PCs to move forward. 
  
  CORS4-02 Here There Be Dragons 
   
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  Entering the frigid, water-filled 30-foot diameter 
  tunnel and swimming east 120 feet downstream 
  leads to a place where the water flow is warmer, 
  coming from a cave in the north wall of the 
  riverbed. 
   
  Remember that the frigid water deals 1d6 points of 
  non-lethal cold damage per round during this first 
  120 feet in the water to anyone not protected from 
  the cold. Once the warm tributary is entered, the 
  damage stops. At the juncture of the intersection 
  between the cold-water river and the warm tributary 
  leading to the volcano lair, Preethryma has cast an 
  alarm spell (mental ping) that alerts her to intruders. 
   
  The tunnel for this warm tributary is smaller [20-
  foot radius] but is also water-filled, and the current 
  is stronger, impeding your progress. Krill and 
  strange dark blue fish team in this warmer water 
  and algae grows on the tunnel walls. 
   
  The water in the tributary is rough requiring a DC 15 
  Swim check from all swimmers to progress due to 
  the stronger current. After another 60 feet of 
  underwater travel the roof of the tunnel rises up into 
  an air-filled cave. Another tunnel enters the tributary 
  from the north, but this one is dry and angles 
  upward out of the water. The air here is unpleasantly 
  warm, and as the PCs leave the water the 
  temperature rises rapidly, the heat becomes painful. 
  Unprotected PCs take 1d3 points of non-lethal heat 
  damage per round while in this active volcanic 
  chamber. 
   
  Beyond the cave is an ash- and cinder-covered 
  ledge bordering a lake of magma. Heat can be seen 
  rising to the north past the lip of the ledge. If she has 
  been alerted by the alarm spell in the underwater 
  tunnel, Preethryma is waiting for the PCs to come 
  out of the water and approach the magma pool (with 
  her fire elemental guards at the higher APLs). Her 
  breath weapon can essentially fill the passage 
  between the tributary and the magma lake (see 
  Preethryma’s Lair, Map 1). 
   
  If she was not alerted, the fire elementals are 
  resting in the lava pool and Preethryma is resting 
  (but not sleeping) with her treasure on the northern 
  ledge of the volcano, opposite the entrance. PCs 
  need to beat her Listen check to get out of the water 
  without being heard. The PCs are at a -5 to their 
  Move Silently check for coming out of water and 
  dripping, but Preethryma is at a -15 to her Listen 
  check for distance. Her dragon senses are keen, 
  however, and it is unlikely that the PCs can get very 
  close to her without being seen or heard. 
   
  APL 8 (EL 12) 
   
  � Preethryma, Female Advanced Juvenile Red 
  Dragon; hp 234; see Appendix 3 
   
  APL 10 (EL 14) 
   
  � Preethryma, Female Young Adult Red 
  Dragon; hp 266; see Appendix 3 
  � Large Fire Elemental (3); hp 60; see Monster 
  Manual 
   
  APL 12 (EL16) 
   
  � Preethryma, Female Advanced Young Adult 
  Red Dragon; hp 294; see Appendix 3 
   
  � Greater Fire Elemental (3); hp 189; see 
  Monster Manual 
   
  Tactics 
  Preethryma’s Lair, Map 2 is a cross section of the 
  volcanic cavern. Note that the cavern has a vent 
  (marked B on the map) that Preethryma can use to 
  escape should the battle go against her. She is loath 
  to use it though, since leaving her volcanic lair places 
  her out in the open cold environment of the Land of 
  Black Ice, vulnerable to attacks from Aggeborealus 
  and his minions. The vent is full of poisonous gas, 
  which rises from the volcano and escapes the cavern 
  via the vent. The poisonous gas is ONLY in the vent 
  area. Exposure to the gas provokes a DC 20 Fortitude 
  save to resist the 1d6/1d6 points of Con damage. 
  Preethryma is immune to the gas. The end of the 
  escape vent is not noticeable from above the 
  mountain, and Preethryma needs to clear away the 
  ice at the end of it in order to escape. One blast from 
  her breath weapon does the trick. 
   
  One advantage Preethryma (and fire elementals) 
  has is the magma lake. Bull rushes can be used to 
  knock the PCs into the lake. The dragon, at higher 
  APLs, can also snatch smaller targets and drop them 
  into the magma lake. The magma begins 10 feet 
  below the ledge. Contact with the magma does 8d6 
  per round of heat damage. Submersion increases that 
  damage to 20d6 with no save. If PCs are foolish 
  enough to get close to the ledge, warn them once 
  about the unbearable heat emanating from the 
  bubbling lava. The walls of the magma pool are 
  rutted and covered with handholds, making the 
  Climb check to get out a reasonable DC 8. 
   
  At APL 8, Preethryma strafes the PCs with her 
  breath weapon using Flyby Attack. Wingover allows 
  her to use Flyby Attacks more effectively. She can 
  also Hover near the PCs, sending up billowing ash 
  and dust. If a PC gets close to the edge of the magma 
  lake, a ray of enfeeblement followed by a bull rush 
  can be a wicked combination. Preethryma is smart 
  enough to know not to land and place herself in 
  jeopardy of being hit in melee. If she can isolate an 
  opponent, though, she does not hesitate to land long 
  enough to take a full attack action with all her 
  natural weapons. 
   
  At APL 10, the fire elementals can try to draw 
  the PCs close to the edge of the magma lake by 
  Spring Attacking and retreating back to the lava. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 40 
  Preethryma can use the APL 8 tactics, plus use 
  Snatch to drop PCs into the magma. 
   
  At APL 12, as APL 10, plus the fire elementals 
  now have enough strength to possibly be successful 
  in a bull rush, which still does burn damage if 
  contact is made. Preethryma’s tactics are similar to 
  the other APLs. 
   
  Treasure 
  If the PCs are victorious, they can find Preethryma’s 
  hoard stashed at the rear of the cavern, as well as take 
  what she is wearing. 
   
  APL 8: L: 0 gp; C: 2200gp; M: Vest of resistance 
  +2 (333 gp per character); Amulet of health +4 (1333 
  gp per character); +1 Necklace of three natural 
  weapons (550 gp per character); Ring of cold 
  resistance, 
  minor 
  (1000 
  gp 
  per 
  character); 
  Preethryma’s commentaries (283 gp per character) 
   
  APL 10: L: 0 gp; C: 3000gp; M: Vest of resistance 
  +2 (333 gp per character); Amulet of health +4 (1333 
  gp per character); +1 Necklace of three natural 
  weapons (550 gp per character); Ring of cold 
  resistance, 
  minor 
  (1000 
  gp 
  per 
  character); 
  Preethryma’s commentaries (283 gp per character) 
   
  APL 12: L: 0 gp; C: 4000 gp; M: Vest of resistance 
  +3 (750 gp per character); Amulet of health +4 (1333 
  gp per character); +1 Necklace of three natural 
  weapons (550 gp per character); Ring of cold 
  resistance, 
  minor 
  (1000 
  gp 
  per 
  character); 
  Preethryma’s commentaries (283 gp per character) 
   
  CONCLUSION: REWARDS 
  Back at the town, the Mayor holds a celebration in 
  honor of the PCs if they bring back evidence that 
  they have slain Preethryma. He gives them the 
  money he promised them and gives them plenty of 
  supplies for the trip back to civilization. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values of for the objectives accomplished. Then 
  assign the experience award. Award the total value to 
  each character. 
  Encounter 1: 
  Defeat the snipers and hydra 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  Encounter 2: 
  Encounter the avalanche trap 
  APL 8 
  90 XP 
  APL 10 
  120 XP 
  APL 12 
  150 XP 
   
  Encounter 3: 
  Defeat the giants and wolves 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  Encounter 4: 
  Defeat the gauths/beholders 
  APL 8 
  300 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  Encounter 5: 
  Encounter the trap AND parlay peacefully with 
  Mocra’hurrae 
  APL 8 
  390 XP 
  APL 10 
  390 XP 
  APL 12 
  390 XP 
  Encounter 6: 
  Defeat the dragon and elementals 
  APL 8 
  360 XP 
  APL 10 
  420 XP 
  APL 12 
  480 XP 
  Maximum Possible Experience: 
  APL 8 
  1,625 XP 
  APL 10 
  2,025 XP 
  APL 12 
  2,350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. 
  Every encounter that feature 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 the 
  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 bodies, the gold 
  piece value for the loot is subtracted from the 
  encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because the 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. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 41 
  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 character’s 
  total value increase at the end of the adventure. 
  Write the total in the GP Gained field of the 
  adventure record. Because this is a Core Special 
  scenario, characters may not spend additional time 
  units to practice professions or create items after the 
  adventure. 
  L = Looted gear from enemy 
  C = Coin, Gems, Jewelry, and other valuables 
  M = Magic Items (sell value) 
   
  Encounter 1: 
   
  APL 8: L: 270 gp; C: 0 gp; M: +1 shock composite 
  longbows (3) (2100 gp per character); +2 white 
  dragoncraft hide armors (3) (2541 gp per character) 
   
  APL 10: L: 15 gp; C: 0 gp; M: +1 shocking burst 
  composite longbows (2) (3067 gp per character); +2 
  white dragoncraft hide armors (2) (1694 gp per 
  character); eyes of the eagle (2) (417 gp per character) 
   
  APL 12: L: 15 gp; C: 0 gp; M: +1 shocking burst 
  composite longbows (2) (3067 gp per character); +2 
  white dragoncraft hide armors (2) (1694 gp per 
  character); eyes of the eagle (2) (417 gp per character) 
  Encounter 3: 
   
  APL 8: L: 58 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 115gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 large heavy picks 
  (2) (386 gp per character); +1 large chain shirts (2) 
  (225 gp per character) 
  Encounter 6: 
   
  APL 8: L: 0 gp; C: 2200gp; M: Vest of resistance 
  +2 (333 gp per character); Amulet of health +4 (1333 
  gp per character); +1 Necklace of three natural 
  weapons (550 gp per character); Ring of cold 
  resistance, 
  minor 
  (1000 
  gp 
  per 
  character); 
  Preethryma’s commentaries (283 gp per character) 
   
  APL 10: L: 0 gp; C: 3000gp; M: Vest of resistance 
  +2 (333 gp per character); Amulet of health +4 (1333 
  gp per character); +1 Necklace of three natural 
  weapons (550 gp per character); Ring of cold 
  resistance, 
  minor 
  (1000 
  gp 
  per 
  character); 
  Preethryma’s commentaries (283 gp per character) 
   
  APL 12: L: 0 gp; C: 4000 gp; M: Vest of resistance 
  +3 (750 gp per character); Amulet of health +4 (1333 
  gp per character); +1 Necklace of three natural 
  weapons (550 gp per character); Ring of cold 
  resistance, 
  minor 
  (1000 
  gp 
  per 
  character); 
  Preethryma’s commentaries (283 gp per character) 
  Total Possible Treasure: 
  APL 8: 
  1,950 gp 
  APL 10: 
  3,450 gp 
  APL 12: 
  4,950 gp 
  Special: 
  � Chilled to the Bone: For the next three rounds 
  played by this character, the PC will have cold 
  resistance 3, as the magic of the Land of Black Ice has 
  gotten under the PC’s skin. 
  � Red Dragonfang Weapons: You were able to pry 
  the teeth from Preethryma’s body and bring them 
  back to Farthenmoor where they can be worked into 
  weapons. Each PC can buy two weapons that must be 
  either piercing or slashing weapons. Ammunition is 
  not available. APL 8: small or medium light weapons, 
  small one-handed weapons; APL 10 & 12: small, 
  medium, or large light weapons, small or medium 
  one-handed weapons, or small two-handed weapons. 
  Cost: price of masterwork weapon + 300gp. See The 
  Draconomicon, page 117 for more details. 
  � Preethryma’s Commentaries: This is a large 
  tome, two feet wide, three feet high, and half a foot 
  thick. The cover is made of copper dragon hide, and 
  the pages are of heavy parchment. Written neatly in 
  Draconic are notes regarding the Dragonlore 
  Prophecies, including extensive commentaries and 
  information tying it to many different arcane 
  traditions. This book, when held, grants a +5 
  competence bonus to Knowledge (arcana) checks, 
  and it also contains the following spells: contingent 
  energy resistance, draconic might, dragonskin, 
  earthbind, suppress breath weapon. Weight: 10 lbs., 
  Cost: 4,500 gp 
   
  
  CORS4-02 Here There Be Dragons 
   
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  DM Aid 3: Preethryma’s Lair, Map 1 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 43 
  DM Aid 4: Preethryma’s Lair, Map 2 
   
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 44 
  Chapter 6: 
  “Destroy the Blue-Black” 
  High Tier (APL 14-16) 
   
  SPECIAL NOTES: Unless noted, none of the areas 
  within the caverns have light. Review page 164 of 
  the Player’s Handbook on Vision and Light. 
   
  Once the PCs have entered the lair of 
  Aggeborealus and his minions, they have only one 
  opportunity to rest and regain spells. If the PCs 
  attempt to rest a second time, magma drakes (as per 
  Encounter 4) attack once each hour. If the PCs leave 
  the lair after fighting the Grbleringbeshen, they find 
  the dragon and his minions have left. 
   
  There are some special features of the great 
  dragon’s lair that a judge should be familiar with. 
   
  Icy Rime [Areas 7-10 / Encounters 5-8]: The 
  cavern surfaces are completely covered with an icy 
  rime, byproduct of the presence of the great white 
  dragon. Treat those walking on or climbing these 
  surfaces as ice-covered for calculations of charging, 
  running, and tumbling. See Important DM Notes 
  (page 6) for details on icy surfaces. This applies to 
  Bissimir [Encounter 5] and the Grbleringbeshen 
  [Encounter 7] as well. Nestor [Encounter 8] wears 
  slippers of spider climb to maintain his footing. 
   
  ENCOUNTER 1: 
  TO SLEEP, PERCHANCE TO 
  DREAM (NO MAP NEEDED) 
  This encounter occurs as a PC sleeps in Farthenmoor 
  or the surrounding countryside. This encounter does 
  not occur if all PCs present are elves nor if all are 
  continually warded from mental contact as by a ring 
  of mind shielding. If the encounter does not occur, 
  the PCs need to rely on information from Slim the 
  barkeep to discover the location of the lair of 
  Aggeborealus. 
   
  A covey of hags allied with Nestor, the servant 
  of Vecna, has been alerted to the presence of 
  powerful adventurers in Farthenmoor (by Mayor 
  Rhertrok via sending). The three sisters have been 
  charged with monitoring and alerting Nestor and 
  Aggeborealus, the great white wyrm, to potentially 
  dangerous individuals in the Land of Black Ice. To 
  accomplish this, the covey visits one of the PCs with 
  a dream. The PC should be selected preferentially 
  based on the following criteria (in order of 
  importance): 
  1. 
  Majority of levels as a Barbarian, Fighter, Ranger 
  or related Prestige Class. 
  2. 
  Majority of levels as a Cleric, Druid or related 
  Prestige Class. 
  3. 
  Majority of levels as a Sorcerer, Wizard or 
  related Prestige Class. 
  4. 
  Lawful Good alignment. 
  5. 
  Neutral Good alignment. 
  6. 
  Chaotic Good alignment. 
  If several PCs are matched in these criteria, 
  determine the recipient of the dream randomly 
  among them. 
   
  As you sleep, you are visited by a vision. You are 
  borne by the North Wind high above a vast expanse 
  of black tundra. It propels you over a glacier toward 
  a series of hills resembling an open hand, fingers 
  spread, palm up with a white stone in the center. 
  Now you descend, slowly at first, then more rapidly 
  until your eyes sting and fear clutches at your heart. 
  Surely it would mean your end to be dashed upon 
  this great rock. Instead, the wind carries you into 
  the shadow of the stone and into the tunnel of black 
  ice concealed within. At the end of the tunnel, the 
  wind dies, leaving you in a great chamber 
  illuminated by an emerald nearly the size of a fist. 
  As you approach it you hear a voice. “This gemstone 
  will guide you to unexpected allies in the domain of 
  the great Wyrm. Protect the gem and keep it close, 
  for it will vouchsafe your journey across the black 
  glacier.” 
   
  If a PC asks to make a Sense Motive roll, they may 
  try. A successful (APL 14: DC 26; APL 16: DC 32; 
  APL 18: DC 38) Sense Moive check gives that PC the 
  feeling she is being manipulated. Only the dreamer 
  may make this check. Do not prompt the dreamer to 
  make this check. 
   
  Development 
  If the party wishes to find the gem, the PC visited by 
  the dream can provide directions. Proceed to 
  Encounter 2. If the party does not wish to find the 
  gem, they can use Slim’s directions and go directly to 
  Encounter 3. 
   
  The Wastes 
  Once the party leaves behind the oasis of temperate 
  climate fostered by the hot springs of Farthenmoor 
  and heads northeast toward the place in the dream 
  and the lair, read the following: 
   
  A black and barren terrain of frozen twilight is 
  spread before you. The winds are constant and 
  terrible. Not even magical wards are proof against 
  the bone chilling cold and companions standing 
  only paces away need to shout to be heard over the 
  wailing of the winds. Sunlight reflected off the ebon 
  ice is blinding. Spots soon dance before your eyes. 
  In mere moments, your skin and senses are numb. 
  In the face of the storm, the shelter of Farthenmoor 
  seems a veritable equatorial pleasure garden. 
   
  Consult the Important DM Notes (page 6) for 
  environmental challenges. PCs that do not take great 
  pains to protect themselves from the cold by 
  
  CORS4-02 Here There Be Dragons 
   
  Page 45 
  mundane or magical means won’t survive for long in 
  the Wastes. 
   
  ENCOUNTER 2: 
  WHO ‘SCAPES THE 
  LURKING SERPENT’S 
  MORTAL STING? 
  (MAP INCLUDED) 
  While the residents of Farthenmoor fear all of the 
  untamed wilds in the Land of Black Ice, the Wastes 
  are avoided at all costs. The environment is 
  particularly hostile and anything able to survive in 
  such harsh conditions is a creature to be feared. One 
  such creature is Baelberyth, spawn of the nether 
  planes and master of this severe domain. It is 
  Baelberyth’s lair that the hag covey reveals to one PC 
  in the dream. PCs are able to follow landmarks seen 
  in the dream to the entrance of the lair. The party 
  may approach by one of two ways: 
  1. 
  Without setting foot on the ground. PCs fly, 
  wind walk or the like and arrive never having set 
  foot on the ground. Note the environmental 
  consequences in the Important DM Notes. Also 
  note the effects of wind walk. PCs are essentially in 
  gaseous form per the spell, may choose either to have 
  a speed of 10 feet (perfect) or 600 feet (poor) and it 
  takes 5 rounds to move from solid to gaseous state 
  and vice versa. A party that never sets foot on the 
  ground encounters Baelberyth in his lair. 
  2. 
  Traveling across the surface of the glacier or 
  teleporting to the entrance to Baelberyth’s lair. If 
  teleporting, the closest the PCs can come to the gem 
  is the edge of the tunnel on the surface of the glacier 
  next to the white rock seen in the dream. Beyond 
  that point, the dreamy images are inaccurate and 
  insufficient to properly establish location. Such a 
  party encounters Baelberyth on the surface of the 
  glacier. 
   
  If the PCs approach the obvious entrance to the 
  lair, read the following: 
   
  You arrive in a place familiar to one of your number. 
  Through a stinging storm of grainy black snow you 
  note the fingerlike projections of the glacial hills 
  around you. At the center, in the midst of a recessed 
  plain you see a large white rock, and near it, blacker 
  than the ice, a tunnel through the permafrost. 
  Streams of black snow dart and swirl across the 
  surface of the plain on razor winds howling like the 
  spirits of the damned.  
   
  Baelberyth lurks beneath the surface of the glacier. 
  He may be alerted in one of two ways: first, any 
  footstep on the surface triggers his tremorsense; 
  second, the gem radiates an alarm spell to which he 
  is attuned telepathically. In either case, give the PCs 
  a DC 10 + APL Listen check to feel the vibration as 
  he burrows to the surface. Those who make the 
  Listen check are not surprised. 
   
  If alerted by PCs on the surface, combat begins 
  on the surface. If alerted in the tunnel or by the gem, 
  the encounter occurs in the lair. 
   
  Once the PCs reach the lair and enter (assuming 
  they did not yet alert Baelberyth), read the following: 
   
  One thousand feet of icy tunnels filled with twists, 
  turns and drops lead finally to a great chamber 100 
  feet across. The chamber is illuminated, though 
  poorly, by a green glow from a light source on the 
  far side. The chamber is much warmer than the 
  surface of the glacier. The wind is conspicuously 
  absent. 
   
  The chamber is illuminated by the Eye of Abitur (see 
  below). Note that the gem counterspells any teleport 
  or dimension door spell affecting the creature 
  holding it. Escape from the infernal remorhaz is not 
  so simple as grabbing the gem and teleporting out of 
  the lair. Otherwise, the chamber is smooth and bare. 
   
  APL 14 (EL 16) 
   
  � Advanced Two-Headed Half-Fiend Remorhaz; 
  hp 368; see Appendix 4 
   
  Map: Tunnel to the Lair of Baelberyth
   
  Note: As the tunnel descends, it twists and turns as 
  much horizontally as vertically. Flying creatures with 
  less 
  than 
  good 
  maneuverability 
  have 
  difficulty 
  navigating the turns and maximizing movement. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 46 
  APL 16 (EL18) 
   
  � Advanced Two-Headed Half-Fiend Remorhaz; 
  hp 522; see Appendix 4 
   
  APL 18 (EL 20) 
   
  � Advanced Two-Headed Half-Fiend Remorhaz; 
  hp 630; see Appendix 4 
   
  Description 
  This enormous creature is a thing of nightmare. It 
  dwarfs all of the creatures in your company. Its 
  armored body, licked with flames of amber and 
  violet, sprouts two fearsome heads. Clusters of eyes 
  smolder with malice and cunning. From its back 
  spring two quicksilver wings. Though its bulk is 
  ponderous, the creature moves nimbly on insectoid 
  legs, melting the ice wherever it touches. 
   
  Tactics 
  One round after Baelberyth hears/feels the PCs, he 
  emerges from the glacier approximately 120 feet 
  from the party. If the PCs are clumped near one 
  another he casts an empowered horrid wilting, then 
  descends and casts summon monster IX and unholy 
  aura. After that, Baelberyth closes and tries to cut 
  down the number of opponents, grappling and 
  swallowing them with one head if possible (taking a -
  10 penalty to his grapple check to do so, lessened 
  from -20 due to his Multigrab feat). If able to Crush 
  three or more PCs, the creature may do so. 
  Baelberyth is a cunning and formidable opponent. 
  Wise PCs attempt to take the gem and flee. 
  Important Note: Baelberyth has already used his 
  blasphemy ability for the day. UNDER NO 
  CIRCUMSTANCES SHOULD BLASPHEMY BE 
  USED AGAINST THE PCS! 
   
  PCs should be given a DC 17 Knowledge 
  (arcana) check check to recall special powers or 
  vulnerabilities of the base creature, a Remorhaz. For 
  every 5 points by which the check result exceeds the 
  DC, remind the PC of another piece of useful 
  information. In all cases, give information about the 
  Heat ability first, as that will likely destroy PC 
  weapons if they attack in melee. 
   
  Treasure 
  The Eye of Abitur is a flawless emerald larger than a 
  halfling’s fist. The gem emanates a green radiance, 
  which dims once it is held. It radiates auras of 
  conjuration, 
  divination, 
  abjuration 
  and 
  enchantment. If viewed with true seeing, the gem 
  appears as a disembodied eye. It is a Hag Eye created 
  by the Three Sisters. The gem is immune to heat, 
  counterspells teleport and dimension door effects 
  and is imbued with other magics that can be 
  triggered by the Three Sisters in Encounter 3. 
   
  Development 
  If the PCs retrieve the gem, note which character has 
  it in her possession. Once the gem is held, a PC feels 
  an impulse guiding her to the North and Encounter 
  3. 
  ENCOUNTER 3: 
  MACHINATIONS, 
  HOLLOWNESS, AND 
  TREACHERY 
  (AREA 5, MAIN MAP) 
  Your journey has led you across the glacier to a mist-
  shrouded promontory. Through the mist it is 
  difficult to make out specific features. There is no 
  sign of life here. In the distance, stilled waves 
  stretch farther than even the hawk-eyed elves can 
  see. Zephyrs of snow drift across the frozen plates of 
  ice, broken here and there by mighty tidal forces. 
   
  As PCs approach the lair a DC 10 Spot check allows 
  them to notice a cave approximately 10 feet wide and 
  15 feet high. This is the entrance at Area 1. 
   
  Development 
  The obvious entrance to the lair lies before the PCs. 
  If they choose to investigate the cavern entrance 
  before them, proceed with Encounter 3. There are 
  two less obvious entrances: 
  • 
  Crystalline Mist: A party exploring the outlying 
  area before attempting to penetrate the lair of 
  Aggeborealus by the obvious entrance (Area 1) can 
  spy an alternate entrance by succeeding at a DC 28 
  Spot check or Search check. Steam issues from a 
  small rift in the ice, revealing the volcanic activity 
  beneath the frozen tundra. The frigid air turns the 
  steam into a crystalline mist that shrouds much of 
  the land near the lair. This brings the PCs to 
  Encounter 4. 
   
  • 
  Frozen Waterfall: Buried 10 feet beneath the 
  surface of snow on a sheer cliff face is a 10-foot thick 
  frozen waterfall (See DM Aid 5: Lair of Aggeborealus 
  Map). Volcanic activity occasionally causes water to 
  flow and re-freeze here. Though thick, the ice here is 
  unstable. Twenty points of physical damage, a shatter 
  spell, shout spell or similar magicks cause the frozen 
  waterfall to collapse. If it collapsea, all creatures 
  within 30 feet of the waterfall (inside and out) must 
  make a DC 12 + APL Reflex save or suffer 10d6 
  damage. Should PCs clear snow from the surface of 
  the waterfall they can see large shadowy shapes 
  within, however, the creatures in Encounter 8 notice 
  the increase in natural light within, alerting them to 
  the presence of the party. This brings the PCs to 
  Encounter 8. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 47 
   
  These entrances are very difficult to find. There 
  are no clues to their locations. The waterfall lies 
  beneath 10 feet of snow. If discovered, the waterfall 
  can be breached as indicated above. 
   
  The gemstone, if they possess it, leads the PCs 
  through the caverns and tunnels of Areas 1-4 to Area 
  5. At this tier, the fortress shown on the map now is a 
  temple carved from the black ice. The guard towers 
  of the previous tiers are now monoliths. 
   
  Black ice monoliths protrude from the cavern walls 
  on either side. This monument to the hostile terrain 
  of the Land of Black Ice conveys both strength and 
  elegance. The hands master craftsmen dressed 
  massive obsidian slabs. The construction seems 
  ancient, obdurate and timeless. Beyond a 5-foot-
  wide cleft in the slabs you discern a faint blue light 
  and long, shadowy humanoid forms. 
   
  If one of the PCs carries the Eye of Abitur, all within 
  are aware of their presence and are masked by the 
  spells of the covey. The hags are covered with 
  disguise self spells making them appear as tall 
  human Suel women. (To discern true form, the PCs 
  need to make a DC 33 at APL 14 and 16, DC 40 check 
  at APL 18S pot check. The Formorians are covered 
  with a veil spell to make them appear to be northern 
  Suel pilgrims to this frozen temple. All creatures 
  appear to be tall, but of medium size. Mirage arcana 
  makes the chamber beyond the monoliths appear to 
  be a temple. It is lit by blue magical lights. Animal 
  skins cover the floor. There appears to be no other 
  exit from this chamber. 
   
  The cleric annis, Kathay, is the leader of this 
  band and speaks for all. The male pilgrims present do 
  not speak at all. Here is the ruse the creatures play 
  out: Kathay is glad that the PCs have come. They 
  have longed for liberation from the Great Wrym of 
  the North all of their lives. She wishes to know more 
  about their mission so that she can give them aid and 
  information. Once these fair creatures have gathered 
  as much information as they can from the PCs, they 
  reveal their foul natures and attack. The hags and 
  giants hope to catch the PCs off guard and capture or 
  slay the intruders for their master. If a PC carries the 
  Eye of Abitur, a hag activates its curse. A PC failing a 
  DC 20 at APL 14, DC 21 at APL 16, and DC 22 at APL 
  18 Will save is compelled to put out his eye and 
  replace it with the gemstone. At that time the PC is 
  considered dominated by the hags. It takes a PC 3 
  rounds to put out his eye unless his companions can 
  stop him. After that, it takes 1 round to replace it 
  with the gemstone. At that point, the PC is 
  dominated by the annis hags until a remove curse, 
  break enchantment, or similar spell can be cast. 
  If the PCs surprise the creatures within, they appear 
  as their native selves. The walls of the chamber are 
  inscribed with paeons to Vecna. 
   
  APL 14 (EL 16) 
   
  � Draconic Fomorian Bbn1; hp 199; see 
  Appendix 4 
   
  � Ice-Touched Annis Hag Rog3 (2); hp 79; see 
  Appendix 4 
   
  � Ice-Touched Annis Hag Clr5; hp 135; see 
  Appendix 4 
  APL 16 (EL 18) 
   
  � Draconic Fomorian Bbn1 (2); hp 199; see 
  Appendix 4 
   
  � Ice-Touched Annis Hag Rog5 (2); hp 105; see 
  Appendix 4 
   
  � Ice-Touched Annis Hag Clr7; hp 157; see 
  Appendix 4 
   
  APL 18 (EL 20) 
   
  � Draconic Fomorian Bbn1 (4); hp 199; see 
  Appendix 4 
   
  � Ice-Touched Annis Hag Rog7 (2); hp 121; see 
  Appendix 4 
   
  � Ice-Touched Annis Hag Clr9; hp 179; see 
  Appendix 4 
   
  Tactics 
  At all APLs, the draconic fomorians enjoy tripping 
  their foes and then striking them while they are on 
  the ground. Their sweeping flails add +4 to the 
  Strength check to trip their opponent (+26 or +28 
  when in a rage). 
   
  At APL 14, if the Three Sisters are aware of the 
  party’s approach, they will prepare themselves 
  accordingly. Kathay will cast bless (+1 morale bonus 
  to attack and saves vs. fear effects), shield of faith (+2 
  deflection bonus to AC), magic circle against good, 
  and invisibility purge. She will cast bull’s strength 
  and protection from good on the two rogues. When 
  going into combat, Kathay will cast divine favor. All 
  of the Three Sisters are protected with mind blank. 
  During the combat, don’t forget to use their Hag 
  Covey abilities while the Fomorians keep the PCs at 
  bay. 
   
  At APL 16, if the Three Sisters are aware of the 
  party’s approach, they will prepare themselves 
  accordingly. Kathay will cast bless (+1 morale bonus 
  to attack and saves vs. fear effects), magic circle 
  against good, and invisibility purge. She will cast 
  bull’s strength, protection from good, and shield of 
  faith (+3 deflection bonus to AC) on the two rogues. 
  When going into combat, Kathay will cast recitation 
  (giving all the hags and their minions a +3 luck 
  bonus to attack rolls and saving throws and all their 
  enemies a -2 luck penalty to attack rolls and saving 
  throws) and divine power if she has the chance. All 
  of the Three Sisters are protected with mind blank. 
  During the combat, don’t forget to use their Hag 
  Covey abilities while the Fomorians keep the PCs at 
  bay. 
   
  At APL 18, if the Three Sisters are aware of the 
  party’s approach, they will prepare themselves 
  
  CORS4-02 Here There Be Dragons 
   
  Page 48 
  accordingly. Kathay will cast bless (+1 morale bonus 
  to attack and saves vs. fear effects), magic circle 
  against good, and invisibility purge. She will cast 
  bull’s strength, protection from good, and shield of 
  faith (+3 deflection bonus to AC) on the two rogues. 
  When going into combat, Kathay will cast recitation 
  (giving all the hags and their minions a +3 luck 
  bonus to attack rolls and saving throws and all their 
  enemies a -2 luck penalty to attack rolls and saving 
  throws), divine power, and righteous might if she 
  has the chance. All of the Three Sisters are protected 
  with mind blank. During the combat, don’t forget to 
  use their Hag Covey abilities while the Fomorians 
  keep the PCs at bay. 
   
  Treasure 
  The creatures are mostly using the treasure, so the 
  PCs can strip them if they win the battle. 
   
  APL 14: L: 5 gp; C: 0 gp; M: huge +3 breastplate 
  (830 gp per character), huge +1 sweeping heavy flail 
  (697 gp per character), amulet of natural armor +2 
  (667 gp per character), 4 vests of resistance +3 (3000 
  gp per character), 2 large +1 shadow and silent moves 
  studded leather armors (1450 gp per character), 2 
  amulets of mighty fists +2 (4000 gp per character), 3 
  belts of endurance (2502 gp per character), periapt of 
  wisdom +2 (334 gp per character), large +3 full plate 
  (1025 gp per character), ring of counterspells (334 gp 
  per character) 
   
  APL 16: L: 5 gp; C: 0 gp; M: 2 huge +3 
  breastplates (1660 gp per character), 2 huge +1 
  sweeping heavy flail (1394 gp per character), 2 
  amulets of natural armor +2 (1334 gp per character), 
  2 vests of resistance +3 (1500 gp per character), 2 
  large +2 shadow and silent moves studded leather 
  armors (1950 gp per character), 2 amulets of mighty 
  fists +2 (4000 gp per character), 3 belts of endurance 
  (2502 gp per character), 3 vests of resistance +4 (4002 
  gp per character), periapt of wisdom +4 (1334 gp per 
  character), large +4 full plate of light fortification 
  (2346 gp per character), ring of counterspells (334 gp 
  per character) 
   
  APL 18: L: 5 gp; C: 0 gp; M: 4 huge +3 
  breastplates (3320 gp per character), 4 huge +1 
  sweeping heavy flails (2788 gp per character), 4 
  amulet of natural armor +2 (2668 gp per character), 4 
  vests of resistance +3 (3000 gp per character), 2 large 
  +2 shadow and silent moves studded leather armors 
  (1950 gp per character), 2 amulets of mighty fists +3 
  (9000 gp per character), 3 belts of endurance (2502 
  gp per character), 3 vests of resistance +4 (4002 gp 
  per character), periapt of wisdom +6 (3000 gp per 
  character), large +4 full plate of moderate 
  fortification (4346 gp per character), ring of 
  counterspells (334 gp per character) 
  Development 
  A passage leads from the Temple Chamber (Area 5) 
  deeper into the lair of the great wyrm. PCs may 
  proceed down the passage toward Area 7 without 
  triggering an attack from the Magma Drakes in 
  Encounter 4 (Area 6) unless they go out of their way 
  to investigate the magma rift. In that event, the 
  drakes attack (see Encounter 4). 
   
  ENCOUNTER 4: 
  THE FIERY GULF 
  (MAP INCLUDED) 
  As was mentioned earlier, a party exploring the 
  outlying area before attempting to penetrate the lair 
  of Aggeborealus can spy this alternate entrance by 
  succeeding at a DC 28 Spot check or Search check. 
  Steam issues from a small rift in the ice, revealing 
  the volcanic activity beneath the frozen tundra. The 
  frigid air turns the steam into a crystalline mist that 
  shrouds much of the land near the lair. The great 
  dragon has allowed his fiery kin to remain here as 
  guards. The magma drakes are not the brightest 
  creatures in the Land of Black Ice, but they take their 
  duty seriously, knowing they exist at the whim of 
  the wyrm. The cavern vents heat and foul gasses 
  from the superheated magma deep below.  
   
  PCs can enter this narrow rift, which brings 
  them into the mountainside and allows a narrow 5-
  foot wide passageway. They must deal with the 
  poisonous gas and the magma drakes, and then they 
  exit the rift into the main lair, and they can chose to 
  either go into Area 5 or Area 7. PCs entering the lair 
  through the main entrance and go through 
  Encounter 3 do not have to face the magma drakes if 
  they only cross the rift and continue toward Area 7. 
  Consult Map: Sideview of the Volcanic Rift to 
  visualize the areas affected by this environmental 
  hazard. PCs entering the poison gas cannot breathe 
  and must make a DC 12 + APL Fortitude save or 
  suffer 1d6 Con/1d6 Con damage from poison. 
  Merely coming into contact with the magma inflicts 
  8d6 heat damage to a creature. Total submersion 
  Map: Side View of the Volcanic Rift
  
  CORS4-02 Here There Be Dragons 
   
  Page 49 
  inflicts 20d6 damage to vulnerable creatures, no save. 
  For reference, see page 302 of the Dungeon Master’s 
  Guide. This is the habitat of the Magma Drakes. They 
  are immune to these effects. 
  APL 14 (EL 15) 
   
  � Magma Drake (2); hp 172; see Appendix 4 
  APL 16 (EL 17) 
   
  � Advanced Magma Drake (2); hp 313; see 
  Appendix 4 
  APL 18 (EL19) 
   
  � Advanced Magma Drake (2); hp 425; see 
  Appendix 4 
   
  Tactics 
  The drakes attempt to grapple individual PCs and 
  drag them back into the magma. A drake either 
  continues into the complex to alert all within to the 
  presence of the PCs with a mighty roar or returns to 
  try and grab another PC. 
   
  Development 
  If PCs brave the intense heat and poison gasses of 
  the passage leading from this area to Area 7, they can 
  bypass Encounter 3 if they travel in the right 
  direction. 
   
  ENCOUNTER 5: 
  CRYSTAL TEARS 
  (AREA 7, MAIN 
  MAP/DETAIL) 
  This chamber marks the confluence of two extreme 
  elemental forces: the heat of a volcano and the frigid 
  cold produced by magic of the land. Traversing the 
  chamber is very dangerous. As mentioned at the 
  beginning of this chapter, from this point on, the 
  chambers of the lair are covered with a rime of very 
  slippery ice (see Important Judging Notes on page 6 
  for details on movement in icy chambers). 
   
  Once a PC has crossed the fissure, read the 
  following: 
   
  Beyond the fissure, the cavern grows appreciably 
  colder. Up ahead, the passage widens, splitting off 
  to the right and left. The volcanic heat from the 
  fissure has apparently caused the formation of huge 
  icicles. A patter of drips echoes through the 
  chamber. 
   
  Disrupting the delicate balance of this chamber can 
  have calamitous consequences. The floor of the area 
  is a sheet of ice covering pools of liquid acid belched 
  from the bowels of Oerth. On the roof of the 
  chamber, 30 feet overhead, patches of brown mold 
  have grown. 
  � 
  Thin Ice Trap: CR 3; natural; location trigger; no 
  reset; Reflex save DC 15 + APL to avoid submersion; 
  (6d6 acid damage per round); Search DC 18 + APL; 
  Disable Device n/a. 
  PCs stepping onto weak patches of ice (see Map: 
  Area 7) must make a DC 12 + APL Reflex save or fall 
  through a hole in the ice. PCs must swim to stable 
  ice to pull themselves out of the acid, which requires 
  a successful DC 10 Climb check unless they are 
  being assisted by another PC. A PC assisting another 
  party member must make a DC 5 Balance check. 
  Failing this check demands a DC 12 + APL Reflex 
  save or they slip on the ice and fall into the acid. For 
  each round in the acid, a PC takes 6d6 points of acid 
  damage. If the PC rolls a 1 on the save (either 
  initially or when trying to help another), that PC’s 
  armor and exposed weapons and magic items take 
  damage as well. If damage exceeds the hit points of 
  the item, it is destroyed. 
  Complicating matters are the machinations of 
  Aggeborealus, who has had the cavern enchanted, 
  preventing PCs from flying by any save natural 
  means (suppressing all fly, air walk, wind walk, and 
  similar spells). The cavern walls are coated with a 
  Rime of Ice as well as the floor requiring DC 35 
  Climb checks to move on this surface. 
   
  ENCOUNTER 6: 
  THAT ANGEL KNOWLEDGE 
  (AREA 8, MAIN MAP) 
  Alter the setting below if the PCs have made enough 
  racket to disturb a typical librarian. If the party has 
  been relatively stealthy, the occupant of Area 8 is 
  perusing his books so intently that he should not 
  receive a Listen check. If alerted, the scholar peeks 
  out around the corner, ready to defend himself with 
  Ice Runes. 
   
  Though the floor of this passage is extremely 
  slippery, it seems drier than the other caves in this 
  Map: Encounter 5 (Area 7) 
  
  CORS4-02 Here There Be Dragons 
   
  Page 50 
  complex. The passage opens into a large chamber 
  illuminated by pale amber light. Within, books are 
  set into shelves of translucent gray ice. In the center 
  of the room sits a giant with brittle skin of pale blue 
  bent over a table of ice, paging through a huge tome 
  with its formidable talons.  
   
  Crossing into the chamber activates a telepathic 
  alarm spell (mental ping), alerting the creature 
  seated at the table. The creature’s name is Bissimir. 
  He is an Immoth scholar who studies the magic of 
  the Serpent. His knowledge of the arcane and the 
  Elder Gods is quite profound. Aggeborealus and 
  Nestor tolerate his presence, hoping to learn more 
  from him about the Serpent and how to use its 
  power. Bissimir may respond to the questions of the 
  PCs if approached diplomatically. It requires a DC 2 
  + APL Diplomacy check to set him at ease or a DC 8 
  + APL Diplomacy check if Bissimir was alerted to 
  their presence by the sound of combat) and a DC 7 + 
  APL Diplomacy check to gain his trust after that. If 
  he is given a gift (of knowledge or of magic), he 
  shares his knowledge of the traits possessed by ice-
  touched creatures. In this case, tell the party what 
  they would have learned with a DC 30 Knowledge 
  (arcana) check (as per the chart found in Important 
  DM Notes on page 6).  
   
  If, on the other hand, the PCs are aggressive, 
  abusive or combative, Bissimir fights to defend 
  himself and his laboratory. If the PCs slay Bissimir 
  and search the bookshelves, they find a tome of life 
  trapping with a DC 12 Search check. This powerful 
  item may doom imprudent members of a murderous 
  party. 
   
  All APLs (EL 9) 
   
  � Bissimir, Immoth; hp 90; see Appendix 4 
   
  Tactics 
  Bissimir wishes to continue his studies undisturbed. 
  If provoked into combat, however, he unleashes the 
  power of the Ice Runes. He can trigger 2 per round 
  as free actions in addition to standard combat 
  actions. He uses the runes in the following order: 
  chain lightning ×2, ice burst, solid fog, glitterdust, 
  invisibility, draconic might, fire shield, resist energy 
  ×2, shield. 
   
  Trap 
  Tome of Life Trapping. This leather-bound tome, 
  titled “Bound Secrets: the Life of the Unturned Page” 
  has been activated by Bissimir to foil those that 
  would raid his trove of knowledge. If opened, any 
  creature standing within 30 feet of the tome must 
  make a DC 25 Will save or be trapped within one of 
  its pages, leaving all equipment behind. A page only 
  functions once. There are 4 functional pages 
  remaining. The rest of the volume tells tales of 
  heroes and thieves that mysteriously vanished 
  exploring the northern latitudes of the Flanaess. 
  Only Bissimir knows the command word to release a 
  creature from the tome. Release of a creature may 
  otherwise be accomplished only by a wish or 
  miracle. Another command word allows the tome’s 
  owner to question creatures trapped in the pages. As 
  they respond, words appear on the page (pictograms, 
  if the subject is not literate). Other creatures are 
  trapped in the many pages of the volume, though 
  none of them powerful enough to effectively assist 
  or threaten the party. 
  Encounter 7: 
  Thou Beastly Feeder 
  (Area 9, Main Map) 
  Tucked away in the shadows of this cavern (Area 9) 
  lurk the pets of Nestor, the servant of Vecna and 
  terrible necromancer. They are agents of Vecna, 
  wreathed in darkness. In the place of mouths, these 
  variant gibbering mouthersm, known as the 
  Grbleringbeshen sport hands with cruel, razor-sharp 
  nails. Once a mouther notices a PC enter 30 feet into 
  the cavern, read the following: 
  This chamber is a natural, dark cavern. As you enter, 
  you hear scraping and clicking noises. The sounds 
  come from all about you. 
  APL 14 (EL 15) 
  � 
  The 
  Grbleringbeshen, 
  Advanced 
  Shadow 
  Gibbering Mouther Rog12; hp 350; see Appendix 4 
  APL 16 (EL 17) 
  � 
  The 
  Grbleringbeshen, 
  Advanced 
  Shadow 
  Gibbering Mouther Rog12 (2); hp 350; see Appendix 
  4 
  APL 18 (EL19) 
  � 
  The 
  Grbleringbeshen, 
  Advanced 
  Shadow 
  Gibbering Mouther Rog12 (4); hp 350; see Appendix 
  4 
  Tactics 
  The Grbleringbeshen lurks in the shadows of its lair, 
  waiting for prey to come by. Due to the shadows and 
  his Shadow Blend ability, he has full concealment. 
  This allows him to use his sneak attack abilities to 
  their fullest. He can even use his sneak attacks while 
  grappling an opponent, as long as he is using his 
  Shadow Blend ability. This makes his Engulf attack 
  particularly deadly. These pets of Nestor identify 
  targets that can be grappled as their victims by trial 
  and error. If their concealment is nullified by 
  daylight, they attempt to flank targets. They are 
  continually babbling once noticed, and they target 
  PCs using ranged attacks with spittle as a free action, 
  if possible. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 51 
  ENCOUNTER 8: 
  COME NOT BETWEEN THE 
  DRAGON AND HIS WRATH 
  (LAIR OF AGGEBOREALUS 
  MAP) 
  This is the sanctum of the Great Dragon of the 
  North, Aggeborealus. He is attended by creatures 
  that are terrible and deadly in their own right, who 
  wait for the day when their dread master returns, 
  guarding this land of the Serpent. 
   
  Curtain of 10,000 Corpses 
  The 10,000 fallen enemies of the Serpent have been 
  encased in ice all about the interior surfaces of the 
  dragon’s lair. Their spirits have been yoked to the 
  will of Nestor the necromancer. The trapped spirits 
  now guard the lair from ethereal trespassers. Any 
  ethereal creature approaching within 20 feet of the 
  Curtain of Corpses must make a DC 18 + APL Will 
  save or be drawn among the spirits of the dead and 
  immobilized until that creature is no longer ethereal. 
  A creature so immobilized may not move or cast 
  spells that require verbal, somatic or material 
  components. A creature that makes her save may 
  choose to move through the Curtain to the other 
  side. This trap can be detected on a Search check 
  (DC 12) up to 30 feet from the Curtain. No method 
  to Disable Device is apparent. These souls can be 
  dispersed by certain spells and weapons, but not 
  destroyed, as they quickly re-form. Treat the Curtain 
  of Corpses as a permanent effect until Nestor is slain. 
   
  Furthermore, alarm spells alerting Aggeborealus 
  and Nestor have been placed on the entrance to the 
  lair. If the PCs have alerted the creatures present in 
  any way, Nestor is invisible and one beholder has his 
  antimagic eye trained between the dragon and the 
  party. Read the following when the PCs arrive and 
  enter the cave: 
   
  At last, you have come to the lair of the great black 
  Wyrm. He lies contented and confident upon his 
  hoard piled high against the far wall of the cavern. 
  His eyes are upon you as he speaks. “So, you’ve 
  come at last. It certainly took you long enough. I 
  hope my minions made your last victories sweet – 
  for they were your last. Now, you will join my 
  collection.” With a razored claw, the creature 
  gestures to the walls of the cavern. The corpses of 
  thousands of creatures of all shapes and sizes have 
  been mounted, from floor to roof of the cavern, in 
  smoky ice.  
   
  It is likely that Aggeborealus and the minions of 
  Vecna are prepared for the assault of the PCs. The 
  entire floor of this great chamber is covered with a 
  rime of slippery ice. Beholders veiled as stalactites 
  use their anti-magic eyes to ground flying creatures 
  or powerful spellcasters.\ 
   
  APL 14 (EL 17) 
   
  � Beholder (1); hp 93; see Monster Manual 
   
  � Nestor, Male Kobold True Necromancer; hp 
  60; see Appendix 4 
   
  � Aggeborealus, Male Ice-Touched Mature 
  Adult White Dragon Bbn1; hp 291; see Appendix 4 
   
  APL 16 (EL 19) 
   
  � Beholder (2); hp 93; see Monster Manual 
   
  � Nestor, Male Kobold True Necromancer; hp 
  66; see Appendix 4 
   
  � Aggeborealus, Male Ice-Touched Old White 
  Dragon Bbn1; hp 318; see Appendix 4 
   
  APL 18 (EL 22) 
   
  � Beholder (3); hp 93; see Monster Manual 
   
  � Nestor, Male Kobold True Necromancer; hp 
  99; see Appendix 4 
   
  � Aggeborealus, Male Ice-Touched Wyrm 
  White Dragon Bbn1; hp 515; see Appendix 4 
   
  Tactics 
  See the stat blocks in Appendix 4 for details on 
  tactics for this encounter, including what spells are 
  in effect by the combatants. Suffice it to say that a 
  properly prepared judge should have little trouble 
  challenging PCs at any level with this encounter. 
  PCs should be encouraged to run away if they feel 
  overmatched, and if they do not do so, have no 
  mercy on them. 
   
  Treasure 
  If the PCs are victorious, they can find Aggeborealus’ 
  hoard has been invested in magical items for himself 
  and Nestor. 
   
  APL 14: L: 5 gp; C: 0 gp; M: periapt of wisdom +4 
  (1334 gp per character), headband of intellect +4 
  (1334 gp per character), +1 anarchic silver dagger of 
  maiming 
  (2694 
  gp 
  per 
  character), 
  staff 
  of 
  necromancy (5417 gp per character), bracers of 
  armor +6 of cold resistance (4500 gp per character), 
  pearl of power 2nd (334 gp per character), vest of 
  resistance +3 (750 gp per character), slippers of 
  spider climbing (400 gp per character), +1 keen 
  necklace of three natural weapons (2150 gp per 
  character), claws of the ripper ×2 (167 gp per 
  character), gemstone of light fortification (250 gp per 
  character), vest of resistance +5 (2084 gp per 
  character), Nestor's Spellbook I (350 gp per 
  character) 
   
  APL 16: L: 5 gp; C: 0 gp; M: periapt of wisdom +6 
  (3000 gp per character), headband of intellect +6 
  (3000 gp per character), +1 anarchic silver dagger of 
  maiming 
  (2694 
  gp 
  per 
  character), 
  staff 
  of 
  necromancy (5417 gp per character), bracers of 
  
  CORS4-02 Here There Be Dragons 
   
  Page 52 
  armor +6 of cold resistance (4500 gp per character), 
  pearl of power 2nd (333 gp per character), vest of 
  resistance +4 (1334 gp per character), slippers of 
  spider climbing (400 gp per character), +1 keen 
  necklace of three natural weapons (2150 gp per 
  character), claws of the ripper ×2 (167 gp per 
  character), gemstone of moderate fortification (1250 
  gp per character), vest of resistance +5 (2084 gp per 
  character), Nestor's Spellbook I (350 gp per 
  character), Nestor's Spellbook II (217 gp per 
  character) 
   
  APL 18: L: 5 gp; C: 0 gp; M: periapt of wisdom +6 
  (3000 gp per character), headband of intellect +6 
  (3000 gp per character), +1 anarchic silver dagger of 
  maiming 
  (2694 
  gp 
  per 
  character), 
  staff 
  of 
  necromancy (5417 gp per character), bracers of 
  armor +6 of cold resistance (4500 gp per character), 
  pearl of power 2nd (334 gp per character), 2 vests of 
  resistance +5 (4168 gp per character), slippers of 
  spider climbing (400 gp per character), +1 keen 
  necklace of three natural weapons (2150 gp per 
  character), claws of the ripper ×2 (167 gp per 
  character), gemstone of heavy fortification (2917 gp 
  per character), Nestor's Spellbook I (350 gp per 
  character), Nestor's Spellbook II (217 gp per 
  character), Nestor's Spellbook III (309 gp per 
  character) 
   
  CONCLUSION: REWARDS 
  Should the PCs be completely successful in their 
  endeavors, they will be wealthy indeed. If they bring 
  back evidence of the great wyrm, the residents of 
  Farthenmoor have mixed reactions. The mayor is 
  furious, because now he doesn’t have a connection to 
  a great power to rely on. Many of the other villagers 
  celebrate, however, knowing that a great source of 
  evil in their land is dead. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values of for the objectives accomplished. Then 
  assign the experience award. Award the total value to 
  each character. 
  Encounter 2: 
  Defeat the Baelberyth 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
  APL 18 
  600 XP 
  Encounter 3: 
  Defeat the hags and their helpers 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
  APL 18 
  600 XP 
  Encounter 4: 
  Defeat the magma drakes 
  APL 14 
  450 XP 
  APL 16 
  510 XP 
  APL 18 
  570 XP 
  Encounter 5: 
  Encounter/avoid the acid pools 
  APL 14 
  180 XP 
  APL 16 
  180 XP 
  APL 18 
  180 XP 
  Encounter 6: 
  Defeat or parlay with the immoth 
  APL 14 
  270 XP 
  APL 16 
  270 XP 
  APL 18 
  270 XP 
  Encounter 7: 
  Defeat the gibbering mouthers 
  APL 14 
  450 XP 
  APL 16 
  510 XP 
  APL 18 
  570 XP 
  Encounter 8: 
  Defeat Aggeborealus 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
  APL 18 
  660 XP 
  Total Possible Experience: 
  APL 14 
  2,700 XP 
  APL 16 
  3,025 XP 
  APL 18 
  3,375 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. 
  Every encounter that feature 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 the 
  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 bodies, the gold 
  piece value for the loot is subtracted from the 
  encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because the 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. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 53 
  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 character’s total value 
  increase at the end of the adventure. Write the total 
  in the GP Gained field of the adventure record. 
  Because this is a Core Special scenario, characters 
  may not spend additional time units to practice 
  professions or create items after the adventure. 
  L = Looted gear from enemy 
  C = Coin, Gems, Jewelry, and other valuables 
  M = Magic Items (sell value) 
   
  Encounter 3: 
   
  APL 14: L: 5 gp; C: 0 gp; M: huge +3 breastplate 
  (830 gp per character), huge +1 sweeping heavy flail 
  (697 gp per character), amulet of natural armor +2 
  (667 gp per character), 4 vests of resistance +3 (3000 
  gp per character), 2 large +1 shadow and silent moves 
  studded leather armors (1450 gp per character), 2 
  amulets of mighty fists +2 (4000 gp per character), 3 
  belts of endurance (2502 gp per character), periapt of 
  wisdom +2 (334 gp per character), large +3 full plate 
  (1025 gp per character), ring of counterspells (334 gp 
  per character) 
   
  APL 16: L: 5 gp; C: 0 gp; M: 2 huge +3 
  breastplates (1660 gp per character), 2 huge +1 
  sweeping heavy flail (1394 gp per character), 2 
  amulets of natural armor +2 (1334 gp per character), 
  2 vests of resistance +3 (1500 gp per character), 2 
  large +2 shadow and silent moves studded leather 
  armors (1950 gp per character), 2 amulets of mighty 
  fists +2 (4000 gp per character), 3 belts of endurance 
  (2502 gp per character), 3 vests of resistance +4 (4002 
  gp per character), periapt of wisdom +4 (1334 gp per 
  character), large +4 full plate of light fortification 
  (2346 gp per character), ring of counterspells (334 gp 
  per character) 
   
  APL 18: L: 5 gp; C: 0 gp; M: 4 huge +3 
  breastplates (3320 gp per character), 4 huge +1 
  sweeping heavy flails (2788 gp per character), 4 
  amulet of natural armor +2 (2668 gp per character), 4 
  vests of resistance +3 (3000 gp per character), 2 large 
  +2 shadow and silent moves studded leather armors 
  (1950 gp per character), 2 amulets of mighty fists +3 
  (9000 gp per character), 3 belts of endurance (2502 
  gp per character), 3 vests of resistance +4 (4002 gp 
  per character), periapt of wisdom +6 (3000 gp per 
  character), large +4 full plate of moderate 
  fortification (4346 gp per character), ring of 
  counterspells (334 gp per character) 
   
  Encounter 8: 
   
  APL 14: L: 5 gp; C: 0 gp; M: periapt of wisdom +4 
  (1334 gp per character), headband of intellect +4 
  (1334 gp per character), +1 anarchic silver dagger of 
  maiming 
  (2694 
  gp 
  per 
  character), 
  staff 
  of 
  necromancy (5417 gp per character), bracers of 
  armor +6 of cold resistance (4500 gp per character), 
  pearl of power 2nd (334 gp per character), vest of 
  resistance +3 (750 gp per character), slippers of 
  spider climbing (400 gp per character), +1 keen 
  necklace of three natural weapons (2150 gp per 
  character), claws of the ripper ×2 (167 gp per 
  character), gemstone of light fortification (250 gp per 
  character), vest of resistance +5 (2084 gp per 
  character), Nestor's Spellbook I (350 gp per 
  character) 
   
  APL 16: L: 5 gp; C: 0 gp; M: periapt of wisdom +6 
  (3000 gp per character), headband of intellect +6 
  (3000 gp per character), +1 anarchic silver dagger of 
  maiming 
  (2694 
  gp 
  per 
  character), 
  staff 
  of 
  necromancy (5417 gp per character), bracers of 
  armor +6 of cold resistance (4500 gp per character), 
  pearl of power 2nd (333 gp per character), vest of 
  resistance +4 (1334 gp per character), slippers of 
  spider climbing (400 gp per character), +1 keen 
  necklace of three natural weapons (2150 gp per 
  character), claws of the ripper ×2 (167 gp per 
  character), gemstone of moderate fortification (1250 
  gp per character), vest of resistance +5 (2084 gp per 
  character), Nestor's Spellbook I (350 gp per 
  character), Nestor's Spellbook II (217 gp per 
  character) 
   
  APL 18: L: 5 gp; C: 0 gp; M: periapt of wisdom +6 
  (3000 gp per character), headband of intellect +6 
  (3000 gp per character), +1 anarchic silver dagger of 
  maiming 
  (2694 
  gp 
  per 
  character), 
  staff 
  of 
  necromancy (5417 gp per character), bracers of 
  armor +6 of cold resistance (4500 gp per character), 
  pearl of power 2nd (334 gp per character), 2 vests of 
  resistance +5 (4168 gp per character), slippers of 
  spider climbing (400 gp per character), +1 keen 
  necklace of three natural weapons (2150 gp per 
  character), claws of the ripper ×2 (167 gp per 
  character), gemstone of heavy fortification (2917 gp 
  per character), Nestor's Spellbook I (350 gp per 
  character), Nestor's Spellbook II (217 gp per 
  character), Nestor's Spellbook III (309 gp per 
  character). 
   
  Total Possible Treasure: 
  APL 14: 
  9,900 gp 
  APL 16: 
  14,350 gp 
  APL 18: 
  25,500 gp 
   
  Special: 
  � Chilled to the Bone: For the next three rounds 
  played by this character, the PC will have cold 
  resistance 3, as the magic of the Land of Black Ice has 
  gotten under the PC’s skin. 
  � Gemstone 
  of 
  Light 
  Fortification 
  (Draconomicon p83): This large, faceted stone must 
  be embedded in a creature's hide to function. True 
  dragons can accomplish this with ease, since they 
  routinely embed gems in among the scales of their 
  
  CORS4-02 Here There Be Dragons 
   
  Page 54 
  bellies. Other creatures have a more difficult time of 
  it, requiring a limited wish or wish spell to embed it 
  in your flesh. This spell must be cast by yourself or 
  by an NPC. It cannot be cast by another PC. When 
  properly embedded, a gemstone of fortification 
  protects the wearer's vital areas from lethal damage. 
  When a critical hit or sneak attack is scored on the 
  wearer, there is a chance that the critical hit or sneak 
  attack is negated and damage is instead rolled 
  normally. A gemstone of light fortification has a 25% 
  chance to negate a critical hit or sneak attack. Strong 
  universal or evocation; CL 13th; Craft Magic Arms 
  and Armor, Craft Wondrous Item, limited wish or 
  miracle; Price: 3,000 gp (light). 
  � White Dragonfang Weapons: You were able to 
  pry the teeth from Aggeborealus’ body and bring 
  them back to Farthenmoor where they can be 
  worked into weapons. Each PC can buy two weapons 
  that must be either piercing or slashing weapons. 
  Ammunition is not available. APL 14 & 16: small, 
  medium, large, or huge light weapons, or small, 
  medium, or large one-handed weapons, or small, or 
  medium two-handed weapons. APL 18: small, 
  medium, large, huge, or gargantuan light weapons, 
  or small, medium, large, or huge one-handed 
  weapons, or small, medium, or large two-handed 
  weapons. Cost: price of masterwork weapon + 300gp. 
  See The Draconomicon, page 117 for more details. 
  � Nestor’s Spellbook I: [2nd – earthbind; 3rd – 
  dragonskin, halt undead, suppress breath weapon, 
  vampiric touch; 4th – bestow curse, enervation; 5th – 
  contingent energy resistance, draconic might, ghost 
  form, symbol of pain]. Market Price: 4,200gp. 
  Weight: 3 lbs. 
  � Nestor’s Spellbook II: [4th – animate dead; 5th 
  – magic jar, waves of fatigue; 6th – eyebite, symbol of 
  fear]. Market Price: 2,600gp. Weight: 3 lbs. 
  � Nestor’s Spellbook III: [7th – antimagic ray, 
  symbol of fear, waves of exhaustion; 8th – horrid 
  wilting, symbol of death]. Market Price: 3,700gp. 
  Weight: 3 lbs. 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 55 
  DM Aid 5: Lair of Aggeborealus Map 
   
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 56 
  Appendix 1: Stat Blocks for Chapters 1-3 
   
  Chapter 1: Encounter 1: A Warm Welcome 
  APL 2 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk1: CR 3; Medium Dragon 
  (augmented humanoid); HD 1d8+4; hp 12; Init +1; 
  Spd 30 ft.; AC 21 (+1 Dex, +4 armor, +4 natural, +2 
  Wis), touch 13, flat-footed 20; BAB/Grapple +0/+6; 
  Atk unarmed strike +6 melee (1d6+6), or masterwork 
  kama +7 melee (1d6+6), or masterwork shuriken +2 
  ranged (1d2+6); Full Atk unarmed strike +6 melee 
  (1d6+6) and claw +1 melee (1d4+3) and bite +1 melee 
  (1d6+3), or unarmed strike (flurry) +4/+4 melee 
  (1d6+6) and claw -1 melee (1d4+3) and bite -1 melee 
  (1d6+3), or masterwork kama +6 melee (1d6+6) and 
  claw +1 melee (1d4+3) and bite +1 melee (1d6+3), or 
  masterwork kama (flurry) +4/+4 melee (1d6+6) and 
  claw -1 melee (1d4+3) and bite -1 melee (1d6+3), or 
  masterwork shuriken +2 ranged (1d2+6), or 
  masterwork shuriken (flurry) +0/+0 ranged (1d2+6); 
  SA breath weapon, flurry of blows, stunning fist 
  1/day, unarmed strike; SQ darkvision 60 ft., 
  immunity to fire, paralysis, sleep, low-light vision, 
  mongrelfolk traits; AL LE; SV Fort +2 (+7), Ref +2 
  (+4), Will +2 (+5); Str 22, Dex 13, Con 18, Int 8, Wis 
  15, Cha 8. 
  Skills, Feats, Languages: Bluff +2 (+0), Disguise 
  +2 (+10), Sleight of Hand +2 (+11), Tumble +4 (+5); 
  Improved Unarmed StrikeB, Quick Draw, Stunning 
  FistB; Common, Draconic, Mongrelfolk. 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Stunning Fist: 1/day, Fortitude DC 12 negates. 
  Possessions: masterwork kama, masterwork 
  shuriken ×10, cloak of resistance +1, hat of disguise, 
  potion of mage armor ×2, potion of cure light 
  wounds ×2, potion of endure elements ×4. 
   
  APL 4 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk3: CR 5; Medium Dragon 
  (augmented humanoid); HD 3d8+12; hp 30; Init +1; 
  Spd 40 ft.; AC 22 (+1 Dex, +4 armor, +1 deflection, +4 
  natural, 
  +2 
  Wis), 
  touch 
  14, 
  flat-footed 
  21; 
  BAB/Grapple +2/+8; Atk unarmed strike +8 melee 
  (1d6+6), or masterwork kama +9 melee (1d6+6), or 
  masterwork shuriken +4 ranged (1d2+6); Full Atk 
  unarmed strike +8 melee (1d6+6) and claw +6 melee 
  (1d4+3) and bite +6 melee (1d6+3), or unarmed strike 
  (flurry) +6/+6 melee (1d6+6) and claw +4 melee 
  (1d4+3) and bite +4 melee (1d6+3), or masterwork 
  kama +9 melee (1d6+6) and claw +6 melee (1d4+3) 
  and bite +6 melee (1d6+3), or masterwork kama 
  (flurry) +7/+7 melee (1d6+6) and claw +4 melee 
  (1d4+3) and bite +4 melee (1d6+3), or masterwork 
  shuriken +4 ranged (1d2+6), or masterwork shuriken 
  (flurry) +2/+2 ranged (1d2+6); SA breath weapon, 
  flurry of blows, stunning fist 3/day, unarmed strike; 
  SQ darkvision 60 ft., evasion, immunity to fire, 
  paralysis, sleep, low-light vision, mongrelfolk traits, 
  still mind; AL LE; SV Fort +3 (+8), Ref +3 (+5), Will 
  +3 (+6); Str 22, Dex 13, Con 18, Int 8, Wis 15, Cha 8. 
  Skills, Feats, Languages: Balance +0 (+3), Bluff 
  +3 (+1), Disguise +3 (+11), Jump +0 (+14), Sleight of 
  Hand +3 (+12), Tumble +6 (+7); Combat ReflexesB, 
  Improved Unarmed StrikeB, Multiattack, Quick 
  Draw, 
  Stunning 
  FistB; 
  Common, 
  Draconic, 
  Mongrelfolk. 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 3/day, Fortitude DC 13 negates. 
  Possessions: masterwork kama, masterwork 
  shuriken ×10, cloak of resistance +1, hat of disguise, 
  ring of protection +1, potion of mage armor ×2, 
  potion of cure moderate wounds ×2, potion of 
  endure elements ×4. 
   
  APL 6 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk5: CR 7; Medium Dragon 
  (augmented humanoid); HD 5d8+20; hp 48; Init +1; 
  Spd 40 ft.; AC 24 (+1 Dex, +4 armor, +1 monk, +4 
  natural, 
  +4 
  Wis), 
  touch 
  16, 
  flat-footed 
  23; 
  BAB/Grapple +3/+9; Atk unarmed strike +9 melee 
  (1d8+6), or +1 kama +10 melee (1d6+7), or 
  masterwork shuriken +5 ranged (1d2+6); Full Atk 
  unarmed strike +9 melee (1d8+6) and claw +7 melee 
  (1d4+3) and bite +7 melee (1d6+3), or unarmed strike 
  (flurry) +8/+8 melee (1d8+6) and claw +6 melee 
  (1d4+3) and bite +6 melee (1d6+3), or +1 kama +10 
  melee (1d6+7) and claw +7 melee (1d4+3) and bite +7 
  melee (1d6+3), or +1 kama (flurry) +9/+9 melee 
  (1d6+7) and claw +6 melee (1d4+3) and bite +6 melee 
  (1d6+3), or masterwork shuriken +5 ranged (1d2+6), 
  
  CORS4-02 Here There Be Dragons 
   
  Page 57 
  or masterwork shuriken (flurry) +4/+4 ranged 
  (1d2+6); SA breath weapon, flurry of blows, ki strike 
  (magic), stunning fist 5/day, unarmed strike; SQ 
  darkvision 60 ft., evasion, immunity to fire, paralysis, 
  sleep, low-light vision, mongrelfolk traits, purity of 
  body, slow fall 20 ft., still mind; AL LE; SV Fort +4 
  (+9), Ref +4 (+6), Will +4 (+9); Str 22, Dex 13, Con 18, 
  Int 8, Wis 16 (18), Cha 8. 
  Skills, Feats, Languages: Balance +0 (+3), Bluff 
  +4 (+2), Disguise +4 (+12), Jump +0 (+14), Sleight of 
  Hand +4 (+13), Tumble +8 (+9); Combat ReflexesB, 
  Improved Unarmed StrikeB, Multiattack, Quick 
  Draw, 
  Stunning 
  FistB; 
  Common, 
  Draconic, 
  Mongrelfolk. 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 5/day, Fortitude DC 16 negates. 
  Possessions: +1 kama, masterwork shuriken ×10, 
  cloak of resistance +1, hat of disguise, periapt of 
  wisdom +2, potion of mage armor ×2, potion of cure 
  moderate wounds ×2, potion of endure elements ×4. 
   
  APL 8 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk8: CR 10; Medium Dragon 
  (augmented humanoid); HD 8d8+32; hp 75; Init +3; 
  Spd 50 ft.; AC 26 (+3 Dex, +4 armor, +1 monk, +4 
  natural, 
  +4 
  Wis), 
  touch 
  18, 
  flat-footed 
  23; 
  BAB/Grapple +6/+12; Atk unarmed strike +12 melee 
  (1d10+6), or +1 flaming kama +13 melee (1d6+7 plus 
  1d6 fire), or masterwork shuriken +10 ranged 
  (1d2+6); Full Atk unarmed strike +12/+7 melee 
  (1d10+6) and claw +10 melee (1d4+3) and bite +10 
  melee 
  (1d6+3), 
  or 
  unarmed 
  strike 
  (flurry) 
  +11/+11/+6 melee (1d10+6) and claw +9 melee 
  (1d4+3) and bite +9 melee (1d6+3), or +1 flaming 
  kama +13/+8 melee (1d6+7 plus 1d6 fire) and claw 
  +10 melee (1d4+3) and bite +10 melee (1d6+3), or +1 
  flaming kama (flurry) +12/+12/+7 melee (1d6+7 plus 
  1d6 fire) and claw +9 melee (1d4+3) and bite +9 
  melee (1d6+3), or masterwork shuriken +10/+5 
  ranged (1d2+6), or masterwork shuriken (flurry) 
  +9/+9/+4 ranged (1d2+6); SA breath weapon, flurry 
  of blows, ki strike (magic), stunning fist 8/day, 
  unarmed strike; SQ darkvision 60 ft., evasion, 
  immunity to fire, paralysis, sleep, low-light vision, 
  mongrelfolk traits, purity of body, slow fall 40 ft., 
  still mind, wholeness of body; AL LE; SV Fort +6 
  (+11), Ref +6 (+10), Will +6 (+11); Str 22, Dex 14 (16), 
  Con 18, Int 8, Wis 16 (18), Cha 8. 
  Skills, Feats, Languages: Balance +0 (+5), Bluff 
  +5½ (+3½), Disguise +5½ (+13½, +15½ acting), 
  Jump +0 (+20), Sleight of Hand +5½ (+17½), Tumble 
  +11 (+14); Combat ReflexesB, Improved TripB, 
  Improved Unarmed StrikeB, Multiattack, Power 
  Attack, Quick Draw, Stunning FistB; Common, 
  Draconic, Mongrelfolk. 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 8/day, Fortitude DC 18 negates. 
  Wholeness of Body (Su): At 7th level or higher, 
  a monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
  Possessions: +1 flaming kama, masterwork 
  shuriken ×10, cloak of resistance +1, gloves of 
  dexterity +2, hat of disguise, periapt of wisdom +2, 
  potion of mage armor ×2, potion of cure serious 
  wounds ×2, potion of endure elements ×4. 
   
  APL 10 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk10: CR 12; Medium Dragon 
  (augmented humanoid); HD 10d8+40; hp 93; Init +3; 
  Spd 60 ft.; AC 27 (+3 Dex, +4 armor, +2 monk, +4 
  natural, 
  +4 
  Wis), 
  touch 
  19, 
  flat-footed 
  24; 
  BAB/Grapple +7/+13; Atk unarmed strike +13 melee 
  (1d10+6), or +1 flaming human-bane kama +14 melee 
  (1d6+7 plus 1d6 fire), or masterwork shuriken +11 
  ranged (1d2+6); Full Atk unarmed strike (flurry) 
  +13/+13/+8 melee (1d10+6) and claw +8 melee 
  (1d4+3) and bite +8 melee (1d6+3), or +1 flaming 
  human-bane kama (flurry) +14/+14/+9 melee (1d6+7 
  plus 1d6 fire) and claw +8 melee (1d4+3) and bite +8 
  melee (1d6+3), or masterwork shuriken (flurry) 
  +11/+11/+6 ranged (1d2+6); SA breath weapon, 
  flurry of blows, ki strike (magic, lawful), stunning 
  fist 8/day, unarmed strike; SQ darkvision 60 ft., 
  immunity to fire, improved evasion, paralysis, sleep, 
  
  CORS4-02 Here There Be Dragons 
   
  Page 58 
  low-light vision, mongrelfolk traits, purity of body, 
  slow fall 50 ft., still mind, wholeness of body; AL LE; 
  SV Fort +7 (+12), Ref +7 (+11), Will +7 (+12); Str 22, 
  Dex 14 (16), Con 18, Int 8, Wis 16 (18), Cha 8. 
  Skills, Feats, Languages: Balance +0 (+5), Bluff 
  +6½ (+4½), Disguise +6½ (+14½, +16½ acting), 
  Jump +0 (+26), Sleight of Hand +6½ (+18½), Tumble 
  +13 (+16); Combat ReflexesB, Dodge, Elusive Target, 
  Improved TripB, Improved Unarmed StrikeB, 
  Mobility, Quick Draw, Stunning FistB; Common, 
  Draconic, Mongrelfolk. 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 10/day, Fortitude DC 19 negates. 
  Wholeness of Body (Su): At 7th level or higher, 
  a monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
  Possessions: +1 flaming human-bane kama, 
  masterwork shuriken ×10, cloak of resistance +1, 
  gloves of dexterity +2, hat of disguise, periapt of 
  wisdom +2, potion of mage armor ×2, potion of cure 
  serious wounds ×2, potion of endure elements ×4. 
   
  APL 12 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk12: CR 14; Medium Dragon 
  (augmented humanoid); HD 12d8+48; hp 111; Init 
  +3; Spd 70 ft.; AC 28 (+3 Dex, +4 armor, +2 monk, +4 
  natural, 
  +5 
  Wis), 
  touch 
  20, 
  flat-footed 
  25; 
  BAB/Grapple +9/+15; Atk unarmed strike +15 melee 
  (2d6+6), or +1 flaming human-bane kama +16 melee 
  (1d6+7 plus 1d6 fire), or masterwork shuriken +13 
  ranged (1d2+6); Full Atk unarmed strike (flurry) 
  +15/+15/+15/+10 melee (2d6+6) and claw +10 melee 
  (1d4+3) and bite +10 melee (1d6+3), or +1 flaming 
  human-bane kama (flurry) +16/+16/+16/+11 melee 
  (1d6+7 plus 1d6 fire) and claw +10 melee (1d4+3) and 
  bite +10 melee (1d6+3), or masterwork shuriken 
  (flurry) +13/+13/+8 ranged (1d2+6); SA breath 
  weapon, greater flurry, ki strike (magic, lawful), 
  stunning fist 8/day, unarmed strike; SQ abundant 
  step, darkvision 60 ft., diamond body, immunity to 
  fire, improved evasion, paralysis, sleep, low-light 
  vision, mongrelfolk traits, purity of body, slow fall 60 
  ft., still mind, wholeness of body; AL LE; SV Fort +8 
  (+15), Ref +8 (+14), Will +8 (+16); Str 22, Dex 14 (16), 
  Con 18, Int 8, Wis 17 (21), Cha 8. 
  Skills, Feats, Languages: Balance +0 (+5), Bluff 
  +7½ (+5½), Disguise +7½ (+15½, +17½ acting), 
  Jump +0 (+32), Sleight of Hand +7½ (+19½), Tumble 
  +15 (+18); Combat ReflexesB, Dodge, Elusive Target, 
  Improved TripB, Improved Unarmed StrikeB, 
  Mobility, Quick Draw, Spring Attack, Stunning 
  FistB; Common, Draconic, Mongrelfolk. 
  Abundant Step (Su): At 12th level or higher, a 
  monk can slip magically between spaces, as if using 
  the spell dimension door, once per day. Her caster 
  level for this effect is one-half her monk level 
  (rounded down). 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 12/day, Fortitude DC 21 negates. 
  Wholeness of Body (Su): At 7th level or higher, 
  a monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
  Possessions: +1 flaming human-bane kama, 
  masterwork shuriken ×10, cloak of resistance +3, 
  gloves of dexterity +2, hat of disguise, periapt of 
  wisdom +4, potion of mage armor ×2, potion of cure 
  serious wounds ×2, potion of endure elements ×4. 
   
  APL 14 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk14: CR 16; Medium Dragon 
  (augmented humanoid); HD 14d8+56; hp 129; Init 
  +4; Spd 70 ft.; AC 34 (+4 Dex, +4 armor, +5 deflection, 
  +2 monk, +4 natural, +5 Wis), touch 26, flat-footed 
  30; BAB/Grapple +10/+16; Atk unarmed strike +16 
  melee (2d6+6), or +1 ki focus flaming human-bane 
  kama +17 melee (1d6+7 plus 1d6 fire), or +1 shuriken 
  +15 ranged (1d2+7); Full Atk unarmed strike (flurry) 
  +16/+16/+16/+11 melee (2d6+6) and claw +11 melee 
  (1d4+3) and bite +11 melee (1d6+3), or +1 ki focus 
  flaming human-bane kama (flurry) +17/+17/+17/+12 
  
  CORS4-02 Here There Be Dragons 
   
  Page 59 
  melee (1d6+7 plus 1d6 fire) and claw +11 melee 
  (1d4+3) and bite +11 melee (1d6+3), or +1 shuriken 
  (flurry) +15/+15/+10 ranged (1d2+7); SA breath 
  weapon, greater flurry, ki strike (magic, lawful), 
  stunning fist 14/day, unarmed strike; SQ abundant 
  step, darkvision 60 ft., diamond body, diamond soul, 
  immunity to fire, improved evasion, paralysis, sleep, 
  low-light vision, mongrelfolk traits, purity of body, 
  slow fall 70 ft., SR 24, still mind, wholeness of body; 
  AL LE; SV Fort +9 (+16), Ref +9 (+16), Will +9 (+17); 
  Str 22, Dex 14 (18), Con 18, Int 8, Wis 17 (21), Cha 8. 
  Skills, Feats, Languages: Balance +0 (+6), Bluff 
  +8½ (+6½), Disguise +8½ (+16½, +18½ acting), 
  Jump +0 (+32), Sleight of Hand +8½ (+22½), Tumble 
  +17 (+21); Combat ReflexesB, Dodge, Elusive Target, 
  Improved TripB, Improved Unarmed StrikeB, 
  Mobility, Quick Draw, Spring Attack, Stunning 
  FistB; Common, Draconic, Mongrelfolk. 
  Abundant Step (Su): At 12th level or higher, a 
  monk can slip magically between spaces, as if using 
  the spell dimension door, once per day. Her caster 
  level for this effect is one-half her monk level 
  (rounded down). 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds. 
  Diamond Soul (Ex): At 13th level, a monk gains 
  spell resistance equal to her current monk level + 10. 
  In order to affect the monk with a spell, a spellcaster 
  must get a result on a caster level check (1d20 + 
  caster level) that equals or exceeds the monk’s spell 
  resistance. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 14/day, Fortitude DC 22 negates. 
  Wholeness of Body (Su): At 7th level or higher, 
  a monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
  Possessions: +1 ki focus flaming human-bane 
  kama, +1 shuriken ×20, cloak of resistance +3, gloves 
  of dexterity +4, hat of disguise, periapt of wisdom +4, 
  potion of mage armor ×2, potion of cure serious 
  wounds ×2, potion of endure elements ×4, potion of 
  shield of faith +5 ×2. 
   
  � Stanislav, Male Human Brd14: CR 14; Medium 
  Humanoid (Human); HD 14d6+14; hp 72; Init +4; 
  Spd 30 ft.; AC 20 (+4 Dex, +6 armor), touch 14, flat-
  footed 16; BAB/Grapple +10/+9; Atk +1 rapier +10 
  melee (1d6, 18-20/×2); Full Attack +1 rapier +10/+5 
  melee (1d6, 18-20/×2); SA spells; SQ bardic music; 
  AL CN; SV Fort +4 (+5), Ref +9 (+15), Will +9 (+12); 
  Str 8, Dex 18, Con 12, Int 12, Wis 12, Cha 24. 
  Skills, Feats, Languages: Bluff +17 (+24), 
  Concentration +17 (+18), Escape Artist +17 (+21), 
  Move Silently +17 (+26), Perform (vocal) +17 (+24), 
  Perform (stringed instrument) +17 (+24), Tumble 
  +17 (+21), Use Magic Device +17 (+24); Greater Spell 
  Focus (Enchantment), Iron Will, Lightning Reflexes, 
  Lingering 
  Song, 
  Spell 
  Focus 
  (Enchantment), 
  Subsonics; Common, Elven. 
  Possessions: +1 rapier, +2 silent moves mithral 
  chain shirt, cloak of charisma +4, gloves of dexterity 
  +4, ring of the ram, scroll of maximized scorching 
  ray (caster level 11), scroll of blade barrier, scroll of 
  spell immunity (caster level 9). 
  Bard Spells Known (4/5/5/4/4/2; spell DC 17 + 
  spell level, 19 + spell level for Enchantment spells): 0 
  – detect magic, light, mage hand, message, read 
  magic, summon instrument; 1st – expeditious 
  retreat, grease, remove fear, Tasha’s hideous laughter; 
  2nd – calm emotions, glitterdust, mirror image, 
  scare; 3rd – confusion, cure serious wounds, scrying, 
  slow; 4th – dimension door, dominate person, 
  greater invisibility, hold monster; 5th – greater 
  dispel magic, greater heroism, song of discord. 
   
  APL 16 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk16: CR 18; Medium Dragon 
  (augmented humanoid); HD 16d8+64; hp 147; Init 
  +4; Spd 80 ft.; AC 36 (+4 Dex, +4 armor, +5 deflection, 
  +3 monk, +4 natural, +6 Wis), touch 28, flat-footed 
  32; BAB/Grapple +12/+18; Atk unarmed strike +18 
  melee (2d8+6), or +2 ki focus flaming human-bane 
  unholy kama +20 melee (1d6+8 plus 1d6 fire), or +1 
  flaming shuriken +17 ranged (1d2+7 plus 1d6 fire); 
  Full 
  Atk 
  unarmed 
  strike 
  (flurry) 
  +18/+18/+18/+13/+8 melee (2d8+6) and claw +13 
  melee (1d4+3) and bite +13 melee (1d6+3), or +2 ki 
  focus flaming human-bane unholy kama (flurry) 
  +20/+20/+20/+15/+10 melee (1d6+8 plus 1d6 fire) 
  and claw +13 melee (1d4+3) and bite +13 melee 
  (1d6+3), 
  or 
  +1 
  flaming 
  shuriken 
  (flurry) 
  +17/+17/+12/+7 ranged (1d2+7 plus 1d6 fire); SA 
  breath weapon, greater flurry, ki strike (magic, 
  lawful, adamantine), quivering palm, stunning fist 
  16/day, 
  unarmed 
  strike; 
  SQ 
  abundant 
  step, 
  darkvision 60 ft., diamond body, diamond soul, 
  immunity to fire, improved evasion, paralysis, sleep, 
  low-light vision, mongrelfolk traits, purity of body, 
  slow fall 80 ft., SR 26, still mind, wholeness of body; 
  AL LE; SV Fort +10 (+17), Ref +10 (+17), Will +10 
  
  CORS4-02 Here There Be Dragons 
   
  Page 60 
  (+19); Str 22, Dex 14 (18), Con 18, Int 8, Wis 18 (22), 
  Cha 8. 
  Skills, Feats, Languages: Balance +0 (+6), Bluff 
  +9½ (+7½), Disguise +9½ (+17½, +19½ acting), 
  Jump +0 (+38), Sleight of Hand +9½ (+23½), Tumble 
  +19 (+23); Combat ReflexesB, Dodge, Elusive Target, 
  Improved TripB, Improved Unarmed StrikeB, 
  Mobility, Quick Draw, Spring Attack, Stunning 
  FistB, Sun School; Common, Draconic, Mongrelfolk 
  Abundant Step (Su): At 12th level or higher, a 
  monk can slip magically between spaces, as if using 
  the spell dimension door, once per day. Her caster 
  level for this effect is one-half her monk level 
  (rounded down). 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds. 
  Diamond Soul (Ex): At 13th level, a monk gains 
  spell resistance equal to her current monk level + 10. 
  In order to affect the monk with a spell, a spellcaster 
  must get a result on a caster level check (1d20 + 
  caster level) that equals or exceeds the monk’s spell 
  resistance. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Quivering Palm (Su): 1/day, Fortitude DC 24 
  negates. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 16/day, Fortitude DC 24 negates. 
  Wholeness of Body (Su): At 7th level or higher, 
  a monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
  Possessions: +2 ki focus flaming human-bane 
  unholy kama, +1 flaming shuriken ×20, cloak of 
  resistance +3, gloves of dexterity +4, hat of disguise, 
  periapt of wisdom +4, potion of mage armor ×2, 
  potion of cure serious wounds ×2, potion of endure 
  elements ×4, potion of shield of faith +5 ×2. 
   
  � Stanislav, Male Human Brd16: CR 16; Medium 
  Humanoid (Human); HD 16d6+16; hp 82; Init +4; 
  Spd 30 ft.; AC 20 (+4 Dex, +6 armor), touch 14, flat-
  footed 16; BAB/Grapple +12/+11; Atk +1 rapier +12 
  melee (1d6, 18-20/×2); Full Atk +1 rapier +12/+7/+2 
  melee (1d6, 18-20/×2); SA spells; SQ bardic music; 
  AL CN; SV Fort +5 (+6), Ref +10 (+16), Will +10 
  (+13); Str 8, Dex 18, Con 12, Int 12, Wis 12, Cha 24. 
  Skills, Feats, Languages: Bluff +19 (+26), 
  Concentration +19 (+20), Escape Artist +19 (+23), 
  Move Silently +19 (+28), Perform (vocal) +19 (+26), 
  Perform (stringed instrument) +19 (+26), Tumble 
  +19 (+23), Use Magic Device +19 (+26); Combat 
  Casting, Greater Spell Focus: Enchantment, Iron 
  Will, Lightning Reflexes, Lingering Song, Spell 
  Focus: Enchantment, Subsonics; Common, Elven. 
  Possessions: +1 rapier, +2 silent moves mithral 
  chain shirt, cloak of charisma +4, gloves of dexterity 
  +4, ring of the ram, scroll of maximized scorching 
  ray (caster level 11), scroll of blade barrier, scroll of 
  spell immunity (caster level 9). 
  Bard Spells Known (4/6/6/4/4/3/1; spell DC 17 
  + spell level, 19 + spell level for Enchantment spells): 
  0 – detect magic, light, mage hand, message, read 
  magic, summon instrument; 1st –disguise self, 
  expeditious retreat, grease, remove fear, Tasha’s 
  hideous laughter; 2nd – calm emotions, glitterdust, 
  mirror image, scare; 3rd – confusion, cure serious 
  wounds, scrying, slow; 4th – dimension door, 
  dominate person, greater invisibility, hold monster; 
  5th – greater dispel magic, greater heroism, mass 
  suggestion, song of discord; 6th – greater scrying, 
  Otto’s irresistible dance. 
   
  APL 18 
  � Charirhyaex, 
  Male 
  Half-Red 
  Dragon 
  Mongrelfolk Monk18: CR 20; Medium Dragon 
  (augmented humanoid); HD 18d8+72; hp 165; Init 
  +5; Spd 90 ft.; AC 44 (+5 Dex, +4 armor, +5 deflection, 
  +4 monk, +4 natural, +5 natural enhancement, +7 
  Wis), touch 30, flat-footed 39; BAB/Grapple +13/+19; 
  Atk unarmed strike +19 melee (2d10+6), or +2 ki 
  focus flaming human-bane unholy kama +21 melee 
  (1d6+8 plus 1d6 fire), or +1 flaming shuriken +19 
  ranged (1d2+7 plus 1d6 fire); Full Atk unarmed 
  strike (flurry) +19/+19/+19/+14/+9 melee (2d10+6) 
  and claw +17 melee (1d4+3) and bite +17 melee 
  (1d6+3), or +2 ki focus flaming human-bane unholy 
  kama (flurry) +21/+21/+21/+16/+11 melee (1d6+8 
  plus 1d6 fire) and claw +17 melee (1d4+3) and bite 
  +17 melee (1d6+3), or +1 flaming shuriken (flurry) 
  +19/+19/+14/+9 ranged (1d2+7 plus 1d6 fire); SA 
  breath weapon, greater flurry, ki strike (magic, 
  lawful, adamantine), quivering palm, stunning fist 
  19/day, 
  unarmed 
  strike; 
  SQ 
  abundant 
  step, 
  darkvision 60 ft., diamond body, diamond soul, 
  immunity to fire, improved evasion, paralysis, sleep, 
  low-light vision, mongrelfolk traits, purity of body, 
  slow fall 90 ft., SR 28, still mind, timeless body, 
  tongue of the sun and moon, wholeness of body; AL 
  LE; SV Fort +11 (+20), Ref +11 (+21), Will +11 (+23); 
  Str 22, Dex 14 (20), Con 18, Int 8, Wis 18 (24), Cha 8. 
  Skills, Feats, Languages: Balance +0 (+7), Bluff 
  +10½ (+8½), Disguise +10½ (+18½, +20½ acting), 
  Jump +0 (+44), Sleight of Hand +10½ (+25½), 
  Tumble +21 (+26); Combat ReflexesB, Dodge, Elusive 
  
  CORS4-02 Here There Be Dragons 
   
  Page 61 
  Target, Improved TripB, Improved Unarmed StrikeB, 
  Mobility, Multiattack, Quick Draw, Spring Attack, 
  Stunning FistB, Sun School; Common, Draconic, 
  Mongrelfolk. 
  Abundant Step (Su): At 12th level or higher, a 
  monk can slip magically between spaces, as if using 
  the spell dimension door, once per day. Her caster 
  level for this effect is one-half her monk level 
  (rounded down). 
  Breath Weapon (Su): 30-foot cone, 1/day, 
  damage 6d8 fire, Reflex DC 14 half. The save DC is 
  Constitution-based. 
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds. 
  Diamond Soul (Ex): At 13th level, a monk gains 
  spell resistance equal to her current monk level + 10. 
  In order to affect the monk with a spell, a spellcaster 
  must get a result on a caster level check (1d20 + 
  caster level) that equals or exceeds the monk’s spell 
  resistance. 
  Mongrelfolk 
  Traits: 
  Emulate 
  Race 
  (Ex): 
  Mongrelfolk 
  can 
  automatically 
  emulate 
  any 
  humanoid race when using the Use Magic Device 
  skill, and have a +4 bonus to emulate nonhumanoid 
  races. Sound Imitation (Ex): A mongrelfolk can 
  mimic and voice or sound it has heard. Listeners 
  must succeed on a DC 16 Will save to detect the 
  ruse. 
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
  Quivering Palm (Su): 1/day, Fortitude DC 24 
  negates. 
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
  Stunning Fist: 19/day, Fortitude DC 26 negates. 
  Timeless Body (Ex): Upon attaining 17th level, a 
  monk no longer takes penalties to her ability scores 
  for aging and cannot be magically aged. Any such 
  penalties that she has already taken, however, remain 
  in place. Bonuses still accrue, and the monk still dies 
  of old age when her time is up. 
  Tongue of the Sun and Moon (Ex): A monk of 
  17th level or higher can speak with any living 
  creature. 
  Wholeness of Body (Su): At 7th level or higher, 
  a monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
  Possessions: +2 ki focus flaming human-bane 
  unholy kama, +1 flaming shuriken ×20, boots of 
  speed, cloak of resistance +5, gloves of dexterity +6, 
  hat of disguise, monk’s belt, periapt of wisdom +6, 
  ring of counterspells (dispel magic), ring of 
  counterspells (greater dispel magic), potion of 
  barkskin +5 ×2, potion of mage armor ×2, potion of 
  cure serious wounds ×2, potion of endure elements 
  ×4, potion of shield of faith +5 ×2. 
   
  � Stanislav, Male Human Brd18: CR 18; Medium 
  Humanoid (Human); HD 18d6+18; hp 92; Init +4; 
  Spd 30 ft.; AC 20 (+4 Dex, +6 armor), touch 14, flat-
  footed 16; BAB/Grapple +13/+12; Atk +1 rapier +13 
  melee (1d6, 18-20/×2); Full Atk +1 rapier +13/+8/+3 
  melee (1d6, 18-20/×2); SA spells; SQ bardic music; 
  AL CN; SV Fort +6 (+9), Ref +11 (+17), Will +11 
  (+14); Str 8, Dex 18, Con 12, Int 12, Wis 12, Cha 26. 
  Skills, Feats, Languages: Bluff +21 (+29), 
  Concentration +21 (+22), Escape Artist +21 (+25), 
  Move Silently +21 (+30), Perform (vocal) +21 (+29), 
  Perform (stringed instrument) +21 (+29), Tumble 
  +21 (+25), Use Magic Device +21 (+29); Combat 
  Casting, Greater Spell Focus (Enchantment), Great 
  Fortitude, Iron Will, Lightning Reflexes, Lingering 
  Song, Spell Focus (Enchantment), Subsonics; 
  Common, Elven. 
  Possessions: +1 rapier, +2 silent moves mithral 
  chain shirt, cloak of charisma +6, gloves of dexterity 
  +4, ring of the ram, scroll of maximized scorching 
  ray (caster level 11), scroll of blade barrier, scroll of 
  spell immunity (caster level 9). 
  Bard Spells Known (4/6/6/5/5/4/3; spell DC 18 
  + spell level; 20 + spell level for Enchantment spells): 
  0 – detect magic, light, mage hand, message, read 
  magic, summon instrument; 1st – disguise self, 
  expeditious retreat, grease, remove fear, Tasha’s 
  hideous laughter; 2nd – calm emotions, glitterdust, 
  mirror image, scare, sound burst; 3rd – confusion, 
  cure serious wounds, displacement, scrying, slow; 
  4th – dimension door, dominate person, greater 
  invisibility, hold monster; 5th – greater dispel magic, 
  greater heroism, mass suggestion, song of discord; 
  6th – greater scrying, greater shout, Otto’s 
  irresistible dance. 
   
  Chapter 2: Encounter 2: The Beasts 
  APL 2 
  � Two-Headed Wolf: CR 3; Medium Magical 
  Beast (Augmented Animal); HD 4d8+12; hp 30; Init 
  +3; Spd 50 ft.; AC 16 (+3 Dex, +3 natural), touch 13, 
  flat-footed 13; BAB/Grapple +3/+4; Atk bite +5 melee 
  (1d6+1); Full Atk 2 bites +5 melee (1d6+1); SA trip; 
  SQ darkvision 90 ft., low-light vision, scent; SV Fort 
  +4 (+7), Ref +4 (+7), Will +1 (+4); Str 13, Dex 16, Con 
  17, Int 2, Wis 12, Cha 6. 
  Skills, Feats, Languages: Hide +1 (+4), Listen +2 
  (+5), Move Silently +2 (+5), Spot +2 (+5), Survival +0 
  (+1*); Combat ReflexesB, Improved InitiativeB, Iron 
  Will, TrackB, Weapon Focus (bite); None. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf.  
  Skills: Two-headed wolves have a +2 racial 
  bonus to Listen, Search, and Spot checks. *Wolves 
  have a +4 racial bonus on Survival checks when 
  tracking by scent. 
  
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  APL 4 
  � Two-Headed Bison: CR 4; Large Magical Beast 
  (Augmented Animal); HD 7d8+28; hp 59; Init +4; 
  Spd 40 ft.; AC 15 (-1 size, +6 natural), touch 9, flat-
  footed 15; BAB/Grapple +5/+15; Atk gore +10 melee 
  (1d8+6); Full Atk 2 gores +10 melee (1d8+6); 
  Space/Reach 10 ft./5 ft.; SA stampede; SQ darkvision 
  90 ft., low-light vision, scent; Fort +5 (+9), Ref +5 
  (+5), Will +2 (+2); Str 22, Dex 10, Con 18, Int 2, Wis 
  11, Cha 4. 
  Skills, Feats, Languages: Listen +7 (+11), Spot +3 
  (+7); Alertness, Combat ReflexesB, Endurance, 
  Improved InitiativeB, Improved Natural Armor; 
  None. 
  Stampede (Ex): A frightened herd of bison flees 
  as a group in a random direction (but always away 
  from the perceived source of danger). They literally 
  run over anything of Large size or smaller that gets 
  in their way, dealing 1d12 points of damage for each 
  five bison in the herd (Reflex DC 18 half ). The save 
  DC is Strength-based. 
  Skills: Two-headed bison have a +2 racial bonus 
  to Listen, Search, and Spot checks. 
   
  APL 6 
  � Two-Headed Polar Bear: CR 6; Large Magical 
  Beast (Augmented Animal); HD 10d8+50; hp 95; Init 
  +5; Spd 40 ft., swim 30 ft.; AC 16 (-1 size, +1 Dex, +6 
  natural), touch 10, flat-footed 15; BAB/Grapple 
  +7/+19; Atk claw +14 melee (1d8+8); Full Atk 2 claws 
  +14 melee (1d8+8) and 2 bites +14 melee (2d6+4); 
  Space/Reach 10 ft./5 ft.; SA improved grab; SQ 
  darkvision 90 ft., low-light vision, scent; SV Fort +7 
  (+12), Ref +7 (+8), Will +3 (+6); Str 27, Dex 13, Con 
  21, Int 2, Wis 12, Cha 6. 
  Skills, Feats, Languages: Hide +3 (-0*), Listen +4 
  (+7), Spot +6 (+9), Swim +0 (+16); Combat ReflexesB, 
  Endurance, 
  Improved 
  InitiativeB, 
  Improved 
  MultiattackB, Iron Will, Run, Track; None. 
  Improved Grab (Ex): To use this ability, a polar 
  bear must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Skills: A polar bear has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. A two-headed polar bear has a +2 
  racial bonus to Listen, Search, and Spot checks. *A 
  polar bear’s white coat bestows a +12 racial bonus on 
  Hide checks in snowy areas. 
   
  APL 8 
  � Two-Headed Advanced (15-HD) Saber-Toothed 
  Tiger: CR 9; Large Magical Beast (Augmented 
  Animal); HD 17d8+68; hp 144; Init +6; Spd 40 ft.; AC 
  16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 
  14; BAB/Grapple +12/+24; Atk bite +19 melee 
  (2d6+8/19-20/×3); Full Atk 2 bites +19 melee 
  (2d6+8/19-20/×3) and 2 claws +19 melee (1d6+4); 
  Space/Reach 10 ft./5 ft.; SA augmented critical, 
  improved grab, pounce, rake 1d6+4; SQ darkvision 
  90 ft., low-light vision, scent; AL N; SV Fort +10 
  (+14), Ref +10 (+12), Will +10 (+12); Str 26, Dex 14, 
  Con 18, Int 2, Wis 14, Cha 6. 
  Skills, Feats, Languages: Balance +0 (+6), Hide 
  +8 (+10*), Jump +4 (+18), Listen +4 (+10), Move 
  Silently +0 (+6), Spot +4 (+10); Alertness, Combat 
  ReflexesB, 
  Dodge, 
  Improved 
  Critical 
  (bite), 
  Improved 
  InitiativeB, 
  Improved 
  MultiattackB, 
  Mobility, Multiattack, Spring Attack; None. 
  Augmented Critical (Ex): A saber-toothed tiger 
  deals triple damage if it scores a critical hit with its 
  bite attack. 
  Improved Grab (Ex): To use this ability, a saber-
  toothed tiger must hit with a bite or a claw 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 saber-toothed tiger charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
  Rake (Ex): A saber-toothed tiger gains two 
  additional claw attacks against grappled foes or foes 
  it pounces on (attack bonus +19, damage 1d6+4). 
  Rake attacks are not subject to the normal -4 penalty 
  for attacking with a natural weapon in a grapple. 
  Skills: Two-headed saber-toothed tigers gain a 
  +2 racial bonus to Listen, Search, and Spot checks 
  and a +4 racial bonus on Balance, Hide, and Move 
  Silently checks. * In forest terrain, their Hide bonus 
  increases to +8. 
   
  APL 10 
  � Two-Headed Woolly Mammoth: CR 11; Huge 
  Magical Beast (Augmented Animal); HD 16d8+144; 
  hp 216; Init +3; Spd 40 ft.; AC 18 (-2 size, -1 Dex, +11 
  natural), touch 7, flat-footed 18; BAB/Grapple 
  +12/+32; Atk gore +22 melee 2d10+18; Full Atk Slam 
  +22 melee (2d6+12) and 2 stamps +22 melee (2d6+6), 
  or 2 gores +22 melee (2d10+12); Space/Reach 15 
  ft./10 ft.; SA improved grab, toss, trample 2d8+18; SQ 
  darkvision 90 ft., low-light vision, scent; AL N; SV 
  Fort +10 (+19), Ref +10 (+9), Will +10 (+11); Str 34, 
  Dex 8, Con 28, Int 2, Wis 12, Cha 7. 
  Skills, Feats, Languages: Listen +10 (+15), Spot 
  +9 (+14); Alertness, Combat ReflexesB, Endurance, 
  Improved 
  Bull 
  Rush, 
  Improved 
  InitiativeB, 
  Improved MultiattackB, Iron Will, Multiattack, 
  Power Attack; None. 
  Improved Grab (Ex): To use this ability, a woolly 
  mammoth must hit a Large or smaller foe with a gore 
  attack. If it gets a hold, it tosses its opponent. 
  Toss (Ex): Woolly mammoths vigorously shake 
  any creature caught in their tusks and fling it in a 
  random direction. Resolve the toss as a bull rush 
  maneuver (+24 check modifier), except that there is 
  
  CORS4-02 Here There Be Dragons 
   
  Page 63 
  no attack of opportunity, since the woolly mammoth 
  has already grabbed its foe when it tries to toss the 
  victim. The woolly mammoth does not need to move 
  with its foe to throw its foe more than 5 feet. If the 
  tossed victim beats the woolly mammoth’s bull rush 
  check, he remains in his current square with no ill 
  effects and is not grappled any longer. Tossed 
  victims take impact damage on landing as if they had 
  fallen a distance equal to the distance they were 
  tossed. 
  Trample (Ex): Large or smaller creatures, 
  2d8+18, Reflex save DC 30. The save DC is Strength-
  based. 
  Skills: Two-headed woolly mammoths have a +2 
  racial bonus to Listen, Search, and Spot checks. 
   
  APL 12 
  � Two-Headed Roc: CR 11; Gargantuan Magical 
  Beast (Augmented Animal); HD 20d8+160; hp 250; 
  Init +7; Spd 20 ft., fly 80 ft. (average); AC 19 (-4 size, 
  +3 Dex, +10 natural), touch 9, flat-footed 16; 
  BAB/Grapple +15/+39; Atk talon +23 melee 
  (2d6+12); Full Atk 2 talons +23 melee (2d6+12) and 2 
  bites +23 melee (2d8+6); Space/Reach 20 ft./15 ft.; 
  SA -; SQ darkvision 90 ft., low-light vision; SV Fort 
  +12 (+20), Ref +12 (+15), Will +6 (+9); Str 34, Dex 16, 
  Con 26, Int 2, Wis 13, Cha 11. 
  Skills, Feats, Languages: Hide +7 (-3), Listen +7 
  (+12), Spot +9 (+18); Alertness, Combat ReflexesB, 
  Flyby Attack, Improved InitiativeB, Improved 
  MultiattackB, Iron Will, Multiattack, Power Attack, 
  Snatch, Wingover. 
  Skills: A two-headed roc has a +2 racial bonus to 
  Listen and Search checks and a +6 racial bonus to 
  Spot checks. 
   
  APL 14 
  � Advanced 21-HD Two-Headed Roc: CR 12; 
  Gargantuan Magical Beast (Augmented Animal); HD 
  23d8+184; hp 287; Init +6; Spd 20 ft., fly 80 ft. 
  (average); AC 19 (-4 size, +3 Dex, +10 natural), touch 
  9, flat-footed 16; BAB/Grapple +17/+41; Atk talon 
  +25 melee (2d6+12); Full Atk 2 talons +25 melee 
  (2d6+12) and 2 bites +25 melee (2d8+6); Space/Reach 
  20 ft./15 ft.; SA –; SQ darkvision 90 ft., low-light 
  vision; SV Fort +13 (+21), Ref +13 (+16), Will +7 
  (+10); Str 34, Dex 16, Con 26, Int 2, Wis 13, Cha 11. 
  Skills, Feats, Languages: Hide +7 (-3), Listen +7 
  (+12), Spot +12 (+21); Alertness, Combat ReflexesB, 
  Flyby Attack, Improved InitiativeB, Improved 
  MultiattackB, 
  Improved 
  Snatch, 
  Iron 
  Will, 
  Multiattack, Power Attack, Snatch, Wingover; None. 
  Skills: A two-headed roc has a +2 racial bonus to 
  Listen and Search checks and a +6 racial bonus to 
  Spot checks. 
   
  APL 16 
  � Advanced 30-HD Two-Headed Roc: CR 15; 
  Gargantuan Magical Beast (Augmented Animal); HD 
  32d8+256; hp 400; Init +7; Spd 20 ft., fly 80 ft. 
  (average); AC 19 (-4 size, +3 Dex, +10 natural), touch 
  9, flat-footed 16; BAB/Grapple +24/+49; Atk talon 
  +33 melee (3d6+13); Full Atk 2 talons +33/+28 melee 
  (3d6+13) and 2 bites +33 melee (2d8+6); Space/Reach 
  20 ft./15 ft.; SA –; SQ darkvision 90 ft., low-light 
  vision; SV Fort +18 (+26), Ref +18 (+21), Will +10 
  (+13); Str 36, Dex 16, Con 27, Int 2, Wis 13, Cha 11. 
  Skills, Feats, Languages: Hide +7 (-2), Listen +7 
  (+12), Spot +21 (+30); Alertness, Combat ReflexesB, 
  Flyby Attack, Hover, Improved InitiativeB, Improved 
  MultiattackB, Improved Natural Attack (talons), 
  Improved Snatch, Iron Will, Multiattack, Power 
  Attack, Rapidstrike (talons), Snatch, Wingover; 
  None. 
  Skills: A two-headed roc has a +2 racial bonus to 
  Listen and Search checks and a +6 racial bonus to 
  Spot checks. 
  APL 18 
  � Advanced 36-HD Two-Headed Roc: CR 17; 
  Colossal Magical Beast (Augmented Animal); HD 
  38d8+380; hp 551; Init +7; Spd 20 ft., fly 80 ft. 
  (average); AC 21 (-8 size, +3 Dex, +16 natural), touch 
  5, flat-footed 18; BAB/Grapple +28/+61; Atk talon 
  +37 melee (4d6+17); Full Atk 2 talons +37/+32 melee 
  (4d6+17) and 2 bites +37/+32 melee (4d8+8); 
  Space/Reach 30 ft./20 ft.; SA –; SQ darkvision 90 ft., 
  low-light vision; SV Fort +21 (+31), Ref +21 (+24), 
  Will +12 (+16); Str 44, Dex 16, Con 31, Int 2, Wis 14, 
  Cha 11. 
  Skills, Feats, Languages: Hide +7 (-2), Listen +7 
  (+13), Spot +27 (+38); Alertness, Combat ReflexesB, 
  Flyby Attack, Hover, Improved InitiativeB, Improved 
  MultiattackB, Improved Natural Attack (bite), 
  Improved Natural Attack (talons), Improved Snatch, 
  Iron Will, Multiattack, Power Attack, Rapidstrike 
  (bite), Rapidstrike (talons), Snatch, Wingover; None. 
  Skills: A two-headed roc has a +2 racial bonus to 
  Listen and Search checks and a +6 racial bonus to 
  Spot checks. 
   
  Chapter 3: Encounter 2: Miss Kittay 
  � Miss 
  Kittay, 
  Female 
  Elven 
  Weretiger 
  Enchanter10 (Elf Form): CR 14; Medium Humanoid 
  (Elf, Shapechanger); HD 10d4+10 plus 6d8+24; hp 
  95; Init +7; Spd 30 ft.; AC 17 (+3 Dex, +2 deflection, 
  +2 natural), touch 15, flat-footed 14; BAB/Grapple 
  +9/+8; Atk +1 spellstoring longsword +9 melee 
  (1d8/19-20/×2); Full Atk +1 spellstoring longsword 
  +9/+4 melee (1d8/19-20/×2); SA spells; SQ alternate 
  form, elf traits, low-light vision, scent, summon 
  familiar, tiger empathy; AL N; SV Fort +8 (+9); Ref +8 
  (+11); Will +9 (+12); Str 8, Dex 16, Con 12, Int 16 
  (20), Wis 12, Cha 14. 
  Skills, Feats, Languages: Balance +0 (+7), Bluff 
  +9 (+21), Concentration +13 (+14), Control Shape 
  +19 (+20), Diplomacy +0 (+12), Hide +0 (+7)*, 
  Knowledge (arcana) +13 (+18), Knowledge (local - 
  MR 2) +13 (+18), Listen +0 (+5), Move Silently +0 
  
  CORS4-02 Here There Be Dragons 
   
  Page 64 
  (+7), Perform (sing) +0 (+12), Search +0 (+7), 
  Spellcraft +13 (+20), Spot +6 (+11); Alertness, Eschew 
  Materials, Extend SpellB, Greater Spell Focus 
  (Enchantment), 
  Heighten 
  SpellB, 
  Improved 
  Initiative, Improved Natural Attack (bite), Improved 
  Natural Attack (claw) B, Iron WillB, Scribe ScrollB, 
  Spell Focus (Enchantment); Common, Draconic, 
  Elven, Flan, Sylvan. 
   
  � Miss 
  Kittay, 
  Female 
  Elven 
  Weretiger 
  Enchanter10 (Tiger Form): CR 14; Large Humanoid 
  (Elf, Shapechanger); HD 10d4+10 plus 6d8+24; hp 
  95; Init +9; Spd 40 ft.; AC 19 (-1 size, +5 Dex, +5 
  natural), touch 14, flat-footed 14; BAB/Grapple 
  +9/+18; Atk claw +13 melee (1d8+5); Full Atk 2 claws 
  +13 melee (1d8+5) and bite +8 melee (2d6+2); SA 
  curse of lycanthropy, improved grab, pounce, rake 
  1d8+2, spells; SQ alternate form, DR 5/silver, elf 
  traits, low-light vision, scent, summon familiar, tiger 
  empathy; AL N; SV Fort +8 (+12); Ref +8 (+13); Will 
  +9 (+12); Str 20, Dex 20, Con 18, Int 16 (20), Wis 12, 
  Cha 14. 
  Skills, Feats, Languages: Balance +0 (+9), Bluff 
  +9 (+21), Concentration +13 (+17), Control Shape 
  +19 (+20), Diplomacy +0 (+12), Hide +0 (+9), 
  Knowledge (arcana) +13 (+18), Knowledge (local - 
  MR 2) +13 (+18), Listen +0 (+5), Move Silently +0 
  (+9), Perform (sing) +0 (+12), Search +0 (+7), 
  Spellcraft +13 (+20), Spot +6 (+11); Alertness, Eschew 
  Materials, Extend SpellB, Greater Spell Focus 
  (Enchantment), 
  Heighten 
  SpellB, 
  Improved 
  Initiative, Improved Natural Attack (bite), Improved 
  Natural Attack (claw) B, Iron WillB, Scribe ScrollB, 
  Spell Focus (Enchantment); Common, Draconic, 
  Elven, Flan, Sylvan. 
  Improved Grab (Ex): To use this ability, a 
  weretiger must hit with a claw or 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 weretiger charges a foe, it can 
  make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +13 melee, damage 
  1d8+2. 
   
  � Miss 
  Kittay, 
  Female 
  Elven 
  Weretiger 
  Enchanter10 
  (Hybrid 
  Form): 
  CR 
  14; 
  Large 
  Humanoid (Elf, Shapechanger); HD 10d4+10 plus 
  6d8+24; hp 95; Init +9; Spd 30 ft.; AC 21 (-1 size, +5 
  Dex, +2 deflection, +5 natural), touch 16, flat-footed 
  16; BAB/Grapple +9/+18; Atk claw +13 melee 
  (1d8+5); Full Atk 2 claws +13 melee (1d8+5) and bite 
  +8 melee (2d6+2); SA curse of lycanthropy, spells; SQ 
  alternate form, DR 5/silver, elf traits, low-light 
  vision, scent, summon familiar, tiger empathy; AL N; 
  SV Fort +8 (+12); Ref +8 (+13); Will +9 (+12); Str 20, 
  Dex 20, Con 18, Int 16 (20), Wis 12, Cha 14. 
  Skills, Feats, Languages: Balance +0 (+9), Bluff 
  +9 (+21), Concentration +13 (+17), Control Shape 
  +19 (+20), Diplomacy +0 (+12), Hide +0 (+9), 
  Knowledge (arcana) +13 (+18), Knowledge (local - 
  MR 2) +13 (+18), Listen +0 (+5), Move Silently +0 
  (+9), Perform (sing) +0 (+12), Search +0 (+7), 
  Spellcraft +13 (+20), Spot +6 (+11); Alertness, Eschew 
  Materials, Extend SpellB, Greater Spell Focus 
  (Enchantment), 
  Heighten 
  SpellB, 
  Improved 
  Initiative, Improved Natural Attack (bite), Improved 
  Natural Attack (claw) B, Iron WillB, Scribe ScrollB, 
  Spell Focus (Enchantment); Common, Draconic, 
  Elven, Flan, Sylvan. 
  Alternate Form (Su): A weretiger can assume 
  the form of a tiger or a tiger-humanoid hybrid. 
  Tiger Empathy (Ex): Communicate with tigers 
  and dire tigers, and +4 racial bonus on Charisma-
  based checks against tigers and dire tigers. 
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a weretiger’s bite attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude save 
  or contract lycanthropy. 
  Spells: Miss Kittay casts spells as a 10th-level 
  Enchanter. Her prohibited schools are Evocation 
  and Necromancy. 
  Typical Spells Prepared (5/7/6/5/5/4; spell DC 
  15 + spell level, 17 + spell level for Enchantment 
  spells): 0 – detect magic, daze ×2, ghost sound, 
  prestidigitation; 1st – charm person ×2, color spray, 
  disguise self, endure elements, mage armor, unseen 
  servant; 2nd – detect thoughts, eagle’s splendor, 
  glitterdust, invisiblity, Tasha’s hideous laughter ×2, 
  touch of idiocy; 3rd – charm person (heightened), 
  fly, tongues, suggestion ×2; 4th – charm monster ×2, 
  confusion, Evard’s black tentacles, stoneskin; 5th – 
  break enchantment, dominate person, feeblemind, 
  hold monster. 
  Skills: In any form, elven weretigers have a +2 
  racial bonus to Listen, Search, and Spot checks and a 
  +4 racial bonus to Balance, Hide, and Move Silently 
  checks. *In areas of tall grass or heavy undergrowth, 
  the Hide bonus improves to +8 in the tiger form. 
  Possessions: +1 spellstoring longsword (contains 
  a Tasha’s hideous laughter heightened to 3rd-level), 
  greater choker of eloquence, headband of intellect 
  +4, ring of protection +2, spellbook. 
   
  Chapter 3: Encounter 3: I Fought the Law 
  � Mayor Rhertrok, Elite Male Ice-Touched 
  Bugbear 
  Fighter4/Rogue10: 
  CR 
  19; 
  Medium 
  Humanoid (Goblinoid); HD 3d8+6 plus 4d10+8 plus 
  10d6+20; hp 115; Init +7; Spd 30 ft.; AC 16 (+3 Dex, 
  +3 natural), touch 13, flat-footed 13; BAB/Grapple 
  +13/+16; Atk +3 flaming double scimitar +19 melee 
  (1d6+7 plus 1d6 fire/15-20/×2) or non-magical 
  adamantine double scimitar +17 melee (1d6+4/15-
  20/×2); Full Atk +3 flaming adamantine double 
  scimitar +19/+14/+9 melee (1d6+7 plus 1d6 fire/15-
  20/×2) or non-magical adamantine double scimitar 
  +17/+12/+7 melee 1d6+4/15-20/×2); SA sneak attack 
  +5d6; SQ DR 20/non-magic, darkvision 60 ft., 
  resistance to cold 20, scent, spell absorption 17; AL 
  
  CORS4-02 Here There Be Dragons 
   
  Page 65 
  N; SV Fort +8 (+15), Ref +11 (+19), Will +5 (+13); Str 
  16, Dex 12 (16), Con 10 (14), Int 18, Wis 13, Cha 13 
  (15). 
  Skills, Feats, Languages: Balance +0 (+5), Bluff 
  +20 (+25), Diplomacy +20 (+31), Hide +6 (+9), 
  Intimidate +13 (+20), Jump +6 (+11), Listen +6 (+7), 
  Move Silently +6 (+13), Sense Motive +20 (+23), Spot 
  +20 (+21), Tumble +15 (+20), Use Magic Device +20 
  (+25); 
  Combat 
  ExpertiseB, 
  Exotic 
  Weapon 
  Proficiency (double scimitar), Improved Bluff, 
  Improved Combat ExpertiseB, Improved Critical 
  (double scimitar), Improved InitiativeB, Iron Will, 
  Negotiator, Power Attack; Common, Draconic, 
  Giant, Goblinoid. 
  Spell Absorption (Su): 17 levels, see Ice-
  Touched Template. 
  Possessions: 
  +3 
  flaming 
  adamantine/non-
  magical adamantine double scimitar, amulet of 
  health +4, circlet of persuasion, cloak of charisma +2, 
  gloves of dexterity +4, vest of resistance +5, wand of 
  cure serious wounds (40 charges), noble’s outfit with 
  jewelry, 450 gp in mixed coins and small gems. 
  Chapter 3: Encounter 4: Give Me Ale in a 
  Dirty Glass 
  � Slim, Young* Male Athach18: CR 8; Large 
  Aberration; HD 14d8+84; hp 147; Init +0; Spd 40 ft.; 
  AC 17 (-1 size, +8 natural), touch 9, flat-footed 17; 
  BAB/Grapple +10/+22; Atk morningstar +17 melee 
  (2d6+8); Full Atk truncheon +13/+8 melee (2d6+8 
  nonlethal) and 2 truncheons +13 melee (2d6+4 
  nonlethal) and bite +13 melee (2d8+4 plus poison); 
  Space/Reach 10 ft./10 ft.; SA poison; SQ darkvision 
  60 ft.; AL CE; SV Fort +4 (+10), Ref +4 (+4), Will +9 
  (+11); Str 26, Dex 10, Con 23, Int 10, Wis 14, Cha 11. 
  Skills, Feats, Languages: Climb +5 (+13), Jump 
  +5 (+19), Listen +12 (+16), Spot +12 (+16); Alertness, 
  Cleave, Multiweapon Fighting, Power Attack, 
  Weapon Focus (bite); Common, Giant. 
  Poison (Ex): Injury, Fortitude DC 23, initial 
  damage 1d6 Str, secondary damage 2d6 Str. The save 
  DC is Constitution-based. 
  Possessions: large truncheon ×3. 
  * Slim is constructed using the Savage Species 
  rules for Monster Classes. He is not quite a full 
  “adult” by Athach standards so is not fully grown, 
  hence his size of Large instead of Huge. 
   
  Chapter 3: Encounter 5: Two Heads Are 
  NOT Better Than One 
  � Do’Say, Male Two-Headed Human Exp6: CR 7; 
  Medium Humanoid (Human); HD 2d8+6 plus 
  6d6+18; hp 59; Init +4; Spd 30 ft.; AC 11 (+1 natural), 
  touch 10, flat-footed 11; BAB/Grapple +5/+4; Atk 
  masterwork dagger +5 melee (1d4-1/19-20/×2); Full 
  Atk 2 masterwork daggers +5 melee (1d4-1/19-
  20/×2); SA superior two-weapon fighting; SQ 
  darkvision 90 ft.; AL N; SV Fort +5 (+8), Ref +2 (+2), 
  Will +5 (+6); Str 8, Dex 10, Con 16, Int 16, Wis 12, 
  Cha 14. 
  Skills, Feats, Languages: Appraise +11 (+16), 
  Bluff +11 (+15), Diplomacy +11 (+19), Listen +0 (+3), 
  Search +0 (+5), Sense Motive +11 (+14), Sleight of 
  Hand +11 (+13), Speak Language +1, Spellcraft +11 
  (+16), Spot +0 (+3); Combat ReflexesB, Diligent, 
  Improved InitiativeB, Magical Aptitude, Negotiator, 
  Persuasive; Common, Draconic, Giant. 
  Skills: A two-headed human has a +2 racial 
  bonus to Listen, Search, and Spot checks. 
  Possessions: masterwork dagger ×2. 
   
  Chapter 3: Any Encounter 
  � Sheriff Lohjoh, Elite Male Ice-Touched Ogre 
  Mage Sorcerer 2/Paladin 4 (Murlynd): CR 14; Large 
  Giant; HD 5d8+20 plus 4d10+16 plus 2d4+8; hp 100; 
  Init +3; Spd 30 ft., fly 30 ft. (good) (base speed 40 ft., 
  fly 40 ft. (good); AC 28 (+3 Dex, +10 armor, +5 
  natural), touch 13, flat-footed 25; BAB/Grapple 
  +8/+19; Atk Murlynd’s thunderstick +10 ranged 
  touch (5d6 sonic/20/×2), or masterwork cold iron 
  greatsword +15 melee (3d6+10/19-20/×2); Full Atk 
  Murlynd’s thunderstick +10 ranged touch (5d6 
  sonic/20/×2), or masterwork cold iron greatsword 
  +15/+10 melee (3d6+10/19-20/×2); SA smite evil 
  1/day, spells, spell-like abilities, turn undead; SQ 
  aura of courage, aura of good, DR 10/non-magic, 
  darkvision 90 ft., detect evil, divine grace, divine 
  health, lay on hands, low-light vision, regeneration 5, 
  resistance to cold 15, spell absorption 11, SR 19, 
  summon familiar; AL LG; SV Fort +8 (+20), Ref +3 
  (+16), Will +6 (+17); Str 23 (25), Dex 16, Con 16 (18), 
  Int 12, Wis 16, Cha 20 (22). 
  Skills, Feats, Languages: Bluff +5 (+11), 
  Diplomacy +1 (+11), Knowledge (arcana) +1 (+2), 
  Listen +8 (+13), Sense Motive +12 (+15), Spellcraft +6 
  (+7), Spot +8 (+13); AlertnessB, Flyby Attack, Point 
  Blank Shot, Precise Shot, Quick Draw; Common, 
  Draconic, Giant. 
  Familiar: Sheriff Lohjoh has a weasel familiar 
  named Doc. It grants him the benefits of the 
  Alertness feat while it is within arm’s reach and a +2 
  bonus on Reflex saves. 
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it 
  can fly at its normal speed and has perfect 
  maneuverability. 
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage. An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or 
  the creature dies. An ogre mage cannot regrow lost 
  body parts. 
  Spell Absorption (Su): 11 levels, see Ice-
  Touched Template. 
  Spells: Sheriff Lohjoh casts spells as a 2nd-level 
  Sorcerer and as a 4th-level Paladin. 
  Paladin Spells Prepared (1/0/0/0; spell DC 13 + 
  spell level): 1st – protection from evil. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 66 
  Sorcerer Spells Known (6/6; spell DC 15 + spell 
  level): 0 – acid splash, arcane mark, detect magic, 
  detect poison, prestidigitation; 1st – detect secret 
  doors, true strike. 
  Spell-Like Abilities: At will – darkness, 
  invisibility; 1/day – charm person (DC 16), cone of 
  cold (DC 20), gaseous form, polymorph, sleep (DC 
  16). CL 9th. The save DCs are Charisma-based. 
  Possessions: Murlynd’s Thunderstick (spell 
  trigger item that casts lesser sonic orb upon 
  command, CL 9; 13,500gp), large masterwork cold 
  iron greatsword, +2 mithral full plate, amulet of 
  health +2, cloak of charisma +2, gauntlets of ogre 
  power, vest of resistance +2, scroll of bless weapon 
  ×3, wand of lesser fire orb (CL 9), silver holy symbol 
  of Murlynd. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 67 
  Appendix 2: Stat Blocks for Chapter 4 
   
  Encounter 1: Mephits…Bless You (Area 3, 
  Main Map) 
  APL 6 
  � Half-White Dragon Ice Mephit: CR 5; Small 
  Dragon (air, cold, extraplanar, augmented outsider); 
  HD 3d10+3; hp 19; Init +7; Spd 30 ft., fly 50 ft. 
  (perfect); AC 22 (+1 size, +3 Dex, +8 natural), touch 
  14, flat-footed 19; BAB +3; Grp +3; Atk claw +8 melee 
  (1d3+4 plus 1d4 cold); Full Atk 2 claws +8 melee 
  (1d3+4 plus 1d4 cold) and bite +3 melee (1d4+2 plus 
  1d4 cold); SA breath weapon, half-dragon breath 
  weapon, spell-like abilities, summon mephit; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2, immunity 
  to cold, paralysis, and sleep, low-light vision, 
  vulnerability to fire; AL TN; SV Fort +4, Ref +6, Will 
  +3; Str 18, Dex 17, Con 12, Int 8, Wis 11, Cha 17. 
  Skills, Feats, Languages: Bluff +9, Escape Artist 
  +9, Hide +13, Listen +6, Diplomacy +5, Disguise +3 
  (+5 acting), Move Silently +9, Spot +6, Use Rope +3 
  (+5 with bindings); Flyby Attack, Improved 
  Initiative; Auran, Common. 
  Breath Weapon (Su): 10-foot cone of ice shards, 
  damage 1d4 cold, Reflex DC 13 half. Living creatures 
  that fail their saves are tormented by frostbitten skin 
  and frozen eyes unless they have immunity to cold 
  or are otherwise protected. This effect imposes a –4 
  penalty to AC and a –2 penalty on attack rolls for 3 
  rounds. The save DC is Constitution-based and 
  includes a +1 racial bonus. 
  Half-Dragon Breath Weapon (Su): 1/day - 30-
  foot cone of cold, damage 6d8, Reflex DC 12 half. 
  Spell-Like Abilities: 1/hour—magic missile 
  (caster level 3rd); 1/day—chill metal (DC 15, caster 
  level 6th). The save DC is Charisma-based. 
  Summon Mephit (Sp): Once per day, a mephit 
  can attempt to summon another mephit of the same 
  variety, much as though casting a summon monster 
  spell, but with only a 25% chance of success. Roll d%: 
  On a failure, no creature answers the summons that 
  day. A mephit that has just been summoned cannot 
  use its own summon ability for 1 hour. This ability is 
  the equivalent of a 2nd-level spell. 
  Fast Healing (Ex): An ice mephit heals only if it 
  is touching a piece of ice of at least Tiny size or if the 
  ambient temperature is 32°F or below. 
   
  Encounter 2: A Boy and His Dog (Area 4, 
  Main Map) 
  APL 2 
  � Sharpclaw Stormbender, Male Kobold Druid4: 
  CR 4; Small Humanoid (reptilian); HD 4d8; hp 23 
  [31]; Init +3; Spd 30 ft.; AC 19 [21] (+1 size, +3 Dex, 
  +3 armor, +1 shield, +1 natural), touch 14, flat-footed 
  16 [18]; BAB +3; Grp -2; Atk shortspear +5 melee 
  (1d4-1,+1 cold), sling +9 ranged (1d3-1); Full Atk 
  shortspear +5 melee (1d4-1, +1 cold), sling +9 ranged 
  (1d3-1); SA Spells; SQ animal companion, darkvision 
  60 ft., light sensitivity, nature sense, resist nature’s 
  lure, resistance to cold 5, trackless step, wild 
  empathy, woodland stride; AL NE; SV Fort +4 [+6], 
  Ref +4, Will +7; Str 8, Dex 16, Con 11 [15], Int 10, 
  Wis 16, Cha 8. 
  Skills, Feats, Languages: Concentration +7 [+9], 
  Handle Animal +4, Ride +12, Spellcraft +2, Spot +10; 
  Mounted 
  Combat, 
  Ride-By 
  Attack; 
  Draconic, 
  Druidic. 
  Druid Spells Prepared (5/4/3; spell DC 13 + 
  spell level): 0 – create water, cure minor wounds ×2, 
  flare, resistance; 1st – cure light wounds, magic fang, 
  pass without trace, produce flame; 2nd – barkskin, 
  bear’s endurance, flaming sphere. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Possessions: small dragoncraft hide armor, small 
  masterwork light wooden shield, small masterwork 
  sling, 10 sling bullets, small white dragonfang 
  shortspear, mistletoe ×2, potion of cure light 
  wounds. 
   
  � Wolf Animal Companion: Medium animal; HD 
  4d8+8; hp 28 [36]; Init +2; Spd 50 ft.; AC 17 [19] (+3 
  Dex, +4 natural), touch 13, flat-footed 14 [16]; BAB 
  +3; Grp +5; Atk bite +6 [+7] melee (1d6+2 [1d6+3]); 
  Full Atk bite +6 [+7] melee (1d6+2 [1d6+3]); SA trip; 
  SQ evasion, link, low-light vision, scent, share spells; 
  SV Fort +6 [+8], Ref +7, Will +4; Str 14, Dex 16, Con 
  15 [+9], Int 2, Wis 12, Cha 6. 
  Skills, Feats, Languages: Hide +2, Listen +3, 
  Move Silently +3, Spot +5, Survival +1*; Iron Will, 
  TrackB, Weapon Focus (bite); None. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf.  
  Skills: *Wolves have a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
  APL 4 
  � Sharpclaw Stormbender, Male Kobold Druid6: 
  CR 6; Small Humanoid (reptilian); HD 6d8; hp 33 
  [45]; Init +3; Spd 20 ft.; AC 23 [26] (+1 size, +3 Dex, 
  +6 armor, +2 shield, +1 natural), touch 14, flat-footed 
  20 [23]; BAB +4; Grp -1; Atk shortspear +6 melee 
  (1d4, +1 cold), sling +10 ranged (1d3); Full Atk 
  shortspear +6 melee (1d4, +1 cold), sling +10 ranged 
  (1d3); SA Spells; SQ animal companion, darkvision 
  60 ft., light sensitivity, nature sense, resist nature’s 
  lure, resistance to cold 5, trackless step, wild 
  empathy, 
  wild 
  shape 
  (2/day, 
  small-medium), 
  woodland stride; AL NE; SV Fort +5 [+7], Ref +5, 
  
  CORS4-02 Here There Be Dragons 
   
  Page 68 
  Will +8; Str 8, Dex 16, Con 11 [15], Int 10, Wis 16, 
  Cha 8. 
  Skills, Feats, Languages: Concentration +9 [+11], 
  Listen +12, Spellcraft +9, Spot +12; Natural Spell, 
  Improved Natural Attack (claw), Multiattack; 
  Draconic, Druidic. 
  Druid Spells Prepared (5/4/4/3; spell DC 13 + 
  spell level): 0 – create water, cure minor wounds ×2, 
  flare, resistance; 1st – cure light wounds, pass 
  without trace, produce flame ×2; 2nd – barkskin, 
  bear’s endurance, bull’s strength, flaming sphere; 3rd 
  –greater magic fang ×2, poison. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Wild Shape (Su): Sharpclaw can wild shape into 
  a small or medium-sized animal 2/day. He prefers 
  the form of a boar. While in boar form, he has the 
  following statistics: Medium Animal; HD 6d8+18; hp 
  51 [63]; Init +0; Spd 40 ft.; AC 16 [19] (+6 natural), 
  touch 10, flat-footed 16 [19]; Grp +6; Atk gore +6 [+7] 
  melee (1d8+3 [1d8+4]); Full Atk gore +6 [+7] melee 
  (1d8+3 [1d8+4]); SA ferocity; SV Fort +8 [+10], Ref 
  +2, Will +8; Str 15, Dex 10, Con 17 [21], Int 10, Wis 
  16, Cha 8. Skills: Concentration +12 [+14]. Ferocity 
  (Ex): In boar form, Sharpclaw can continue to fight 
  without penalty even when disabled or dying. 
  Possessions: small +1 dragoncraft breastplate, 
  small +1 light wooden shield, small +1 sling, 10 sling 
  bullets, small +1 white dragonfang shortspear, 
  mistletoe ×2, potion of cure moderate wounds. 
   
  � Wolverine 
  Animal 
  Companion: 
  Medium 
  animal; HD 5d8+23; hp 51; Init +3; Spd 30 ft., climb 
  10 ft., burrow 10 ft.; AC 17 (+3 Dex, +4 natural), 
  touch 13, flat-footed 14; BAB +3; Grp +5; Atk claw +5 
  [+6] melee (1d4+2 [1d4+3]); Full Atk 2 claws +5 [+6] 
  melee (1d4+2 [1d4+3]) and bite +0 [+1] melee (1d6+1 
  [1d6+2]); SA rage; SQ evasion, link, low-light vision, 
  scent, share spells; SV Fort +7, Ref +6, Will +2; Str 15, 
  Dex 16, Con 19, Int 2, Wis 12, Cha 10. 
  Skills, Feats, Languages: Climb +10, Listen +6, 
  Spot +6; Alertness, Toughness, TrackB; None. 
  Rage (Ex): A wolverine that takes damage in 
  combat flies into a berserk rage on its next turn, 
  clawing and biting madly until either it or its 
  opponent is dead. It gains +4 to Strength, +4 to 
  Constitution, and –2 to Armor Class. The creature 
  cannot end its rage voluntarily. 
  Skills: Wolverines have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks. 
   
  APL 6 
  � Sharpclaw Stormbender, Male Kobold Druid8: 
  CR 8; Small Humanoid (reptilian); HD 8d8; hp 43 
  [59]; Init +3; Spd 40 ft.; AC 24 [27] (+1 size, +3 Dex, 
  +6 armor, +3 shield, +1 natural), touch 14, flat-footed 
  21 [24]; BAB +6; Grp +1 [+3]; Atk shortspear +8 [+10] 
  melee (1d4 [1d4+2], +1 cold), sling +12 ranged (1d3 
  [1d3+2]); Full Atk shortspear +8 melee (1d4 [1d4+2], 
  +1 cold), sling +12 ranged (1d3 [1d3+2]); SA Spells; 
  SQ animal companion, darkvision 60 ft., light 
  sensitivity, nature sense, resist nature’s lure, 
  resistance to cold 5, trackless step, wild empathy, 
  wild shape (3/day, small-large), woodland stride; AL 
  NE; SV Fort +6 [+8], Ref +5, Will +9; Str 8 [12], Dex 
  16, Con 11 [15], Int 10, Wis 19, Cha 8. 
  Skills, Feats, Languages: Concentration +11 
  [+13], Listen +14, Spellcraft +11, Spot +14; Natural 
  Spell, Improved Natural Attack (claw), Multiattack; 
  Draconic, Druidic. 
  Druid Spells Prepared (6/5/4/4/3; spell DC 14 + 
  spell level): 0 – create water, cure minor wounds ×3, 
  flare, resistance; 1st – cure light wounds, faerie fire, 
  longstrider, produce flame ×2; 2nd – barkskin, bear’s 
  endurance, bull’s strength, flaming sphere; 3rd – 
  greater magic fang ×2, poison, protection from 
  energy; 4th – flame strike, ice storm, spike stones. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Wild Shape (Su): Sharpclaw can wild shape into 
  a small, medium, or large animal 3/day. He prefers 
  the form of a polar bear. While in polar bear form, he 
  has the following statistics: Large Animal; HD 
  8d8+32; hp 75 [91]; Init +1; Spd 50 ft., swim 30 ft.; AC 
  15 [22] (-1 size, +1 Dex, +5 natural), touch 10, flat-
  footed 14 [21]; Grp +18 [+20]; Atk claw +13 [+16] 
  melee (2d6+8 [2d6+11]); Full Atk 2 claws +13 [+16] 
  melee (2d6+8 [2d6+11]) and bite +11 [+14] melee 
  (2d6+4 [2d6+6]); SA improved grab; SV Fort +10 
  [+12], Ref +3, Will +8; Str 27 [31], Dex 13, Con 19 
  [23], Int 10, Wis 19, Cha 8. Skills, Feats: 
  Concentration +15 [+17]. 
  Possessions: periapt of wisdom +2, small +1 
  dragoncraft breastplate, small +2 light wooden 
  shield, small +1 sling, 10 sling bullets, small +1 white 
  dragonfang shortspear, mistletoe ×2, potion of cure 
  moderate wounds. 
   
  � Dire Wolverine Animal Companion: Large 
  animal; HD 5d8+23; hp 51; Init +3; Spd 30 ft., climb 
  10 ft.; AC 16 [20] (-1 size, +3 Dex, +4 natural), touch 
  12, flat-footed 13 [17]; BAB +3; Grp +13; Atk claw +9 
  melee (1d6+7); Full Atk 2 claws +9 melee (1d6+7) 
  and bite +4 melee (1d8+4); Space/Reach 10 ft./5 ft.; 
  SA rage; SQ link, low-light vision, scent, share spells; 
  SV Fort +8, Ref +7, Will +5; Str 22, Dex 17, Con 19, 
  Int 2, Wis 12, Cha 10. 
  Skills, Feats, Languages: Climb +14, Listen +7, 
  Spot +7; Alertness, Toughness, TrackB; None. 
  Rage (Ex): A wolverine that takes damage in 
  combat flies into a berserk rage on its next turn, 
  clawing and biting madly until either it or its 
  opponent is dead. It gains +4 to Strength, +4 to 
  Constitution, and –2 to Armor Class. The creature 
  cannot end its rage voluntarily. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 69 
  Skills: Wolverines have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks 
  Encounter 3: Remember the Alamo (Area 5, 
  Main Map) 
  APL 2 
  � Elite Ice-Touched Kobold War1: CR 1/3; Small 
  Humanoid (reptilian); HD 1d8+1; hp 6; Init +2; Spd 
  30 ft.; AC 15 (+1 size, +2 Dex, +1 natural, +1 armor), 
  touch 13, flat-footed 14; BAB +1; Grp -3; Atk spear +2 
  melee (1d6/×3) or light crossbow +4 ranged (1d6/19-
  20/×2); Full Atk spear +2 melee (1d6/×3) or light 
  crossbow +4 ranged (1d6/19-20/×2); SQ darkvision 
  60 ft., light sensitivity, resistance to cold 5, spell 
  absorption 1; AL LE; SV Fort +3, Ref +2, Will +1; Str 
  11, Dex 15, Con 12, Int 10, Wis 12, Cha 8. 
  Skills, Feats, Languages: Climb +4, Intimidate 
  +3; Rapid Reload; Draconic. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Spell Absorption (Su): 1 level, see Ice-Touched 
  Template. 
  Possessions: small spear, small light crossbow, 
  10 bolts, small padded armor. 
   
  APL 4 
  � Elite Ice-Touched Kobold Ftr1: CR 1; Small 
  Humanoid (reptilian); HD 1d10+1; hp 11; Init +2; 
  Spd 30 ft.; AC 16 (+1 size, +2 Dex, +1 natural, +2 
  armor), touch 13, flat-footed 14; BAB +1; Grp -3; Atk 
  spear +2 melee (1d6/×3) or crossbow +5 ranged 
  (1d6/19-20/×2); Full Atk spear +2 melee (1d6/×3) or 
  crossbow +5 ranged (1d6/19-20/×2); SQ darkvision 
  60 ft., light sensitivity, resistance to cold 5, spell 
  absorption 1; AL LE; SV Fort +3, Ref +2, Will +1; Str 
  11, Dex 15, Con 12, Int 10, Wis 12, Cha 8. 
  Skills, Feats, Languages: Climb +4, Intimidate 
  +3; Point Blank Shot, Rapid Reload; Draconic. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Spell Absorption (Su): 1 level, see Ice-Touched 
  Template. 
  Possessions: small spear, small masterwork 
  crossbows, 20 bolts, 1 screaming bolt, small leather 
  armor. 
   
  � Lorenshek, Elite Ice-Touched Kobold Evoker1: 
  CR 1; Small Humanoid (reptilian); HD 1d4; hp 7; 
  Init +3, Spd 30 ft.; AC 14 [22] (+1 size, +2 Dex, +1 
  natural), touch 13, flat-footed 12 [20]; BAB +0; Grp -5; 
  Atk light crossbow +3 ranged (1d6/19-20/×2); Full 
  Atk light crossbow +3 ranged (1d6/19-20/×2); SA 
  spells; SQ darkvision 60 ft., light sensitivity, 
  resistance to cold 5, spell absorption 1; AL LE, SV 
  Fort +1, Ref +4, Will +2; Str 6, Dex 17, Con 11, Int 14, 
  Wis 12, Cha 8. 
  Skills, Feats, Languages: Concentration +5, 
  Knowledge (arcana) +6, Knowledge (local) +6, 
  Spellcraft +6; Toughness, Scribe ScrollB 
  Evoker Spells Prepared (3/3; spell DC 12 + spell 
  level): 0 – acid splash, detect magic, ray of frost; 1st – 
  color spray, magic missile, magic missile. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Spell Absorption (Su): 1 level, see Ice-Touched 
  Template. 
  Possessions: 
  spellbook, 
  spell 
  component 
  pouches, light crossbow, 10 bolts, dagger, scroll of 
  mage armor, scroll of shield. 
  Notes: Lorenshek has an owl familiar that is 
  nesting in the cavern walls above the entrance to 
  Area 5. 
   
  APL 6 
  � Elite Ice-Touched Kobold Ftr2: CR 2; Small 
  Humanoid (reptilian); HD 2d10+2; hp 18; Init +2; 
  Spd 30 ft.; AC 18 (+1 size, +2 Dex, +1 natural, +4 
  armor), touch 13, flat-footed 16; BAB +2; Grp -2; Atk 
  spear +4 melee (1d6, +1 cold/×3) or crossbow +6 
  ranged (1d6/19-20/×2); Full Atk spear +4 melee (1d6, 
  +1 cold/×3) or longbow +6 ranged (1d6/19-20/×2); 
  SQ darkvision 60 ft., light sensitivity, resistance to 
  cold 5, spell absorption 2; AL LE; SV Fort +4, Ref +2, 
  Will +1; Str 11, Dex 15, Con 12, Int 10, Wis 12, Cha 8. 
  Skills, Feats, Languages: Climb +5, Intimidate 
  +4; Point Blank Shot, Rapid Reload, Rapid Shot; 
  Draconic. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Spell Absorption (Su): 2 levels, see Ice-Touched 
  Template. 
  Possessions: small white dragonfang spear, small 
  masterwork crossbow, 20 bolts, 1 screaming bolt, 
  small chain shirt. 
   
  � Lorenshek, Elite Ice-Touched Kobold Evoker3: 
  CR 3; Small Humanoid (reptilian); HD 3d4+6; hp 16 
  plus 9 temporary; Init +6, Spd 30 ft.; AC 14 (+1 size, 
  +2 Dex, +1 natural), touch 13, flat-footed 12; BAB +1; 
  Grp -4; Atk light crossbow +4 ranged (1d6/19-20/×2) 
  or spell +4 ranged; Full Atk light crossbow +4 ranged 
  (1d6/19-20/×2) or spell +4 ranged; SA spells; SQ 
  darkvision 60 ft., light sensitivity, resistance to cold 
  5, spell absorption 3; AL LE, SV Fort +2, Ref +5, Will 
  +3; Str 8, Dex 15, Con 12, Int 15, Wis 10, Cha 8. 
  Skills, Feats, Languages: Concentration +7, 
  Knowledge (arcana) +8, Knowledge (local) +8, 
  Spellcraft +10; Improved Initiative, Scribe ScrollB, 
  Toughness. 
  Evoker Spells Prepared (4/4/3; spell DC 12 + 
  spell level): 0 – acid splash, acid splash, acid splash, 
  detect magic; 1st – color spray, magic missile, magic 
  missile, magic missile; 2nd – false life, scorching ray, 
  scorching ray. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 70 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Spell Absorption (Su): 3 levels, see Ice-Touched 
  Template. 
  Possessions: 
  spellbook, 
  spell 
  component 
  pouches, light crossbow, 10 bolts, dagger, scroll of 
  mage armor ×3, scroll of shield. 
  Notes: Lorenshek has a owl familiar who is 
  nesting in the cavern walls above the entrance to 
  area 5. 
   
  Encounter 4: None Shall Pass (Area 7, Main 
  Map) 
  APL 2 
  � Advanced Medium Ice Paraelemental: CR 4; 
  Medium Elemental (air, cold); HD 6d8+12; hp 42; 
  Init +3; Spd 30 ft.; AC 18 (+3 Dex, +5 natural), touch 
  13, flat-footed 14; BAB +4; Grp +5; Atk icicle +7 
  melee (1d6+1 plus 1d6 cold); Full Atk icicle +7 melee 
  (1d6+1 plus 1d6 cold); SA chill metal, SQ elemental, 
  immunity to cold, vulnerability to fire; AL TN; SV 
  Fort +3, Ref +7, Will +1; Str 12, Dex 17, Con 14, Int 4, 
  Wis 11, Cha 11. 
  Skills, Feats, Languages: Listen +4, Spot +5; 
  Combat Reflexes, Improved Natural Armor, Weapon 
  Finesse; Aquan, Auran. 
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the 
  same name, except that it affects everything within 
  the given radius. As with the spell, it takes 3 rounds 
  for affected metal to reach the freezing stage. Once it 
  does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the 
  effect. The metal returns to its starting temperature 2 
  rounds later, just as with the spell. 10-ft. radius, Will 
  DC 13. Save is Charisma-based. 
   
  APL 4 
  � Large Ice Paraelemental: CR 5; Large Elemental 
  (air, cold); HD 8d8+24; hp 64; Init +5; Spd 30 ft.; AC 
  19 (-1 size, +5 Dex, +5 natural), touch 14, flat-footed 
  14; BAB +6; Grp +12; Atk icicle +10 melee (2d6+2 
  plus 2d6 cold); Full Atk 2 icicles +10 melee (2d6+2 
  plus 2d6 cold); Space/Reach 10 ft./10 ft.; SA chill 
  metal, SQ DR 5/–, elemental, immunity to cold, 
  vulnerability to fire; AL TN; SV Fort +5, Ref +11, 
  Will +2; Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11. 
  Skills, Feats, Languages: Listen +5, Spot +6; 
  Combat ReflexesB, Dodge, Mobility, Weapon 
  Finesse; Aquan, Auran. 
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the 
  same name, except that it affects everything within 
  the given radius. As with the spell, it takes 3 rounds 
  for affected metal to reach the freezing stage. Once it 
  does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the 
  effect. The metal returns to its starting temperature 2 
  rounds later, just as with the spell. 15-ft. radius, Will 
  DC 14. Save is Charisma-based. 
   
  APL 6 
  � Advanced Large Ice Paraelemental: CR 6; Large 
  Elemental (air, cold); HD 12d8+36; hp 96; Init +6; 
  Spd 30 ft.; AC 20 (-1 size, +6 Dex, +5 natural), touch 
  15, flat-footed 14; BAB +9; Grp +15; Atk icicle +14 
  melee (2d6+2 plus 2d6 cold); Full Atk 2 icicles +14 
  melee (2d6+2 plus 2d6 cold); Space/Reach 10 ft./10 
  ft.; SA chill metal, SQ DR 5/–, elemental, immunity 
  to cold, vulnerability to fire; AL TN; SV Fort +7, Ref 
  +14, Will +4; Str 14, Dex 22, Con 16, Int 6, Wis 11, 
  Cha 11. 
  Skills, Feats, Languages: Listen +7, Spot +8; 
  Ability Focus (chill metal), Combat Reflexes, Dodge, 
  Mobility, Weapon Finesse; Aquan, Auran. 
  Chill Metal (Su): The ice paraelemental’s chill 
  metal power functions like the druid spell of the 
  same name, except that it affects everything within 
  the given radius. As with the spell, it takes 3 rounds 
  for affected metal to reach the freezing stage. Once it 
  does, it remains at that stage until the ice 
  paraelemental takes a standard action to end the 
  effect. The metal returns to its starting temperature 2 
  rounds later, just as with the spell. 15-ft. radius, Will 
  DC 18. Save is Charisma-based. 
   
  Encounter 5: Take a Steam (Area 8, Main 
  Map) 
  APL 4 
  � Advanced Darkmantle: CR 2; Small magical 
  beast; HD 2d10+2; hp 14; Init +4; Spd 20 ft., fly 30 ft. 
  (poor); AC 17 (+1 size, +6 natural), touch 11, flat-
  footed 16; BAB +2; Grp +1; Atk Slam +6 melee 
  (1d4+4); Full Atk Slam +6 melee (1d4+4); SA 
  Darkness, improved grab, constrict 1d4+4; SQ 
  blindsight 90 ft.; AL TN; SV Fort +4, Ref +3, Will +0; 
  Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10. 
  Skills, Feats, Languages: Hide +10, Listen +5*, 
  Spot +6*; Improved Initiative; None. 
  Darkness (Su): Once per day a darkmantle can 
  cause darkness as the darkness spell (caster level 
  5th). It most often uses this ability just before 
  attacking. 
  Improved Grab (Ex): To use this ability, a 
  darkmantle must hit a Large or smaller creature with 
  its slam 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 attaches to the 
  opponent’s head and can constrict. 
  Constrict (Ex): A darkmantle deals 1d4+4 points 
  of damage with a successful grapple check. 
  Blindsight (Ex): A darkmantle can “see” by 
  emitting high-frequency sounds, inaudible to most 
  other creatures, that allows it to ascertain objects and 
  creatures within 90 feet. A silence spell negates this 
  ability and effectively blinds the darkmantle. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 71 
  Skills: A darkmantle has a +4 racial bonus on 
  Listen and Spot checks. These bonuses are lost if its 
  blindsight is negated. The creature’s variable 
  coloration gives it a +4 racial bonus on Hide checks. 
   
  APL 6 
  � Advanced Darkmantle: CR 2; S mall magical 
  beast; HD 3d10+3; hp 21; Init +4; Spd 20 ft., fly 30 ft. 
  (poor); AC 17 (+1 size, +6 natural), touch 11, flat-
  footed 16; BAB +3; Grp +3; Atk Slam +7 melee 
  (1d4+4); Full Atk Slam +7 melee (1d4+4); SA 
  Darkness, improved grab, constrict 1d4+4; SQ bli 
  ndsight 90 ft.; AL TN; SV Fort +4, Ref +3, Will +1; Str 
  16, Dex 10, Con 13, Int 2, Wis 10, Cha 10. 
  Skills, Feats, Languages: Hide + 10, Listen +6*, 
  Spot +6*; Improved Initiative, Weapon Focus 
  (grapple); None. 
  Darkness (Su): Once per day a darkmantle can 
  cause darkness as the darkness spell (caster level 
  5th). It most often uses this ability just before 
  attacking. 
  Improved Grab (Ex): To use this ability, a 
  darkmantle must hit a Large or smaller creature with 
  its slam 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 attaches to the 
  opponent’s head and can constrict. 
  Constrict (Ex): A darkma ntle deals 1d4+4 
  points of damage with a successful grapple check. 
  Blindsight (Ex): A darkmantle can “see” by 
  emitting high-frequency sounds, inaudible to most 
  other creatures, that a llows it to ascertain objects 
  and creatures within 90 feet. A silence spell negates 
  this ability and effectively blinds the darkmantle. 
  Skills: A darkmantle has a +4 racial bonus on 
  Listen and Spot checks. These bonuses are lost if its 
  blindsight is negated. The creature’s variable 
  coloration gives it a +4 racial bonus on Hide checks. 
   
  Encounter 6: Six Men and a Baby (Area 9, 
  Main Map) 
  APL 2 
  � Aquilomortis, Very Young White Dragon: CR 3; 
  Small Dragon (cold); HD 6d12+6; hp 45; Init +0; Spd 
  60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.; 
  AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; 
  BAB +6; Grp +3; Atk bite +8 melee (1d8+1); Full Atk 
  bite +8 melee (1d8+1) and 2 claws +3 melee (1d4+1); 
  SA breath weapon; SQ blindsense 60 ft., darkvision 
  120 ft., icewalking, immunity to cold, sleep and 
  paralysis, low-light vision, vulnerability to fire; AL 
  CE; SV Fort +6, Ref +5, Will +5; Str 13, Dex 10, Con 
  13, Int 6, Wis 11, Cha 6. 
  Skills, Feats, Languages: Escape Artist +9, Listen 
  +9, Hide +9, Spot +9; Ability Focus (breath weapon), 
  Flyby Attack, Improved Natural Attack (bite); 
  Draconic. 
  Breath Weapon (Su): 20-ft. cone of cold, damage 
  2d6, Reflex DC 16 half. 
  Icewalking (Ex): As the spider climb spell, but 
  the surfaces the dragon climbs must be icy; always in 
  effect. 
   
  APL 4 
  � Aquilomortis, Young White Dragon: CR 4; 
  Medium Dragon (cold); HD 9d12+18; hp 76; Init +4; 
  Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; 
  AC 18 (+8 natural), touch 10, flat-footed 18; BAB +9; 
  Grp +11; Atk bite +11 melee (2d6+2); Full Atk bite 
  +11 melee (2d6+2) and 2 claws +6 melee (1d6+1) and 
  2 wings +6 melee (1d4+1); SA breath weapon; SQ 
  blindsense 60 ft., darkvision 120 ft., icewalking, 
  immunity to cold, sleep and paralysis, low-light 
  vision, vulnerability to fire; AL CE; SV Fort +8, Ref 
  +6, Will +6; Str 15, Dex 10, Con 15, Int 6, Wis 11, Cha 
  6. 
  Skills, Feats, Languages: Escape Artist +12, 
  Listen +12, Hide +12, Spot +12; Ability Focus (breath 
  weapon), 
  Flyby 
  Attack, 
  Improved 
  Initiative, 
  Improved Natural Attack (bite); Draconic. 
  Breath Weapon (Su): 30-ft. cone of cold, damage 
  3d6, Reflex DC 18 half. 
  Icewalking (Ex): As the spider climb spell, but 
  the surfaces the dragon climbs must be icy; always in 
  effect. 
   
  APL 6 
  � Aquilomortis, Juvenile White Dragon: CR 6; 
  Medium Dragon (cold); HD 12d12+24; hp 102; Init 
  +4; Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 
  60 ft.; AC 21 (+11 natural), touch 10, flat-footed 21; 
  BAB +12; Grp +15; Atk bite +15 melee (2d6+3); Full 
  Atk bite +15 melee (2d6+3) and 2 claws +10 melee 
  (1d6+1) and 2 wings +10 melee (1d4+1); SA breath 
  weapon; SQ blindsense 60 ft., darkvision 120 ft., 
  icewalking, immunity to cold, sleep and paralysis, 
  low-light vision, vulnerability to fire; AL CE; SV Fort 
  +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 8, 
  Wis 11, Cha 8. 
  Skills, Feats, Languages: Escape Artist +15, 
  Listen +15, Hide +15, Move Silently +15, Spot +15; 
  Ability Focus (breath weapon), Enlarge Breath, Flyby 
  Attack, Improved Initiative, Improved Natural 
  Attack (bite); Draconic. 
  Breath Weapon (Su): 30-ft. cone of cold (45-ft. 
  cone with Enlarge Breath feat), damage 4d6, Reflex 
  DC 20 half. 
  Icewalking (Ex): As the spider climb spell, but 
  the surfaces the dragon climbs must be icy; always in 
  effect. 
  Spell-Like Ability: 3/day – fog cloud (12th level 
  caster) 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 72 
  Appendix 3: Stat Blocks for Chapter 5 
   
  Encounter 1: Sticks and Stones (or, Ice and 
  Arrows) (Main Map, Area 1) 
  APL 8 
  � Kobold 
  Archers, 
  Male 
  Kobold 
  Ftr3/Rog3/Order of the Bow Initiate1: CR 7; Small 
  Humanoid (reptilian); HD 3d6+6 plus 3d10+6 plus 
  1d8+2; hp 49; Init +7; Spd 30 ft; AC 20 (+1 size, +3 
  Dex, +1 natural, +5 armor), touch 14, flat-footed 17; 
  BAB +6; Grp +2; Atk shortsword +7 melee (1d4/19-
  20/×2) or composite longbow +12 ranged (1d6+1 
  plus 1d6 electricity/20/×3); Full Atk shortsword 
  +7/+2 melee (1d4/19-20/×2) or composite longbow 
  +12/+7 ranged (1d6+1 plus 1d6 electricity/20/×3) or 
  composite longbow +10/+10/+5 ranged (1d6+1 plus 
  1d6 electricity/20/×3); SA ranged precision +1d8, 
  sneak attack +2d6; SQ darkvision 60 ft, evasion, light 
  sensitivity, resistance to cold 5; AL LE; SV Fort +6, 
  Ref +9, Will +4; Str 10, Dex 17, Con 14, Int 10, Wis 
  10, Cha 8. 
  Skills, Feats, Languages: Balance +10, Climb +9, 
  Craft (bowmaking) +5, Craft (trapmaking) +7, Hide 
  +16, Knowledge (religion) +2, Spot +8, Tumble +10; 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow); Draconic 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Possessions: small +1 shock composite longbow, 
  small +2 white dragoncraft hide armor, arrows ×40, 
  masterwork climber’s kit, spyglass. 
   
  � Elite Six-Headed Cold Element Cryohydra: CR 
  9; Huge Elemental (cold); HD 6d8+48; hp 78; Init +2; 
  Spd 20 ft., swim 20 ft.; AC 20 (-2 size, +2 Dex, +10 
  natural), touch 9, flat-footed 18; BAB +6; Grp +19; 
  Atk 6 bites +10 melee (1d10+5 plus 1d4 cold); Full 
  Atk 6 bites +10 melee (1d10+5 plus 1d4 cold); 
  Space/Reach 15 ft./10 ft.; SA breath weapon, chill; 
  SQ darkvision 60 ft., elemental traits, fast healing 16, 
  icewalking, immunity to cold, low-light vision, scent, 
  vulnerability to fire; AL N; SV Fort +12, Ref +7, Will 
  +6; Str 20, Dex 14, Con 25, Int 2, Wis 14, Cha 8 
  Skills, Feats, Languages: Listen +7, Spot +8, 
  Swim +13; Combat ReflexesB, Improved Toughness, 
  Iron Will, Weapon Focus (bite); None. 
  Breath Weapon (Su): Jet of frost 10 ft. high, 10 
  ft. wide, 20 ft. long. All heads breathe once every 4 
  rounds. Each jet deals 18d6 cold damage. Reflex save 
  DC 20 half. 
  Chill (Ex): Cold element cryohydras deal an 
  extra 1d4 points of cold damage with their natural 
  attacks. 
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
  Skills: Hydras have a +2 racial bonus on Listen 
  and Spot checks, thanks to their multiple heads. A 
  hydra has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight 
  line. 
  Feats: A hydra’s Combat Reflexes feat allows it 
  to use all its heads for attacks of opportunity. 
   
  APL 10 
  � Kobold 
  Archers, 
  Male 
  Kobold 
  Ftr3/Rog3/Order of the Bow Initiate3: CR 9; Small 
  Humanoid (reptilian); HD 3d6+6 plus 3d10+6 plus 
  3d8+6; hp 65; Init +8; Spd 30 ft.; AC 21 (+1 size, +4 
  Dex, +1 natural, +5 armor), touch 15, flat-footed 17; 
  BAB +8; Grp +4; Atk shortsword +9 melee (1d4/19-
  20/×2) or composite longbow +14 ranged (1d6+1 
  plus 1d6 electricity/20/×3); Full Atk shortsword 
  +9/+4 melee (1d4/19-20/×2) or composite longbow 
  +14/+14/+9 
  ranged 
  (1d6+1 
  plus 
  1d6 
  electricity/20/×3); SA ranged precision +2d8, sneak 
  attack +2d6; SQ close combat shot, darkvision 60 ft., 
  evasion, light sensitivity, resistance to cold 5; AL LE; 
  SV Fort +7, Ref +11, Will +5; Str 10, Dex 18, Con 14, 
  Int 10, Wis 10, Cha 8. 
  Skills, Feats, Languages: Balance +10, Climb +9, 
  Craft (bowmaking) +5, Craft (trapmaking) +7, Hide 
  +16, Knowledge (religion) +2, Spot +17, Tumble +10; 
  Improved Initiative, Improved Rapid Shot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow); Draconic. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Possessions: small +1 shocking burst composite 
  longbow, 
  small 
  shortsword, 
  small 
  +2 
  white 
  dragoncraft hide armor, eyes of the eagle, arrows ×40, 
  masterwork climber’s kit. 
   
  � Elite Eight-Headed Cold Element Cryohydra: 
  CR 12; Huge Elemental (cold); HD 8d8+64; hp 104; 
  Init +2; Spd 20 ft., swim 20 ft.; AC 22 (-2 size, +2 Dex, 
  +12 natural), touch 9, flat-footed 20; BAB +8; Grp +22; 
  Atk 8 bites +13 melee (1d10+6 plus 1d6 cold); Full 
  Atk 8 bites +13 melee (1d10+6 plus 1d6 cold); 
  Space/Reach 15 ft./10 ft.; SA breath weapon, chill; 
  SQ DR 5/magic, darkvision 60 ft., elemental traits, 
  fast healing 18, icewalking, immunity to cold, low-
  light vision, scent, vulnerability to fire; AL N; SV 
  Fort +13, Ref +8, Will +6; Str 22, Dex 14, Con 25, Int 
  2, Wis 14, Cha 8 
  Skills, Feats, Languages: Listen +8, Spot +9, 
  Swim +14; Combat ReflexesB, Improved Toughness, 
  Iron Will, Weapon Focus (bite); None. 
  Breath Weapon (Su): Jet of frost 10 ft. high, 10 
  ft. wide, 20 ft. long. All heads breathe once every 4 
  rounds. Each jet deals 24d6 cold damage. Reflex save 
  DC 21 half. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 73 
  Chill (Ex): Cold element cryohydras deal an 
  extra 1d6 points of cold damage with their natural 
  attacks. 
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
  Skills: Hydras have a +2 racial bonus on Listen 
  and Spot checks, thanks to their multiple heads. A 
  hydra has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight 
  line. 
  Feats: A hydra’s Combat Reflexes feat allows it 
  to use all its heads for attacks of opportunity. 
   
  APL 12 
  � Kobold 
  Archers, 
  Male 
  Kobold 
  Ftr3/Rog3/Order of the Bow Initiate5: CR 13; Small 
  Humanoid (reptilian): HD 3d6+6 plus 3d10+6 plus 
  5d8+10; hp 79; Init +8; Spd 30; AC 21 (+1 size, +4 
  Dex, +1 natural, +5 armor), touch 15, flat-footed 17; 
  BAB +10; Grp +6; Atk shortsword +11 melee (1d4/19-
  20/×2) or composite longbow +17 ranged (1d6+1 
  plus 1d6 electricity/20/×3); Full Atk shortsword 
  +11/+6 melee (1d4/19-20/×2) or composite longbow 
  +17/+17/+12 
  ranged 
  (1d6+1 
  plus 
  1d6 
  electricity/20/×3); SA ranged precision +3d8, sneak 
  attack +2d6; SQ darkvision 60 ft., evasion, light 
  sensitivity, resistance to cold 5; AL LE; SV Fort +7, 
  Ref +12, Will +6; Str 10, Dex 18, Con 14, Int 10, Wis 
  10, Cha 8. 
  Skills, Feats, Languages: Balance +10, Climb +9, 
  Craft (bowmaking) +5, Craft (trapmaking) +7, Hide 
  +17, Knowledge (religion) +2, Spot +19, Tumble +10; 
  Greater Weapon Focus (longbow)B, Improved 
  Initiative, Improved Rapid Shot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (longbow); 
  Draconic. 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Possessions: small +1 shocking burst composite 
  longbow, 
  small 
  shortsword, 
  small 
  +2 
  white 
  dragoncraft hide armor, eyes of the eagle, arrows ×40, 
  masterwork climber’s kit. 
   
  � Elite Ten-Headed Cold Element Cryohydra: CR 
  14; Huge Elemental (cold); HD 10d8+80; hp 130; Init 
  +2; Spd 20 ft., swim 20 ft.; AC 24 (-2 size, +2 Dex, +14 
  natural), touch 10, flat-footed 22; BAB +10; Grp +25; 
  Atk 10 bites +16 melee (2d8+7 plus 1d6 cold); Full 
  Atk 10 bites +16 melee (2d8+7 plus 1d6 cold); 
  Space/Reach 15 ft./10 ft.; SA breath weapon, chill; 
  SQ DR 5/magic, darkvision 60 ft., elemental traits, 
  fast healing 20, icewalking, immunity to cold, low-
  light vision, scent, vulnerability to fire; AL N; SV 
  Fort +14, Ref +9, Will +7; Str 24, Dex 14, Con 25, Int 
  2, Wis 14, Cha 8 
  Skills, Feats, Languages: Listen +9, Spot +10, 
  Swim +14; Combat ReflexesB, Improved Natural 
  Attack (bite), Improved Toughness, Iron Will, 
  Weapon Focus (bite); None. 
  Breath Weapon (Su): Jet of frost 10 ft. high, 10 
  ft. wide, 20 ft. long. All heads breathe once every 4 
  rounds. Each jet deals 30d6 cold damage. Reflex save 
  DC 21 half. 
  Chill (Ex): Cold element cryohydras deal an 
  extra 1d6 points of cold damage with their natural 
  attacks. 
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
  Skills: Hydras have a +2 racial bonus on Listen 
  and Spot checks, thanks to their multiple heads. A 
  hydra has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight 
  line. 
  Feats: A hydra’s Combat Reflexes feat allows it 
  to use all its heads for attacks of opportunity. 
   
  Encounter 3: Colder Than a Witch’s… 
  Heart (Area 3, Main Map) 
  APLs 8 & 10 
  � Frost Giant: CR 9; Large Giant (cold); HD 
  14d8+70; hp 140; Init -1; Spd 40 ft.; AC 21 (–1 size, –1 
  Dex, +9 natural, +4 chain shirt) touch 8, flat-footed 
  21; BAB +10; Grp +23; Atk greataxe +19 melee 
  (3d6+13/×3) or slam +18 melee (1d4+9) or rock +9 
  ranged (2d6+9); Full Atk greataxe +19/+14 melee 
  (3d6+13/×3) or 2 slams +18 melee (1d4+9) or rock +9 
  ranged (2d6+9); Space/Reach 10 ft./10 ft.; SA rock 
  throwing; SQ immunity to cold, low-light vision, 
  resistance to fire 20, rock catching, vulnerability to 
  fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 
  9, Con 21, Int 10, Wis 14, Cha 11. 
  Skills, Feats, Languages: Climb +13, Craft 
  (weaponsmithing) +6, Intimidate +6, Jump +17, Spot 
  +12; Cleave, Great Cleave, Improved Overrun, 
  Improved Sunder, Power Attack; Giant. 
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
  Rock Catching (Ex): A giant of at least Large 
  size can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, a giant 
  that would normally be hit by a rock can make a 
  Reflex save to catch it as a free action. The DC is 15 
  for a Small rock, 20 for a Medium one, and 25 for a 
  Large one. (If the projectile provides a magical bonus 
  on attack rolls, the DC increases by that amount.) 
  The giant must be ready for and aware of the attack 
  in order to make a rock catching attempt. 
  Possessions: large masterwork greataxe, large 
  masterwork chain shirt. 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 74 
  � Ice-Touched Winter Wolf: CR 7; Large Magical 
  Beast (cold); HD 6d10+18; hp 51; Init +5; Spd 50 ft.; 
  AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-
  footed 14; BAB +6; Grp +14; Atk bite +9 melee (1d8+6 
  plus 1d6 cold); Full Atk bite +9 melee (1d8+6 plus 
  1d6 cold); Space/Reach 10 ft./5 ft.; SA breath 
  weapon, freezing bite, trip; SQ DR 5/non-magic, 
  darkvision 60 ft., immunity to cold, low-light vision, 
  scent, spell absorption 6, vulnerability to fire; AL NE; 
  SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 16, 
  Int 9, Wis 13, Cha 10. 
  Skills, Feats, Languages: Hide -1*, Listen +6, 
  Move Silently +7, Spot +6, Survival +1*; Alertness, 
  Improved Initiative, Track; Common, Giant. 
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The 
  save DC is Constitution-based.  
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
  Spell Absorption (Su): 6 levels, see Ice-Touched 
  Template. 
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+8 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  winter wolf. 
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter 
  wolves have a +2 racial bonus on Hide checks. *Their 
  natural coloration grants them a +7 racial bonus on 
  Hide checks in areas of snow and ice. A winter wolf 
  has a +4 racial bonus on Survival checks when 
  tracking by scent. 
   
  APL 12 
  � Frost Giant Rgr2: CR 11; Large Giant (cold); HD 
  16d8+112; hp 195; Init +3; Spd 40 ft.; AC 27 (-1 size, 
  +3 Dex, +9 natural, +6 armor) touch 12, flat-footed 24; 
  BAB +12; Grp +28; Atk heavy pick +25 melee 
  (1d8+13/19-20/×4) or slam +23 melee (1d4+12) or 
  rock +14 ranged (2d6+12); Full Atk heavy pick 
  +25/+20/+15 melee (1d8+13/19-20/×4) or heavy pick 
  +21/+16/+11 melee (1d8+13/19-20/×4) and heavy 
  pick +21/+16 melee (1d8+7/19-20/×4) or 2 slams +23 
  melee (1d4+12) or rock +14 ranged (2d6+12); 
  Space/Reach 10 ft./10 ft.; SA combat style, favored 
  enemy (dwarves +2), rock throwing; SQ immunity to 
  cold, low-light vision, rock catching, vulnerability to 
  fire, wild empathy; AL CE; SV Fort +19, Ref +10, Will 
  +7; Str 34, Dex 13 (17), Con 24, Int 10, Wis 16, Cha 8. 
  Skills, Feats, Languages: Climb +17, Craft 
  (trapmaking) +5, Handle Animal +4, Intimidate +8, 
  Jump +20, Spot +22, Survival +8; Cleave, Great 
  Cleave, Greater Two-Weapon Fighting, Improved 
  Critical (heavy pick), Improved Two-Weapon 
  Fighting, Power Attack, TrackB, Two-Weapon 
  FightingB, Weapon Focus (heavy pick); Giant. 
  Favored Enemy (Ex): Frost giant rangers gain a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  dwarves. This bonus also applies to weapon damage 
  rolls. 
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
  Rock Catching (Ex): A giant of at least Large 
  size can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, a giant 
  that would normally be hit by a rock can make a 
  Reflex save to catch it as a free action. The DC is 15 
  for a Small rock, 20 for a Medium one, and 25 for a 
  Large one. (If the projectile provides a magical bonus 
  on attack rolls, the DC increases by that amount.) 
  The giant must be ready for and aware of the attack 
  in order to make a rock catching attempt. 
  Possessions: Large +1 heavy pick ×2, large +1 
  chain shirt, gloves of dexterity +4. 
   
  � Advanced Ice-Touched Winter Wolf: CR 9; 
  Large Magical Beast (cold); HD 9d10+27; hp 78; Init 
  +5; Spd 50 ft.; AC 15 (-1 size, +1 Dex, +5 natural), 
  touch 10, flat-footed 14; BAB +9; Grp +17; Atk bite 
  +12 melee (2d6+6 plus 1d6 cold); Full Atk bite +12 
  melee (2d6+6 plus 1d6 cold); Space/Reach 10 ft./5 ft.; 
  SA breath weapon, freezing bite, trip; SQ DR 
  10/non-magic, darkvision 60 ft., immunity to cold, 
  low-light 
  vision, 
  scent, 
  spell 
  absorption 
  9, 
  vulnerability to fire; AL NE; SV Fort +9, Ref +7, Will 
  +4; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10. 
  Skills, Feats, Languages: Hide -1*, Listen +12, 
  Move Silently +7, Spot +6, Survival +1*; Alertness, 
  Improved Initiative, Improved Natural Attack (bite), 
  Track; Common, Giant. 
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 17 half. The 
  save DC is Constitution-based.  
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
  Spell Absorption (Su): 9 levels, see Ice-Touched 
  Template. 
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+8 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  winter wolf. 
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter 
  wolves have a +2 racial bonus on Hide checks. *Their 
  natural coloration grants them a +7 racial bonus on 
  Hide checks in areas of snow and ice. A winter wolf 
  has a +4 racial bonus on Survival checks when 
  tracking by scent. 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 75 
  Encounter 5: On Thin Ice (Area 5, Main 
  Map) 
  All APLs 
  � Mocra’hurrae, Female Were-Polar Bear Human 
  Cleric 9 of Telchur (human form): CR 13; Medium 
  Humanoid (human, shapechanger); HD 8d8+56 plus 
  9d8+27; hp 171; Init +0; Spd 30 ft.; AC 17 (+2 natural, 
  +5 armor), touch 10, flat-footed 17; BAB +12; Grp 
  +14; Atk spear +15 melee (1d8+4/20/×3); Full Atk 
  spear +15/+10/+5 melee (1d8+4/20/×3); Space/Reach 
  5 ft./5 ft.; SA spells, turn undead 4/day; SQ alternate 
  form, bear empathy, low-light vision, scent; AL CG; 
  SV Fort +14, Ref +9, Will +12; Str 14, Dex 10, Con 14, 
  Int 8, Wis 18, Cha 12. 
  Skills, Feats, Languages: Concentration +17, 
  Knowledge (religion) +3, Heal +10, Hide +0, Listen 
  +12, Spot +12, Survival +8, Swim +4; EnduranceB, 
  Improved Toughness, Power Attack, Run, Self-
  Sufficient, Skill Focus (concentration), Surrogate 
  Spellcasting, Track; Common. 
  Possessions: +2 hide armor, +1 spear. 
   
  � Mocra’hurrae, Female Were-Polar Bear Human 
  Cleric 9 of Telchur (animal form): CR 13; Large 
  Humanoid (human, shapechanger); HD 8d8+56 plus 
  9d8+27; hp 171; Init +1; Spd 40 ft., swim 30 ft.; AC 17 
  (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16; 
  BAB +12; Grp +26; Atk claw +21 melee (1d8+10); Full 
  Atk 2 claws +21 melee (1d8+10) and bite +16 melee 
  (2d6+5); Space/Reach 10 ft./5 ft.; SA curse of 
  lycanthropy, improved grab, turn undead 4/day; SQ 
  alternate form, bear empathy, DR 5/silver, low-light 
  vision, scent; AL CG; SV Fort +18, Ref +10, Will +12; 
  Str 30, Dex 12, Con 22, Int 8, Wis 18, Cha 12. 
  Skills, Feats, Languages: Concentration +21, 
  Knowledge (religion) +3, Heal +10, Hide -3*, Listen 
  +12, Spot +12, Survival +8, Swim +20; EnduranceB, 
  Improved Toughness, Power Attack, Run, Self-
  Sufficient, Skill Focus (concentration), Surrogate 
  Spellcasting, Track; Common. 
   
  � Mocra’hurrae, Female Were-Polar Bear Human 
  Cleric 9 of Telchur (hybrid form): CR 13; Large 
  Humanoid (human, shapechanger); HD 8d8+56 plus 
  9d8+27; hp 171; Init +1; Spd 30 ft.; AC 17 (-1 size, +1 
  Dex, +7 natural), touch 10, flat-footed 16; BAB +12; 
  Grp +26; Atk claw +21 melee (1d6+10); Full Atk 2 
  claws +21 melee (1d6+10) and bite +16 melee 
  (1d8+4); Space/Reach 10 ft./10 ft.; SA curse of 
  lycanthropy, turn undead 4/day; SQ alternate form, 
  bear empathy, DR 5/silver, low-light vision, scent; 
  AL CG; SV Fort +18, Ref +10, Will +12; Str 30, Dex 
  12, Con 22, Int 8, Wis 18, Cha 12. 
  Skills, Feats, Languages: Concentration +21, 
  Knowledge (religion) +3, Heal +10, Hide -3*, Listen 
  +12, Spot +12, Survival +8, Swim +12; EnduranceB, 
  Improved Toughness, Power Attack, Run, Self-
  Sufficient, Skill Focus (concentration), Surrogate 
  Spellcasting, Track; Common. 
  Improved Grab (Ex): To use this ability, a were-
  polar bear in animal form must hit with a claw 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  Alternate Form (Su): A were-polar bear can 
  assume the form of a polar bear or a polar bear-
  humanoid hybrid. 
  Bear Empathy (Ex): Communicate with bears 
  and dire bears, and +4 racial bonus on Charisma-
  based checks against bears and dire bears. 
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a were-polar bear’s bite attack in animal 
  or hybrid form must succeed on a DC 15 Fortitude 
  save or contract lycanthropy. 
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/ 
  1+1; spell DC 18 + spell level): 0 – create water, detect 
  magic, light, mending, purify food and drink, 
  resistance; 1st – bane, comprehend languages, divine 
  favor, obscuring mistD, protection from evil; shield 
  of faith; 2nd – aid, bear’s endurance, gentle repose, 
  lesser restoration, sound burst, wind wallD; 3rd – 
  dispel magic, gaseous formD, magic circle against 
  evil, protection from energy, water breathing; 4th – 
  air walkD, death ward, divine power, restoration; 5th 
  – raise dead, righteous mightD. 
  D = Domain spell. Deity: Telchur. Domains: Air 
  (turn earth creatures, rebuke air creatures, 4/day); 
  Strength (feat of strength 1/day, +9 enhancement 
  bonus to Str for 1 round). 
  Skills: A were-polar bear has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard while in animal form. It can always 
  choose to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. *A 
  polar bear’s white coat bestows a +12 racial bonus on 
  Hide checks in snowy areas while in animal or 
  hybrid form. 
   
  Encounter 6: Heat Wave (See Preethryma’s 
  Lair, Maps 1 and 2) 
  APL 8 
  � Preethryma, Female Advanced Juvenile Red 
  Dragon: CR 11; Large Dragon (fire); HD 18d12+108; 
  hp 234; Init +0; Spd 40 ft., fly 150 ft. (poor); AC 24 (-1 
  size, +15 natural) touch 9, flat-footed 24; BAB +18; 
  Grp +31; Atk bite +27 melee (2d6+10); Full Atk bite 
  +27 melee (2d6+10) and 2 claws +23 melee (1d8+5) 
  and 2 wings +21 melee (1d6+4) and tail slap +21 
  melee (1d8+13); Space/Reach 10 ft./5 ft (10 ft. with 
  bite); SA breath weapon, spell-like abilities, spells; 
  SQ blindsense 60 ft., darkvision 120 ft., keen senses, 
  immunity to fire, paralysis and sleep, resistance to 
  cold 10, SR 18, vulnerability to cold; AL CE; SV Fort 
  +19, Ref +15, Will +15; Str 29, Dex 10, Con 19 (23), 
  Int 14, Wis 15, Cha 14. 
  Skills, Feats, Languages: Appraise +11 (+13), 
  Bluff +21 (+23), Concentration +21 (+27), Knowledge 
  (arcana) +21 (+23), Knowledge (local) +21 (+23), 
  
  CORS4-02 Here There Be Dragons 
   
  Page 76 
  Listen +21 (+23), Search +10 (+12), Sense Motive +21 
  (+23), Spot +21 (+23); Awaken Spell Resistance, 
  Combat Expertise, Flyby Attack, Hover, Lightning 
  Reflexes, 
  Wingover, 
  Weapon 
  Focus 
  (claw); 
  Common, Draconic, Giant. 
  Breath Weapon (Su): 40-ft. cone, 8d10 fire, 
  Reflex DC 25 half, every 1d4 rounds. 
  Spell-Like Abilities: 4/day – locate object. 
  Caster level 4th. 
  Sorcerer Spells Known (6/6; save DC 12 + spell 
  level): 0 – detect magic, mage hand, message, read 
  magic; 1 – alarm, ray of enfeeblement. Caster level 
  3rd. 
  Possessions: vest of resistance +2, bracelet of 
  health +4, +1 necklace of three natural weapons 
  (affects bite, 2 claws), ring of minor cold resistance. 
   
  APL 10 
  � Preethryma, Female Young Adult Red Dragon: 
  CR 13; Huge Dragon (fire); HD 19d12+133; hp 266; 
  Init +0; Spd 40 ft., fly 150 ft. (poor); AC 26 (-2 size, 
  +18 natural), touch 8, flat-footed 26; BAB +19; Grp 
  +37; Atk bite +28 melee (2d8+11); Full Atk bite +28 
  melee (2d8+11) and 2 claws +23 melee (2d6+6) and 2 
  wings +22 melee (2d6+5) and tail slap +22 melee 
  (1d8+15) 
  or 
  crush 
  melee 
  special 
  (2d8+15); 
  Space/Reach 15 ft./10 ft (15 ft. with bite); SA breath 
  weapon, crush, spell-like abilities, spells; SQ 
  blindsense 60 ft., DR 5/magic, darkvision 120 ft., 
  frightful presence, keen senses, immunity to fire, 
  paralysis and sleep, resistance to cold 10, SR 19, 
  vulnerability to cold; AL CE; SV Fort +20, Ref +15, 
  Will +15; Str 31, Dex 10, Con 21 (25), Int 14, Wis 15, 
  Cha 14. 
  Skills, Feats, Languages: Appraise +12 (+14), 
  Bluff +22 (+24), Concentration +22 (+26), Knowledge 
  (arcana) +22 (+24), Knowledge (local) +22 (+24), 
  Listen +22 (+24), Search +10 (+12), Sense Motive +22 
  (+24), Spot +22 (+24); Combat Expertise, Flyby 
  Attack, 
  Hover, 
  Improved 
  Snatch, 
  Lightning 
  Reflexes, Snatch, Wingover; Common, Draconic, 
  Giant. 
  Breath Weapon (Su): 50 ft. cone of fire,. damage 
  10d10, Ref. DC 26 half, once every 1d4 rounds. 
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8 +15 points of bludgeoning 
  damage, and must succeed on a DC 26 Reflex save or 
  be pinned; grapple bonus +37. 
  Frightful Presence (Ex): 150 ft. radius, 18 HD or 
  less, Will DC 21 negates. 
  Snatch (Ex): Grapple bonus +37; claw against 
  Medium or smaller creatures 2d6+5/round, bite 
  against Medium or smaller creatures 2d8+10/round. 
  Spell-Like Abilities: 5/day – locate object. 
  Caster level 5th. 
  Sorcerer Spells Known (6/7/5; save DC 12 + 
  spell level): 0 – detect magic, mage hand, message, 
  prestidigitation, read magic, touch of fatigue; 1st – 
  alarm, disguise self, endure elements, ray of 
  enfeeblement; 2nd – resist elements, touch of idiocy. 
  Caster level 5th. 
  Possessions: vest of resistance +2, bracelet of 
  health +4, +1 necklace of three natural weapons 
  (affects bite, 2 claws), ring of minor cold resistance. 
   
  APL 12 
  � Preethryma, Female Advanced Young Adult 
  Red Dragon: CR 14; Huge Dragon (fire); HD 
  21d12+147; hp 294; Init +0; Spd 40 ft., fly 150 ft. 
  (poor); AC 26 (-2 size, +18 natural), touch 8, flat-
  footed 26; BAB +21; Grp +40; Atk bite +31 melee 
  (2d8+12); Full Atk bite +31 melee (2d8+12) and 2 
  claws +26 melee (2d6+6) and 2 wings +25 melee 
  (2d6+5) and tail slap +25 melee (1d8+15) or crush 
  melee special (2d8+16); Space/Reach 15 ft./10 ft (15 
  ft. with bite); SA breath weapon, crush, spell-like 
  abilities, spells; SQ blindsense 60 ft., DR 5/magic, 
  darkvision 120 ft., frightful presence, keen senses, 
  immunity to fire, paralysis and sleep, resistance to 
  cold 10, SR 19, vulnerability to cold; AL CE; SV Fort 
  +22, Ref +17, Will +17; Str 32, Dex 10, Con 21 (25), 
  Int 14, Wis 15, Cha 14. 
  Skills, Feats, Languages: Appraise +12 (+14), 
  Bluff +24 (+26), Concentration +24 (+28), Knowledge 
  (arcana) +24 (+26), Knowledge (local) +24 (+26), 
  Listen +24 (+26), Search +12 (+14), Sense Motive +24 
  (+26), Spot +24 (+26); Combat Expertise, Flyby 
  Attack, 
  Hover, 
  Improved 
  Snatch, 
  Lightning 
  Reflexes, Maximize Breath, Snatch, Wingover; 
  Common, Draconic, Giant. 
  Breath Weapon (Su): 50 ft. cone of fire,. damage 
  10d10, Ref. DC 27 half, once every 1d4 rounds. 
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+16 points of bludgeoning 
  damage, and must succeed on a DC 27 Reflex save or 
  be pinned; grapple bonus +40. 
  Frightful Presence (Ex): 150 ft. radius, 20 HD or 
  less, Will DC 22 negates. 
  Snatch (Ex): Grapple bonus +40; claw against 
  Medium or smaller creatures 2d6+6/round, bite 
  against Medium or smaller creatures 2d8+12/round. 
  Spell-Like Abilities: 5/day – locate object. 
  Caster level 5th. 
  Sorcerer Spells Known (6/7/5; save DC 12 + 
  spell level): 0 – detect magic, mage hand, message, 
  prestidigitation, read magic, touch of fatigue; 1st – 
  alarm, disguise self, endure elements, ray of 
  enfeeblement; 2 – resist elements, touch of idiocy. 
  Caster level 5th. 
  Possessions: vest of resistance +3, bracelet of 
  health +4, +1 necklace of three natural weapons 
  (affects bite, 2 claws), ring of minor cold resistance. 
   
  
  CORS4-02 Here There Be Dragons 
   
  Page 77 
  Appendix 4: Stat Blocks for Chapter 6 
   
  Encounter 2: Who ‘Scapes the Lurking 
  Serpent’s Mortal Sting? (Map Included) 
  APL 14 
  � Baelberyth, Advanced Two-Headed Half-Fiend 
  Remorhaz: CR 16; Gargantuan Outsider (native, 
  augmented magical beast); HD 23d10+230; hp 368; 
  Init +8, Spd 30 ft., burrow 20 ft., fly 30 ft. (average); 
  AC 27 (-4 size, +4 Dex, +17 natural), touch 10, flat-
  footed 23; BAB +23; Grp +50; Atk Bite +34 melee 
  (3d8+15/19-20/×2); Full Atk 2 bites +34/+29 melee 
  (3d8+15/19-20/×2) and 2 claws +34 melee (2d6+7); 
  Space/Reach 20 ft./15 ft.; SA improved grab, smite 
  good, spell-like abilities, swallow whole; SQ DR 
  10/magic, darkvision 90 ft., heat, immune to poison, 
  low-light vision, resistance to acid 10, cold 10, 
  electricity 10, fire 10, SR 33, tremorsense 60 ft.; AL 
  NE, SV Fort +23, Ref +16, Will +10; Str 40, Dex 18, 
  Con 30, Int 9, Wis 12, Cha 12. 
  Skills, Feats, Languages: Concentration +23, 
  Hide +5, Listen +33, Move Silently +17, Spellcraft 
  +12, Spot +29, Survival +14; Combat ReflexesB, 
  Crush, Empower Spell-Like Ability (horrid wilting), 
  Extra Smiting, Improved Critical (bite), Improved 
  InitiativeB, Improved MultiattackB, Iron Will, 
  Multigrab, Power Attack, Rapidstrike (bite); None. 
  Crush (Ex): See Non-Core Feats. DC 37, does 
  4d6+22 damage plus 8d6 points of fire damage to 
  Medium or smaller creatures. 
  Improved Grab (Ex): To use this ability, a 
  remorhaz must hit an opponent least one size 
  category smaller than itself 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 
  attempt to swallow the opponent the following 
  round. 
  Smite Good (Su): Three times per day the 
  creature can make a normal melee attack to deal 20 
  points of damage to a good foe. 
  Spell-Like Abilities: 3/day – darkness, poison 
  (DC 22), unholy aura (DC 19); 1/day – blasphemy, 
  contagion (DC 15), desecrate, finger of death (DC 
  18), horrid wilting (empowered) (DC 19), summon 
  monster IX (fiends only), unhallow, unholy blight 
  (DC 15). Caster level 23. 
  Swallow Whole (Ex): When a remorhaz begins 
  its turn with a grappled opponent in its mouth, it can 
  swallow that opponent with a successful grapple 
  check. Once inside, the opponent takes 3d8+15 
  points of bludgeoning damage plus 8d6 points of fire 
  damage per round from the remorhaz’s gizzard. A 
  swallowed creature can cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC 15). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Gargantuan remorhaz’s interior can hold 2 Huge, 4 
  Large, 8 Medium, 16 Small, 64 Tiny, 256 Diminutive, 
  or 1024 Fine or smaller opponents. 
  Heat (Ex): An enraged remorhaz generates heat 
  so intense that anything touching its body takes 8d6 
  points of fire damage. Creatures striking a remorhaz 
  with natural attacks or unarmed attacks are subject 
  to this damage, but creatures striking with melee 
  weapons do not take damage from the remorhaz’s 
  heat. This heat can melt or char weapons; any 
  weapon that strikes a remorhaz is allowed a DC 31 
  Fortitude save to avoid destruction. The save DC is 
  Constitution-based. 
  Skills: Remorhazes have a +6 racial bonus on 
  Listen checks and a +2 racial bonus on Spot checks. 
   
  APL 16 
  � Baelberyth, Advanced Two-Headed Half-Fiend 
  Remorhaz: CR 18; Colossal Outsider (native, 
  augmented magical beast); HD 29d10+348; hp 522; 
  Init +8, Spd 30 ft., burrow 20 ft., fly 30 ft. (average); 
  AC 28 (-8 size, +4 Dex, +22 natural), touch 6, flat-
  footed 24; BAB +29; Grp +64; Atk Bite +40 melee 
  (4d8+19/19-20/×2); Full Atk 2 bites +40/+35 melee 
  (4d8+19/19-20/×2) and 2 claws +40 melee (3d6+9); 
  Space/Reach 30 ft./20 ft.; SA improved grab, smite 
  good, spell-like abilities, swallow whole; SQ DR 
  10/magic, darkvision 90 ft., heat, immune to poison, 
  low-light vision, resistance to acid 10, cold 10, 
  electricity 10, fire 10, SR 35, tremorsense 60 ft.; AL 
  NE, SV Fort +28, Ref +19, Will +13; Str 48, Dex 18, 
  Con 34, Int 9, Wis 14, Cha 12. 
  Skills, Feats, Languages: Concentration +28, 
  Hide +4, Listen +40, Move Silently +20, Spellcraft 
  +15, Spot +36, Survival +18; Cleave, Combat 
  ReflexesB, Crush, Empower Spell-Like Ability 
  (horrid wilting), Extra Smiting, Improved Critical 
  (bite), Improved InitiativeB, Improved MultiattackB, 
  Iron Will, Multigrab, Power Attack, Quicken Spell-
  Like Ability (unholy blight), Rapidstrike (bite); 
  None. 
  Crush (Ex): See Non-Core Feats. DC 45, does 
  4d8+28 damage plus 8d6 points of fire damage to 
  Large or smaller creatures. 
  Improved Grab (Ex): To use this ability, a 
  remorhaz must hit an opponent least one size 
  category smaller than itself 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 
  attempt to swallow the opponent the following 
  round. 
  Smite Good (Su): Three times per day the 
  creature can make a normal melee attack to deal 20 
  points of damage to a good foe. 
  Spell-Like Abilities: 3/day – darkness, poison 
  (DC 26), unholy aura (DC 19); 1/day – blasphemy, 
  contagion (DC 15), desecrate, finger of death (DC 
  
  CORS4-02 Here There Be Dragons 
   
  Page 78 
  18), horrid wilting (empowered) (DC 19), summon 
  monster IX (fiends only), unhallow, unholy blight 
  (quickened) (DC 15). Caster level 29. 
  Swallow Whole (Ex): When a remorhaz begins 
  its turn with a grappled opponent in its mouth, it can 
  swallow that opponent with a successful grapple 
  check. Once inside, the opponent takes 4d8+19 
  points of bludgeoning damage plus 8d6 points of fire 
  damage per round from the remorhaz’s gizzard. A 
  swallowed creature can cut its way out by using a 
  light slashing or piercing weapon to deal 40 points of 
  damage to the gizzard (AC 20). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Colossal remorhaz’s interior can hold 2 Gargantuan, 
  4 Huge, 8 Large, 16 Medium, 32 Small, 128 Tiny, 512 
  Diminutive, or 2048 Fine or smaller opponents. 
  Heat (Ex): An enraged remorhaz generates heat 
  so intense that anything touching its body takes 8d6 
  points of fire damage. Creatures striking a remorhaz 
  with natural attacks or unarmed attacks are subject 
  to this damage, but creatures striking with melee 
  weapons do not take damage from the remorhaz’s 
  heat. This heat can melt or char weapons; any 
  weapon that strikes a remorhaz is allowed a DC 36 
  Fortitude save to avoid destruction. The save DC is 
  Constitution-based. 
  Skills: Remorhazes have a +6 racial bonus on 
  Listen checks and a +2 racial bonus on Spot checks. 
   
  APL 18 
  � Baelberyth, Advanced Two-Headed Half-Fiend 
  Remorhaz: CR 20; Colossal Outsider (native, 
  augmented magical beast); HD 35d10+420; hp 630; 
  Init +8, Spd 30 ft., burrow 20 ft., fly 30 ft. (average); 
  AC 28 (-8 size, +4 Dex, +22 natural), touch 6, flat-
  footed 24; BAB +35; Grp +70; Atk Bite +46 melee 
  (4d8+19/19-20/×2); Full Atk 2 bites +46/+41 melee 
  (4d8+19/19-20/×2) and 2 claws +46 melee (3d6+9); 
  Space/Reach 30 ft./20 ft.; SA improved grab, smite 
  good, spell-like abilities, swallow whole; SQ DR 
  10/magic, darkvision 90 ft., heat, immune to poison, 
  low-light vision, resistance to acid 10, cold 10, 
  electricity 10, fire 10, SR 35, tremorsense 60 ft.; AL 
  NE, SV Fort +31, Ref +22, Will +19; Str 48, Dex 18, 
  Con 35, Int 9, Wis 14, Cha 12. 
  Skills, Feats, Languages: Concentration +31, 
  Hide +7, Listen +46, Move Silently +23, Spellcraft 
  +18, Spot +42, Survival +21; Cleave, Combat 
  ReflexesB, Crush, Empower Spell-Like Ability 
  (horrid wilting), Epic Will, Extra Smiting, Improved 
  Critical (bite), Improved InitiativeB, Improved 
  MultiattackB, Iron Will, Multigrab, Power Attack, 
  Quicken 
  Spell-Like 
  Ability 
  (unholy 
  blight), 
  Rapidstrike (bite), Spellcasting Harrier; None. 
  Crush (Ex): See Non-Core Feats. DC 45, does 
  4d8+28 damage plus 8d6 points of fire damage to 
  Large or smaller creatures. 
  Improved Grab (Ex): To use this ability, a 
  remorhaz must hit an opponent least one size 
  category smaller than itself 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 
  attempt to swallow the opponent the following 
  round. 
  Smite Good (Su): Three times per day the 
  creature can make a normal melee attack to deal 20 
  points of damage to a good foe. 
  Spell-Like Abilities: 3/day – darkness, poison 
  (DC 29), unholy aura (DC 19); 1/day – blasphemy, 
  contagion (DC 15), desecrate, finger of death (DC 
  18), horrid wilting (empowered) (DC 19), summon 
  monster IX (fiends only), unhallow, unholy blight 
  (quickened) (DC 15). Caster level 35. 
  Swallow Whole (Ex): When a remorhaz begins 
  its turn with a grappled opponent in its mouth, it can 
  swallow that opponent with a successful grapple 
  check. Once inside, the opponent takes 4d8+19 
  points of bludgeoning damage plus 8d6 points of fire 
  damage per round from the remorhaz’s gizzard. A 
  swallowed creature can cut its way out by using a 
  light slashing or piercing weapon to deal 40 points of 
  damage to the gizzard (AC 20). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Colossal remorhaz’s interior can hold 2 Gargantuan, 
  4 Huge, 8 Large, 16 Medium, 32 Small, 128 Tiny, 512 
  Diminutive, or 2048 Fine or smaller opponents. 
  Heat (Ex): An enraged remorhaz generates heat 
  so intense that anything touching its body takes 8d6 
  points of fire damage. Creatures striking a remorhaz 
  with natural attacks or unarmed attacks are subject 
  to this damage, but creatures striking with melee 
  weapons do not take damage from the remorhaz’s 
  heat. This heat can melt or char weapons; any 
  weapon that strikes a remorhaz is allowed a DC 39 
  Fortitude save to avoid destruction. The save DC is 
  Constitution-based. 
  Skills: Remorhazes have a +6 racial bonus on 
  Listen checks and a +2 racial bonus on Spot checks. 
   
  Encounter 3: Machinations, Hollowness, 
  and Treachery (Area 5, Main Map) 
  All APLs 
  � Draconic Fomorian Bbn1: CR 13; Huge Giant; 
  HD 15d8+105 plus 1d12+7; hp 199; Init +1; Spd 50 ft. 
  in breastplate, 70 ft. normal; AC 29 (-2 size, +1 Dex, 
  +12 natural, +8 breastplate), touch 9, flat-footed 28; 
  BAB +12; Grp +33; Atk Heavy flail +24 melee 
  (4d6+20/19-20/×2), or slam +23 melee (1d8+13), or 
  claw +23 melee (1d6+13); Full Atk Heavy flail 
  +24/+19/+14 melee (4d6+20/19-20/×2), or 2 slams 
  +23 melee (1d8+13), or 2 claws +23 melee (1d6+13); 
  Space/Reach 15 ft./15 ft.; SA Rage 1/day, trample 
  2d10+19; SQ DR 5/–, darkvision 60 ft., fast healing 5, 
  fast movement, immunities, low-light vision, scent; 
  AL NE; SV Fort +21, Ref +9, Will +10; Str 36, Dex 12, 
  Con 24, Int 11, Wis 14, Cha 11. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 79 
  Skills, Feats, Languages: Listen +6, Move 
  Silently +29, Spot +22; Cleave, Combat Reflexes, 
  Great Cleave, Power Attack, Track; Draconic, Giant. 
  Rage (Ex): Draconic Fomorians can enter a state 
  of rage once per day. Each rage lasts 12 rounds. 
  While in a rage, the following changes are in effect: 
  hp 231; AC 27 (touch 7, flat-footed 26); Grp +35; Atk 
  Heavy flail +26 melee (4d6+23/19-20/×2), or slam 
  +25 melee (1d8+15), or claw +25 melee (1d6+15); Full 
  Atk Heavy flail +26/+21/+16 melee (4d6+23/19-
  20/×2), or 2 slams +25 melee (1d8+15), or 2 claws +25 
  melee (1d6+15); SV Fort +22, Ref +8, Will +11; Str 40, 
  Con 28. 
  Trample (Ex): A trampled opponent can either 
  take an attack of opportunity at a -4 penalty or 
  attempt a Reflex save (DC 33) for half damage. 
  Immunities: Draconic fomorians have a +4 
  racial bonus on saves vs. magic sleep effects and 
  paralysis. 
  Skills: Draconic fomorians have a +2 racial 
  bonus on Intimidate and Spot checks. 
  Possessions: huge +3 breastplate, huge +1 
  sweeping heavy flail, amulet of natural armor +2, vest 
  of resistance +3. 
   
  APL 14 
  � Ice-Touched Annis Hag Rog3: CR 11; Large 
  Monstrous Humanoid; HD 7d8+21 plus 3d6+9; hp 
  79; Init +1; Spd 40 ft.; AC 24 (-1 size, +1 Dex, +10 
  natural, +4 armor), touch 10, flat-footed 23; BAB +9; 
  Grp +21; Atk Claw +18 melee (1d6+10); Full Atk 2 
  claws +18 melee (1d6+10) and bite +16 melee 
  (1d6+6); Space/Reach 10 ft./10 ft.; SA Improved 
  grab, rake 1d6+10, rend 2d6+15, sneak attack +2d6, 
  spell-like abilities; SQ DR 2/bludgeoning, DR 
  10/non-magical, darkvision 60 ft., evasion, resistance 
  to cold 15, spell absorption 10, SR 22, trapfinding, 
  trap sense +1; AL CE; SV Fort +11, Ref +14, Will +12; 
  Str 26, Dex 12, Con 16, Int 13, Wis 13, Cha 10. 
  Skills, Feats, Languages: Bluff +8, Diplomacy +2, 
  Disguise +0 (+2 acting), Hide +15, Intimidate +2, 
  Listen +14, Move Silently +16, Spot +14; Blind-Fight, 
  Great FortitudeB, Iron Will, Lightning Reflexes, 
  Multiattack; Common, Giant. 
  Improved Grab (Ex): To use this ability, an 
  annis must hit a Large or smaller opponent with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex): Attack bonus +18 melee, damage 
  1d6+10. An annis can attack a grappled foe with both 
  claws at no penalty. 
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d6+15 points of damage. 
  Spell Absorption (Su): 10 levels, see Ice-
  Touched Template. 
  Spell-Like Abilities: 3/day—disguise self, fog 
  cloud. Caster level 8th. 
  Possessions: large +1 shadow and silent moves 
  studded leather armor, amulet of mighty fists +2, belt 
  of endurance, vest of resistance +3. 
   
  � Kathay, Ice-Touched Annis Hag Clr5: CR 13; 
  Large Monstrous Humanoid; HD 7d8+42 plus 
  5d8+30; hp 135; Init +6; Spd 30 ft. in full plate, 40 ft. 
  normal; AC 31 (-1 size, +1 Dex, +10 natural, +11 
  armor), touch 10, flat-footed 30; BAB +10; Grp +23; 
  Atk Claw +18 melee (1d6+9); Full Atk 2 claws +18 
  melee (1d6+9) and bite +13 melee (1d6+4); 
  Space/Reach 10 ft./10 ft.; SA Improved grab, rake 
  1d6+9, rend 2d6+13, spell-like abilities; SQ DR 
  2/bludgeoning, DR 20/non-magical, darkvision 60 
  ft., resistance to cold 20, spell absorption 12, SR 24; 
  AL CE; SV Fort +16, Ref +13, Will +17; Str 28, Dex 
  14, Con 20, Int 12, Wis 20, Cha 12. 
  Skills, Feats, Languages: Bluff +9, Concentration 
  +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +6, 
  Intimidate +3, Listen +12, Spot +12; Blind-Fight, 
  Divine Vigor, Great FortitudeB, Improved Initiative, 
  Improved Toughness, Lightning Reflexes; Common, 
  Giant. 
  Cleric Spells Prepared (5/5+1/3+1/2+1; spell DC 
  15 + spell level): 0 – create water, detect magic, cure 
  minor wounds ×3; 1st – bless, detect good, divine 
  favor, protection from goodD ×2, shield of faith; 2nd 
  – bull’s strength  ×2, cure moderate wounds, 
  desecrateD; 3rd – dispel magic, invisibility purge, 
  magic circle against goodD. 
  D = Domain spell. Deity: Vecna. Domains: Evil 
  (+1 caster level for Evil spells), Magic (use spell 
  completion and trigger items as a Wiz2). 
  Improved Grab (Ex): To use this ability, an 
  annis must hit a Large or smaller opponent with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex): Attack bonus +16 melee, damage 
  1d6+7. An annis can attack a grappled foe with both 
  claws at no penalty. 
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d6+13 points of damage. 
  Spell Absorption (Su): 12 levels, see Ice-
  Touched Template. 
  Spell-Like Abilities: 3/day—disguise self, fog 
  cloud. Caster level 8th. 
  Possessions: periapt of wisdom +2, belt of 
  endurance, vest of resistance +3, unholy symbol of 
  Vecna ×2, large +3 full plate, ring of counterspells 
  (dispel magic). 
   
  APL 16 
  � Ice-Touched Annis Hag Rog5: CR 13; Large 
  Monstrous Humanoid; HD 7d8+28 plus 5d6+20; hp 
  105; Init +1; Spd 40 ft.; AC 25 (-1 size, +1 Dex, +10 
  natural, +5 armor), touch 10, flat-footed 25; BAB +10; 
  
  CORS4-02 Here There Be Dragons 
   
  Page 80 
  Grp +22; Atk Claw +19 melee (1d6+10); Full Atk 2 
  claws +19 melee (1d6+10) and bite +17 melee 
  (1d6+6); Space/Reach 10 ft./10 ft.; SA Improved 
  grab, rake 1d6+10, rend 2d6+15, sneak attack +3d6, 
  spell-like abilities; SQ DR 2/bludgeoning, DR 
  20/non-magical, darkvision 60 ft., evasion, resistance 
  to cold 20, spell absorption 12, SR 24, trapfinding, 
  trap sense +1, uncanny dodge; AL CE; SV Fort +12, 
  Ref +16, Will +14; Str 26, Dex 12, Con 16, Int 13, Wis 
  14, Cha 10. 
  Skills, Feats, Languages: Bluff +15, Diplomacy 
  +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, 
  Listen +17, Move Silently +21, Spot +17; Blind-Fight, 
  Great FortitudeB, Improved Toughness, Iron Will, 
  Lightning Reflexes, Multiattack; Common, Giant. 
  Improved Grab (Ex): To use this ability, an 
  annis must hit a Large or smaller opponent with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex): Attack bonus +19 melee, damage 
  1d6+10. An annis can attack a grappled foe with both 
  claws at no penalty. 
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d6+15 points of damage. 
  Spell Absorption (Su): 12 levels, see Ice-
  Touched Template. 
  Spell-Like Abilities: 3/day—disguise self, fog 
  cloud. Caster level 8th. 
  Possessions: large +2 shadow and silent moves 
  studded leather armor, amulet of mighty fists +2, belt 
  of endurance, vest of resistance +4. 
   
  � Kathay, Ice-Touched Annis Hag Clr7: CR 15; 
  Large Monstrous Humanoid; HD 7d8+42 plus 
  7d8+42; hp 157; Init +6; Spd 30 ft. in full plate, 40 ft. 
  normal; AC 32 (-1 size, +1 Dex, +10 natural, +12 
  armor), touch 10, flat-footed 31; BAB +12; Grp +25; 
  Atk Claw +20 melee (1d6+9); Full Atk 2 claws +20 
  melee (1d6+9) and bite +15 melee (1d6+4); 
  Space/Reach 10 ft./10 ft.; SA Improved grab, rake 
  1d6+9, rend 2d6+13, spell-like abilities; SQ DR 
  2/bludgeoning, DR 20/non-magical, darkvision 60 
  ft., resistance to cold 20, spell absorption 14, SR 26; 
  AL CE; SV Fort +17, Ref +14, Will +19; Str 28, Dex 
  14, Con 20, Int 12, Wis 22, Cha 12. 
  Skills, Feats, Languages: Bluff +9, Concentration 
  +21, Diplomacy +7, Disguise +1 (+3 acting), Hide +6, 
  Intimidate +3, Listen +11, Spot +11; Blind-Fight, 
  Divine Vigor, Great FortitudeB, Improved Initiative, 
  Improved Toughness, Lightning Reflexes; Common, 
  Giant. 
  Cleric Spells Prepared (6/6+1/5+1/3+1/2+1; 
  spell DC 16 + spell level): 0 – create water, detect 
  magic, cure minor wounds ×4; 1st – bless, detect 
  good, divine favor, protection from goodD ×2, shield 
  of faith ×2; 2nd – bull’s strength  ×2, cure moderate 
  wounds, desecrateD, remove paralysis, silence; 3rd – 
  dispel magic, invisibility purge, magic circle against 
  goodD, sound lance; 4th – divine power, recitation, 
  unholy blightD. 
  D = Domain spell. Deity: Vecna. Domains: Evil 
  (+1 caster level for Evil spells), Magic (use spell 
  completion and trigger items as a Wiz2). 
  Improved Grab (Ex): To use this ability, an 
  annis must hit a Large or smaller opponent with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex): Attack bonus +16 melee, damage 
  1d6+7. An annis can attack a grappled foe with both 
  claws at no penalty. 
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d6+13 points of damage. 
  Spell Absorption (Su): 14 levels, see Ice-
  Touched Template. 
  Spell-Like Abilities: 3/day—disguise self, fog 
  cloud. Caster level 8th. 
  Possessions: periapt of wisdom +4, belt of 
  endurance, vest of resistance +4, unholy symbol of 
  Vecna ×2, large +4 full plate of light fortification, 
  ring of counterspells (dispel magic). 
   
  APL 18 
  � Ice-Touched Annis Hag Rog7: CR 15; Large 
  Monstrous Humanoid; HD 7d8+28 plus 7d6+28; hp 
  121; Init +1; Spd 40 ft.; AC 25 (-1 size, +1 Dex, +10 
  natural, +5 armor), touch 10, flat-footed 25; BAB +12; 
  Grp +24; Atk Claw +22 melee (1d6+11); Full Atk 2 
  claws +22 melee (1d6+11) and bite +20 melee 
  (1d6+7); Space/Reach 10 ft./10 ft.; SA Improved 
  grab, rake 1d6+11, rend 2d6+16, sneak attack +4d6, 
  spell-like abilities; SQ DR 2/bludgeoning, DR 
  20/non-magical, darkvision 60 ft., evasion, resistance 
  to cold 20, spell absorption 14, SR 26, trapfinding, 
  trap sense +2, uncanny dodge; AL CE; SV Fort +13, 
  Ref +17, Will +15; Str 26, Dex 12, Con 16, Int 13, Wis 
  14, Cha 10. 
  Skills, Feats, Languages: Bluff +17, Diplomacy 
  +2, Disguise +8 (+10 acting), Hide +19, Intimidate +2, 
  Listen +19, Move Silently +23, Spot +19; Blind-Fight, 
  Great FortitudeB, Improved Toughness, Iron Will, 
  Lightning Reflexes, Multiattack; Common, Giant. 
  Improved Grab (Ex): To use this ability, an 
  annis must hit a Large or smaller opponent with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex): Attack bonus +22 melee, damage 
  1d6+11. An annis can attack a grappled foe with both 
  claws at no penalty. 
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d6+16 points of damage. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 81 
  Spell Absorption (Su): 14 levels, see Ice-
  Touched Template. 
  Spell-Like Abilities: 3/day—disguise self, fog 
  cloud. Caster level 8th. 
  Possessions: large +2 shadow and silent moves 
  studded leather armor, amulet of mighty fists +3, belt 
  of endurance, vest of resistance +4. 
   
  � Kathay, Ice-Touched Annis Hag Clr9: CR 17; 
  Large Monstrous Humanoid; HD 7d8+42 plus 
  9d8+54; hp 179; Init +6; Spd 30 ft. in full plate, 40 ft. 
  normal; AC 32 (-1 size, +1 Dex, +10 natural, +12 
  armor), touch 10, flat-footed 31; BAB +13; Grp +26; 
  Atk Claw +21 melee (1d6+9); Full Atk 2 claws +21 
  melee (1d6+9) and bite +16 melee (1d6+4); 
  Space/Reach 10 ft./10 ft.; SA Improved grab, rake 
  1d6+9, rend 2d6+13, spell-like abilities; SQ DR 
  2/bludgeoning, DR 20/non-magical, darkvision 60 
  ft., resistance to cold 20, spell absorption 16, SR 28; 
  AL CE; SV Fort +18, Ref +15, Will +21; Str 29, Dex 
  14, Con 20, Int 12, Wis 24, Cha 12. 
  Skills, Feats, Languages: Bluff +9, Concentration 
  +21, Diplomacy +7, Disguise +1 (+3 acting), Hide +6, 
  Intimidate +3, Listen +11, Spot +11; Blind-Fight, 
  Divine Vigor, Great FortitudeB, Improved Initiative, 
  Improved Toughness, Lightning Reflexes; Common, 
  Giant. 
  Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/ 
  2+1; spell DC 17 + spell level): 0 – create water, detect 
  magic, cure minor wounds ×4; 1st – bless, detect 
  good, divine favor, protection from goodD ×2, shield 
  of faith ×2; 2nd – bull’s strength  ×2, cure moderate 
  wounds ×2, desecrateD, remove paralysis, silence; 3rd 
  – dispel magic, invisibility purge, magic circle 
  against goodD, sound lance ×3; 4th – cure critical 
  wounds, divine power, recitation, unholy blightD; 
  5th – dispel goodD, righteous might, slay living. 
  D = Domain spell. Deity: Vecna. Domains: Evil 
  (+1 caster level for Evil spells), Magic (use spell 
  completion and trigger items as a Wiz2). 
  Improved Grab (Ex): To use this ability, an 
  annis must hit a Large or smaller opponent with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. 
  Rake (Ex): Attack bonus +16 melee, damage 
  1d6+7. An annis can attack a grappled foe with both 
  claws at no penalty. 
  Rend (Ex): An annis that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d6+13 points of damage. 
  Spell Absorption (Su): 16 levels, see Ice-
  Touched Template. 
  Spell-Like Abilities: 3/day—disguise self, fog 
  cloud. Caster level 8th. 
  Possessions: periapt of wisdom +6, belt of 
  endurance, vest of resistance +4, unholy symbol of 
  Vecna ×2, large +4 full plate of moderate 
  fortification, ring of counterspells (dispel magic). 
   
  Encounter 4: The Fiery Gulf (Map 
  Included) 
  APL 14 
  � Magma Drake: CR 13; Large Dragon (earth, 
  fire); HD 16d12+64; hp 172; Init +6; Spd 30 ft., 
  burrow 10 ft., fly 60 ft. (poor); AC 23 (-1 size, +2 Dex, 
  +12 natural), touch 11, flat-footed 21; BAB +16; Grp 
  +26; Atk bite +21 melee (2d6+6) or claw +21 melee 
  (1d8+6); Full Atk bite +21 melee (2d6+6) and 2 claws 
  +19 melee (1d8+3) and tail slap +19 melee (1d8+9); 
  Space/Reach 10 ft./5 ft.; SA burn, improved grab; SQ 
  darkvision 60 ft., immunity to fire, sleep, and 
  paralysis, low-light vision, tremorsense 60 ft., 
  vulnerability to cold; AL LE; SV Fort +14, Ref +14, 
  Will +11; Str 23, Dex 14, Con 19, Int 8, Wis 12, Cha 
  11. 
  Skills, Feats, Languages: Bluff +19, Climb +27, 
  Diplomacy +2, Hide +19, Intimidate +2, Listen +22, 
  Search +18, Spot +22; Alertness, Flyby Attack, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Multiattack, Power Attack; Draconic, Ignan. 
  Burn (Ex): Those grappled by a magma drake 
  must succeed on a DC 22 Reflex save or catch fire. 
  The fire burns for 1d4 rounds (see Catching on Fire, 
  page 303 of the Dungeon Master’s Guide). A burning 
  creature can take a move action to put out the flame 
  (but not while grappled). 
  Improved Grab (Ex): To use this ability, a 
  magma drake must hit a creature of its size or smaller 
  with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. 
  Skills: Magma drakes have a +2 racial bonus on 
  Climb checks and on Hide checks. 
   
  APL 16 
  � Magma Drake: CR 15; Huge Dragon (earth, 
  fire); HD 22d12+154; hp 313; Init +5; Spd 30 ft., 
  burrow 10 ft., fly 60 ft. (poor); AC 24 (-2 size, +1 Dex, 
  +15 natural), touch 9, flat-footed 23; BAB +22; Grp 
  +43; Atk bite +30 melee (3d6+10) or claw +30 melee 
  (2d6+10/19-20/×2); Full Atk bite +30 melee (3d6+10) 
  and 2 claws +28/+23 melee (2d6+5/19-20/×2) and tail 
  slap +28 melee (2d6+15); Space/Reach 15 ft./10 ft.; 
  SA burn, improved grab; SQ darkvision 60 ft., 
  immunity to fire, sleep, and paralysis, low-light 
  vision, tremorsense 60 ft., vulnerability to cold; AL 
  LE; SV Fort +20, Ref +16, Will +14; Str 31, Dex 12, 
  Con 24, Int 8, Wis 12, Cha 11. 
  Skills, Feats, Languages: Bluff +25, Climb +31, 
  Diplomacy +2, Hide +18, Intimidate +14, Listen +28, 
  Search +18, Spot +28; Alertness, Flyby Attack, 
  Improved Critical (claws), Improved Initiative, 
  Lightning Reflexes, Multiattack, Power Attack, 
  Rapidstrike (claws); Draconic, Ignan. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 82 
  Burn (Ex): Those grappled by a magma drake 
  must succeed on a DC 28 Reflex save or catch fire. 
  The fire burns for 1d4 rounds (see Catching on Fire, 
  page 303 of the Dungeon Master’s Guide). A burning 
  creature can take a move action to put out the flame 
  (but not while grappled). 
  Improved Grab (Ex): To use this ability, a 
  magma drake must hit a creature of its size or smaller 
  with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. 
  Skills: Magma drakes have a +2 racial bonus on 
  Climb checks and on Hide checks. 
  APL 18 
  � Magma Drake: CR 17; Huge Dragon (earth, 
  fire); HD 28d12+224; hp 425; Init +5; Spd 30 ft., 
  burrow 10 ft., fly 60 ft. (poor); AC 24 (-2 size, +1 Dex, 
  +15 natural), touch 9, flat-footed 23; BAB +28; Grp 
  +50; Atk bite +37 melee (3d6+11) or claw +37 melee 
  (2d6+11/19-20/×2); Full Atk bite +37 melee (3d6+11) 
  and 2 claws +35/+30 melee (2d6+5/19-20/×2) and tail 
  slap +35 melee (2d6+16); Space/Reach 15 ft./10 ft.; 
  SA burn, improved grab; SQ darkvision 60 ft., 
  immunity to fire, sleep, and paralysis, low-light 
  vision, tremorsense 60 ft., vulnerability to cold; AL 
  LE; SV Fort +24, Ref +19, Will +19; Str 32, Dex 12, 
  Con 26, Int 8, Wis 12, Cha 11. 
  Skills, Feats, Languages: Bluff +31, Climb +31, 
  Diplomacy +2, Hide +18, Intimidate +26, Listen +34, 
  Search +18, Spot +34; Ability Focus (burn), Alertness, 
  Flyby Attack, Improved Critical (claws), Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning 
  Reflexes, 
  Multiattack, Power Attack, Rapidstrike (claws); 
  Draconic, Ignan. 
  Burn (Ex): Those grappled by a magma drake 
  must succeed on a DC 34 Reflex save or catch fire. 
  The fire burns for 1d4 rounds (see Catching on Fire, 
  page 303 of the Dungeon Master’s Guide). A burning 
  creature can take a move action to put out the flame 
  (but not while grappled). 
  Improved Grab (Ex): To use this ability, a 
  magma drake must hit a creature of its size or smaller 
  with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. 
  Skills: Magma drakes have a +2 racial bonus on 
  Climb checks and on Hide checks. 
   
  Encounter 6: That Angel Knowledge (Area 
  8, Main Map) 
  All APLs 
  � Bissimir, Immoth: CR 9; Large Elemental (Air, 
  Cold, Water); HD 10d8+40; hp 90; Init +3; Spd 30 ft., 
  fly 30 ft. (perfect), swim 30 ft.; AC 18 (-1 size, +3 Dex, 
  +6 natural), touch 12, flat-footed 15; BAB +7; Grp +15; 
  Atk Claw +10 melee (1d4+4 plus 1d6 cold); Full Atk 2 
  claws +10 melee (1d4+4 plus 1d6 cold) and tail slap 
  +5 melee (1d6+2 plus 1d6 cold plus poison); 
  Space/Reach 10 ft./10 ft.; SA ice runes, poison, spells; 
  SQ darkvision 60 ft., DR 10/magic bludgeoning, 
  elemental traits, icewalking, SR 23; AL N; SV Fort 
  +11, Ref +10, Will +4; Str 18, Dex 16, Con 19, Int 14, 
  Wis 13, Cha 21. 
  Skills, Feats, Languages: Climb +17, Hide +12, 
  Jump +17, Spot +14, Swim +12; Cleave, Combat 
  Casting, Combat Reflexes, Power Attack. 
  Ice Runes (Sp): Any spell an immoth has 
  prepared can be inscribed on an ice nugget. The 
  creature can trigger the spell contained in such an 
  ice rune as a free action. An ice rune remains magical 
  until triggered by the immoth. Bissimir has the 
  following ice runes embedded in his body: chain 
  lightning ×2, draconic might, fire shield, glitterdust, 
  ice burst, invisibility, resist energy ×2, shield, solid 
  fog. 
  Poison (Ex): Injury, Fortitude DC 19, initial 
  damage is paralysis for 1d6+2 rounds, secondary 
  damage if 1 point of Intelligence drain per round of 
  paralysis. 
  Spells: An immoth can cast arcane spells as a 
  12th-level sorcerer. It cannot cast spells with the fire 
  descriptor. 
  Spells Known (6/8/7/7/7/6/3; spell DC 15 + 
  spell level): 0 – arcane mark, daze, detect magic, 
  light, mage hand, prestidigitation, ray of frost, read 
  magic, touch of fatigue; 1st – chill touch, lesser cold 
  orb, magic missile, shield, shocking grasp; 2nd – 
  glitterdust, gust of wind, invisibility, resist energy, 
  see invisibility; 3rd – dispel magic, ice burst, 
  lightning bolt, slow; 4th – fire shield (chill shield 
  only), ice storm, solid fog; 5th – cone of cold, 
  draconic might; 6th – chain lightning. 
  Icewalking (Ex): This ability works like the 
  spider climb spell, except that it applies to all icy 
  surfaces and it is always active. 
   
  Encounter 7: Thou Beastly Feeder (Area 9, 
  Main Map) 
  All APLs 
  � Grbleringbeshen, Elite Advanced Shadow 
  Gibbering Mouther Rog12: CR 15; Large Aberration 
  (Extraplanar); HD 12d8+120 plus 12d6+120; hp 350; 
  Init +6; Spd 20 ft., swim 30 ft.; AC 21 (-1 size, +2 Dex, 
  +10 natural), touch 11, flat-footed 21; BAB +18; Grp 
  +30; Atk claw +26 melee (1d2+8), or spittle +20 
  ranged touch (1d4 acid plus blindness); Full Atk 6 
  claws +26 melee (1d2+8) and spittle +20 ranged 
  touch (1d4 acid plus blindness); Space/Reach 10 ft./ 
  15 
  ft.; 
  SA 
  blood 
  drain, 
  gibbering, 
  ground 
  manipulation, spittle, swallow whole, improved grab, 
  sneak attack +6d6; SQ amorphous, crippling strike, 
  DR 5/magic and bludgeoning, darkvision 60 ft., 
  evasion, fast healing 2, improved uncanny dodge, 
  low-light vision, resistance to cold 15, shadow blend, 
  shadow creature abilities, trapfinding, trap sense +4, 
  uncanny dodge; AL CE; SV Fort +20, Ref +16, Will 
  +17; Str 27, Dex 14, Con 30, Int 6, Wis 12, Cha 10. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 83 
  Skills, Feats, Languages: Hide +25, Listen +7, 
  Move Silently +35, Spot +32, Swim +15; Ability 
  Focus (gibbering), Ability Focus (spittle), Combat 
  Reflexes, 
  Dash, 
  Extended 
  Reach, 
  Improved 
  Initiative, Iron Will, Weapon Focus (bite), Weapon 
  Focus (spittle); Common. 
  Blood Drain (Ex): A swallowed opponent 
  automatically takes 1d4 points of Constitution 
  damage each round. 
  Crippling Strike (Ex): A rogue with this ability 
  can sneak attack opponents with such precision that 
  her blows weaken and hamper them. An opponent 
  damaged by one of her sneak attacks also takes 2 
  points of Strength damage. Ability points lost to 
  damage return on their own at the rate of 1 point per 
  day for each damaged ability. 
  Gibbering (Su): As soon as a mouther spots 
  something edible, it begins a constant gibbering as a 
  free action. All creatures (other than mouthers) 
  within a 60-foot spread must succeed on a DC 24 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully saves 
  cannot be affected by the same gibbering mouther’s 
  gibbering for 24 hours. The save DC is Charisma-
  based. 
  Ground Manipulation (Su): At will, as a 
  standard action, a gibbering mouther can cause stone 
  and earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as being pinned). 
  Improved Grab (Ex): To use this ability, a 
  gibbering mouther must hit a Large or smaller foe 
  with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  
  Spittle (Ex): As a free action every round, a 
  gibbering mouther fires a stream of spittle at one 
  opponent within 30 feet. The mouther makes a 
  ranged touch attack; if it hits, it deals 1d4 points of 
  acid damage, and the target must succeed on a DC 34 
  Fortitude save or be blinded for 1d4 rounds. Eyeless 
  creatures are immune to the blinding effect, but are 
  still subject to the acid damage. The save DC is 
  Constitution-based. 
  Swallow Whole (Ex): A gibbering mouther can 
  attempt to swallow a grappled opponent of Large or 
  smaller size by making a successful grapple check. It 
  doesn’t actually “swallow” the opponent – it engulfs 
  it within its amorphous form – but the effect is 
  essentially the same. Once inside, the gibbering 
  mouther can use its blood drain ability. A swallowed 
  creature can cut its way out by dealing 15 points of 
  damage to the gibbering mouther (AC 21). The 
  gibbering mouther’s body can hold 1 Large, 2 
  Medium, 8 Small, 32 Tiny, 128 Diminutive, or 256 
  Fine creatures. 
  Shadow Blend (Su): In any condition other than 
  full daylight, a shadow creature can disappear into 
  the shadows, giving it full concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, 
  however, will. 
  Shadow Creature Abilities (Su): +2 luck bonus 
  on all saves, DR 5/magic, 1/day mirror image (CL 5), 
  1/day plane shift to or from the Plane of Shadow (CL 
  15), fast healing 2. 
  Skills: Thanks to their multiple eyes, gibbering 
  mouthers have a +4 racial bonus on Spot checks. A 
  gibbering mouther has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It always can choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  Encounter 8: Come Not Between the 
  Dragon and His Wrath (See Lair of 
  Aggeborealus Map) 
  APL 14 
  Nestor, Male Kobold Exp1/Clr3/Wiz3/True 
  Necromancer9: CR 13; Small Humanoid (Reptilian); 
  HD 10d6+10 plus 3d8+3 plus 3d4+3; hp 82; Init +4, 
  Spd 30 ft.; AC 18 (+1 size, +6 armor, +1 natural), 
  touch 11, flat-footed 18; BAB/Grapple +7/+1; Atk +1 
  anarchic alchemical silver dagger of maiming +7 
  melee (1d3-1/19-20/×1d4) or spell +6 melee touch or 
  spell +8 ranged touch; Full Atk +1 anarchic 
  alchemical silver dagger of maiming +7/+2 melee 
  (1d3-1/19-20/×1d4) or spell +6 melee touch or spell 
  +8 ranged touch; SA necromantic prowess +3, rebuke 
  undead (+4, 2d6+17, 15th), spells; SQ create greater 
  undead 1/day, create undead 2/day, darkvision 60 ft., 
  light sensitivity, major desecration, resistance to cold 
  10, summon familiar, zone of desecration; AL CE; SV 
  Fort +7 (+13), Ref +5 (+10), Will +14 (+23); Str 6, Dex 
  10, Con 10 (12), Int 18 (22), Wis 18 (22), Cha 10 (14). 
  Skills, Feats, Languages: Concentration +19 
  (+20), Hide +4 (+8), Knowledge (arcana) +19 (+25), 
  Knowledge (religion) +19 (+25), Knowledge (the 
  planes) +10 (+16), Listen +0 (+8), Move Silently +4 
  (+4), Sense Motive +4 (+10), Spellcraft +19 (+27), 
  Spot +4 (+12), Tumble +13 (+13); AlertnessB, Divine 
  Vigor, Empower Spell, Heighten Spell, Improved 
  Initiative, Quicken Spell, Scribe ScrollB, Spell Focus 
  (Necromancy); 
  Abyssal, 
  Common, 
  Draconic, 
  Infernal. 
  Familiar: Weasel, “Lochi”: CR N/A; Tiny 
  Magical Beast (Augmented Animal); HD 16; hp 41; 
  Init +2; Spd 20 ft., climb 20 ft.; AC 16 (+2 size, +2 
  Dex, 
  +2 
  natural), 
  touch 
  14, 
  flat-footed 
  14; 
  BAB/Grapple +7/-5; Atk bite +11 melee (1d3-4) or 
  spell +11 touch; Full Atk bite +11 melee (1d3-4) or 
  spell +11 touch; Space/Reach 2 ½ ft./0 ft.; SA attach, 
  deliver touch spells; SQ alertness, empathic link, 
  improved evasion, low-light vision, scent, share 
  
  CORS4-02 Here There Be Dragons 
   
  Page 84 
  spells; SV Fort +2 (+2), Ref +2 (+4), Will +0 (+1); Str 3, 
  Dex 15, Con 10, Int 7, Wis 12, Cha 5; Skills, Feats: 
  Balance +12, Climb +10, Escape Artist +4, Hide +11, 
  Move Silently +8, Spot +3, plus Nestor’s skills; Agile, 
  Weapon FinesseB. 
  Major Desecration (Su): Nestor has begun to 
  exert his authority over undead. This aura is identical 
  to the effects of a desecrate spell (see page 218 of the 
  Player’s Handbook), except that it affects only allied 
  undead and extends to a radius of 10 feet per true 
  necromancer class level. 
  Necromantic 
  Prowess 
  (Ex): 
  Nestor 
  has 
  unsurpassed power over death. When he rebukes 
  undead, casts a necromantic spell, or uses a spell-like 
  ability that mimics a necromancy spell, Nestor’s 
  effective caster level increases by +3. 
  Spell-Like Abilities: 2/day – create undead; 
  1/day – create greater undead, horrid wilting. Caster 
  level 19. 
  Spells: Nestor casts spells as a 12th-level cleric 
  and a 12th-level wizard. 
  Cleric 
  Spells 
  Prepared 
  (6/7+1/6+1/5+1/4+1/4+1/3+1; spell DC 16 + spell 
  level, DC 17 + spell level for Necromancy spells): 0 – 
  create water, cure minor wounds ×4, read magic; 1st 
  – bless, cause fearD, cure light wounds, divine favor, 
  entropic shield, protection from good, shield of faith, 
  shield of faith; 2nd – cure moderate wounds, death 
  knellD, resist energy, resist energy, resist energy, 
  resist energy, silence; 3rd – bear’s endurance 
  (extended), bear’s endurance (extended), bull’s 
  strength (extended), bull’s strength (extended), 
  dispel magicD, meld into stone; 4th – death wardD, 
  death ward, divine power, freedom of movement, 
  spell immunity; 5th – mass inflict light wounds, 
  righteous might, slay living, slay living, spell 
  resistanceD; 6th – antilife shell, antimagic fieldD, 
  harm, heal. Caster level 12, caster level 15 for 
  Necromancy spells. 
  D = Domain spell. Deity: The Serpent. Domains: 
  Death (death touch 1/day, roll 3d6 and compare it to 
  total HP of target), Magic (use spell completion and 
  spell trigger items as a Wiz13). 
  Wizard Spells Prepared (4/6/6/5/4/4/3; spell 
  DC 16 + spell level, DC 17 + spell level for 
  Necromancy spells): 0 – acid splash, detect magic, 
  mage hand, touch of fatigue; 1st – mage armor, 
  magic missile, magic missile, ray of enfeeblement, 
  ray of enfeeblement, shield; 2nd – false life, 
  glitterdust, shatter, spectral hand, touch of idiocy, 
  touch of idiocy; 3rd – clairaudience/clairvoyance, 
  haste, heroism, vampiric touch, vampiric touch; 4th 
  – enervation, greater invisibility, solid fog, stoneskin; 
  5th – greater blink, true strike (quickened), wall of 
  force, wrack (heightened); 6th – disintegrate, imbue 
  familiar with spell ability, veil. Caster level 12, caster 
  level 15 for Necromancy spells. 
  Possessions: +1 anarchic alchemical silver 
  dagger of maiming, belt of endurance, bracers of 
  armor +6 of cold resistance, cloak of charisma +4, 
  goggles of day, headband of intellect +4, periapt of 
  wisdom +4, ring of counterspells (greater dispel 
  magic), slippers of spider climbing, staff of 
  necromancy, vest of resistance +3, pearl of power 
  (2nd), silver unholy symbol of The Serpent ×2, 
  Nestor’s spellbook II. 
  Spells in Effect: Assuming that Nestor is 
  forewarned of the PCs arrivals, the following spells 
  will be in effect and will modify his statistics as 
  described below: antilife shell, bear’s endurance 
  (extended), bless, bull’s strength (extended), death 
  ward, entropic shield, false life (16 temporary hp), 
  freedom of movement, greater blink, imbue familiar 
  with spell ability (places magic missile, shatter, haste, 
  and enervation in his familiar), resist energy (fire), 
  shield, shield of faith, spell immunity (magic missile, 
  ray of enfeeblement, touch of idiocy), spell 
  resistance. 
  Statistics 
  with 
  Spells 
  in 
  Effect: 
  Small 
  Humanoid (Reptilian); HD 10d6+20 plus 3d8+6 plus 
  3d4+6; hp 98 plus 16 temporary hp; Init +4, Spd 30 
  ft.; AC 26 (+1 size, +6 armor, +4 deflection, +1 natural, 
  +4 shield), touch 15, flat-footed 26; BAB/Grapple 
  +7/+3; Atk +1 anarchic alchemical silver dagger of 
  maiming +10 melee (1d3+1/19-20/×1d4) or spell +9 
  melee touch or spell +9 ranged touch; Full Atk +1 
  anarchic alchemical silver dagger of maiming +10/+5 
  melee (1d3+1/19-20/×1d4) or spell +9 melee touch or 
  spell +9 ranged touch; SA necromantic prowess +3, 
  rebuke undead 5/day (+4, 2d6+17, 15th), spells; SQ 
  create greater undead 1/day, create undead 2/day, 
  darkvision 60 ft., light sensitivity, major desecration, 
  resistance to cold 10, resistance to fire 30, SR 24, 
  summon familiar, zone of desecration; AL CE; SV 
  Fort +7 (+14), Ref +5 (+10), Will +14 (+23); Str 6 (10), 
  Dex 10, Con 10 (14), Int 18 (22), Wis 18 (22), Cha 10 
  (14). Skills, Feats, Languages: Concentration +19 
  (+21), Hide +4 (+8), Knowledge (arcana) +19 (+25), 
  Knowledge (religion) +19 (+25), Knowledge (the 
  planes) +10 (+16), Listen +0 (+8), Move Silently +4 
  (+4), Sense Motive +4 (+10), Spellcraft +19 (+27), 
  Spot +4 (+12), Tumble +13 (+13); AlertnessB, Divine 
  Vigor, Empower Spell, Heighten Spell, Improved 
  Initiative, Quicken Spell, Scribe ScrollB, Spell Focus 
  (Necromancy); 
  Abyssal, 
  Common, 
  Draconic, 
  Infernal. 
   
  � Aggeborealus, Male Ice-Touched Mature Adult 
  White Dragon Bbn1: CR 15; Huge dragon (cold); 
  HD 22d12+132; hp 291; Init+2; Spd 70 ft., burrow 30 
  ft., fly 200 ft. (poor), swim 60 ft.; AC 30 (-2 size, +2 
  Dex, +20 natural), touch 10, flat-footed 28; BAB +22; 
  Grp +40; Atk bite +31 melee (2d8+11/19-20/×2); Full 
  Atk bite +31 melee (2d8+11/19-20/×2) and 2 claws 
  +29/+24 melee (2d6+6/19-20/×4) and 2 wings +28 
  melee (1d8+5) and tail slap +28 melee (2d6+15); 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath 
  weapon, crush, frightful presence, improved snatch, 
  rage 1/day, spell-like abilities, spells; SQ blindsense 
  60 ft., DR 20/non-magical, darkvision 120 ft., fast 
  
  CORS4-02 Here There Be Dragons 
   
  Page 85 
  movement, ice-walking, immunity to cold, magic 
  sleep effects, and paralysis, low-light vision, spell 
  absorption 22, SR 20, vulnerability to fire; AL CE; SV 
  Fort +25, Ref +19, Will +18; Str 31, Dex 14, Con 23, 
  Int 12, Wis 10, Cha 14. 
  Skills, Feats, Languages: Bluff +18 (+20), 
  Concentration +25 (+31), Diplomacy +0 (+6), Hide 
  +25 (+19), Intimidate +18 (+28), Listen +20 (+20), 
  Move Silently +18 (+20), Sense Motive +24 (+24), 
  Spot +20 (+20), Swim +12 (+30); Flyby Attack, Hover, 
  Improved Snatch, Multiattack, Power Attack, 
  Quicken 
  Breath, 
  Rapidstrike 
  (claws), 
  Snatch, 
  Wingover; Common, Draconic. 
  Breath Weapon (Su): 50 ft. cone, 7d6 cold, 
  Reflex DC 27 half. 
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+15 points of bludgeoning 
  damage, and must succeed on a DC 27 Reflex save or 
  be pinned. 
  Frightful Presence (Ex): 210-ft. radius, HD 20 or 
  fewer, Will DC 23 negates. 
  Improved Snatch (Ex): Against Medium or 
  smaller creatures, bite for 2d8+11/round or claw for 
  2d6+6/round. 
  Rage: 1/day. 
  Spell Absorption (Su): 22 levels, see Ice-
  Touched Template. 
  Spell-like Abilities: 3/day – gust of wind; 1/day 
  – fog cloud. Caster level 7th; save DC 12 + spell level. 
  Spells: As 3rd level Sorcerer. 
  Sorcerer Spells Known (6/6; save DC 12 + spell 
  level): 0 – detect magic, message, open/close, 
  prestidigitation, read magic; 1st – mage armor, 
  shield, true strike. 
  Possessions: +1 keen necklace of three natural 
  weapons (affects bite, 2 claws), claws of the ripper ×2, 
  gemstone of light fortification, vest of resistance +5. 
  Spells in Effect: Assuming that Aggeborealus is 
  forewarned of the PCs arrivals, the following spells 
  will be in effect and will modify his statistics as 
  described below: bear’s endurance (extended), bull’s 
  strength (extended), death ward, heroism, mage 
  armor, protection from good, shield of faith, resist 
  energy (acid), resist energy (electricity), resist energy 
  (fire), shield, stoneskin. 
  Statistics with Spells in Effect: Huge dragon 
  (cold); HD 22d12+176; hp 335; Init+2; Spd 70 ft., 
  burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; AC 42 (-2 
  size, +2 Dex, +4 armor, +4 deflection, +20 natural, +4 
  shield), touch 14, flat-footed 40; BAB +22; Grp +42; 
  Atk bite +35 melee (2d8+13/19-20/×2); Full Atk bite 
  +35 melee (2d8+13/19-20/×2) and 2 claws +33/+28 
  melee (2d6+7/19-20/×4) and 2 wings +32 melee 
  (1d8+6) 
  and 
  tail 
  slap 
  +32 
  melee 
  (2d6+18); 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath 
  weapon, crush, frightful presence, improved snatch, 
  rage 1/day, spell-like abilities, spells; SQ blindsense 
  60 ft., DR 10/adamantine (up to 120 points), DR 
  20/non-magical, darkvision 120 ft., fast movement, 
  ice-walking, immunity to cold, magic sleep effects, 
  and paralysis, low-light vision, resistance to acid 30, 
  eletricity 30, and fire 30, spell absorption 22, SR 20, 
  vulnerability to fire; AL CE; SV Fort +29, Ref +21, 
  Will +20; Str 31 (35), Dex 14, Con 23 (27), Int 12, Wis 
  10, Cha 14. Skills, Feats, Languages: Bluff +18 (+22), 
  Concentration +25 (+35), Diplomacy +0 (+8), Hide 
  +25 (+21), Intimidate +18 (+30), Listen +20 (+22), 
  Move Silently +18 (+22), Sense Motive +24 (+26), 
  Spot +20 (+22), Swim +12 (+34); Breath Weapon 
  (Su): 50 ft. cone, 7d6 cold, Reflex DC 29 half. Crush 
  (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents 
  take 2d8+18 points of bludgeoning damage, and 
  must succeed on a DC 29 Reflex save or be pinned. 
  Improved Snatch (Ex): Against Medium or smaller 
  creatures, bite for 2d8+13/round or claw for 
  2d6+7/round. 
  Tactics 
  1. 
  Assuming that Nestor and Aggeborealus are 
  aware of the party’s entrance into the lair complex, 
  they will be very well protected. Nestor will cast the 
  following spells on these targets: 
  • 
  Aggeborealus: Cleric Spells: protection from 
  good, shield of faith, resist energy (acid), resist 
  energy (electricity), resist energy (fire), bear’s 
  endurance (extended), bull’s strength (extended), 
  death ward. Wizard Spells: heroism, stoneskin. 
  • 
  Nestor: Cleric Spells: entropic shield, shield of 
  faith, 
  resist 
  energy 
  (fire), 
  bear’s 
  endurance 
  (extended), bull’s strength (extended), death ward, 
  freedom of movement, spell immunity (magic 
  missile, ray of enfeeblement, touch of idiocy), spell 
  resistance, antilife shell. Wizard Spells: shield, false 
  life (16 temporary hp), greater blink, imbue familiar 
  with spell ability (places magic missile, shatter, haste, 
  and enervation in his familiar). 
  • 
  Beholder: Wizard Spells: mage armor. 
  2. 
  Nestor will also cast the following spells that 
  will affect everyone: bless. 
  3. 
  Nestor will cast clairvoyance in the middle of 
  the cavern and automatically makes his caster level 
  check to cast a sensor-based divination spell due to 
  his worship of The Serpent (see Judge Notes in the 
  beginning of the module). He will then cast spectral 
  hand, and finally meld into stone into the cavern 
  wall. This will allow him to direct the spectral hand 
  from within the safety of the wall. This will allow 
  him to deliver both cleric and wizard touch range 
  spells. After delivering a spell, the hand will return 
  to his side inside the wall (the hand is incorporeal). 
  This should give PCs a clue that there is something 
  strange happening at that section of the wall. The 
  hand is incorporeal and he will attempt to keep it 
  from being damaged as much as possible. If it is 
  destroyed, he will recall the spell via his pearl of 
  power 2nd. The spectral hand gives him a +2 bonus 
  to his touch attacks, has his saving throws, and an 
  AC of 28. If he is having difficulty touching his 
  targets, he will cast divine power to increase his 
  BAB. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 86 
  4. 
  If Nestor needs to get involved in melee 
  combat, he will buff himself as much as possible 
  inside the wall using divine favor, divine power, 
  righteous might, haste, and greater invisibility 
  before emerging. He also uses his staff of 
  necromancy freely, since it uses his own caster level 
  and save DCs for necromancy spells. 
  5. 
  Don’t forget that Nestor converts to inflict spells 
  and that the mass inflict spells have a much higher 
  damage cap than their lower-level versions. With 
  Nestor’s high caster level for Necromancy spells, 
  they can be very effective. 
  6. 
  Aggeborealus will cast mage armor and shield 
  on himself. 
  7. 
   
  APL 16 
  � Nestor, Male Kobold Exp1/Clr3/Wiz3/True 
  Necromancer11: 
  CR 
  15; 
  Small 
  Humanoid 
  (Reptilian); HD 12d6+12 plus 3d8+3 plus 3d4+3; hp 
  92; Init +4; Spd 30 ft.; AC 18 (+1 size, +6 armor, +1 
  natural), touch 11, flat-footed 18; BAB/Grapple 
  +10/+2; Atk +1 anarchic alchemical silver dagger of 
  maiming +8 melee (1d3-1/19-20/×1d4) or spell +7 
  melee touch or spell +9 ranged touch; Full Atk +1 
  anarchic alchemical silver dagger of maiming +8/+3 
  melee (1d3-1/19-20/×1d4) or spell +7 melee touch or 
  spell +9 ranged touch; SA horrid wilting 1/day, 
  necromantic prowess +3, rebuke undead (+5, 2d6+19, 
  17th), spells; SQ create greater undead 2/day, create 
  undead 2/day, darkvision 60 ft., light sensitivity, 
  major desecration, resistance to cold 10, summon 
  familiar, zone of desecration; AL CE; SV Fort +7 
  (+14), Ref +5 (+11), Will +15 (+26); Str 6, Dex 10, Con 
  10 (12), Int 18 (24), Wis 18 (24), Cha 10 (16). 
  Skills, Feats, Languages: Concentration +21 
  (+22), Hide +4 (+8), Knowledge (arcana) +21 (+28), 
  Knowledge (religion) +21 (+28), Knowledge (the 
  planes) +10 (+17), Move Silently +4 (+4), Sense 
  Motive +4 (+11), Spellcraft +21 (+30), Spot +4 (+13), 
  Tumble +15 (+15); AlertnessB, Black Lore of Moil, 
  Divine Vigor, Empower Spell, Heighten Spell, 
  Improved Initiative, Quicken Spell, Scribe ScrollB, 
  Spell Focus (Necromancy); Abyssal, Common, 
  Draconic, Infernal. 
  Familiar: Weasel, “Lochi”: CR N/A; Tiny 
  Magical Beast (Augmented Animal); HD 18; hp 46; 
  Init +2; Spd 20 ft., climb 20 ft.; AC 16 (+2 size, +2 
  Dex, 
  +2 
  natural), 
  touch 
  14, 
  flat-footed 
  14; 
  BAB/Grapple +7/-5; Atk bite +11 melee (1d3-4) or 
  spell +11 touch; Full Atk bite +11 melee (1d3-4) or 
  spell +11 touch; Space/Reach 2 ½ ft./0 ft.; SA attach, 
  deliver touch spells; SQ alertness, empathic link, 
  improved evasion, low-light vision, scent, share 
  spells; SV Fort +2 (+2), Ref +2 (+4), Will +0 (+1); Str 3, 
  Dex 15, Con 10, Int 7, Wis 12, Cha 5; Skills, Feats: 
  Balance +12, Climb +10, Escape Artist +4, Hide +11, 
  Move Silently +8, Spot +3, plus Nestor’s skills; Agile, 
  Weapon FinesseB. 
  Major Desecration (Su): Nestor has begun to 
  exert his authority over undead. This aura is identical 
  to the effects of a desecrate spell (see page 218 of the 
  Player’s Handbook), except that it affects only allied 
  undead and extends to a radius of 10 feet per true 
  necromancer class level. 
  Necromantic 
  Prowess 
  (Ex): 
  Nestor 
  has 
  unsurpassed power over death. When he rebukes 
  undead, casts a necromantic spell, or uses a spell-like 
  ability that mimics a necromancy spell, Nestor’s 
  effective caster level increases by +3. 
  Spell-Like Abilities: 2/day – create undead, 
  create greater undead; 1/day – horrid wilting. Caster 
  level 21. 
  Spells: Nestor casts spells as a 14th-level cleric 
  and a 14th-level wizard. 
  Cleric 
  Spells 
  Prepared 
  (6/7+1/7+1/6+1/5+1/4+1/4+1/3+1; spell DC 17 + 
  spell level, DC 18 + spell level for Necromancy 
  spells): 0 – create water, cure minor wounds ×4, read 
  magic; 1st – bless, cause fearD, cure light wounds, 
  divine favor, entropic shield, protection from good, 
  shield of faith, shield of faith; 2nd – cure moderate 
  wounds, death knellD, divine insight, resist energy, 
  resist energy, resist energy, resist energy, silence; 3rd 
  – bear’s endurance (extended), bear’s endurance 
  (extended), bull’s strength (extended), bull’s strength 
  (extended), delay death, dispel magicD, meld into 
  stone; 4th – death wardD, death ward, divine power, 
  freedom of movement, sheltered vitality, spell 
  immunity; 5th – mass inflict light wounds, righteous 
  might, slay living, slay living, spell resistanceD; 6th – 
  antilife shell, antimagic fieldD, harm, heal, zealot 
  pact; 7th – death dragon, mass cure serious wounds, 
  slay living (empowered), spell turningD. Caster level 
  14, caster level 17 for Necromancy spells. 
  D = Domain spell. Deity: The Serpent. Domains: 
  Death (death touch 1/day, roll 3d6 and compare it to 
  total HP of target), Magic (use spell completion and 
  spell trigger items as a Wiz15). 
  Wizard Spells Prepared (4/6/6/6/5/4/4/3; spell 
  DC 17 + spell level, DC 18 + spell level for 
  Necromancy spells): 0 – acid splash, detect magic, 
  mage hand, touch of fatigue; 1st – mage armor, 
  magic missile, magic missile, ray of enfeeblement, 
  ray of enfeeblement, shield; 2nd – false life, 
  glitterdust, shatter, spectral hand, touch of idiocy, 
  touch of idiocy; 3rd – clairaudience/clairvoyance, 
  haste, heroism, slow, vampiric touch, vampiric 
  touch; 4th – dimension door, enervation, greater 
  invisibility, solid fog, stoneskin; 5th – Rary’s 
  telepathic bond, reciprocal gyre, true strike 
  (quickened), wall of force; 6th – disintegrate, greater 
  heroism, imbue familiar with spell ability, veil; 7th – 
  forcecage, greater arcane sight, wrack (heightened). 
  Caster level 14, caster level 17 for Necromancy 
  spells. 
  Possessions: +1 anarchic alchemical silver 
  dagger of maiming, belt of endurance, bracers of 
  armor +6 of cold resistance, cloak of charisma +4, 
  goggles of day, headband of intellect +6, periapt of 
  wisdom +6, ring of counterspells (greater dispel 
  
  CORS4-02 Here There Be Dragons 
   
  Page 87 
  magic), lesser metamagic rod of extend spell ×2 (2 
  uses left), slippers of spider climbing, staff of 
  necromancy, vest of resistance +4, pearl of power 
  (2nd), silver unholy symbol of The Serpent ×2, 
  Nestor’s spellbook II. 
  Spells in Effect: Assuming that Nestor is 
  forewarned of the PCs arrivals, the following spells 
  will be in effect and will modify his statistics as 
  described below: antilife shell, bear’s endurance 
  (extended), bless, bull’s strength (extended), cat’s 
  grace, death ward, divine insight, entropic shield, 
  false life (16 temporary hp), freedom of movement, 
  greater arcane sight, imbue familiar with spell ability 
  (places magic missile, shatter, haste, and enervation 
  in his familiar), Rary’s telepathic bond, resist energy 
  (fire), shield, shield of faith, spell immunity (magic 
  missile, ray of enfeeblement, touch of idiocy), spell 
  resistance, spell turning. 
  Statistics 
  with 
  Spells 
  in 
  Effect: 
  Small 
  Humanoid (Reptilian); HD 12d6+24 plus 3d8+6 plus 
  3d4+6; hp 110 plus 16 temp; Init +6; Spd 30 ft.; AC 28 
  (+1 size, +2 Dex, +6 armor, +4 deflection, +1 natural, 
  +4 shield), touch 17, flat-footed 26; BAB/Grapple 
  +8/+4; Atk +1 anarchic alchemical silver dagger of 
  maiming +11 melee (1d3+1/19-20/×1d4) or spell +10 
  melee touch or spell +12 ranged touch; Full Atk +1 
  anarchic alchemical silver dagger of maiming +11/+6 
  melee (1d3+1/19-20/×1d4) or spell +10 melee touch 
  or spell +12 ranged touch; SA horrid wilting 1/day, 
  necromantic prowess +3, rebuke undead (+5, 2d6+19, 
  17th), spells; SQ create greater undead 2/day, create 
  undead 2/day, darkvision 60 ft., light sensitivity, 
  major desecration, resistance to cold 10, fire 30, SR 
  26, summon familiar, zone of desecration; AL CE; SV 
  Fort +7 (+14), Ref +5 (+13), Will +15 (+26, +28 vs. 
  fear); Str 6 (10), Dex 10 (14), Con 10 (14), Int 18 (24), 
  Wis 18 (24), Cha 10 (16). Skills, Feats, Languages: 
  Concentration +21 (+23), Hide +4 (+8), Knowledge 
  (arcana) +21 (+28), Knowledge (religion) +21 (+28), 
  Knowledge (the planes) +10 (+17), Move Silently +4 
  (+4), Sense Motive +4 (+11), Spellcraft +21 (+30), 
  Spot +4 (+13), Tumble +15 (+15). 
   
  � Aggeborealus, Male Ice-Touched Old White 
  Dragon Bbn1: CR 18; Huge dragon (cold); HD 
  25d12+150; hp 318; Init +2; Spd 70 ft., burrow 30 ft., 
  fly 200 ft. (poor), swim 60 ft.; AC 33 (-2 size, +2 Dex, 
  +23 natural), touch 10, flat-footed 31; BAB +25; Grp 
  +44; Atk Bite +35 melee (2d8+12/19-20/×2); Full Atk 
  Bite +35 melee (2d8+12/19-20/×2) and 2 claws 
  +33/+28 melee (2d6+6/19-20/×4) and 2 wings +32 
  melee (1d8+5) and tail slap +32 melee (2d6+16); 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath 
  weapon, crush, freezing fog, frightful presence, 
  improved snatch, rage 1/day, rend, spell-like 
  abilities, spells; SQ blindsense 60 ft., DR 20/non-
  magical, darkvision 120 ft., fast movement, ice-
  walking, immunity to cold, magic sleep effects, and 
  paralysis, low-light vision, spell absorption 25, 
  vulnerability to fire; SR 21; AL CE; SV Fort +16 (+27), 
  Ref +14 (+21), Will +14 (+19); Str 33, Dex 14, Con 23, 
  Int 12, Wis 10, Cha 14. 
  Skills, Feats, Languages: Bluff +20 (+22), 
  Concentration +27 (+33), Diplomacy +0 (+6), Hide 
  +27 (+21), Intimidate +20 (+30), Listen +20 (+20), 
  Move Silently +20 (+22), Sense Motive +26 (+26), 
  Spot +20 (+20), Swim +14 (+33); Flyby Attack, Hover, 
  Improved Snatch, Multiattack, Power Attack, 
  Quicken Breath, Rapidstrike (claws), Rend, Snatch, 
  Wingover; Common, Draconic. 
  Breath Weapon (Su): 50 ft. cone, 8d6 cold, 
  Reflex DC 28 half. 
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+16 points of bludgeoning 
  damage, and must succeed on a DC 28 Reflex save or 
  be pinned. 
  Freezing Fog (Sp): 3/day. It is similar to a solid 
  fog spell but also causes a rime of slippery ice to form 
  on any surface the fog touches, creating the effect of 
  a grease spell. This ability is the equivalent of a 5th-
  level spell. 
  Frightful Presence (Ex): 240-ft. radius, HD 23 or 
  fewer, Will DC 25 negates. 
  Improved Snatch (Ex): Against Medium or 
  smaller creatures, bite for 2d8+12/round or claw for 
  2d6+6/round. 
  Rage: 1/day. 
  Rend (Ex): Extra damage 4d6+16. 
  Spell Absorption (Su): 25 levels, see Ice-
  Touched Template. 
  Spell-like Abilities: 3/day – gust of wind; 1/day 
  – fog cloud. Caster level 8th; save DC 12 + spell level. 
  Spells: As 5th level Sorcerer. 
  Sorcerer Spells Known (6/7/5; save DC 12 + 
  spell level): 0 – acid splash, detect magic, message, 
  open/close, prestidigitation, read magic; 1st – mage 
  armor, ray of enfeeblement, shield, true strike; 2nd – 
  cat’s grace, scorching ray. 
  Possessions: +1 keen necklace of three natural 
  weapons (affects bite, 2 claws), claws of the ripper ×2, 
  gemstone of moderate fortification, vest of resistance 
  +5. 
  Spells in Effect: Assuming that Aggeborealus is 
  forewarned of the PCs arrivals, the following spells 
  will be in effect and will modify his statistics as 
  described below: bear’s endurance (extended), bull’s 
  strength (extended), cat’s grace, death ward, entropic 
  shield, freedom of movement, greater heroism, mage 
  armor, protection from energy (sonic, 120 points), 
  protection from good, resist energy (acid), resist 
  energy (electricity), resist energy (fire), sheltered 
  vitality, shield of faith, shield, stoneskin, zealot pact 
  (aligned against Lawful Good foes). 
  Statistics with Spells in Effect: Huge dragon 
  (cold); HD 25d12+200; hp 368 plus 14 temp; Init +4; 
  Spd 70 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; 
  AC 47 (-2 size, +4 Dex, +4 armor, +4 deflection, +23 
  natural, +4 shield), touch 16, flat-footed 43; BAB +25; 
  Grp +46; Atk Bite +41 melee (2d8+14/19-20/×2); Full 
  Atk Bite +41 melee (2d8+14/19-20/×2) and 2 claws 
  
  CORS4-02 Here There Be Dragons 
   
  Page 88 
  +39/+34 melee (2d6+7/19-20/×4) and 2 wings +38 
  melee (1d8+6) and tail slap +38 melee (2d6+19); 
  Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath 
  weapon, crush, freezing fog, frightful presence, 
  improved snatch, rage 1/day, rend, spell-like 
  abilities, 
  spells; 
  SQ 
  blindsense 
  60 
  ft., 
  DR 
  10/adamantine (140 points total), DR 20/non-
  magical, darkvision 120 ft., fast movement, ice-
  walking, immunity to ability damage/drain, cold, 
  exhaustion, fatigue, fear, magic sleep effects, and 
  paralysis, low-light vision, resistance to acid 30, 
  electricity 30, fire 30, spell absorption 25, 
  vulnerability to fire; SR 21; AL CE; SV Fort +16 (+33), 
  Ref +14 (+27), Will +14 (+23); Str 33 (37), Dex 14 (18), 
  Con 23 (27), Int 12, Wis 10, Cha 14. Skills, Feats, 
  Languages: Bluff +20 (+26), Concentration +27 (+39), 
  Diplomacy +0 (+10), Hide +27 (+27), Intimidate +20 
  (+34), Listen +20 (+24), Move Silently +20 (+28), 
  Sense Motive +26 (+30), Spot +20 (+24), Swim +14 
  (+39). Breath Weapon (Su): 50 ft. cone, 8d6 cold, 
  Reflex DC 30 half. Crush (Ex): Area 15 ft. by 15 ft.; 
  Small or smaller opponents take 2d8+19 points of 
  bludgeoning damage, and must succeed on a DC 30 
  Reflex save or be pinned. Improved Snatch (Ex): 
  Against Medium or smaller creatures, bite for 
  2d8+14/round or claw for 2d6+7/round. Rend (Ex): 
  Extra damage 4d6+19. 
  Tactics 
  1. 
  Assuming that Nestor and Aggeborealus are 
  aware of the party’s entrance into the lair complex, 
  they will be very well protected. Nestor will cast the 
  following spells on these targets: 
  • 
  Aggeborealus: Cleric Spells: entropic shield, 
  protection from good, shield of faith, resist energy 
  (acid), resist energy (electricity), resist energy (fire), 
  bear’s 
  endurance 
  (extended), 
  bull’s 
  strength 
  (extended), protection from energy (sonic), sheltered 
  vitality, death ward, freedom of movement, zealot 
  pact. Wizard Spells: stoneskin, greater heroism. 
  • 
  Nestor: Cleric Spells: antilife shell, bear’s 
  endurance (extended), bull’s strength (extended), 
  death ward, divine insight, freedom of movement, 
  resist energy (acid), resist energy (fire), shield of 
  faith, spell immunity (magic missile, ray of 
  enfeeblement, touch of idiocy), spell resistance, spell 
  turning. Wizard Spells: false life (16 temporary hp), 
  greater arcane sight, shield. 
  • 
  Beholders: Wizard Spells: mage armor. 
  2. 
  Nestor will also cast the following spells that 
  will affect everyone: bless, Rary’s telepathic bond. 
  3. 
  Nestor will cast clairvoyance in the middle of 
  the cavern and automatically makes his caster level 
  check to cast a sensor-based divination spell due to 
  his worship of The Serpent (see Judge Notes in the 
  beginning of the module). He will then cast spectral 
  hand, and finally meld into stone into the cavern 
  wall. This will allow him to direct the spectral hand 
  from within the safety of the wall. This will allow 
  him to deliver both cleric and wizard touch range 
  spells. After delivering a spell, the hand will return 
  to his side inside the wall (the hand is incorporeal). 
  This should give PCs a clue that there is something 
  strange happening at that section of the wall. The 
  hand is incorporeal and he will attempt to keep it 
  from being damaged as much as possible. If it is 
  destroyed, he will recall the spell via his pearl of 
  power 2nd. The spectral hand gives him a +2 bonus 
  to his touch attacks, has his saving throws, and an 
  AC of 29. If he is having difficulty touching his 
  targets, he will cast divine power to increase his 
  BAB. 
  4. 
  If Nestor needs to get involved in melee 
  combat, he will buff himself as much as possible 
  inside the wall using divine favor, divine power, 
  righteous might, haste, and greater invisibility 
  before emerging. When he gets down to his last 
  spells he may use death dragon; while it constrains 
  his spellcasting, he can make a touch attack that 
  delivers an inflict critical wounds every round for 
  4d8+20 damage. He also uses his staff of necromancy 
  freely, since it uses his own caster level for 
  necromancy spells. 
  5. 
  Don’t forget that Nestor converts to inflict spells 
  and that the mass inflict spells have a much higher 
  damage cap than their lower-level versions. With 
  Nestor’s high caster level for Necromancy spells, 
  they can be very effective. 
  6. 
  Aggeborealus will cast mage armor, shield, and 
  cat’s grace on himself. He will also cast cat’s grace on 
  Nestor. During combat he will use his freezing fog 
  ability to slow down and separate foes. Thanks to his 
  freedom of movement spell and blindsense, he can 
  move within the cloud and still target foes inside the 
  freezing fog. 
  7. 
   
  APL 18 
  � Nestor, Male Kobold Exp1/Clr3/Wiz3/True 
  Necromancer14: CR 18; Small humanoid (reptilian); 
  HD 15d6+15 plus 3d8+3 plus 3d4+3 plus 3; hp 107; 
  Init +4; Spd 30 ft.; AC 18 (+1 size, +6 armor, +1 
  natural), touch 11, flat-footed 18; BAB +10; Grp +3; +1 
  anarchic alchemical silver dagger of maiming +10 
  melee (1d3-1/19-20/×1d4) or spell +9 melee touch or 
  spell +11 ranged touch; Full Atk +1 anarchic 
  alchemical silver dagger of maiming +10/+8 melee 
  (1d3-1/19-20/×1d4) or spell +9 melee touch or spell 
  +11 ranged touch; SA energy drain, horrid wilting 
  1/day, necromantic prowess +4, rebuke undead (+5, 
  2d6+19, 17th), spells, wail of the banshee; SQ create 
  greater undead 2/day, create undead 2/day, 
  darkvision 60 ft., light sensitivity, major desecration, 
  resistance to cold 10, summon familiar, zone of 
  desecration; AL CE; SV Fort +7 (+13), Ref +7 (+12), 
  Will +22 (+33); Str 6, Dex 10, Con 10 (12), Int 18 (24), 
  Wis 18 (24), Cha 10 (16). 
  Skills, Feats, Languages: Concentration +24 
  (+24), Hide +4 (+9), Knowledge (arcana) +21 (+28), 
  Knowledge (religion) +20 (+27), Knowledge (the 
  planes) +13 (+20), Move Silently +4 (+5), Sense 
  Motive +22 (+29), Spellcraft +24 (+33), Spot +4 (+11), 
  
  CORS4-02 Here There Be Dragons 
   
  Page 89 
  Tumble +5 (+6); Divine Metamagic (Empower), 
  Divine Vigor, Empower Spell, Extend Spell, Extra 
  TurningB, Heighten Spell, Improved Initiative, 
  Improved Toughness, Quicken Spell, Scribe ScrollB; 
  Abyssal, Celestial, Common, Draconic, Infernal. 
  Cleric 
  Spells 
  Prepared 
  (6/7+1/7+1/7+1/ 
  6+1/5+1/5+1/4+1/2+1/1+1; spell DC 16 + spell level): 
  0 – create water, cure minor wounds ×4, read magic; 
  1st – bless, command, cure light wounds, divine 
  favor, entropic shield, protection from goodD, shield 
  of faith ×2; 2nd – cure moderate wounds, death 
  knellD, resist energy ×5, silence; 3rd – bear’s 
  endurance (extended) ×2, bull’s strength (extended) 
  ×2, cure serious wounds, meld into stone, protection 
  from energyD ×2; 4th – cure critical wounds, death 
  wardD ×2, divine power, freedom of movement ×2, 
  spell immunity (generally magic missile, ray of 
  enfeeblement, touch of idiocy); 5th – mass inflict 
  light wounds, righteous might, slay living ×2, spell 
  resistanceD, true seeing; 6th – antilife shell, 
  antimagic fieldD, harm, heal, shatter (quickened), 
  word of recall; 7th – death dragon, heroes’ feast 
  (extended), mass cure serious wounds, slay living 
  (empowered), spell turningD; 8th – fire storm, 
  greater spell immunity (generally Otto’s irresistable 
  dance, maze, quill blast, waves of exhaustion), 
  protection from spellsD; 9th – gate (calls a Balor), 
  blasphemy (empowered)D. Caster level 17, caster 
  level 21 for Necromancy spells and spells from the 
  Death domain. 
  D = Domain spell. Deity: The Serpent. Domains: 
  Death (death touch 1/day, roll 1d6/level and 
  compare it to total HP of target), Magic (use spell 
  completion and spell trigger items as a Wiz18). 
  Wizard Spells Prepared (4/6/6/6/5/5/5/4/2/1; 
  spell DC 17 + spell level, DC 18 + spell level for 
  Necromancy spells): 0 – acid splash, detect magic, 
  mage hand, touch of fatigue; 1st – mage armor, 
  magic missile, magic missile, ray of enfeeblement, 
  ray of enfeeblement, shield; 2nd – false life, 
  glitterdust, shatter, spectral hand, touch of idiocy, 
  touch of idiocy; 3rd – clairaudience/clairvoyance, 
  haste, heroism, slow, vampiric touch, vampiric 
  touch; 4th – dimension door, enervation, greater 
  invisibility, solid fog, stoneskin; 5th – Rary’s 
  telepathic bond, reciprocal gyre, true strike 
  (quickened), vampiric touch (empowered), wall of 
  force; 6th – disintegrate, enervation (empowered), 
  greater heroism, imbue familiar with spell ability, 
  veil; 7th – forcecage, greater arcane sight, reciprocal 
  gyre (empowered), wrack (heightened); 8th – 
  disintegrate (empowered), moment of prescience; 
  9th – time stop . Caster level 17, caster level 21 for 
  Necromancy spells. 
  Possessions: +1 anarchic alchemical silver 
  dagger of maiming, belt of endurance, bracers of 
  armor +6 of cold resistance, cloak of charisma +4, 
  goggles of day, headband of intellect +6, periapt of 
  wisdom +6, ring of counterspells (greater dispel 
  magic), lesser metamagic rod of extend spell ×2 (2 
  uses left), slippers of spider climbing, staff of 
  necromancy, vest of resistance +4, pearl of power 
  (2nd), silver unholy symbol of The Serpent ×2, 
  Nestor’s spellbook II. 
  Spells in Effect: Assuming that Nestor is 
  forewarned of the PCs arrivals, the following spells 
  will be in effect and will modify his statistics as 
  described below: antilife shell, bear’s endurance 
  (extended), bless, bull’s strength (extended), cat’s 
  grace, death ward, divine insight, entropic shield, 
  false life (16 temporary hp), freedom of movement, 
  greater arcane sight, imbue familiar with spell ability 
  (places magic missile, shatter, haste, and enervation 
  in his familiar), moment of prescience, Rary’s 
  telepathic bond, resist energy (fire), shield, shield of 
  faith, spell immunity (magic missile, ray of 
  enfeeblement, touch of idiocy), spell resistance, spell 
  turning. 
  Statistics 
  with 
  Spells 
  in 
  Effect: 
  Small 
  Humanoid (Reptilian); HD 15d6+30 plus 3d8+6 plus 
  3d4+6; hp 130 plus 16 temp; Init +6; Spd 30 ft.; AC 28 
  (+1 size, +2 Dex, +6 armor, +4 deflection, +1 natural, 
  +4 shield), touch 17, flat-footed 26; BAB/Grapple 
  +10/+6; Atk +1 anarchic alchemical silver dagger of 
  maiming +13 melee (1d3+1/19-20/×1d4) or spell +12 
  melee touch or spell +14 ranged touch; Full Atk +1 
  anarchic alchemical silver dagger of maiming +13/+8 
  melee (1d3+1/19-20/×1d4) or spell +12 melee touch 
  or spell +14 ranged touch; SA energy drain, horrid 
  wilting 1/day, necromantic prowess +4, rebuke 
  undead (+5, 2d6+19, 21st), spells, wail of the banshee; 
  SQ create greater undead 2/day, create undead 
  2/day, darkvision 60 ft., light sensitivity, major 
  desecration, resistance to cold 10, fire 30, SR 26, 
  summon familiar, zone of desecration; AL CE; SV 
  Fort +7 (+13), Ref +5 (+13), Will +15 (+26, +28 vs. 
  fear); Str 6 (10), Dex 10 (14), Con 10 (14), Int 18 (24), 
  Wis 18 (24), Cha 10 (16). Skills, Feats, Languages: 
  Concentration +24 (+27), Hide +4 (+9), Knowledge 
  (arcana) +21 (+28), Knowledge (religion) +21 (+28), 
  Knowledge (the planes) +13 (+20), Move Silently +4 
  (+7), Sense Motive +22 (+29), Spellcraft +24 (+333), 
  Spot +4 (+13), Tumble +15 (+15). 
   
  � Aggeborealus, Male Ice-Touched Wyrm White 
  Dragon Bbn1: CR 21; Gargantuan Dragon (cold); HD 
  34d12+272; hp 515; Init +2; Spd 70 ft., burrow 30 ft., 
  fly 250 ft. (poor), swim 60 ft.; AC 40 (-4 size, +2 Dex, 
  +32 natural), touch 8, flat-footed 38; BAB +34; Grp 
  +60; Atk Bite +45 melee (4d6+15/19-20/×2); Full Atk 
  Bite +45 melee (4d6+15/19-20/×2) and 2 claws 
  +43/+38 melee (2d8+8/19-20/×4) and 2 wings +42 
  melee (2d6+7) and tail slap +42 melee (2d8+21); 
  Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath 
  weapon, crush, freezing fog, frightful presence, 
  improved snatch, rage 1/day, rend, spell-like 
  abilities, spells, tail sweep; SQ blindsense 60 ft., DR 
  20/non-magical, darkvision 120 ft., fast movement, 
  ice-walking, immunity to cold, magic sleep effects, 
  and paralysis, low-light vision, spell absorption 34, 
  
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  vulnerability to fire; SR 25; AL CE; SV Fort +20 (+33), 
  Ref +18 (+25), Will +18 (+27); Str 39, Dex 14, Con 27, 
  Int 12, Wis 10, Cha 16. 
  Skills, Feats, Languages: Bluff +29 (+32), 
  Concentration +36 (+44), Diplomacy +0 (+7), Hide 
  +36 (+26), Intimidate +20 (+35), Listen +29 (+29), 
  Move Silently +29 (+31), Sense Motive +35 (+35), 
  Spot +29 (+29), Swim +14 (+33); Epic Will, Flyby 
  Attack, 
  Hover, 
  Improved 
  Maneuverability, 
  Improved Snatch, Multiattack, Power Attack, 
  Quicken Breath, Rapidstrike (claws), Rend, Snatch, 
  Wingover; Common, Draconic. 
  Breath Weapon (Su): 60 ft. cone, 11d6 cold, 
  Reflex DC 35 half. 
  Crush (Ex): Area 20 ft. by 20 ft.; Medium or 
  smaller 
  opponents 
  take 
  4d6+21 
  points 
  of 
  bludgeoning damage, and must succeed on a DC 35 
  Reflex save or be pinned. 
  Freezing Fog (Sp): 3/day. It is similar to a solid 
  fog spell but also causes a rime of slippery ice to form 
  on any surface the fog touches, creating the effect of 
  a grease spell. This ability is the equivalent of a 5th-
  level spell. 
  Frightful Presence (Ex): 340-ft. radius, HD 33 or 
  fewer, Will DC 29 negates. 
  Improved Snatch (Ex): Against Large or smaller 
  creatures, bite for 4d6+15/round or claw for 
  2d8+8/round. 
  Rage: 1/day. 
  Rend (Ex): Extra damage 4d8+21. 
  Spell Absorption (Su): 34 levels, see Ice-
  Touched Template. 
  Spell-like Abilities: 3/day – gust of wind, wall of 
  ice; 1/day – fog cloud. Caster level 11th; save DC 13 + 
  spell level. 
  Spells: As 11th level Sorcerer. 
  Sorcerer Spells Known (6/7/7/7/6/4; save DC 
  13 + spell level): 0 – acid splash, arcane mark, detect 
  magic, 
  ghost 
  sound, 
  message, 
  open/close, 
  prestidigitation, read magic, touch of fatigue; 1st – 
  alarm, mage armor, ray of enfeeblement, shield, true 
  strike; 2nd – cat’s grace, false life, glitterdust, 
  scorching ray, see invisibility; 3rd – displacement, 
  haste, magic circle against good, protection from 
  energy; 
  4th 
  – 
  breath 
  weapon 
  substitution, 
  enervation, fire shield; 5th – cloudkill, wall of force. 
  Tail Sweep (Ex): Half-circle 30 ft. in diameter, 
  Small or smaller opponents take 2d6+21 points of 
  bludgeoning damage, Reflex DC 35 half. 
  Possessions: +1 keen necklace of three natural 
  weapons (affects bite, 2 claws), claws of the ripper ×2, 
  gemstone of heavy fortification, vest of resistance +5. 
  Tactics 
  1. 
  Assuming that Nestor and Aggeborealus 
  are aware of the party’s entrance into the lair 
  complex, they will be very well protected. Nestor 
  will cast the following spells on these targets: 
  • 
  Aggeborealus: Cleric Spells: entropic shield, 
  protection from good, shield of faith, resist energy 
  (acid), resist energy (electricity), resist energy (fire), 
  bear’s 
  endurance 
  (extended), 
  bull’s 
  strength 
  (extended), protection from energy (sonic), sheltered 
  vitality, death ward, freedom of movement, zealot 
  pact. Wizard Spells: stoneskin, greater heroism. 
  • 
  Nestor: Cleric Spells: antilife shell, bear’s 
  endurance (extended), bull’s strength (extended), 
  death ward, divine insight, freedom of movement, 
  resist energy (acid), resist energy (fire), shield of 
  faith, spell immunity (magic missile, ray of 
  enfeeblement, touch of idiocy), spell resistance, spell 
  turning. Wizard Spells: false life (16 temporary hp), 
  greater arcane sight, moment of prescience, shield. 
  • 
  Beholders: Wizard Spells: mage armor. 
  2. 
  Nestor will also cast the following spells 
  that will affect everyone: bless, Rary’s telepathic 
  bond. 
  3. 
  Nestor will cast clairvoyance in the middle 
  of the cavern and automatically makes his caster 
  level check to cast a sensor-based divination spell 
  due to his worship of The Serpent (see Judge Notes 
  in the beginning of the module). He will then cast 
  spectral hand, and finally meld into stone into the 
  cavern wall. This will allow him to direct the spectral 
  hand from within the safety of the wall. This will 
  allow him to deliver both cleric and wizard touch 
  range spells. After delivering a spell, the hand will 
  return to his side inside the wall (the hand is 
  incorporeal). This should give PCs a clue that there is 
  something strange happening at that section of the 
  wall. The hand is incorporeal and he will attempt to 
  keep it from being damaged as much as possible. If it 
  is destroyed, he will recall the spell via his pearl of 
  power 2nd. The spectral hand gives him a +2 bonus 
  to his touch attacks, has his saving throws, and an 
  AC of 29. If he is having difficulty touching his 
  targets, he will cast divine power to increase his 
  BAB. 
  4. 
  If Nestor needs to get involved in melee 
  combat, he will buff himself as much as possible 
  inside the wall using divine favor, divine power, 
  righteous might, haste, and greater invisibility 
  before emerging. When he gets down to his last 
  spells he may use death dragon; while it constrains 
  his spellcasting, he can make a touch attack that 
  delivers an inflict critical wounds every round for 
  4d8+20 damage. He also uses his staff of necromancy 
  freely, since it uses his own caster level for 
  necromancy spells. 
  5. 
  Don’t forget that Nestor converts to inflict 
  spells and that the mass inflict spells have a much 
  higher damage cap than their lower-level versions. 
  With Nestor’s high caster level for Necromancy 
  spells, they can be very effective. 
  6. 
  Aggeborealus will cast mage armor, shield, 
  and cat’s grace on himself. He will also cast cat’s 
  grace on Nestor. During combat he will use his 
  freezing fog ability to slow down and separate foes. 
  Thanks to his freedom of movement spell and 
  blindsense, he can move within the cloud and still 
  target foes inside the freezing fog. 
  
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  7. 
  Nestor has a time stop available to help get 
  himself out of sticky situations or to help 
  Aggeborealus. 
   
   
  
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  Appendix 5: New Material 
   
  The following abbreviations are used in this section 
  to refer to non-core sources: 
  A&EG = Arms & Equipment Guide 
  BoED = Book of Exalted Deeds 
  CD = Complete Divine 
  CV = Complete Adventurer 
  CW = Complete Warrior 
  Dra = The Draconomicon 
  LM = Libris Mortis 
  LoM = Lords of Madness 
  MH = Miniature’s Handbook 
  MotP = Manual of the Planes 
  RD = Races of Destiny 
  SS = Savage Species 
  Non-Core Feats 
  Awaken Spell Resistance [Monstrous] (Dra 
  p67) 
  You gain spell resistance. 
  Prerequisites: Con 13, dragon type. 
  Benefit: You gain innate spell resistance equal to 
  your racial Hit Dice. 
  Special: If your racial Hit Dice increase after you 
  gain this feat, your spell resistance increases as well. 
  If you have this feat and you also have (or later gain) 
  spell resistance as a racial ability, your spell 
  resistance is equal to your new Hit Dice total or your 
  racial spell resistance +2, whichever is higher. 
  You can take this feat multiple times. Each time 
  you take the feat, your innate spell resistance 
  increases by 2. For example, an old silver dragon that 
  has taken this feat twice has spell resistance 30. 
  Crush [General] (SS p31) 
  Like a dragon, you can hurl your body onto 
  opponents to deal tremendous damage. 
  Prerequisites: Huge size. 
  Size Category Crush Base Damage 
  Huge 
   
  2d8 
  Gargantuan  
  4d6 
  Colossal 
   
  4d8 
  Benefits: As a standard action, you can jump or 
  fall onto opponents, using your whole body to crush 
  them. This attack is only useful against creatures at 
  least three size categories smaller than yourself. The 
  base damage for a crush attack depends on your size 
  category, as given on the table above. Add 1 ½ times 
  your Strength bonus to this base damage to 
  determine the total damage for the attack. 
  A crush attack deals bludgeoning damage and 
  affects as many creatures as can fit under your body. 
  Each creature in the affected area must succeed on a 
  Reflex save (DC 10 + your Strength modifier + your 
  size modifier for grapple attacks). On a failure, the 
  opponent is pinned and automatically takes crush 
  damage each round the pin is maintained. 
  Divine Vigor [Divine] (CW p108) 
  You can channel energy to increase your speed and 
  durability. 
  Prerequisites: Turn or rebuke undead ability. 
  Benefit: As a standard action, spend one of your 
  turn or rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per 
  character level. These effects last a number of 
  minutes equal to your Charisma modifier. 
  Enlarge Breath [Metabreath] (Dra p70) 
  Your breath weapon is larger than normal. 
  Prerequisites: Con 13, breath weapon. 
  Benefit: The length of your breath weapon 
  increases by 50% (round down to the nearest 
  multiple of 5). For example, an old silver dragon 
  breathing an enlarged cone of cold produces a 75-
  foot cone instead of a 50-foot cone. Cone-shaped 
  breath weapons get wider when they get longer, but 
  line-shaped breath weapons do not.  
  When you use this feat, add +1 to the number of 
  rounds you must wait before using your breath 
  weapon again. 
  Epic Will [Epic] (Dra p70) 
  You have tremendously strong willpower. 
  Benefit: You gain a +4 bonus on all Will saving 
  throws. 
  Improved Toughness [General] (CW p101) 
  You are significantly tougher than normal. 
  Prerequisite: Base Fortitude save bonus +2. 
  Benefit: You gain a number oh tit points equal 
  to your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level) you gain 1 additional hit 
  point. If you lose a HD (such as by losing a level), 
  you lose 1 hit point permanently. 
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
  Lingering Song [General] (CV p111) 
  Your bardic music stays with the listener long after 
  the last note has died away. 
  Prerequisite: Bardic music ability. 
  Benefit: If you use bardic music to inspire 
  courage, inspire greatness, or inspire heroics, the 
  effects lasts for 1 minute after an inspired ally stops 
  hearing you play. 
  Normal: Inspire courage, inspire greatness, and 
  inspire heroics last as long as an ally hears the bard 
  sing plus an additional 5 rounds thereafter. 
  Maximize Breath [Metabreath] (Dra p71) 
  You can take a full-round action to use your breath 
  weapon to maximum effect. 
  Prerequisites: Con 17, breath weapon. 
  Benefit: If you use your breath weapon as a full-
  round action, all variable, numeric effects of the 
  attack are maximized. A maximized breath weapon 
  deals maximum damage, lasts for the maximum 
  time, or the like. For example, an old silver dragon 
  using a maximized cold breath weapon (damage 
  
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  16d8) deals 128 points of damage. An old silver 
  dragon using a maximized paralysis gas breath 
  weapon (duration 1d6+8 rounds) paralyzes creatures 
  for 14 rounds if they fail their saving throws. 
  The DCs for saving throws against your breath 
  weapon are not affected. 
  When you use this feat, add +3 to the number of 
  rounds you must wait before using your breath 
  weapon again. 
  This feat stacks with the effects of breath 
  weapons enhanced with other metabreath feats, but 
  does not maximize them. For example, a maximized 
  breath weapon further enhanced by the Tempest 
  Breath feat produces the type of wind effect noted in 
  the feat description, but the velocity of the wind is 
  not also maximized. 
  Special: You cannot use this feat and the 
  Quicken Breath feat on the same breath weapon at 
  the same time. 
  Multigrab [Monstrous] (SS p37) 
  You can grapple enemies more firmly than normal 
  with your natural attacks. 
  Prerequisite: Str 17, improved grab. 
  Benefit: When grappling an opponent with the 
  part of your body that made the attack, you take only 
  a -10 penalty on grapple checks to maintain the hold. 
  Normal: Without this feat, you take a -20 
  penalty on grapple checks to maintain a hold with 
  the part of your body used to make the attack. 
  Rapidstrike [Monstrous] (Dra p73) 
  You can attack more than once with a natural 
  weapon. 
  Prerequisites: Dex 9, one or more pairs of 
  natural weapons, aberration, dragon, elemental, 
  magical beast, or plant type, base attack bonus +10. 
  Benefit: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make one extra attack with one of those weapons at a 
  -5 penalty. A creature with multiple limbs qualifies 
  for this feat as well, such as a creature with three 
  arms and three claw attacks. 
  Normal: Without this feat, you attack once with 
  each natural weapon. 
  Special: You can take this feat once for each pair 
  of natural weapons you have. For example, a Large 
  dragon has one bite, two claws, two wings, and one 
  tail attacks. The dragon can take this feat twice, once 
  for its claws and once for its wings. 
  Quicken Breath [Metabreath] (Dra p73) 
  You can loose your breath weapon with but a 
  thought. 
  Prerequisite: Con 19, breath weapon. 
  Benefit: Using your breath weapon is a free 
  action. 
  When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath 
  weapon again. 
  Special: You cannot use this feat and the 
  Maximize Breath feat on the same weapon at the 
  same time. 
  Spellcasting Harrier [Epic] (Dra p74) 
  Spellcasters you threaten find it difficult to cast 
  defensively. 
  Prerequisite: Combat Reflexes. 
  Benefit: Any spellcaster you threaten in melee 
  provokes an attack of opportunity if he or she tries to 
  cast defensively. You get a +4 bonus on this attack 
  roll. 
  Subsonics [General] (CV p112) 
  Your music can affect even those who do not 
  consciously hear it. 
  Prerequisite: Perform (any) 10 ranks, bardic 
  music. 
  Benefit: You can produce music or poetics so 
  subtly that opponents do not notice it, yet your allies 
  still gain all the usual benefits from your bardic 
  music. Similarly, you can affect opponents within 
  range with your music, but unless they can see you 
  performing or have some other means of discovering 
  it, they cannot determine the source of the effect. 
  Surrogate Spellcasting [Monstrous] (SS p39) 
  You use substitute verbal and somatic components 
  when casting spells. 
  Prerequisite: 
  Wis 
  13, 
  nonhumanoid 
  or 
  nonhumanlike form. 
  Benefit: You complete the verbal and somatic 
  components of spells by substituting vocalizations 
  and gestures appropriate to your shape. You must 
  still have suitable appendages and vocal organs. For 
  example, a giant eagle could substitute screeches and 
  waves of its talons for the normal verbal and somatic 
  components of a spell. You can use any material 
  component or focus that you can hold. This feat does 
  not permit the use of magic items by a creature 
  whose form could not ordinarily use them, and you 
  do not gain the ability to speak if you cannot already. 
   
  Non-Core Items 
  Belt of Endurance (A&EG p129): This belt is made 
  of numerous thin but solid chains and a large iron 
  buckle. The belt of endurance grants a +2 
  enhancement bonus to the wearer’s Constitution 
  score, and she gains the Great Fortitude feat while 
  she wears the belt. 
  Moderate 
  transmutation; 
  CL 
  9th; 
  Craft 
  Wondrous Item, righteous might; Price: 10,000 gp; 
  Weight: 1 lb. 
   
  Blunt Arrow/Bolt (A&EG p5): These arrows/bolts 
  have wooden tips specially crafted to deal subdual 
  damage instead of normal damage. Cost: 5sp; 
  Damage: as weapon; Crit: ×2; Range Increment: as 
  weapon; Weight: 1/5 lb.; Type: Bludgeoning. 
   
  Choker of Eloquence (CV p132): Coveted by bards, 
  singers, and public speakers, this beautiful necklace 
  is carved from ivory and jade. There are two versions 
  of these chokers. A lesser choker of eloquence grants 
  a +5 competence bonus on Bluff, Diplomacy, and 
  
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  Perform (sing) checks. A greater choker of eloquence 
  increases the bonus to +10. 
  Moderate 
  transmutation; 
  CL 
  6th; 
  Craft 
  Wondrous Item, creator must be a spellcaster of 6th-
  level; Price: 6,000 gp (lesser), 24,000 gp (greater); 
  Weight: –. 
   
  Claws of the Ripper (Dra p82): These metal, scythe-
  like blades are designed to fit over one set of a 
  dragon’s claws, and they resize to fit any dragon of 
  Large size or bigger. A dragon wearing claws of the 
  ripper cannot also make use of a magic ring on that 
  claw. When worn, claws of the ripper increase the 
  damage dealt by the dragon’s claws on a critical hit, 
  giving them a ×4 multiplier (like that of a scythe). 
  Faint transmutation; CL 6th; Craft Ring; Price: 
  2,000 gp; Weight 10 lbs. 
   
  Cold-Resistant Net: As per a normal Player’s 
  Handbook net, but the net takes no damage from 
  cold. Price: 30 gp. 
   
  Cold-Resistant Rope: As per normal Player’s 
  Handbook silk rope, but the rope takes no damage 
  from cold. Price: 20 gp 
   
  Dragoncraft Items (Dra p116): Dragoncraft items are 
  non-magical objects made from specific parts of a 
  true dragon’s body. Only a character with the 
  Dragoncrafter Feat can create dragoncraft items. 
  They derive special powers from their origin, as well 
  as from the skill of the person crafting the item. 
  Since dragoncraft items aren’t magical, they don’t 
  lose their powers in an antimagic field or similar 
  area. The powers of dragoncraft items don’t stack 
  with similar or identical effects, as noted in the 
  specific item descriptions below. You can add 
  magical qualities to a dragoncraft item only if you 
  possess the Dragoncrafter feat.  
   
  Dragonbone Bow (Dra p117): A bow carved from a 
  single bone of a dragon (a thighbone or similarly 
  large bone) displays superior tensile strength and 
  power. Such a bow is considered a composite bow 
  (short or long) with a strength rating set by the 
  crafter. In addition, the bow’s range increment is 20 
  feet longer than normal for the bow’s type (90 feet 
  for composite shortbow or 130 feet for a composite 
  longbow). 
  Dragoncraft Price: as composite bow +100gp; 
  Dragon Part: dragon bone; Skill: Craft (bowyer); 
  Weight: 3lb. 
   
  Dragoncraft Armor (Dra p117): Dragoncraft armor 
  and shields are masterwork versions of armor and 
  shields crafted from a dragon’s hide that also grant 
  energy resistance. A suit of dragoncraft armor or a 
  dragoncraft shield grants the wearer resistance 5 
  against a specific type of energy, as appropriate to the 
  dragon (acid for black, copper, or green; cold for 
  silver or white; electricity for blue or bronze; fire for 
  brass, gold, or red). This resistance is treated as an 
  extraordinary (and thus nonmagical) feature of the 
  armor. It doesn’t stack with any other energy 
  resistance (of the same type) possessed by the 
  character. In addition, dragoncraft armor is treated as 
  one category light for purposes of movement and 
  other determinations. Heavy dragoncraft armors are 
  treated as medium, and medium and light armors are 
  treated as light. Armor check penalties are reduced 
  by 2 (including the 1-point reduction for masterwork 
  armor or shield). Dragoncraft armor has the normal 
  maximum Dexterity bonus. 
  Dragoncraft armor can be hide armor, scale 
  mail, half-plate, or full plate armor. Dragoncraft 
  shields can be light or heavy. 
  Dragoncraft Price: 3,000 gp (light armor); 6,000 
  gp (medium armor); 11,000 gp (heavy armor); 
  Dragon 
  Part: 
  dragon 
  hide; 
  Skill: 
  Craft 
  (armorsmithing); Weight: same as ordinary armor or 
  shield. 
   
  Dragonfang Weapon (Dra p117): Dragonfang 
  weapons are masterwork weapons carved from the 
  claws and teeth of a dragon. In addition to the +1 
  non-magical enhancement bonus on attack rolls 
  granted by its masterwork quality, a dragonfang 
  weapon deals 1 point of energy damage on each 
  successful hit. The type of energy is the same as that 
  of the dragon’s breath weapon. If a dragon doesn’t 
  have a breath weapon that deals acid, cold, 
  electricity, fire or sonic damage, dragonfang weapons 
  made from its remains do not deal any extra damage. 
  This damage is treated as an extraordinary (and thus 
  non-magical) feature of the weapon. It doesn’t stack 
  with any other energy damage (of the same type) 
  dealt by the weapon. Only piercing and slashing 
  weapons may be created as dragonfang weapons. 
  Dragoncraft Price: as weapon +300gp; Dragon 
  Part: 
  dragon 
  tooth 
  or 
  claw; 
  Skill: 
  Craft(weaponsmithing), Weight: as weapon. 
   
  Dragonhide Mantle (Dra p118): A dragonhide 
  mantle grants the wearer resistance 5 against a 
  specific type of energy, as appropriate to the dragon 
  (acid for black, copper, green; cold for silver or 
  white; electricity for blue or bronze; fire for brass, 
  gold or red). This resistance is treated as an 
  extraordinary (and thus non-magical) feature of the 
  mantle. It doesn’t stack with any other energy 
  resistance (of the same type) possessed by the 
  character. In addition, the wearer of a dragonhide 
  mantle gains a +2 circumstance bonus on Intimidate 
  checks against Dragons. 
  Dragoncraft Price: 3,800gp; Dragon Part: dragon 
  hide; Skill: Craft (leatherworking); Weight: same as 
  ordinary hide armor of appropriate size. 
   
  Gemstone of Fortification (Dra p83): This large, 
  faceted stone must be embedded in a creature’s hide 
  
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  to function. True dragons can accomplish this with 
  ease, since they routinely embed gems in among the 
  scales of their bellies. Other creatures have a more 
  difficult time of it, requiring at least a limited wish, 
  at the DM’s discretion. When properly embedded, a 
  gemstone of fortification protects the wearer’s vital 
  areas from lethal damage. When a critical hit or 
  sneak attack is scored on the wearer, there is a 
  chance that the critical hit or sneak attack is negated 
  and damage is instead rolled normally. A gemstone 
  of light fortification has a 25% chance to negate a 
  critical hit or sneak attack, a gemstone of moderate 
  fortification has a 75% chance, and a gemstone of 
  heavy fortification has a 100% chance. 
  Strong universal or evocation; CL 13th; Craft 
  Magic Arms and Armor, Craft Wondrous Item, 
  limited wish or miracle; Price: 3,000 gp (light), 
  15,000 gp (moderate), 35,000 gp (heavy). 
   
  Goggles of Day (LM p78): The lenses of this item are 
  made of silvered crystal.  When placed over the eyes, 
  the wearer can operate without penalty in 
  preternaturally bright light, such as might result 
  from a flare, sunbeam, or sunburst spell.  A bonus 
  side effect allows vampires a full-round action prior 
  to dissolution when confronted with sunlight, as 
  opposed to just a partial action. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, darkvision; Price: 4500 gp; Weight 1 lb. 
   
  Maiming Weapon Enhancement (MH p40): A 
  weapon with this special ability twists and digs into 
  the flesh of the creatures it strikes true. This weapon 
  has a random multiplier for critical hits. If the 
  weapon normally has a ×2 critical multiplier, roll 1d4 
  each time you successfully score a critical hit to 
  determine your multiplier. For weapons with a ×3 
  multiplier, roll 1d6 to determine the new multiplier. 
  For weapons with a ×4 multiplier, roll 1d8. 
  Faint transmutation; CL 5th; Craft Magic Arms 
  and Armor, keen edge; Price +1 bonus. 
   
  Necklace of Natural Weapons (SS p58): The 
  enhancement bonuses on this necklace are applied 
  to attack and damage rolls involving one or more of 
  the wearer’s natural weapons. In addition, any 
  weapon special quality may be applied to this 
  necklace, and the quality then applies to those 
  natural weapons as well. For instance, a +1 throwing 
  returning necklace of natural weapons would apply 
  its enhancement bonus and the throwing and 
  returning special abilities to one or more of the 
  wearer’s natural weapons. 
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, Craft Magic Arms and Armor; Price: 600 gp, 
  plus the cost of the enhancement bonuses, 
  multiplied by the number of natural weapons 
  affected. A +1 necklace of natural weapons that 
  affects one natural weapon costs 2,600 gp; if the same 
  necklace affects six natural weapons, it costs 12,600 
  gp. Weight: –. 
   
  Scimitar, Double (A&EG p9): The curved blades of 
  the double scimitar are used most effectively when 
  spinning and twirling with the weapon. Despite its 
  size, the weapon benefits more from quick, precise 
  movements than from brute force. The double 
  scimitar is a double weapon. You can fight with it as 
  if fighting with two weapons, but if you do, you 
  incur all the normal attack penalties associated with 
  fighting with two weapons as if you were using a 
  one-handed weapon and a light weapon. A creature 
  using a double-weapon in one hand can’t use it as a 
  double weapon. Cost: 125 gp; Damage: 1d6/1d6; Crit: 
  18-20/×2; Range Increment: N/A; Weight: 15 lbs.; 
  Type: Slashing. 
   
  Sweeping Weapon Enhancement (A&EG p98): This 
  ability grants a +4 bonus on any Strength checks the 
  wielder makes as part of an attempt to trip an 
  opponent with the weapon. Only melee weapons can 
  have this ability. 
  Faint transmutation; CL 5th; Craft Magic Arms 
  and Armor, bull’s strength; Price: +1 bonus. 
   
  Truncheon (BoED p34): A truncheon is essentially a 
  heavier version of the sap – a one-handed martial 
  weapon that deals nonlethal damage. As with a sap, a 
  rogue wielding a truncheon can deal extra nonlethal 
  damage with a sneak attack, but only if she is 
  proficient in its use. Cost: 2 gp; Damage: 1d6 
  nonlethal; Crit: 20/×2; Range Increment: N/A; 
  Weight: 12 lbs.; Type: Bludgeoning. 
   
  Non-Core Spells 
  Antimagic Ray (Dra p109) 
  Abjuration 
  Level: Sor/Wiz 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or object 
  Duration: 1 round/level 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  An invisible ray projects from your fingers. You 
  must succeed on a ranged touch attack with the ray 
  to strike a target. The target, if struck, functions as if 
  it were inside an antimagic field. 
  If this spell is used against a creature, the target 
  can’t cast spells or can’t use supernatural or spell-like 
  abilities, nor do such ability have any effect on the 
  creature. However, the creature can still use spell 
  completion items (such as scrolls) or spell trigger 
  items (such as wands), even though it can’t cast the 
  spells required. 
  If this spell is used against an object, that 
  object’s magical powers are suppressed – including 
  
  CORS4-02 Here There Be Dragons 
   
  Page 96 
  any spells previously cast and currently in effect on 
  the item, as well as any spells or magical effects 
  targeted on the object during the antimagic ray’s 
  duration. Remember that an object struck by the ray 
  only receives a saving throw if it is attended or if it is 
  a magic item. An unattended item, even if currently 
  under the effect of a spell (such as a torch with 
  continual flame cast upon it), receives no save. 
  The spell doesn’t affect any objects other than 
  the target itself, even if those objects are worn, 
  carried by, or in contact with the target. For instance, 
  if a creature is the target, its equipment remains 
  unaffected. 
  Material Component: A pinch of iron filings 
  mixed with ruby dust worth 100 gp. 
   
  Blink, Greater (CA p99) 
  Transmutation 
  Level: Bard5, Sor/Wiz 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  This spell functions like blink, except you have 
  control over the timing of your blinking back and 
  forth between the Ethereal Plane and the Material 
  Plane.  You can also ready an action to blink away 
  from a physical or magical attack, with the attack 
  missing automatically unless it also affects ethereal 
  targets (as a force effect does).  While blinking, you 
  have no chance of interfering with your own attacks 
  or your own spells.  When moving through solid 
  objects, you do not risk materializing inside one 
  unless you actually end your movement there, in 
  which case you materialize and are shunted off to the 
  nearest open space, taking 1d6 points of damage per 
  5 feet traveled in this manner. 
   
  Breath Weapon Substitution (Dra p78) 
  Transmutation (see text) 
  Level: Sor/Wiz 4 
  Components: S, B 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: Your breath weapon 
  Duration: Instantaneous 
  Choose one type of energy other than that 
  normally associated with your breath weapon: acid, 
  cold, electricity, or fire. You can modify your breath 
  weapon to use the selected energy type instead of its 
  normal energy type. For example, a mature adult red 
  dragon whose breath weapon normally deals 14d10 
  points of fire damage could use this spell to produce 
  a cone dealing 14d10 points of acid damage instead. 
  The modification applies only to the breath 
  produced as part of the casting. 
  When you use this spell to produce acid, cold, 
  electricity, or fire energy, it is a spell of that type. For 
  example, breath weapon substitution is an acid spell 
  when you cast it to change your breath weapon to 
  deal acid damage. 
   
  Cold Orb, Lesser (MH p34) 
  Conjuration (Creation) [Cold] 
  Level: Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of cold about two inches across shoots 
  from your palm at its target, dealing 1d8 points of 
  cold damage. You must succeed on a ranged touch 
  attack to hit your target. 
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Death Dragon (Dra p110) 
  Necromancy [Evil, Fear, Mind-Affecting] 
  Level: Clr 7 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Personal 
  Effect: Dragon-shaped armor of energy and bones 
  Duration: 1 round/level (D) 
  You summon unholy power to gird yourself in a 
  dragon-shaped cocoon of bones and negative energy. 
  The cocoon gives you a +4 enhancement bonus to 
  your natural armor and a +4 deflection bonus to 
  Armor Class, plus 1 temporary hit point per caster 
  level (maximum 20). You are treated as armed when 
  you make unarmed attacks, and you deal damage as if 
  your limbs were short swords of an appropriate size. 
  You can use your off hand to attack, incurring the 
  standard two-weapon fighting penalties (see page 
  160 of the Player’s Handbook). The death dragon 
  prevents you from casting spells with somatic, 
  material, or focus (but not divine focus) components, 
  but does not otherwise hinder your actions or 
  movement. 
  As a standard action, you may project a cone of 
  fear or make a melee touch attack to use inflict 
  critical wounds on the creature touched. These 
  effects are otherwise identical to the spells of the 
  same names. 
   
  Delay Death (RD p165) 
  Necromancy 
  Level: Clr 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  
  CORS4-02 Here There Be Dragons 
   
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  Spell Resistance: Yes (harmless) 
  The subject of this powerful spell is unable to 
  die from hit point damage.  While under the 
  protection of this spell, the normal limit of –9 hit 
  points before a character dies is extended without 
  limit.  A condition or spell that destroys enough of 
  the subject’s body to prohibit raise dead (such as a 
  disintegrate effect) still kills the creature, as does 
  death brought about by ability score damage or 
  drain, level drain, or a death effect. 
  The spell does not prevent the subject from 
  entering the dying state by dropping to –1 hit points. 
   It merely prevents death as a result of hit point loss. 
  If the subject has fewer than –9 hit points when 
  the spell’s duration expires, he or she dies instantly. 
   
  Diving Insight (CA p147) 
  Divination 
  Level: Clr 2, Pal 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level or until discharged (D) 
  When you cast this spell, you invoke the power 
  of your deity to guide your actions.  Once during the 
  spell’s duration, you can choose to use its effect.  This 
  spell grants you an insight bonus equal to 5 + your 
  caster level (maximum bonus of +15) on any single 
  skill check.  Activating the affect requires an 
  immediate action.  You must choose to use divine 
  insight before you make the check you want to 
  modify.  Once used, the spell ends. 
  You can’t have more than one divine insight 
  effect active on you at the same time. 
   
  Draconic Might (Dra p111) 
  Transmutation 
  Level: Pal 4, Sor/Wis 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject of the spell gains a +5 enhancement 
  bonus to Strength, Constitution, and Charisma. It 
  also gains a +4 enhancement bonus to natural armor. 
  Finally, it has immunity to magic sleep and paralysis 
  effects. 
  Special: Sorcerers cast this spell at +1 caster 
  level. 
   
  Imbue Familiar with Spell Ability (CA p112) 
  Universal 
  Level: Sor/Wis 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Familiar touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell allows you to transfer a number of 
  your spells and the ability to cast them into your 
  familiar.  Spontaneous casters, such as sorcerers, can 
  imbue a familiar with any spell they know how to 
  cast.  Arcanists who prepare spells, such as wizards, 
  can imbue a familiar with any spell they have 
  currently prepared.  In either case, you can imbue 
  one spell per three caster levels, with a maximum 
  spell level of one-third your caster level, rounded 
  down (maximum 5th level).  Multiple castings of this 
  spell have no effect on these limits. 
  The transferred spell’s variable characteristics 
  (range duration, area, and so on) function according 
  to your level.  Once you cast imbue familiar with 
  spell ability on your familiar, both the spell slot from 
  which you cast the spell and the spell slots of the 
  transferred spells remain unavailable for the 
  preparation or casting of new spells until the familiar 
  uses the transferred spells or imbue familiar with 
  spell ability expires. 
  The spell can be dispelled; the spells transferred 
  are lost as if the familiar had cast them.  In an 
  antimagic field, the familiar loses the ability to cast 
  the imbued spells, but regains it if it leaves the field 
  (so long as the spell’s duration hasn’t expired). 
  If any transferred spell requires a focus or 
  material component, you must have it on your 
  person when the spells are cast (components are 
  consumed as normal without requiring you to bring 
  them to hand).  Any XP cost from a transferred spell 
  are deducted from your total when the familiar casts 
  the spell. 
   
  Reciprocal Gyre (CA p119): 
  Abjuration 
  Level: Sor/Wiz 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see 
  text 
  Spell Resistance: No 
  You manipulate the magical aura of a creature or 
  object, creating a damaging feedback reaction of 
  arcane power.  The target takes 1d6 points of damage 
  per spell level of each functioning spell or spell-like 
  ability currently affecting it (maximum 25d6).  For 
  example, a creature who is hasted (3rd level), flying 
  (3rd level), and protected by a stoneskin spell (4th-
  level wizard version) takes 10d6 points of damage 
  (Will save for half).  In addition, any creature that 
  fails its save must then succeed on a Fortitude save or 
  be dazed for 1d6 rounds. 
  
  CORS4-02 Here There Be Dragons 
   
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  Only spells specifically targeted on the creature 
  can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area (such as invisibility 
  sphere or solid fog) can be used to deal reciprocal 
  damage to creatures within their area.  Likewise, 
  persistent or continuous effects from magic items 
  can’t be used to deal reciprocal damage, but targeted 
  spell affects can be—for example, the magic of a 
  cloak of resistance can’t be used by reciprocal gyre, 
  but a spell cast by a wand of invisibility could be. 
  Material Component: A tiny closed loop of 
  copper wire. 
   
  Recitation (CD p176): 
  Conjuration (Creation) 
  Level: Clr 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you 
  invoke your deity's blessing upon yourself and your 
  allies while causing confusion and weakness among 
  your enemies. The spell affects all allies and foes 
  within the spell's area at the moment you cast it. 
  Your allies gain a +2 luck bonus on attack rolls and 
  saving throws, or a +3 luck bonus if they worship the 
  same patron deity as you. Enemies suffer a -2 luck 
  penalty on attack rolls and saving throws. After 
  casting the spell, you are free to take further actions 
  during the spell's duration as you see fit. 
  Divine Focus: In addition to your holy symbol, 
  this spell requires a sacred text as a divine focus. 
   
  Sheltered Vitality (LM p71): 
  Abjuration 
  Level: Clr3, Druid 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains immunity to fatigue, 
  exhaustion, and ability damage or drain (regardless 
  of the source). 
   
  Wrack (CD p190): 
  Necromancy [Evil] 
  Level: Clr3, Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A human subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses.  His face and hands blister and drip fluid, 
  and the eyes cloud with blood, rendering him blind.  
  For the duration of the spell, the subject is 
  considered helpless and cannot take actions. 
  Even when the spells ends, the subject is still 
  visibly shaken and suffers a –2 penalty on attack 
  rolls, saves, and check for 3d10 minutes.  The 
  subjects sight returns at the end of the spell’s 
  duration. 
  Non-Core Prestige Classes 
  Order of the Bow Initiate (CW p68) 
  When asked, “What is Truth?,” an initiate of the 
  Order of the Bow picks up his bow, fires an arrow 
  and, without saying a word, lets his mastery of the 
  weapon serve as the gauge of the archer’s progress 
  along the way. By learning the meditative art of the 
  Way of the Bow, the archer improves his discipline, 
  precision, and spirituality. Order of the Bow initiates 
  see their weapons as extensions of their being, and 
  the use of a bow as a spiritual experience. 
  Fighters are the most common initiates of the Order 
  of the Bow. Rangers, paladins, and even barbarians 
  utilize their skills and philosophies as well. Some 
  rogues and bards have been known to enter the 
  order, but they are rare indeed. 
  NPC initiates are most often encountered teaching 
  others the ways of archery or wandering the lands 
  looking for true challenges for their skill. 
  Hit Die: d8. 
   
  Non-Core Prestige Classes 
  Order of the Bow Initiate (CW p68) 
  When asked, “What is Truth?,” an initiate of the 
  Order of the Bow picks up his bow, fires an arrow 
  and, without saying a word, lets his mastery of the 
  weapon serve as the gauge of the archer’s progress 
  along the way. By learning the meditative art of the 
  Way of the Bow, the archer improves his discipline, 
  precision, and spirituality. Order of the Bow initiates 
  see their weapons as extensions of their being, and 
  the use of a bow as a spiritual experience. 
  Fighters are the most common initiates of the Order 
  of the Bow. Rangers, paladins, and even barbarians 
  utilize their skills and philosophies as well. Some 
  rogues and bards have been known to enter the 
  order, but they are rare indeed. 
  NPC initiates are most often encountered teaching 
  others the ways of archery or wandering the lands 
  looking for true challenges for their skill. 
  Hit Die: d8. 
  
  CORS4-02 Here There Be Dragons 
   
  Page 99 
  Requirements 
  To qualify to become an Order of the Bow initiate, a 
  character must fulfill all the following criteria. 
  Base Attack Bonus: +5 
  Skills: Craft (bowmaking) 5 ranks, Knowledge 
  (religion) 2 ranks. 
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon 
  Focus 
  (longbow, 
  shortbow, 
  or 
  the 
  composite version of either). 
  Class Skills 
  The Order of the Bow initiate’s class skills (and the 
  key ability for each skill) are Climb (Str), Craft (Int), 
  Knowledge (religion) (Int), Ride (Dex), Spot (Wis), 
  and Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  The following are class features of the Order of the 
  Bow initiate prestige class. 
  Weapon and Armor Proficiency: Order of the 
  Bow initiates gain no proficiency with any weapon 
  or armor. 
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack 
  with a ranged weapon, dealing an extra 1d8 points of 
  damage if the attack hits. When making a ranged 
  precision attack, an initiate must be within 30 feet of 
  his target. An initiate’s ranged precision attack only 
  works against living creatures with discernible 
  anatomies. Any creature that is immune to critical 
  hits (including undead, constructs, oozes, plants, and 
  incorporeal creatures) is not vulnerable to a ranged 
  precision attack, and any item or ability that protects 
  a creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
  Unlike with a rogue’s sneak attack, the initiate’s 
  target does not have to be flat-footed or denied it’s 
  Dexterity bonus, but if it is, the initiate’s extra 
  precision damage stacks with sneak attack damage. 
  Treat the initiate’s ranged precision attack as a sneak 
  attack in all other ways. 
  The initiate’s bonus to damage on ranged 
  precision attacks increases by +1d8 every two levels. 
  An initiate can only use this ability with a 
  ranged weapon for which he has taken the Weapon 
  Focus feat. 
  Close Combat Shot (Ex): At 2nd level, an initiate 
  can attack with a ranged weapon while in a 
  threatened square and not provoke an attack of 
  opportunity. 
  Greater Weapon Focus (Ex): At 4th level, an 
  Order of the Bow initiate gains the Greater Weapon 
  Focus feat with a single ranged weapon for which he 
  has taken the Weapon Focus feat even if he has not 
  attained 8th level as a fighter. 
  Sharp-Shooting: At 6th level, an initiate gains 
  the Sharp-Shooting feat (see Chapter 3 of Complete 
  Warrior) even if he does not meet the prerequisites. 
  Extended Precision (Su): A 10th level Order of 
  the Bow initiate’s senses and feel for “the shot” 
  become so attuned taht he may make ranged 
  precision attacks (and sneak attacks, if the has the 
  ability) at a range of up to 60 feet. 
   
  True Necromancer (LM p51) 
  Power corrupts. Power over life and death 
  corrupts absolutely. The power to raise an undying 
  servant from the husk of the formerly living is 
  darkly tempting – and certainly evil. Those who seek 
  such unyielding obedience from the dead willing 
  tread the path of necromancy. 
  Characters 
  who 
  wish 
  to 
  become 
  true 
  necromancers must take levels in both arcane and 
  divine spellcasting classes, usually cleric and wizard 
  or cleric and sorcerer. Only then to they begin their 
  sinister schooling, learning how to combine the 
  foulest aspects of both disciplines into single, 
  necromantic whole. 
  NPC true necromancers are usually found 
  singly – living in an abandoned graveyard, hidden in 
  the depths of a centuries-old catacomb, or lurking in 
  an unhallowed mausoleum. Occasionally, true 
  necromancers gather into small societies or evil 
  associations, but eventually most such groups are 
  stamped out. At least, so hope those concerned with 
  the triumph of good over evil in the world. 
  Hit Die: d6. 
  Requirements 
  To qualify to become a true necromancer, a character 
  must fulfill the following criteria. 
  The Order of the Bow Initiate 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +2 
  Ranged precision +1d8 
  2nd 
  +2 
  +0 
  +3 
  +3 
  Close combat shot 
  3rd 
  +3 
  +1 
  +3 
  +3 
  Ranged precision +2d8 
  4th 
  +4 
  +1 
  +4 
  +4 
  Greater Weapon Focus 
  5th 
  +5 
  +1 
  +4 
  +4 
  Ranged precision +3d8 
  6th 
  +6 
  +2 
  +5 
  +5 
  Sharp-Shooting 
  7th 
  +7 
  +2 
  +5 
  +5 
  Ranged Precision +4d8 
  8th 
  +8 
  +2 
  +6 
  +6 
  – 
  9th 
  +9 
  +3 
  +6 
  +6 
  Ranged Precision +5d8 
  10th 
  +10 
  +3 
  +7 
  +7 
  Extended precision 
  
  CORS4-02 Here There Be Dragons 
   
  Page 100 
  Alignment: Any nongood. 
  Skills: Knowledge (arcana) 8 ranks, Knowledge 
  (religion) 8 ranks. 
  Spells: Able to cast summon undead II as a divine 
  spell and command undead as an arcane spell. 
  Special: Able to rebuke undead. 
  Special: Access to the Death domain. 
  Class Skills 
  The true necromancer’s class skills (and the key 
  ability for each skill) are Concentration (Con), Craft 
  (Int), Heal (Wis), Knowledge (arcana) (Int), 
  Knowledge (religion) (Int), Profession (Wis), Search 
  (Int), and Spellcraft (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  The following are class features of the true 
  necromancer prestige class. 
  Weapon 
  and 
  Armor 
  Proficiency: 
  True 
  necromancers gain no proficiency with any 
  weapons, armor, or shields. 
  Spells 
  per 
  Day/Spells 
  Known: 
  A 
  true 
  necromancer gains new spells per day (and spells 
  know, if applicable) as if she had also gained a level 
  in either an arcane spellcasting class she belonged to 
  before the prestige class, a divine spellcasting class 
  she belonged to before the prestige class, or both, 
  according to the accompanying table. She does not, 
  however, gain any other benefit a character of that 
  class would have gained (metamagic or item creation 
  feats and so on; but see Improved Rebuking and 
  Necromantic Prowess, below). If she had more than 
  one arcane or divine spellcasting class before 
  becoming a true necromancer, she must decide to 
  which class she adds the new level for purposes of 
  determining spells per day and spells known. 
  Rebuke Undead (Su): True necromancer class 
  levels stack with levels of all other classes that grant 
  the ability to rebuke undead for the purpose of 
  determining the character’s effective cleric level for 
  rebuking. See Turn or Rebuke Undead, page 159 of 
  the Player’s Handbook. For example, a 5th-level 
  cleric/3rd-level sorcerer/2nd-level true necromancer 
  rebukes undead as a 7th-level cleric. The bonus from 
  her necromantic prowess ability, once gained, also 
  applies. 
  Create Undead (Sp): On attaining 2nd level, a 
  true necromancer can cast create undead once per 
  day, as the spell of the same name. She can use this 
  ability one additional time per day at 5th level and 
  higher. She must still supply the prerequisite 
  material components. The true necromancer’s caster 
  level equals her character level plus the bonus from 
  her necromantic prowess ability, once it is gained. 
  Necromantic Prowess (Ex): At 3rd level, a true 
  necromancer gains unsurpassed power over death. 
  When she rebukes undead, casts a necromantic spell, 
  or uses a spell-like ability that mimics a necromancy 
  spell, her effective caster level increases. The bonus 
  is +1 at 3rd level, +2 at 6th level, +3 at 9th level, and +4 
  at 12th level and higher. 
  Zone of Desecration (Su): At 4th level, a true 
  necromancer begins to exert her authority over 
  undead. This aura is identical to the effects of a 
  desecrate spell (see page 218 of the Player’s 
  Handbook), except that it affects only allied undead. 
  Major Desecration (Su): At 7th level, a true 
  necromancer extends her authority over undead. 
  The 
  supernatural 
  aura 
  of 
  negative 
  energy 
  surrounding her (see Zone of Desecration above) 
  now extends the radius of 10 feet per true 
  necromancer class level. 
  Create Greater Undead (Sp): On reaching 8th 
  level, a true necromancer can cast create greater 
  undead (see page 215 of the Player’s Handbook) once 
  per day, as the spell. She can use this ability one 
  additional time per day at 11th level and higher. She 
  The True Necromancer 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells Per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  Rebuke undead 
  +1 
  level 
  of 
  existing 
  arcane 
  spellcasting class/+1 level of 
  existing divine spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Create undead 1/day 
  As above 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Necromantic prowss +1 
  As above 
  4th 
  +2 
  +1 
  +1 
  +4 
  Zone of desecration 
  As above 
  5th 
  +2 
  +1 
  +1 
  +4 
  Create undead 2/day 
  As above 
  6th 
  +3 
  +2 
  +2 
  +5 
  Necromantic prowess +2 
  As above 
  7th 
  +3 
  +2 
  +2 
  +5 
  Major desecration 
  As above 
  8th 
  +4 
  +2 
  +2 
  +6 
  Create 
  greater 
  undead 
  1/day 
  As above 
  9th 
  +4 
  +3 
  +3 
  +6 
  Necromantic prowess +3 
  As above 
  10th 
  +5 
  +3 
  +3 
  +7 
  Horrid wilting 
  As above 
  11th 
  +5 
  +3 
  +3 
  +7 
  Create 
  greater 
  undead 
  2/day 
  As above 
  12th 
  +6 
  +4 
  +4 
  +8 
  Necromantic prowess +4 
  As above 
  13th 
  +6 
  +4 
  +4 
  +8 
  Energy drain 
  As above 
  14th 
  +7 
  +4 
  +4 
  +9 
  Wail of the banshee 
  As above 
  
  CORS4-02 Here There Be Dragons 
   
  Page 101 
  must 
  still 
  supply 
  the 
  prerequisite 
  material 
  components. The true necromancer’s caster level 
  equals her character level plus the bonus from her 
  necromantic prowess ability. 
  Horrid Wilting (Sp): At 10th level and higher, a 
  true necromancer can use horrid wilting once per 
  day, with a caster level equal to her character level 
  plus her bonus from the necromantic prowess 
  ability. 
  Energy Drain (Sp): At 13th level and higher, a 
  true necromancer can use energy drain once per day, 
  with a caster level equal to her character level plus 
  her bonus from the necromantic prowess ability. 
  Wail of the Banshee (Sp): At 14th level and 
  higher, a true necromancer can use wail of the 
  banshee once per day, with a caster level equal to her 
  character level plus her bonus from the necromantic 
  prowess ability. 
   
  Non-Core Templates 
  Cold Element Creature (MotP p195) 
  “Cold element” is a template that can be added to any corporeal creature (referred to hereafter as the “base 
  creature”) of the following base types: aberration, animal, magical beast, plant, or vermin. A cold element 
  creature uses all the base creature’s statistics and special abilities except as noted here: 
  Size and Type: The creature’s type changes to “elemental (cold)”. 
  Hit Dice: Change to d8. 
  Armor Class: Natural armor improves by +3. 
  Special Attacks: A cold element creature retains all the special attacks of the base creature and also gains 
  the following: 
  Chill (Ex): In addition to the damage from their attacks, cold element creatures deal additional cold 
  damage with their natural weapons (including claw, bite, slam, or tail attack). The amount of damage depends 
  on the HD total of the creature (see the table below). 
  Special Qualities: A cold element creature retains all the special qualities of the base creature and also 
  gains the following ones: 
  • 
  Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. 
  • 
  Darkvision with a range of 60 ft. 
  • 
  Damage reduction (see the table below). If the cold element creature has DR/magic, its natural weapons 
  count as magical weapons for bypassing DR. 
  Hit Dice 
  Damage Reduction 
  Additional Cold Damage 
  1-3 
  – 
  – 
  4-7 
  – 
  1d4 
  8-11 
  5/magic 
  1d6 
  12+ 
  10/magic 
  1d8 
  • 
  Cold Subtype: Creature has immunity to cold, but vulnerability to fire, which means it takes half again as 
  much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a 
  success or a failure. 
  • 
  Icewalking (Ex): As the spider climb spell, but applies to all icy surfaces. 
  Base Saves: Same as the base creature 
  Abilities: Same as the base creature 
  Skills: Same as the base creature. If the base creature has an Intelligence of 4 or greater, it speaks either 
  Aquan or Auran. 
  Feats: Same as the base creature. 
  Climate/Terrain: Any land and underground. 
  Organization: Same as the base creature. 
  Challenge Rating: Up to 3 HD, as base creature, 4 HD to 7 HD, as base creature +1, 8+ HD, as base 
  creature +2. 
  Treasure: Same as the base creature. 
  Alignment: Usually neutral. 
  
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  Advancement: Same as the base creature. 
   
  Draconic Creature (Dra p149) 
  “Draconic” is an inherited template that can be added to any living corporeal creature (referred to hereafter as 
  the base creature) except a dragon. A draconic creature uses all the base creature’s statistics and special abilities 
  except as noted here. 
  Size and Type: Animals with this template become magical beasts, but otherwise the creature type is 
  unchanged. Size in unchanged. 
  Armor Class: Natural armor improves by +1. 
  Damage: Draconic creature have two claw attacks. If the base creature does not have this attack form, use 
  the damage values in the table below. Otherwise, use the values below of the base creature’s damage, 
  whichever is greater. 
  Size 
  Claw Damage 
  Up to Tiny 
  1 
  Small 
  1d2 
  Medium 
  1d3 
  Large 
  1d4 
  Huge 
  1d6 
  Gargantuan 
  1d8 
  Colossal 
  1d10 
  Special Qualities: A draconic creature has all the special qualities of the base creature, plus darkvision out 
  to 60 feet and low-light vision. 
  Saves: A draconic creature has a +4 racial bonus on saves against magic sleep effects and paralysis, thanks 
  to its heritage. 
  Abilities: Increase from the base creature as follows: Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +2. 
  Skills: Draconic creatures have a +2 racial bonus on Intimidate and Spot checks. 
  Organization: Solitary or as base creature. 
  Challenge Rating: Same as base creature +1. 
  Level Adjustment: Same as base creature +1. 
  Draconic Characters: Draconic creatures with Charisma scores of 12 or higher are often sorcerers. 
   
  Multi-headed Creature (SS p124) 
  “Multiheaded” is an inherited template that can be added to any corporeal creature that has a discernible head 
  (hereafter referred to as the base creature). A multiheaded creature has all the base creature’s characteristics 
  except as noted here. A multiheaded creature speaks any languages the base creature does. 
  Size and Type: Animals that have this template become magical beasts, but otherwise type is unchanged. 
  All additional heads are like that of the base creature. 
  Limit on Additional Heads: The number of heads possible for a multiheaded creature is based on the base 
  creature’s size. 
  Base Creature Size 
  Maximum Additional Heads 
  Up to Medium 
  1 
  Large 
  3 
  Huge 
  11 
  Gargantuan 
  19 
  Colossal 
  29 
  Hit Dice: Each additional head adds 2 HD to the base creature’s total. 
  Attacks: A base creature with a bite, gore, or tongue attack gains one additional such attack for each 
  additional head. This additional attack has the same attack bonus as its counterpart in the base creature. The 
  base attack bonus increases for additional Hit Dice as appropriate for the creature’s type. 
  Damage: The damage bonus for an extra natural attack gained by the addition of a head is the Strength 
  modifier for a primary attack, or 1/2 the Strength modifier for a secondary attack. 
  Special Attacks: If the base creature has a breath weapon, the extra heads also have breath weapons. All 
  weapons activate on the same round but can aim in different directions. This rule also applies if the base 
  creature has a spit, spray, ray, or cone attack, so long as that attack comes from the head. A multiheaded 
  creature does not gain extra gaze attacks, fear auras, and the like for its additional heads. 
  A multiheaded creature that can use weapons gains the Superior Two-Weapon Fighting or Superior 
  Multiweapon Fighting ability (see below), as applicable. A multiheaded creature that has only natural attacks 
  instead gains the Improved Multiattack feat as a bonus feat if it has any secondary attacks available at all, even 
  if it does not have three or more natural weapons. 
  
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  Superior Two Weapon Fighting or Superior Multiweapon Fighting (Ex): Because each head controls one 
  arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with 
  multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though 
  the weapon were held in a primary hand. 
  AC: Natural armor bonus increases by +1 per additional head. 
  Special Qualities: Multiheaded creatures have darkvision to a range of 90 feet. Having a redundant head 
  makes a creature more able to survive otherwise lethal attacks. Thus, a vorpal blade would have to remove all 
  heads to have its usual effect. Severing a head requires hitting the creature’s neck (same AC as creature) with a 
  slashing weapon and dealing damage equal to the multiheaded creature’s original hit point total divided by the 
  original number of heads. The player must declare an attack against ht neck just before making the attack roll. 
  The severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The creature can 
  no longer attack with the severed head but takes no other penalties. A severed head cannot regrow naturally. 
  Abilities: Con +2 per additional head. 
  Skills: Each additional head a creature has gives it a cumulative +2 racial bonus on Listen, Search, and Spot 
  checks. The creature gains additional skill points for its extra Hit Dice as normal for its type. 
  Feats: A multiheaded creature gains Improved Initiative and Combat Reflexes as bonus feats, provided 
  that it does not already have them. The creature also gains additional feats for its extra Hit Dice as appropriate 
  for its type. 
  Organization: Solitary. 
  Challenge Rating: The multiheaded creature’s Challenge Rating depends on how many additional heads 
  it has and on any head-based special attacks, as given on the table below. 
  Number of Additional Heads 
  CR Adjustment1 
  1 
  +2 
  2-4 
  +3 
  5-7 
  +4 
  8-10 
  +5 
  11-15 
  +6 
  16-20 
  +7 
  21-25 
  +8 
  26-29 
  +9 
  1 Adjust the CR by an additional +1 for every head-based special attack of the base creature, such as a 
  breath weapon or a gaze attack. 
  Level Adjustment: A multiheaded creature’s level adjustment depends on the number of heads it has, as 
  given on the table below. These figures assume that the base creature has sufficient Intelligence to be a player 
  character. 
  Number of Additional Heads 
  Level Adjustment1 
  1 
  +2 
  2-4 
  +3 
  5-7 
  +4 
  8-10 
  +5 
  11-15 
  +6 
  16-20 
  +7 
  21-25 
  +8 
  26-29 
  +9 
  1 Adjust the level adjustment by an additional +1 for every head-based special attack of the base creature, 
  such as a breath weapon or a gaze attack. 
  Lernaean, Pyro, and Cryo Creatures: Not applicable in this module. 
   
  Shadow Creature (LoM p167) 
  “Shadow” is a template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, 
  magical beast, monstrous humanoid, plant, undead, or vermin (referred to hereafter as the “base creature”). A 
  shadow creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the 
  creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. 
  Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature 
  type is unchanged. Shadow creatures encountered on the Material Plane have the extraplanar subtype and are 
  native to the Plane of Shadow. 
  Speed: As base creature × 1.5. 
  Special Qualities: A shadow creature retains all the special qualities of the base creature and also gains the 
  following ones: 
  • 
  Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15. 
  
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  • 
  Darkvision out to 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not 
  negate this ability, but daylight spell will. 
  Shadow creatures also have one additional supernatural ability for every 4 Hit Dice they possess 
  (minimum of one additional ability) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws. 
  • 
  Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based. 
  • 
  Damage reduction 5/magic. 
  • 
  Evasion, as the rogue class feature. 
  • 
  Fast healing 2. 
  • 
  Mirror Image (Sp): 1/day. Caster level 5th. 
  • 
  Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th. 
  If the base creature already has one or more of these special qualities, use the better value. 
  Skills: Same as the base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks. 
  Feats: Same as the base creature. 
  Environment: Plane of Shadow. 
  Organization: Same as the base creature. 
  Challenge Rating: Same as the base creature +1. 
  Treasure: Same as the base creature. 
  Alignment: Usually neutral evil. 
  Advancement: Same as the base creature. 
  Level Adjustment: Same as base creature +2. 
  
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  New Template: Ice-Touched Creatures 
  "Ice-Touched" is a template that can be added to any corporeal creature (referred to hereafter as the "base 
  creature") that spends a great deal of time in the Land of Black Ice, enough time to have its physical form 
  changed by the magic of the land. Beasts or animals with this template become magical beasts, but otherwise 
  the creature type is unchanged. 
  An ice-touched creature uses all the base creature's statistics and special abilities except as noted here:  
  Special Qualities: An ice-touched creature retains all the special qualities of the base creature and also 
  gains the following ones:  
  Cold resistance: See the table below. 
  Damage reduction: See the table below. The natural weapons of ice-touched creatures count as magical 
  weapons. 
  Spell Absorption: Each day, an ice-touched creature can absorb a number of spell levels equal to its hit 
  dice. Any spell or spell-like ability that would be affected by SR is affected by the spell absorption, if the 
  creature chooses to resist the spell. Spells using metamagic feats count as the base level. Once the limit is hit, 
  spells affect ice-touched creatures normally. Each spell level that is absorbed adds one temporary hit point to 
  the ice-touched creature for 1 hour. Area and multiple target spells still affect other creatures normally. 
  Hit Dice 
  Cold Resistance 
  DR 
  1-3 
  5 
  – 
  4-7 
  10 
  5/non-magic 
  8-11 
  15 
  10/non-magic 
  12+ 
  20 
  20/non-magic  
  If the base creature already has damage reduction that requires magic weapons to bypass it, it is replaced 
  by the damage reduction above. 
  Base Saves: Same as the base creature. 
  Abilities: Same as the base creature. 
  Skills: Same as the base creature. 
  Feats: Same as the base creature. 
  Climate/Terrain: Born and raised in the Land of Black Ice for enough time to be affected by the magic 
  there. 
  Organization: Same as the base creature. 
  Challenge Rating: Up to 3 HD, as base creature, 4 HD to 7 HD, as base creature +1, 8 HD to 11 HD, as base 
  creature +2, 12+ HD, as base creature +3. 
  Treasure: Same as the base creature. 
  Alignment: Same as the base creature (any). 
  Advancement: Same as the base creature. 
  Appearance: The skin of an ice-touched creature turns blue/black. 
   
  
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  DM’s Main Map 
  This is a copy of the main map. Since each tier uses the map a bit differently, be sure to check the encounter for 
  specifics. The Low Tier uses the map exactly as is. The Mid Tier only uses areas 1-5 of the map, with the final encounter’s 
  map provided in the text. The High Tier uses the entire map, plus extra encounter maps that are included in the text. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/594/CORS4-02 Here There Be Dragons/CORS4-02 Here There Be Dragons Home Play.pdf