TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BDK4-06 
   
   
   
   
   
   
   
   
  Scales and Secrets 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Tom Thowe 
  Reviewed by Chris Tulach 
   
   
  Life in the Combination of Free Lords is often about choosing your battles.  Sent with a straightforward mission towards 
  the Tangles, perhaps today is a little different.  Or is it?  With the changes in Hallorn’s leadership, fighting has broken 
  out along parts of the forest.  With this brewing chaos, has something dangerous developed, unnoticed by those in 
  power?  How will this affect the Warfields?  An adventure for character levels 9-15 (APL 10-14).  This is the third part to 
  the “Legacy of the Highwayman” Series. 
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and scoring 
  after the game. The following guidelines are here to help 
  you with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  BDK4-06 Scales and Secrets 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the fact that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  BDK4-06 Scales and Secrets 
   
  Page 3 
  
  Adventure Background 
  Two major sources of evil have taken root in the last few 
  years in the central Combination of Free Lords. One is in 
  the eastern part of the Tangles, and the other lies deep 
  within the catacombs beneath Hallorn. These have gone 
  unnoticed in the region with all that’s been happening of 
  late in the Warfields and the Rift. 
   
  Two years ago, a vampire by the name of Veth delved 
  into the sewers and catacombs below the city of Hallorn 
  (in BDK2-08 “The Quick & The Dead”). Though he had 
  his own motivations at the time (arranging a deal with a 
  powerful fiend), he discovered a well during his 
  explorations. With some research, he discovered that the 
  well was a gate to the negative material plane – and one 
  reason the city has seen so much undead activity in its 
  past. The location seemed to suggest two things – first, 
  that the well and surrounding catacombs were in some of 
  the oldest areas of Hallorn’s underbelly, and second, that 
  the old chambers might have been a temple to some 
  unknown evil deity. Without telling the living followers 
  of Nerull above ground, Veth consecrated the area in 
  Nerull’s name, and a large temple to the god of the 
  undead was born underneath Hallorn. 
   
  While the necromancers of the city noticed the 
  increase in activity below, they had little opportunity to 
  capitalize on it. This was due to the recent Siege of 
  Hallorn, along with the accompanied shift in political 
  power.  Their main concern up until now has been 
  maintaining the mausoleum (which, itself, is a temple to 
  Nerull), and discovering how a magical pool in a ruined 
  tower works (the same pool from BDK1-02 “Bleeding 
  Moon”).  They have been unable to activate the pool so 
  far; although they came close recently when the black 
  stones needed to activate the pool were uncovered, but 
  then lost (in BDKI4-02 “Siege of Hallorn”). 
   
  Though Veth has abandoned the temple for other 
  concerns, his minions have taken up regular worship 
  there. With the help of a lich found in the catacombs, 
  they have altered the temple to reflect their god’s 
  portfolio. The occasional victim has been brought down 
  to be consumed or turned into an undead follower of the 
  death god, so very few living people know of this temple.  
  In fact, one of the few who has knowledge of the temple 
  is the Tangles druid Gerland.  He has yet to inform 
  anyone, since its discovery doesn’t concern his 
  domain…yet. 
   
  Outside of the city, an adult green dragon has taken 
  up residence in the western Tangles.  Most of the locals in 
  and around the forest have not noticed, since most of its 
  victims have been orcs so far.  It has an arrangement with 
  the druids Gerland (the same druid who assaulted the 
  hunting lodge in the 2003 interactive “The Great Hunt 
  III”). The dragon defends the forest from all threats 
  outside of the Tangles, and the druid helps manage the 
  forest and keeps the dragon’s lair a secret. 
   
  The Urzun orc tribe, though, has suffered in the last 
  year or two.  The tribe’s infighting combined with the 
  dragon’s feeding has begun to take its toll.  Though the 
  number of orcs in the tribe reaches into the tens of 
  thousands, the warbands between the Rift Barrens and 
  the Tangles have been dwindling.  Soon, the tribe in this 
  region will be so small that the dragon will be feasting on 
  more than just orc meat. 
   
  With all of this hidden turmoil, the wife of Trowain 
  Seabrow is trying to bring her dead husband back to life. 
  The bandit was killed two years ago by an assassin’s blade 
  just outside of the city of Riftcrag (from BDK2-05 
  “Retribution”).  After months of hanging on the city walls 
  (as a warning to other bandits against robbing silver 
  caravans), the body disappeared.  Gertrude was only able 
  to recover a finger of her love (which had fallen off from 
  the scavengers’ feasts).  It has been so long that even the 
  finger is not much more than bone with a few tattered 
  pieces of flesh.  Gertrude hopes it’s just enough to call in a 
  favor. 
   
  Trowain used to be a companion to the infamous 
  Auverin Moonblade (the deceased bandit from BDK1-08 
  “X Marks the Spot”).  Auverin fell in love with a Tangles 
  druid he rescued from Iuz soldiers, and the two lovers 
  raided many merchant caravans over the years.  The 
  bandit passed away at Steelbone Meadows, but the elf 
  Iliisa has been unable to get the druid circle to raise her 
  lover.  Perhaps she can get them to bring a brother-in-
  arms of Auverin’s back to life… 
   
  Adventure Summary  
  The adventurers start off being sent to deliver a sealed 
  bone scroll tube to someone named Iliisa (il sa). Gertrude 
  doesn’t know exactly who or where she is, but she knows 
  that an orc named Grognok can get in touch with her. 
   
  Introduction: The PCs find themselves on the road. 
  They’ve been hired to look for an orc shaman of the 
  Urzun tribe.  The orc should be able to lead them to Iliisa, 
  who is the person to whom they are supposed to give a 
  package. 
   
  Encounter 1 – Orc Hunt: The PCs crest a small rise to 
  see a field of dead orcs beside a pillaged merchant 
  caravan. The party can use a number of different methods 
  to get to Grignok, a shaman to the orc god Luthic.  The 
  lone surviving orc can be convinced or intimidated into 
  giving up the location of the shaman.  Even divination 
  spells will get the PCs quickly on the right path. 
   
  Encounter 2 – The Orc and the Elf: Once at the camp 
  of Grognok, the party finds him in conversation with 
  Iliisa the elf. They are discussing the attacks on the orc’s 
  tribe. Iliisa asks the group to accompany her back to the 
  Tangles to speak with her superiors. 
   
  Encounter 3 – Into the Tangles: The PCs are led into 
  the heart of the Tangles to witness a meeting of the Circle 
  of Druids.  It is clear that finding their way through the 
  forest would be impossible without a guide.  To make 
  matters worse, a heavy snowstorm begins to engulf the 
  Tangles. 
   
  BDK4-06 Scales and Secrets 
   
  Page 4 
  
  Encounter 4 – The Circle: The PCs come upon a 
  meeting already underway of the most powerful druids in 
  the Tangles.  Iliisa gives the information on the dragon 
  attacks to the council, and asks them to bring the bandit 
  Trowain back to life.  Under objection from a druid 
  named Gerland, the PCs are given an opportunity to deal 
  with the dragon attacking the orcs, and in exchange, they 
  offer to bring Trowain back to life. 
   
  Encounter 5 – The Choice: Leaving the council, the 
  adventurers are met on their way to the dragon by 
  Gerland. He makes an offer – if the party forgoes 
  attacking the dragon, he provides information on a 
  temple to Nerull below Hallorn, along with something of 
  great evil that was discovered there.  If the PCs decline 
  his offer, he has his ice elemental allies try to stop the 
  characters. 
   
  Encounter 6 – On to the Dragon!: Follow this path if 
  the PCs decline the druid Gerland’s offer. After defeating 
  the druid’s allies, the characters arrive at a small lake, and 
  take on the dragon and her children. 
   
  Encounter 7 – The Dragon’s Lair: Down in the depths 
  of the lake the PCs can find the dragon’s lair – and the 
  dragon horde! 
   
  Encounter 8 – On to the Temple!: If the PCs agree to 
  the druid’s trade, they are directed to Hallorn and the 
  location of the hidden temple deep in the catacombs of 
  the city.  The PCs must make the long journey to the city 
  and then enter the depths of the catacombs through the 
  use of magical pools. 
   
  Encounter 9 – The Temple Entrance: At the entrance 
  chamber to the temple, the PCs must deal with a number 
  of possible threats.  A group of vampire hags, a trap, a 
  stone golem, and a lich may all be present to deal with 
  threats to the temple. 
   
  Encounter 10 – The Temple Well: At the heart of the 
  temple is a well that leads to another dimension.  After 
  defeating the temple priest and its guardian(s), the PCs 
  must decide what to do with the well itself. 
   
  Dragon Conclusion – Success!: The PCs have defeated 
  the dragon.  They are secure in the knowledge that they 
  have stopped a potential threat to the Warfields.  Of 
  course, there is that supposed temple under Hallorn… 
   
  Dragon Conclusion – Failure!: The PCs have not been 
  able to defeat the dragon. With the threat of the wyrm 
  AND the Nerull Temple, things look bad for the future of 
  the Warfields. 
   
  Temple Conclusion – Success!: The PCs have defeated 
  the temple guardians and covered up the well.  Hopefully 
  that holds things for a while.  Of course, there is that 
  dragon in the Tangles… 
   
  Temple Conclusion – Failure!: The temple guardians 
  may or may not have been destroyed.  In either case, the 
  well is still there, and it still poses a danger to the 
  residents of Hallorn.  With that danger AND the dragon 
  in the Tangles, things look bad for the future of the 
  Warfields. 
   
  Introduction 
  Find out if PCs have played BDK2-05 “Retribution” where 
  they would have met Gertrude. Modify the boxed text 
  below as appropriate. 
   
  The day is fairly overcast as you set out on the road. 
  Your destination on this early winter day is the lands 
  just west of the Tangles.  You’ve been hired to deliver 
  a package to a person by the name of Iliisa (il sa). To 
  find her, though, you need to first find a female orc 
  shaman by the name of Grignok. 
   
   
   
  l
   
  It all seems a bit muddled, but it is hard to say no 
  to Gertrude.  The wife of a deceased tanner is used to 
  getting what she wants.  With her wagging finger and 
  her imposing girth, she is a force to be reckoned with.  
  Of course, it helped that she says she’ll pay you for 
  the trouble – two hundred gold pieces each just to 
  deliver a package.  Some peop e would say it’s easy 
  money…but experience tells you otherwise. 
   
  You’ve been on the road now for just a couple of 
  days.  It was only 30 miles back that you left the city 
  of Riftcrag and your employer. A gentle wind has 
  been picking up strength now for the last few miles of 
  your journey. 
  The boxed text is just to get the group started.  There is a 
  lot to do in this scenario, but don’t keep the players from 
  doing whatever they want to do beforehand.  They can 
  cast any preparatory spells they want before they leave 
  the city, ask questions from Gertrude (though she doesn’t 
  say much else than what’s in the boxed text), and even 
  investigate their package if they wish. 
   
  Gertrude knows that the orc shaman Grignok often 
  deals with Iliisa (il sa), but she has never met Iliisa 
  herself.  She doesn’t know details like what she looks like, 
  what race she is, or anything. She knows that Iliisa was in 
  love with Auverin (from all the tales her husband used to 
  tell her), but that bit she doesn’t want to mention to the 
  PCs.  She won’t mention what the package contains, even 
  if the PCs have helped her before (in BDK2-08 
  “Retribution”). 
   
  The orc is a shaman of the Urzun tribe, which 
  usually ranges to the east of the Tangles, hunting and 
  robbing.  Gertrude is not a friend of Grignok, but the 
  shaman has dealt peacefully with her husband in the past, 
  so she has no ill will for her either. 
   
  The package itself is a small bone scroll tube. The 
  outside of the tube is fairly nondescript, though it is 
  sealed with a wax imprint of ‘SB’.  Inside the tube is a note 
  (see Players Handout 1) and a desiccated human finger.  
  The finger has very little flesh left on it.  It came from the 
  hand of Trowain Seabrow some two years ago.  It was the 
  BDK4-06 Scales and Secrets 
   
  Page 5 
  
  only piece of her husband’s body that Gertrude could 
  recover.  Now she wants to bring him back to life, but she 
  won’t discuss this with the PCs.  She is hoping that she 
  can call in a favor from Iliisa due to her own love for a 
  friend of Trowain’s – Auverin Moonblade.  She trusts the 
  PCs only enough to pay them to deliver the package at 
  this point.  While Gertrude is a priest of Olidammara, she 
  is not powerful enough to raise the dead, particularly 
  when he’s been dead for over a year. 
   
  The bone scroll tube is not trapped.  Anyone can 
  break the seal and look at what’s inside – it shouldn’t 
  break the scenario if the PCs do this.  Gertrude just 
  assumed the pay would be enough to keep the 
  messengers’ noses out of her business (her mistake). 
   
  If needed, character introductions can be taken care 
  of here as well. 
   
  Encounter One: Orc Hunt 
  As the sight of distant clouds brings to mind the 
  pleasant prospect of yet another approaching storm, 
  you crest a small hill.  You are greeted by a field of 
  blood-soaked bodies. 
   
  Dozens of dead orcs lie n a field of low grass on 
  the rise.  Two broken and somewhat smoldering 
  wagons have barely had time to draw the crows in. 
  Human guardsmen lay unmoving beside their orc 
  attackers, and even the teamsters have apparently 
  been killed in the assault. 
   i
   
  One group of bodies surrounds the two wagons 
  in a protective circle around their prize.  The rest lay 
  across the battlefield, fallen while trying to break the 
  ring around the caravan. 
   
  The battle was made up of Urzun orcs attacking Urzun 
  orcs for the simple spoils of a merchant caravan from 
  Hallorn.  As soon as all the human guards and merchants 
  were killed and the first group of Urzun orcs moved in to 
  claim the spoils, a larger group of Urzun (not affiliated 
  with the original attackers) approached the caravan. The 
  two groups fought to a standstill, and all that remains is a 
  field of dead bodies…and a lone wounded orc near one 
  wagon that can barely stand. 
   
  PCs can make a Knowledge (Local - Iuz Border 
  States) at the following DCs to learn the below 
  information. 
  � DC 20 – These are Urzun orcs, members of a large 
  tribe that was formerly allied with Iuz.  Aside from a 
  few branches that still serve under him (like in 
  Kinemeet), most have now been abandoned by the 
  Old One. 
  � DC 25 – Ever since the holy symbol of their tribe (an 
  orcish artifact, a spear known as “Sunblight”) was 
  destroyed by the elves of the Fellreev (the results of 
  IUZ3-03 “Fractures”), the remaining orc warbands to 
  the east of the Tangles have been dwindling.  The 
  adventurers who originally took the spear killed the 
  leader of the tribe, and the Urzun have since 
  splintered in this region and turned on their own. 
  Now many of the Urzun orcs here fight one another for 
  the few scraps of food they can find (or steal). Combined 
  with the attacks by the dragon, this has made the orcs 
  quite desperate. 
   
  The PCs need to get a survivor for questioning, and 
  the lone orc that is searching through one wagon works 
  well enough. 
   
  Creatures: There are 53 dead orcs in this field. This is a 
  significant number of the remaining Urzun orcs still alive 
  in this region (approximately 30%).  The result of this 
  combat leaves the tribes in this area seriously hurting for 
  members. 
   
  This remaining orcs in the area are desperate. They 
  were the former allies of Iuz, and now have been 
  shunned. This leaves them effectively without a friend.  
  Many of them are starved and desperate for survival.  The 
  tribes are now scattered, and only a few can keep a 
  semblance of cooperation. 
   
  This lone orc is no exception.  He is wounded with 
  only a quarter of his full hit points.  He is also fatigued as 
  a barbarian coming out of his rage (see PH page 25), and 
  desperate for some food.  He won’t be interested in 
  fighting again so soon after this battle. 
   
  If the PCs kill this orc, they can wander the area 
  looking for other stray orcs to question.  This is a last 
  resort method to get the PCs on the right track.  If they 
  do find a wandering group of orcs, use the same stats.  
  Figure in a few days the PCs can happen upon a group of 
  three or four orcs if they just wander around.  Keep in 
  mind, though, that the idea is not to take a lot of time 
  with this. 
   
  All APLs (EL 4) 
   
  � 4
  th level Orc Barbarian: hp 30 (7 currently); see 
  Appendix I. 
   
   
  Treasure: If the PCs want to take the time to loot all 
  the dead bodies, most of what they find of value is the 
  orcs’ weapons and armor.  They have no money. 
   
  The wagons are figured into the loot calculation 
  along with their contents – but only if the PCs can repair 
  the two broken wagon wheels and the broken axle.  The 
  wagons are full of half-burnt fruits and grains. 
   
  The two dead human guards and the two teamsters 
  had some weapons and armor on them as well, and they 
  even had a few gold. 
   
   
  APL 10: L: 100 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 100 gp; C: 0 gp; M: 0 gp 
   
  APL 14: L: 100 gp; C: 0 gp; M: 0 gp 
   
  Development: How the party interacts with the lone 
  survivor effects how they can track down the orc shaman. 
  There are a number of possibilities for how the party can 
  track down the shaman from here: 
   
  Interrogation: If the orc is ‘captured’ and tied up, he 
  does not talk willingly.  An Intimidate check can get it to 
  talk (see PH page 76).  Most orcs know where the shaman 
  BDK4-06 Scales and Secrets 
   
  Page 6 
  
  lives.  They don’t have a high opinion of her since she’s 
  merely a follower of a lowly female orc god, and they spit 
  out her name with a glare of contempt, or perhaps with 
  laughter (they don’t take her seriously). 
   
  Diplomacy: Generally, any orcs start out as 
  ‘Unfriendly’ with the party (see Diplomacy in the PH 
  page 72). 
   
  Tracking: If the PCs don’t question any orcs, they 
  may try tracking.  With a Survival check (DC 22) by a 
  character with the Track feat, the PC discovers that the 
  orcs were fighting one another. However, there were so 
  many orcs involved in the battle – and there is no way to 
  know which orc trail leads to their quarry – that this 
  won’t get them any definite direction. Picking a random 
  direction is just as effective as following a particular trail. 
   
  Divinations: Numerous spells can be used to find 
  Grignok.  Speak with dead (vs an unwilling target), 
  divination, find the path, and detect thoughts are all 
  viable options. Of course, it depends on how the PCs use 
  the spells, but in general, don’t be too strict on the players 
  using these methods.  A suggested response to a 
  divination spell is listed below (which can be varied, 
  depending on the PC’s deity): 
   
  “To the Northwest you’ll find your prey, 
  Two enemies turned allies you’ll find this day.” 
   
  Once the PCs have figured out a direction to travel 
  (approximately six hours to the Northwest of the two 
  broken wagons is the orc camp the PCs are looking for), 
  move on to Encounter Two. 
   
  Encounter Two: 
  The Orc and the Elf 
  After a few hours of travel, you arrive at a small circle 
  of tents housing less than a dozen cowering orcs.  As 
  you come within view of the camp, a cry comes from 
  one of the green-skinned chi dren around camp.  A 
  few female orc faces appear from tent flaps, and the 
  two lone male guards circle around to nterpose 
  themselves between your approaching group and the 
  camp. 
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  Grignok, the lone orcish shaman in this camp, resides in 
  the center tent in camp.  She worships Luthic, the orcish 
  deity of female orcs, fertility, medicine, healing, 
  servitude, caves, and home.  She also currently has a guest 
  – the elven druid Iliisa Moonsight.  Most of the camp is 
  not happy with an elf being allowed in camp – 
  particularly the two lone male orc guards.  However the 
  PCs deal with the guards, keep in mind that they start out 
  ‘Unfriendly’.  Use the same guard stats from Encounter 
  II. 
   
  � 4
  th level Orc Barbarians (2): hp 30 each; see Appendix 
  I. 
   
   
  Once the PCs get past the orc guards, or are escorted 
  to the ‘leader of the camp’, continue. 
   
  Moving towards the center tent in camp, a brutish orc 
  woman crawls out of the main tent flap to meet your 
  group.  As she stands, you can see the almost 
  countless bone piercings through her nose, ears, and 
  other parts of her body.  A long bear pel  drapes over 
  her shoulders l ke a poncho, and a strange rune 
  carved on a rock hangs from the necklace below her 
  chin. 
   
  She spits out, “You!  No orcs!  You leave!  We 
  want problems no!”
   
  This is Grignok, the female orc shaman for the tribe.  She 
  worships Luthic, the lesser deity of female orcs, fertility, 
  medicine, healing, servitude, caves, and home.  The 
  symbol around her neck is the orc rune for ‘home’ (and 
  the holy symbol of her god, Knowledge (religion) check 
  (DC 20) to recognize). She doesn’t speak common very 
  well. 
   
  She is currently in deliberations in her hut with the 
  elven druid of the Tangles known as ‘Iliisa’ – the very elf 
  the PCs are looking for.  Grignok normally wants no part 
  of non-orc business, but her problems with the 
  decimation of the tribe in her region can perhaps be 
  helped by talking with the druid. 
   
  She is not happy about a large group of non-orcs 
  coming into camp.  She begins the encounter as 
  ‘Unfriendly’ (see PH under the Diplomacy skill). 
   
  If the adventurers can console her through 
  diplomacy and/or bribery, she asks what they want (still 
  standing outside of the tent).  Once the PCs tell her, she 
  tries to get a bribe (or more of a bribe, if they have already 
  bribed her) for them to speak with Iliisa.  She won’t 
  mention that the elf is in the tent behind her until she 
  gets the bribe.  She lets the group into the hut for a 
  Diplomacy check that turns her into ‘Helpful’, or a bribe 
  of at least 10 gp.  Feel free to raise the bribe amount based 
  on the lifestyle spent by the negotiating PC. 
   
  When let into the hut, continue with the 
  description: 
   
  The inside of the tent is a dark p ace filled with the 
  fumes of pungent burning incense.  Through the 
  shadowy wisps of smoke, you can make out hollowed-
  out horns and ceramic bowls lining the base of the 
  tent wall, many filled with plant seeds, dried offal, 
  and numerous strange herbs.  In the rear of the tent is 
  a small hill of furs, shoved in a cramped corner for the 
  shaman to sleep in. 
  In the center of the tent is a small table with two 
  worn benches.  Seated at the end of one of the 
  benches is a sight few expect to see in an orc camp – 
  an elf.  The slender female has long auburn hair that 
  flows over her shoulders.  Fine leather armor adorns 
  her torso, and a thin longsword hangs from her waist.  
  The tip of an engraved longbow reaches over her left 
  shoulder, and a sprig of mistletoe sits nestled behind 
  her right ear. Her eyebrows raise in mock surprise as 
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  you enter.  “She didn’t kill you?  Perhaps Grignok is 
  getting soft in her old age.” 
   
  Iliisa is joking with the adventurers.  Grignok and she are 
  both old for their respective races, and they tend to tease 
  one another about racial stereotypes. 
   
  This is the person to whom the PCs are supposed to 
  deliver the message.  Assuming the adventurers give her 
  the scroll tube (and they haven’t looked inside the tube 
  themselves): 
   
  Iliisa opens the scroll cap and looks inside the tube. 
  She frowns as she turns the tube upside down over 
  her open hand.  A desiccated human finger lands on 
  her palm, followed by a rolled up piece of parchment. 
  Closing her hand over the finger, she reads the 
  scribbled writings and her face begins to harden. “It 
  seems I have a debt to pay…and the debt is not even 
  mine.” 
   
   
   
  If they haven’t seen it yet, PCs can ask to see the note.  
  Hand them Player Handout #1. 
   
  Iliisa does not go into great detail about her 
  relationship with Auverin, at least until she’s spent some 
  time around the group (see Encounter Three).  She only 
  says initially that she used to love a thief by the name of 
  Auverin Moonblade.  She knows that Auverin and 
  Trowain used to be good friends, so it would seem that 
  Gertrude thinks that Iliisa’s love for Auverin is enough to 
  pay off his debts.  In this situation, it is enough. 
   
  PCs may recognize the name Auverin Moonblade 
  from the previous series of scenarios.  If not, they can 
  make a Knowledge (local - Iuz Border States) check, a 
  bardic knowledge roll, or even a Profession (bandit) 
  check (the Profession roll gets a +7 bonus to the check).  
  This gains them the following information: 
   
  [at DC 12] 
   
  You seem to recall the bandit named Auverin 
  Moonblade.  He made himself known among the 
  rogues of the country by being perhaps the most 
  successful bandit in the Combination.  He was 
  renowned for getting away with the big scores.  It’s 
  been said that he got away with more than his share 
  of a king’s ransom…many times over, in fact. 
  [at DC 17] 
   
  Of course, he’s dead now – killed at Steelbone 
  Meadows.  Some say he was there to join the armies of 
  Iuz, but a few actually speak of highly placed spies 
  working for the bandit.  There was supposedly going 
  to be some sort of double-cross, when that insane 
  priest double-crossed everyone and slaughtered the 
  gathering army. 
   [at DC 22] 
   
  He was known to frequent the Tangles. Most 
  people seemed to think he liked the forest because 
  most of his pursuers DIDN’T like it. 
   
  While Iliisa is not powerful enough to bring Trowain 
  back to life, she may be able to use her influence to get 
  the Tangles Druids to resurrect him for her. 
   
  Not long into her conversation with the PCs, 
  Grignok interrupts the conversation: 
   
  (in fluent elven) 
  “The dead human is not the important one here,” 
  Grignok interrupts. “My people are dying – that is 
  why you are here, Iliisa.  I have helped you before.  
  Now you will help me.” 
   
  What Grignok knows: 
   
  � The Urzun are a huge tribe, but quite fractured.  
  Aside from a sizable warband under Mammoth 
  in Kinemeet, most Urzun orcs have no loyalty to 
  anyone any longer.  There is a large group of 
  Urzun gathering for a push into the Fellreev, to 
  repay the elves for the destruction of 
  “Sunblight”. 
   
  � Her tribe in this region has been dwindling in 
  membership over the last two years.  Many 
  hunting and raiding parties that have left the 
  camp over this span of time have simply 
  disappeared. 
   
  � The decline has been steady, except for the last 
  couple of months. Recently, the disappearances 
  seem to have been picking up. 
   
  � The 
  former 
  disappearances 
  have 
  been 
  discounted as merely ‘bad luck’ among the 
  hunting parties. 
   
  � A recent branch of this warband completely 
  vanished – tents and all. 
   
  � The only evidence that anything had been in 
  the spot where the tribe lived was a set of large 
  clawed paw-prints pressed into the ground.  
  Grignok’s trackers are afraid that these are prints 
  from a dragon. 
   
  � There have been rumors of the sound of wings 
  in the night for over a year now.  In fact, many 
  of the tribe’s remaining children have kept each 
  other too scared to leave the camps by telling 
  frightening stories of huge dragons swooping 
  down to take away good orc girls and boys. 
   
  � The former shaman of this tribe said that he saw 
  a large red dragon flying towards the Rift. He 
  spotted the creature about a year ago. That 
  shaman is not alive to question further, though. 
   
  The number of missing orcs has not so much increased. 
  Rather, it’s that the numbers of missing tribesmen have 
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  become more noticeable as the size of the tribe as a whole 
  has gotten smaller (a shrinking tribe with a fixed number 
  of missing orcs eventually makes it SEEM like the 
  missing numbers of tribesmen are increasing). 
   
  However, they are missing due to the tribe’s worst 
  fear – a dragon really has been feeding on their members, 
  and now the Urzun have dwindled down to only a 
  hundred or so remaining scattered orcs. 
   
  What Iliisa knows: 
   
  � She has suspected a dragon has been in the 
  Tangles for a while now.  However, she has had 
  no evidence to support her theory. 
   
  � Large animals have gone missing in the eastern 
  Tangles over the last three years– everything 
  from black-tailed moose and grizzly bears to the 
  local snow lynx that is particular to this region 
  of Oerth. 
   
  � Perhaps with this information from Grignok, 
  she can now approach the Tangle’s druid 
  council to look into the presence of the dragon. 
   
  Though Grignok and Iliisa think it’s a red dragon, PCs 
  can make a Knowledge (Local - Iuz Border States) or a 
  Bardic Knowledge check to remember hearing about the 
  below information. 
  � DC 15 – There has been a red dragon sighted 
  flying in and out of the Rift Barons. 
  � DC 20 – There is rumored to be a green dragon 
  in the Fellreev near Lake Aqual. 
  � DC 25 – Some have mentioned that there is a 
  shadow dragon deep in the Bluff Hills. 
  � DC 30 – There are even rumors of a Greyhawk 
  dragon in the Tangles. 
  Iliisa asks the PCs to come with her to meet with the 
  druids of the Tangles.  She needs to speak with the 
  council about the dragon, but she can also ask about 
  bringing Trowain back to life.  Whatever response she 
  gets, she’ll need to send word back to Gertrude. 
   
  If the PCs ask about more payment, Iliisa offers the 
  adventurers 20 gp each to come with her into the Tangles 
  and eventually deliver a response to Gertrude back in 
  Riftcrag. 
   
  If any PCs have the green dragon scale found in 
  BDK1-08 “X Marks the Spot”, or they tell Iliisa about the 
  scale, she gets very excited.  With hard proof (or even just 
  witnesses to possible evidence), perhaps she can get the 
  council to listen to her! 
   
  Creature Descriptions: Grignok is the only shaman 
  among this splinter group of Urzun orcs.  She is not well-
  liked, and there is a constant battle of wills between her 
  and the two male orcs that still remain in this camp.  She 
  is still holding her position as leader…but barely.  She 
  became leader when the former chieftain “Zyrkul” was 
  killed by adventurers (see IUZ3-03 “Fractures”). 
   
  She often had dealings in the past with Iliisa, the 
  elven druid who is visiting her now.  This also weakens 
  her position in the eyes of the male orcs. Only through 
  her domineering personality and her magical powers has 
  she kept her position as leader. 
   
  Grignok is a rude, domineering shaman who is used 
  to getting her way.  She doesn’t speak common very 
  fluently, but she is quite intelligent.  When she moves, 
  her numerous bone jewelry piercings rattle against one 
  another. 
   
  Iliisa works with Grignok, sharing information about 
  the happenings along the eastern side of the Tangles.  
  Iliisa recognizes that whatever happens to the orcs is 
  often an indication of larger troubles in the region. 
   
  She is a beautiful feminine elf who speaks softly and 
  cares for all living things.  Her animal companion is an 
  extremely small brown-feathered hawk (through the use 
  of reduce animal). When not flying around keeping 
  watch, it occasionally lands on her shoulder and surveys 
  anyone around Iliisa with an almost quizzical look. 
   
  � Grignok: Female Orc Adp7; see Appendix VI. 
   
  � Iliisa Moonsight: Female Elf Drd9; see Appendix VI. 
   
  Development: Assuming the PCs agree to come with 
  Iliisa to meet with the druids of the Tangles, she leads 
  them out of the camp, and on into the forest. Go to 
  Encounter Three. 
   
  Encounter Three: 
  Into the Tangles 
  Your group finally eaves the orc encampment as 
  Iliisa leads you to the west.  The journey across the 
  relatively featureless terrain takes you about half a 
  day. Climbing out o  a shallow gully, you spot a line 
  of trees in the distance that can only be the Tangles. 
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  A hawk that you’ve seen in the distance for a 
  whi e now circles towards your group.  Suddenly, the 
  bird lands on the shoulder of the elf guide.  It 
  appeared to land so quickly because the red-tailed 
  hawk is only about half a foot in length.  Its small size 
  made it appear further away than it truly was. 
  Iliisa strokes the beak of the bird as she caws in a 
  soft, high-pitched imitation of the hunting bird.  The 
  hawk responds 
  n kind whi e looking over its 
  shoulder, and Iliisa frowns.  “It seems like a number 
  of orcs are approaching from the northwest.”  She 
  looks at your group and shakes her head. “No 
  matter…we should be able to avoid them easily 
  enough.  We’ll just have to skirt around them to the 
  southwest.” 
  Iliisa is not interested in a fight with more orcs.  While 
  the party could probably wipe them out, she is not 
  interested in causing more bloodshed.  If the adventurers 
  insist on confronting the orcs, she abandons the 
  adventurers and continues on to meet the druids alone. 
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  Iliisa feels that she has enough information and 
  evidence to give the council. Threatening a few more orcs 
  is just not worth a confrontation. Also, she is only friends 
  with Grignok.  She is just as apt to be attacked by strange 
  orcs as anyone else – probably more so, since she is an elf. 
   
  She lets her animal companion keep watch, and take 
  a more indirect route to the forest.  With her knowledge 
  of the area, and her hawk lookout, she has no problems 
  avoiding the dangers around her. 
   
  You skirt around the invisible threat and make your 
  way into the mass of briars and thorns that make up 
  the Tangles.  Iliisa is a competent guide, and she 
  seems to have little trouble with the vegetation that 
  bars your way deeper into the forest. 
   
  The rest of the day passes uneventfully.  Your 
  group camps along side a small meandering stream 
  that trickles slowly through the forest.  Amazingly, 
  your guide has found a patch of open ground – not 
  large, to be sure, but enough space that your sleeping 
  blanket isn’t interrupted by a tree root or thorn bush. 
   
  “This should work wel  enough for tonight.  It 
  will take us a few days of travel to get to the meeting 
  spot.  You might as well make yourselves comfortable 
  for now.  The travel only gets more difficult from 
  here.” 
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  Aside from this night of rest, the entire adventure in the 
  Tangles takes place in the thick of the forest – no trails or 
  open areas to be found (aside from perhaps Lake Jewel in 
  Encounter Six).  Use the following rules for any combat 
  that takes place: 
  � Concealment granted for any foes 20+ feet away. 
  � Cover granted for any foes 40+ feet away. 
  � Full Concealment for any foes 60+ feet away. 
  � All travel in the Tangles is considered rough 
  terrain.  All movement is halved (ie: there is no 
  free 5-foot movement).  Also, creatures may not 
  run or charge – add +2 DC to all Tumble checks. 
  While the PCs make their camp, Iliisa casts animal 
  messenger and give a small scroll to an owl.  If asked what 
  she is doing, she remarks that she is calling on a meeting 
  of the Tangles druids to discuss what she has found out 
  from the orcs – and perhaps to see if something can be 
  done for Trowain. 
   
  As your group relaxes around the water’s edge, Iliisa 
  stares wistfully into the narrow stream that wanders 
  its way out of v ew. “I suppose you deserve to know a 
  little about why you’re being dragged into this mess. 
  It’s all because of a love long past.” A smile plays 
  across her face as memories pull the elf into another 
  time. 
  “He changed his name, you know.” Her gaze rises 
  from the water to look across the stream.  “He 
  changed his name for me.  Iliisa Moonsight…Auverin 
  Moonblade. It wasn’t a marriage – merely a gesture.  
  It was still thoughtful, though.” 
  She sighs before continuing.  “I suppose I should
  start from the beginning.  I am older than I look – old 
  enough to remember when the plains east of the 
  forest were free of orcs.  It was over a century ago that 
  I went into the Rift Barrens with Eldest, a noble 
  treant of great age.  The details of that journey are not 
  of great import now, but the conflicts of my journey 
  back out of the barrens are. 
   
  “I left the barrens to get aid for Eldest, when I 
  was captured.  Some petty lord that didn’t like lone 
  wandering elves thought my time was better served in 
  the silver mines.  If only he’d known how long his 
  reign would be!  As so often happens with human 
  rulers, another lord had him assassinated, and I was 
  eventual y passed through one mine to another, one 
  prison to another as the decades went by.  My wrists 
  felt shackles for over 80 years before I was rescued. 
   
  “My rescuer was a handsome man – Auverin, as 
  you may have guessed.  He was actually robbing the 
  caravan I was in for its silver, but he took me as part 
  of his spoils.  I was outraged at that arrogant human. 
  He thought he owned me – just another slave to do 
  with as he would. 
  “But I was wrong.  He treated me as a real person.  
  I was shocked by his honesty, and entranced by his 
  charm.  I joined his gang and helped him strike at 
  other caravans.  I even helped him hide in the 
  Tangles.  We kept hidden in the forest for years, and I 
  fell in love with h m.”  She stops to wipe the budding
  tears from her eyes.  “What a fool I was!” 
   
  “Auverin wanted to go off and rob a bunch of 
  clerics of the Old One to the north.  He said it would 
  be easy, but I had a bad feeling about it.  Too many 
  soldiers in one place is never a good thing – but he 
  didn’t listen to me.  He went off with his crew…went 
  off to the gathering army. Now he lies somewhere in
  Steelbone Meadows with the other dead. 
  “Now Trowain…he was a friend of Auverin’s.  He 
  robbed a number of caravans with Auverin’s help, and 
  they had really grown to trust each other.  When he 
  decided to leave, he supported my misgiv ngs.  He 
  didn’t go with Auverin because he said he was ‘done 
  with that life .  He wanted to go back to his wife and 
  children – raise a family, or so I hear. He was one of 
  the few people I felt Auverin could truly trust in his 
  group. 
   
  “Now, of course, he is dead.  I feel obliged to do 
  what I can for his widow, if not for myself, at least for 
  the man I loved.” 
   
  The back story involving Eldest deals with the 
  background from BDK4-02 “Trouble at Centaur Mesa”.  If 
  you are unfamiliar with the scenario, do not worry about 
  going into detail with the back story.  If other players 
  haven’t played it, you don’t want to give away any spoilers 
  for that scenario.   
   
  There should be no encounters during the journey to 
  the meeting spot with the druids – Iliisa makes sure to 
  keep the players out of the way of the forest creatures. 
   
  Creatures: Iliisa keeps a reduce animal spell on her hawk 
  animal companion almost all of the time. This allows the 
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  bird to scout quite effectively by keeping it from being 
  seen. At the very least, it appears further away than it 
  truly is even if it is spotted. In the Tangles, its size 
  difference helps the bird maneuver between the mass of 
  tree limbs and briars that the forest is known for.  Any 
  time the bird spots something unusual (non-animal) or 
  dangerous, it flies back to warn Iliisa. She speaks to the 
  bird with the aid of her torc of animal speech.  The bird 
  has gotten so used to this trick that it can even identify a 
  few creatures it has gotten used to seeing (such as 
  humanoids, or ‘two legs’). 
   
  � Hawk Animal Companion: hp 31; see Appendix VI. 
   
  Development: After two more days of travel north 
  following the trickling stream, they come upon the 
  meeting spot.  Go to Encounter Four. 
   
  Encounter Four: The Circle 
   
   
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  After a few days of uneventful travel, your party finds 
  itself along the edge of a large pond.  The edge of the 
  water is icing up as a light snow begins to fall.  Iliisa 
  leads your group around the pond to the opposite side 
  where a pair of entwined trees rises high over the 
  water, stretching their limbs in every direction. 
   
  Iliisa looks back to you.  “Wait here for a 
  moment, please.” 
  She approaches the two trees and kneels down to 
  the ground.  At first, it appears as if she is 
  praying…but you notice that she is actual y looking 
  down at a small plant that is growing in the soil 
  around the roots of the tree. The elf delicately pulls at 
  something invisible on the small leaves, and the plant 
  actually bends towards the druid, almost like it is 
  being manicured. 
   
   
  Allow the PCs to make a DC 20 Listen check to hear 
  Iliisa whispering softly to the plant (though what she is 
  whispering can’t be made out).  The small plant is a 
  newborn treant, and is under the protection of the elven 
  druid, along with the treant that towers above it.  The 
  treant is wrapped around a dryad’s tree, but the dryad and 
  the elf are not friendly towards one another (and will not 
  appear in this scenario).  Iliisa is merely checking on the 
  newborn’s growth, and pulling at tiny bugs and small bits 
  of fungus. 
   
  If anyone approaches the plant, the treant begins to 
  move.  Iliisa immediately warns the PCs away, and move 
  back towards the group, explaining herself if necessary. 
   
  Different adventurers recently brought an acorn of a 
  treant here to be cared for by the Tangles druids (see 
  BDK4-02 “Trouble at Centaur Mesa”).  The PCs are now 
  standing along the same pond from BDK1-08 “X Marks 
  the Spot”.  This is also the meeting spot that Iliisa called 
  for when she sent for the druid circle. 
   
  You don’t have long to wai  before figures begin to 
  come out of the forest. 
   
  The first is a large orc with a two-handed sword 
  slung over his shoulder. (Bellamoh) 
  A gigantic hunting cat with white fur bounds out 
  of the trees on the opposi e side of the pond towards 
  your group. (Suana) 
   
  Two female elves materialize out of the trees 
  behind you. (Tomalin and Yomalee) 
   
  A hobgobl n and a kobold trudge into v ew 
  behind the huge hunting cat. (Burg and Prinwyll) 
  Crawling out of the pond itself comes an alligator 
  the length of two horses.  (Whittle) 
   
  A large whirling tornado flies above the treetops 
  and down into the midst of the other figures, which 
  seem to be forming a half circle around your group. 
  (Gerland) 
   
  The final figure is a small rather unremarkable 
  bird that lands at the end of the semicircle. (Mother) 
  The group transforms almost as one into different 
  shapes – but the new races seem to be limited to 
  humans and elves, aside from one half-elf and one 
  gnome.  From the center of the circle steps a beautiful 
  woman with golden curls.  Her face is smooth and 
  youthful, but her eyes betray an older wisdom “We 
  are here, Iliisa.  Why have you called us?” 
  This is a long role-playing section.  While certain sections 
  of boxed text are listed below, it should be tailored to how 
  other PCs interact with the druids.  They are not shunned 
  by the council although Gerland and a few others may 
  not be friendly with any non-druid type PCs (see the 
  individual druid descriptions for more details).  Anyone 
  who has played the Bandit Kingdoms Interactive BDKI3-
  04 “The Great Hunt” recognize Gerland as the head druid 
  that attacked the hunting lodge from the back of a large 
  roc during that interactive. 
   
  Iliisa thanks the druids for coming on her summons. 
  She presents the evidence she has found (including 
  anything given by PCs, such as the dragon scale from 
  BKD1-08 “X Marks the Spot”).  Though she is the 
  daughter of Valaphia, everyone refers to Valaphia as 
  ‘Mother’, so the relationship won’t be apparent – and 
  Iliisa won’t use her connections with her biological 
  mother to her advantage (She already pulled those strings 
  by calling the circle of druids here). 
   
  Whatever questions are asked by the druid council 
  are mostly asked by Tomalin, though others may interject 
  a question here or there. 
   
  About halfway through the presentation, Gerland 
  interrupts… 
  The conversation is interrupted by the elf to your left. 
  “Iliisa has indeed found evidence o  a dragon – for it 
  is here because of me!”  The tal  elf pounds the 
  gigantic tower shield on his left arm to emphasize his 
  confession.  “I inv ted the dragon to come.  I knew it 
  was only a matter of time before the rest of you found 
  out, but it was inevitable.  We now have a powerful 
  ally in the fight against those who would harm us.”
  Suana responds, “WHAT?!  You hid a dragon here 
  without telling anyone on the council?  Gerland, do 
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  you realize what a dragon can do to the balance here? 
  What happens when our allies realize what is hidden 
  in the forest?” 
   
   
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  t
   
  ,
   
   
   
   
  t 
   
   
   
  “The dragon is well in hand.  As you can see, it 
  took over three years for most of you to realize that it
  was here.  How long will it take our allies to realize 
  that?  I can manage the dragon’s appetite and 
  disposi on.  She comes from the Fellreev, and I don’t 
  think she has an interest in going back to that chaos. 
  With all the undead and infighting, not to mention 
  our savage druidic brothers, Maurgoroothyx is more 
  than willing to work with us to stay here.” 
  Gerland tightens his fist as he continues. “What I 
  propose is that now we USE the dragon!  With her 
  might behind us, we could strike against Hallorn or 
  Kinemeet – any who would try to destroy Beory’s 
  world.” 
   
  Suana snorts in disgust.  “You’re a fool to think 
  this could benefit the Tangles!  The sheer appetite of a 
  chromatic dragon can bankrupt kings!”
  The argument between Suana & Gerland goes back and 
  forth.  Eventually, the circle votes on what action to take.  
  How the PCs get involved may dictate how it all ends. 
   
  In any case, during the argument, if the PCs haven’t 
  brought it up already, Iliisa asks about bringing Trowain 
  back to life.  She specifically directs the request to 
  ‘Mother’, asking it as a favor.  She feels that the council 
  will not consider the request too large, with the threat of 
  the dragon now in their sights.  Of course, the opposite 
  argument is that the council does not have the time or 
  resources to worry about bringing back a dead bandit 
  back to life, not with the threat of the dragon on the 
  horizon. 
   
  Gerland believes the dragon’s aid is worth the 
  problems associated with keeping it hidden in the forest.  
  She would be a powerful ally for the druids. He does not 
  divulge the type of dragon, though.  A Sense Motive 
  check does not work, since he doesn’t try to lie about the 
  dragon. He merely states that it is none of the party’s 
  concern (and the rest of the druids on the council don’t 
  feel like it’s important enough to press – the fact that the 
  dragon is chromatic is enough for them).  The druids who 
  side with Gerland during the argument are: 
  � Prinwyll 
  � Bellamoh 
  � Burg 
   
  Suana doesn’t like the idea of a red dragon in their forest 
  (Iliisa thinks it is red, and Gerland isn’t keen on 
  correcting that assumption).  She doesn’t believe it bodes 
  well for the forest, no matter how powerful an ally the 
  evil dragon is.  The druids who side with her are: 
  � “Mother” 
  � “Whittle” 
  � Yomalee 
   
  Tomalin supports Suana as well, but in her leadership 
  role, she often waits before voicing her opinion.  If the 
  PCs side with Suana, or say little either way during the 
  argument, then she keeps quiet until the end (section 
  4A).  If the PCs get involved in the debate and side with 
  Gerland, she abstains from voicing her opinion (section 
  4B). Use whichever of the two boxed text sections below, 
  depending on the PCs’ argument.  If the PCs disagree 
  with one another, then make contested Diplomacy 
  checks to see who is more convincing to the druids. 
   
  4A [if the PCs side with Suana, or abstain from voicing 
  their opinions] 
  The woman with golden curls raises her hands, 
  cutting off further argument. “You all have raised 
  valid points. However, a dragon in the Tangles does 
  not bode well for the creatures that live here. Though
  some of you disagree, i  looks as if the majority of us 
  feel that it should be disposed of.” 
   
  Gerland explodes with anger. “No!  We made an 
  agreement!  I spoke for the counci , and in exchange 
  for her help, I agreed that the druids would hide her 
  from forces that would do her harm.  Tomalin, I still 
  have a place on this council.” 
   
  Suana snorts, “You wouldn’t know i  by the 
  secrets you keep.” 
   
  “Enough!”  Tomalin turns to your group with 
  concern in her eyes. “Well, it appears that the council 
  has already agreed to not harm this Maurgoroothyx. 
  Apparently, our hands are tied.”
   
  She kneels to straighten a bent wildflower 
  crushed by some unknown animal. “I understand that 
  Iliisa wants this man to be brought back from the 
  dead.  I can do this – however, it requires powerful 
  magics.” The druid pauses to think for a moment. “In 
  return for reviving this man  would you be willing to 
  help rid us of the threat of the dragon?  I don’t know 
  what your connection is with the dead man, but I’m 
  sure countless lives would be saved by your help. Our 
  council would, of course, be grateful for your 
  assistance in this matter as well.” 
  Tomalin and the other druids do not offer to pay anyone.  
  If the PCs do not wish to help Iliisa bring Trowain back, 
  or are not willing to do this out of the kindness of their 
  hearts (removing the threat of a dragon from the 
  country), then Whittle mentions that dragons are known 
  to collect treasure… 
  “Gerland, you were the one to bring this menace to us.  
  You should assist these brave souls to at least find the 
  dragon.”
   
  The elf glares angrily into Tomalin’s back. “But 
  that would be breaking our agreement –” 
   
  “No if you help them help themselves.  Perhaps 
  if they happened to find a certain dowsing rod…”
   
  The druid visibly blanches as he realizes what 
  Tomalin is suggesting.  Growling with anger, he 
  strides over to your group and halts just two paces 
  away. He reaches behind his back and returns with a 
  forked branch.  The druid drops it at your feet in 
  disgust. “Some say that a dowsing rod can locate 
  water.  Some say that they are able to locate more than 
  BDK4-06 Scales and Secrets 
   
  Page 12 
  
  just water. Some have even said that the dragon has 
  been spotted by a large body of water. Speak the 
  words ‘Lake Jewel’ while holding it, and perhaps the 
  rod will work for you.” 
   
  As Gerland returns to the circle, Tomalin 
  continues speaking to the angry druid. “Gerland, you 
  will also no  h nder this group from their own goals. 
  You will no interfere.  Do you understand?”  The elf 
  doesn’t respond. 
  t
  i
   
   
   
  t 
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  i  
   
  i
   
   
   
  , 
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  t
   
  The elderly elf in the circle makes her way over 
  to the furious Gerland.  She puts her hand on one of 
  his long arms as she whispers quietly to him.  The 
  words seem to calm him down – at least enough for 
  him to nod his reluctant agreement. 
   
  Gerland drops the dowsing rod at the feet of any druids in 
  the party, if there are any.  If there is no one apparent, 
  then any PC of a wilderness demeanor works (barbarian 
  in furs, ranger in light armor and forest colors, etc.).  Use 
  your judgment. 
   
  The dowsing rod is a magical item that has a short 
  life span, and only works in the Tangles – it was crafted 
  from the fallen branch of the oldest tree in the forest.  
  Once the branch leaves the forest, the magic fades away.  
  Otherwise, the branch loses its divination abilities after 
  one week (Gerland must anoint the branch in a special 
  herbal ointment to keep it magically active).  While the 
  dowsing rod still works, it acts like a discern location for 
  any geographic location in the Tangles.  The rod can be 
  activated at will by anyone holding it, but it takes 10 
  minutes of concentration to activate – which makes it 
  impractical for combat purposes. 
   
  If there are any Tangles druids in the group, then 
  they are absolved from participating in this mission.  
  Effectively, the PCs will be removed from the Tangles 
  hierarchy at this meeting – but are subject to returning to 
  the meta-org at their same level at the end of this scenario 
  (Whittle gives them a wink and a smile to let them in on 
  the secret). 
   
  Iliisa steps forward towards your group, but the o d 
  elf among the druids cal s to her, stopping your guide 
  in her tracks. “No, Iliisa.  You will no  help them in 
  their quest.  You have your own concerns to deal 
  with.” 
   
  A pot-bellied druid chimes in, “Mother is right, 
  Iliisa.  You failed to watch over Eldest because you 
  were blinded by love.  You still can face your duty and 
  care for his sapling.”  At this, pain and memory wash 
  over 
  Iliisa’s 
  face, 
  and 
  she 
  slowly 
  nods 
  in 
  understanding. 
   
  Iliisa waits for the party by this pond.  She tells the group 
  the name of the pond so they can find their way back 
  with the help of the dowsing rod.  While the rest of the 
  druids are remarkably quiet at the PCs’ acceptance of this 
  mission, Iliisa is not shy about thanking the adventurers 
  for helping. 
   
   
  4B [If the PCs side with Gerland] 
  The woman with golden curls raises her hands, 
  cutting off further argument. “You all have raised 
  valid points.  The dragon may be powerful and 
  dangerous, but since Hok hurt our forces here, we 
  seem to have need of assistance.  Though some may 
  disagree, these travelers have made a good point. 
  Perhaps we should use Gerland’s new ally.” 
  Suana explodes with anger. “No!  We can’t trust a 
  dragon! It will eat its fill, and then keep eating!  We 
  can’t trust it, and we certainly can’t keep it hidden.” 
   
  Gerland snorts, “There has been a dragon 
  rumored to be in the forest for decades now – and not 
  Maurgoroothyx.  It supposedly wanders in human 
  guise, and yet we still haven’t located it.  If THAT 
  dragon can stay hidden, then certainly we can hide a 
  dragon of our own.” 
  “A dragon of our own?!” Suana gawks at the large 
  man. “Do you even understand what you just said?” 
   
  “Enough!” Tomalin turns to your group with 
  concern n her eyes. “If Gerland spoke for the council
  and made this agreement, then we shall stand with 
  that decision. Apparently, we have a new ally.” 
   
  “As to the request to bring the man back to life, 
  Iliisa…the magics required to do this are too 
  powerful.  Perhaps you should tell the widow of this 
  man that it is time to move on.” 
   
  Iliisa steps forward to argue, but the old elf 
  among the druids calls to her, stopping your guide n 
  her tracks. “No, Iliisa.  The council has decided. You 
  should not press this issue.  You have your own 
  concerns to deal with.” 
   
  A pot-bellied druid chimes in, “Mother is right, 
  Iliisa.  You failed to watch over Eldest because you 
  were blinded by love.  You should now face your duty 
  and care for his sapling.”  At this, pain and memory 
  wash over Iliisa’s face, and she slowly nods in 
  understanding. 
  Iliisa is not happy with the decision, but she understands 
  that the council has more authority than her in these 
  matters.  She leads the group back out of the Tangles.  
  During the journey, Gerland meets the PCs in the forest 
  to thank them for their support in the meeting – and to 
  make an offer. 
   
  Making your way back through the forest, it’s not 
  long before an elf steps out of the briars ahead of you 
  – Gerland! 
  “Ah the ones who saw the wisdom o  allies.  Just 
  the peop e I wan ed to speak with.  Iliisa, p ease 
  excuse us while we speak privately for a moment.” 
   
  Your elf guide nods and backs away.  Gerland 
  continues, “I wish to show my appreciation for your 
  assistance in that little…disagreement.  I would like 
  to see about getting Iliisa’s friend brought back to life 
  for you.  It is the least I can do under the 
  circumstances.” 
  His voice drops a bit before continuing. “There is 
  something else you might be interested in.  A great 
  evil has been discovered no  far from here in the city 
  BDK4-06 Scales and Secrets 
   
  Page 13 
  
  of Hallorn.  Whi e i  has not been discovered by the 
  city’s citizens, there are certain powers-that-be that 
  are aware of its existence. Perhaps you would be 
  interested to know more? 
  l
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  To continue with this, use the boxed text description in 
  Encounter Five, after the PCs have agreed to give the 
  dowsing rod back to Gerland. 
   
  Creatures: For more detailed descriptions of the druid 
  circle personalities, see Appendix VI. 
   
  � Tomalin Harpsong: Female Human Drd17. 
   
  � Valaphia Moonsight (“Mother”): Female Elf 
  Wiz3/Drd10/Mys5. 
   
  � Gerland Liadon: Male Elf Drd16. 
   
  � Suana: Female Human Drd16. 
   
  � Farmigoo 
  Ningel 
  (“Whittle”): Male Gnome 
  Drd10/NaW5. 
   
  � Prinwyll: Male Half-Elf Drd13/DivOcl1. 
   
  � Bellamoh Galanmion: Female Human Drd13. 
   
  � Burg: Male Human Drd13. 
   
  � Yomalee Hollingdale: Female Human Drd13. 
   
  Treasure: The only item that should be gained in this 
  encounter is the magical divining rod that the PCs are 
  given.  The enchantment only lasts about a week, so no 
  value is given to it. 
   
  Development: If the PCs have the dowsing rod, 
  move on to Encounter Five.  If they supported Gerland 
  in his argument, then go to Encounter Five as well, but 
  start with the boxed text in 5A 
   
  Encounter Five: The Choice 
  Snowflakes fall between the branches above your 
  head, turning everything around you white. The 
  journey through the forest is somewhat surreal in 
  these surroundings, guided only by the dowsing rod. 
  Presumably, Lake Jewel is where the dragon can be 
  found.  Although it takes concentration, the 
  enchanted branch not only points out the direction of 
  this lake, but you also realize how far away it is –about 
  two days the to northwest of the druid meeting spot. 
   
  Without Iliisa, the trek through the forest seems 
  to be filled with hazards.  Trees seem to reach out to 
  snag your clothing. Brambles stick into your hair, 
  making your journey more of a painful experience.  
  Even the familiar stream that you became used to is 
  long behind your group.  One direction seems the 
  same as the next in this icy prison, if not for your 
  magical pointer. 
   
  Late into the evening, as the snow begins to pi e 
  h gh along the base o  passing trees, a familiar figure 
  steps out from a thicket of vines just ahead. Gerland 
  draws toward your group with his hands raised in a 
  peaceful gesture.  “Ah, the strangers who have 
  decided to take on the dragon.  I thought I would find 
  you here. Don’t worry.  I come not as an enemy, but as 
  a friend. 
   
  “I would ask you to reconsider this task.  A 
  dragon allied with our efforts could prove invaluable 
  to our battle with the forces of the Old One, as well as 
  those that would destroy the forest.  Can you not see 
  how beneficial this would be?” 
  PCs can make a Spot check (DC 28 vs Immoth, DC 32 vs 
  ice elementals) to see a few small white furry animals 
  poking their heads out from behind trees (a white rabbit, 
  and a fox or two).  These are the Immoth and ice 
  elemental(s).  If the PCs ask about the animals, they can 
  make a Knowledge (Nature) roll DC 20 to notice that the 
  animals are acting a bit strangely. 
   
  Gerland has come to try and ‘talk some sense’ into 
  the adventurers.  He debates with anyone willing to 
  discuss the dragon – or with anyone that seems 
  undecided on the whole matter.  He won’t give details on 
  the dragon, such as her weaknesses or her allies, but he 
  wants to win the PCs to his cause.  To this end, he makes 
  an offer. 
  “If you will not see the ligh  of reason, perhaps you 
  would be willing to make a trade.  I have an offer – I 
  know information that you might find valuable.  If 
  you are interested in details about what I know, all I 
  ask is that you give up this journey to kill 
  Maurgoroothyx.  Give me the dowsing rod, and I will 
  tell you what I can.  I can even see about getting 
  Iliisa’s friend brought back to life if you’re willing.  
  Tomalin is not the only druid who can bring that man 
  back to life. 
   
  “I have recently learned of a source of great evil 
  in Hallorn. What this source is exactly, I do not 
  know.  An artifact, a tome, perhaps it’s even a 
  creature. 
   
  However, 
  I 
  DO 
  know 
  that 
  the 
  necromancers of the city are not aware of it – and 
  they would be very interested in knowing about this, 
  and where it is located.” 
   
  Gerland pauses before finishing. “I know the 
  location of this evil, as well as how to get there.  I 
  would be willing to help you get there, if you are 
  willing to deal…” 
   
  Gerland is unwilling to give the adventurers anything 
  else unless they make the trade.  The information is the 
  only leverage he truly has to get them to not attack the 
  dragon – and he has worked too hard to give that up.  In 
  other words, Diplomacy does not work in talking the 
  druid out of his information.  The PCs have a choice.  
  They can accept the druid’s offer and promise to give up 
  BDK4-06 Scales and Secrets 
   
  Page 14 
  
  the dragon mission by giving him back the dowsing rod 
  [5A], or they can turn down his offer [5B]. 
   
  5A [If the PCs decide to trade with Gerland, after the PCs 
  have given him the dowsing rod] 
  “I encountered a vampire almost two years ago in this 
  forest.  He called himself Veth.  Before I drove him 
  out o  the Tangles, he told me of a source o  great evil 
  deep under the city of Hallorn.  Apparently, this 
  artifact or whatever it is has lain hidden in the 
  catacombs beneath the city for many years – even 
  Veth didn’t know how long i ’s been down there. In 
  any case, I got from him the location of this secret, 
  but not how to get there.  That, I think I’ve found out 
  on my own.”
  f
  f
  t
   
   
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  i
  li
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  The druid reaches for a pouch at his waist and 
  pulls out a small handful of black stones, each marked 
  with a small symbol.  “I recently got a hold of these 
  seven stones.  I believe they are tied to a pool nside 
  an abandoned tower in Hallorn.  I’m not sure how 
  they work, but I think they allow the pool to act as a 
  doorway to the location beneath the city that Veth 
  talked about.”  He offers the small stones to you. 
  Each stone is marked with the symbol of the Reaper.  A 
  Knowledge (religion) check DC 15 tells the PCs of this 
  fact. 
   
  Gerland gives the PCs the location of the building 
  where the pool is located – the same building with the 
  pool in BDK1-02 ‘Bleeding Moon’. He does not discuss in 
  great detail the encounter between him and Veth, since 
  dealing with a vampire is something the druid council 
  would frown upon. 
   
  He was actually bargaining with the vampire to rid 
  the forest of a trio of green hags.  The stones themselves 
  he stole from some of the members of General Hok’s 
  militia during BDKI4-02 ‘Siege of Hallorn’.  He 
  connected the stones to the pool when he overheard a 
  pair of necromancers discussing the pool right after that 
  battle.  He heard Veth mention something about other 
  pools underneath the city, and the connection there 
  seemed too coincidental. 
   
  Whatever this discovery is, Gerland would like it 
  kept out of the Death Cultists’ hands.  Since it probably 
  isn’t obvious that PCs might be members of that meta-
  organization, he won’t have any problems telling the 
  adventurers this. 
   
  Development: After giving the stones to the party, 
  the druid leads the group out of the southern edge of the 
  Tangles – within view of the city of Hallorn.  Proceed to 
  Encounter Eight. 
   
  5B [If the PCs turn down Gerland’s offer] 
  The druid shakes his head and turns away.  “Bah!” he 
  continues.  “If you are too fool sh to see the ght of 
  reason, I will not stop you from your chosen task.”  
  He walks away from you. 
   
  As Gerland leaves your party, though, another 
  smal er figure hops beside him.  Before your eyes, the 
  little rabbit enlarges into a tall white humano d.  The 
  large figure now facing you is a thick-bearded man 
  standing over 10 feet tall.  He appears to be sculpted 
  completely of ice, from his smooth rounded legs and 
  faceted hands to the bushy frost around his chin. 
   
  As you spot the shadow of a shape behind you, 
  Gerland finishes, “Of course, THEY might have 
  something to say about it…” 
  Gerland does not attack the group, but he defends 
  himself (see Tactics below). 
   
  Creatures: The Immoth is somehow connected to green 
  dragons.  It has been trying to discover the lair of the 
  green dragon in the Fellreev for a while, but Gerland has 
  been unwilling to tell it where Maurgoroothyx is located.  
  When Gerland recently approached the Immoth and told 
  it of a group of adventurers that had an item that would 
  locate the dragon, the creature jumped at the 
  opportunity. It wants to discover why it feels this 
  connection to dragons. 
   
  This is the only way that Gerland can stop the PCs 
  without directly getting involved.  In return for the 
  Immoth defeating the party, the druid told it about the 
  divining rod. 
   
  Gerland’s animal companion is hidden 120 ft. into 
  the forest.  He stays out of sight unless he is called by the 
  druid (if the PCs attack him, for example).  Otherwise, 
  when the Immoth appears, Gerland just walks away 
  (eventually he tree strides away with his animal 
  companion). 
   
  The APL is increased by one, since the elementals 
  had time to prepare before combat, while the PCs did not. 
   
  Any APL (Noncombatant) 
  � Gerland Liadon: male elf Drd16; see Appendix VI. 
  � Mastodon Animal Companion: hp 190; see Appendix 
  VI. 
   
  APL 10 (EL 11) 
  � Immoth: hp 120; see Appendix II. 
  � Huge Ice Paraelemental: hp 136; see Appendix II. 
   
  APL 12 (EL 13) 
  � Immoth Warlock: Male Immoth Sor1/DrD1; hp 165; 
  see Appendix II. 
  � Greater Ice Paraelementals (2): hp 178 each; see 
  Appendix II. 
   
  APL 14 (EL 15) 
  � Immoth Warlock: Male Immoth Sor1/DrD1; hp 165; 
  see Appendix II. 
  � Elder Ice Paraelementals (2): hp 204 each; see 
  Appendix II. 
   
  Tactics: Though Gerland does not fight the PCs, he 
  defends himself – there is nothing in his promise to the 
  circle that he feels prevents him from doing that. 
  BDK4-06 Scales and Secrets 
   
  Page 15 
  
   
  If the adventurers are foolish enough to attack him, 
  then he turns and directs a finger of death at the 
  offending PC – or a firestorm at the party if more than 
  two PCs attacked him.  He continues to walk away as 
  well.  If the PCs persist in attacking him, he turns his full 
  wrath on the group and calls for his animal companion.  
  When his companion comes into view due to Gerland’s 
  call, the druid casts animal growth on the mastodon. 
   
  The Immoth and ice elemental(s) were covered with 
  a veil spell cast by the immoth.  He drops it when 
  Gerland walks away, so there is no surprise for either 
  group (unless they attack the furry animals in the forest 
  during negotiations with the druid). 
   
  Don’t 
  forget 
  the 
  difficult 
  terrain 
  modifiers 
  mentioned in Encounter Three. 
   
  All APLs: The Immoth starts out 35 feet in front of 
  the group.  It uses an ice rune each round with a normal 
  spell. It starts out the battle in the first round with a cone 
  of cold. It immediately follows this up by using his 
  mislead rune and flying perpendicular to the group – 
  leaving the image of itself where it first started.  The 
  second round, it throws another cone of cold along with a 
  dominate person spell out of its runes, mentally 
  commanding the PC to attack his companions.  The third 
  round, it hits the group with 2 area-of-effect spells.  It will 
  continue with similar tactics, not staying in one place for 
  long, and using its spells to the best advantage. 
   
  The ice elemental(s) start out behind the group if 
  there is one, or behind and to the right and left of the 
  group if there are two.  They are 25 ft. behind the party.  
  They spring attack if they can (keeping in mind the 
  limited movement of the Tangles). They are unhurt by 
  any area-of-effect cold spells the Immoth might hit them 
  with. 
   
  Treasure: The ice elementals have no treasure, but the 
  Immoth has a rod at higher levels. 
   
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: lesser metamagic rod of 
  silence (916 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: lesser metamagic rod of 
  silence (916 gp). 
   
  Development: If the players defeat their ice enemies and 
  continue on to the dragon, proceed to Encounter Six.  If 
  they lose the divining rod during the battle, go to Dragon 
  Conclusion – Failure! 
   
  Encounter Six: On to the 
  Dragon! 
  It is two days’ journey from the druid meeting spot to the 
  dragon’s lake.  Allow the players as much preparation 
  time as they need, since with the divining rod, they know 
  the direction of the lake and the distance from the group. 
   
   
  i
  i
   
  The forest opens up to a small lake, much larger than
  the prev ous pond you left two days ago.  The water 
  surface ripples lightly with the patter of falling 
  snowflakes.  Lining the shore are hundreds of small 
  stones, chipped and cut nto shards that glitter in the 
  white powder. Surrounding the lake is a wide field of 
  snow, completely clear of trees and other large 
  vegetation. 
  [and at APL 12 and 14] 
   
  Between you and the lake is a round fogbank, 
  stretching across only about fifty feet along the 
  snowfield.  The rest of the lake and surrounding areas 
  are devoid of obscuring fog, save for the low-flying 
  storm clouds above your head. 
   
  Spellcasters can make a Spellcraft check DC 22 to 
  recognize the fog cloud for what it is.  It obscures the 
  other two spells from any sort of identification, though. 
   
  Gerland came before the group and warned 
  Maurgoroothyx of the adventurer’s approach.  She is 
  aware of the group, and she is prepared to deal with them 
  (see tactics below). 
   
  The trees have been eaten away around the lake in a 
  100 ft. circle, much to Gerland’s chagrin.  This helps the 
  dragon keep a better eye on her lake. 
   
  Once the PCs move out of the forest, they are able to 
  make a Spot check (DC 10) to notice a flash of a large 
  shape moving underneath the water of the lake (or in the 
  fog at APL 12 or 14).  This is actually an illusion, but the 
  dragon does not concentrate on the spell for a long period 
  of time – so PCs do not have a chance to interact with the 
  image (no saving throw).  Once the PCs leave the cover of 
  the forest, read the following if the PCs made their Spot 
  check. 
   
  As you move towards the lake, you notice a flash of 
  movement and a brief glimpse of scales in the 
  (water/fog).  Intuition tells you that in a few 
  moments, you will be battling one of the deadliest 
  opponents of Oerth – a chromatic dragon! 
   
  Trap: The fog cloud is present at APL 12 and 14 only.  It 
  obscures a mind fog and a silent alarm spell.  With it, 
  Snizzlesith knows when PCs go into the fog, and waits to 
  hit the characters with an enchantment spell when they 
  emerge (see tactics below).  If the fog is present, then the 
  dragon creates the brief illusion of itself in the fog, rather 
  than the water. 
   
  Creatures: Maurgoroothyx is an almost 200 year old 
  dragon. She has spent most of the past decades in the 
  Fellreev forest.  She left, though, because of the increase 
  in fighting and undead activity in the forest.  She felt that 
  her horde would not be safe there, so she left to find more 
  comfortable surroundings. 
   
  Although this small lake is a far cry from Lake Aqual 
  in the Fellreev, it is the biggest body of water in the 
  Tangles. Gerland met the dragon when she first arrived 
  years ago.  He brokered a deal with Maurgoroothyx and 
  agreed to keep her location and horde hidden. 
   
  Maurgoroothyx has been careful to hide while she 
  has been in the Tangles.  Whenever she ranges out of her 
  BDK4-06 Scales and Secrets 
   
  Page 16 
  
  domicile, she often travels with a dragonskin spell up to 
  appear like a red dragon, rather than a green dragon.  She 
  has also kept her feeding to just forest animals and orcs at 
  this point. 
   
  The dragon brought her brood with her when she 
  relocated. Occasionally, she sends them outside of the 
  forest to perform specific tasks.  When not on various 
  missions, they guard the lake when she is not around. 
   
  They each are extremely loyal to the dragon mother.  
  Rumph was born just after the forces of Iuz rolled 
  through the Combination.  Snizzlesith is the younger of 
  the two, and he is actually a third generation half-dragon.  
  The diluting blood line has dulled the visible appearance 
  to link him to his dragon heritage.  All that remain are his 
  almost vestigial claws and his cat-like eyes. 
   
  APL 10 (EL 13) 
  � Maurgoroothyx: hp 290; see Appendix III. 
   
  APL 12 (EL 15) 
  � Maurgoroothyx: hp 250; see Appendix III. 
  � Snizzlesith (Draconic Gnome): hp 102; see Appendix 
  III. 
   
  APL 14 (EL 17) 
  � Maurgoroothyx: hp 250; see Appendix III. 
  � Rumph (Half-Dragon Fomorian): hp 217; see 
  Appendix III. 
  � Snizzlesith (Draconic Gnome): hp 119; see Appendix 
  III. 
   
  Tactics: The tactics for the different APLs are quite 
  different from one another.  Please be aware of the 
  differences, and each of the monster’s abilities (such as 
  Snizzlesith’s high caster level from APL 12 to 14).  Also, 
  with the dragonskin spell active, Maurgoroothyx’s scales 
  have a red tinge, rather than a green tinge.  
   
  Don’t 
  forget 
  the 
  difficult 
  terrain 
  modifiers 
  mentioned in Encounter Three, if PCs are not in the 
  clearing. 
   
  APL 10: Maurgoroothyx is remarkably nimble in the 
  air for a huge dragon.  She is currently hidden and 
  invisible in a low cloud bank 480 ft. in the air.  Any PC 
  that can see invisible foes still needs to make a Spot check 
  to see her.  The distance from the ground modifiers alone 
  give the dragon a +48 to her Hide check. 
   
  She is using a silent image of herself swimming 20 ft. 
  under the water of the lake.  This is to pull the PCs away 
  from the forest for her attack.  Once the PCs move to 
  within 20 ft. of the water’s edge or to attack the image, she 
  begins her descent towards the group.  If the group 
  comes into view, but doesn’t trigger an attack, she attacks 
  anyway after a couple of minutes (while her spells are still 
  active). 
   
  Remember that the dragon’s flying movement down 
  is doubled, and her flying movement up is halved. 
   
  The first round, she moves down 300 ft. while 
  keeping her concentration on the illusion.  If she realizes 
  that the PCs are aware that the image is an illusion, she 
  stops concentrating in the first round and casts true 
  strike.  The PCs can make a Listen check DC 18 to hear 
  the spell being cast.  PCs that can see invisible foes can 
  look up and see the dragon preparing to dive on the 
  group. 
   
  The second round, she swoops down and Snatch up 
  one character (using Power Attack only if she cast true 
  strike) using her Flyby Attack and Wingover feats to fly 
  back up.  In subsequent rounds, she continues this tactic 
  of swooping down to Snatch PCs in a free claw or mouth, 
  using Multi-snatch to keep the penalty for using one 
  grappling limb to a minimum.  Once she has three PCs 
  that can’t fly in her grasp, she flies up to 200 feet and 
  drops them.  If one or more of the PCs in her grasp can 
  fly (such as with a fly spell), then she squeezes those 
  particular PCs instead. 
   
  Under the normal grapple rules in the PH, a 
  standard action is needed to move a grappled opponent. 
  However, the dragon’s snatch works like the improved 
  grab ability (MM page 310).  So the dragon can fly by the 
  group and grab an opponent using the Flyby feat (taking a 
  -10 on the grapple check with the Multigrab feat).  Then 
  she can turn around and grab a second adventurer with a 
  different claw, again using the Flyby feat.  A standard 
  action is not needed to merely fly with the grappled 
  opponent. 
   
  She uses other tactics as the situation warrants (such 
  as breathing on a group of PCs while one is grasped in her 
  mouth).  There are too many tactics that the PCs could 
  use to describe all the variations of her attack abilities.  
  One or two should be mentioned, though. 
   
  Any PCs that run and hide in the forest, 
  Maurgoroothyx follows them above the trees.  Although 
  the forest canopy provides full concealment, she can 
  sense the adventurers with blindsense.  She attacks with 
  her breath weapon down into the trees where they are at 
  – or if there are a number of small PCs close together, 
  then she crashes through the foliage and crushes them 
  with her body. 
   
  If the dragon drops below 75 hit points, then she 
  retreats into her lair to heal herself.  Once fully healed 
  (and buffed with spells, if appropriate), she takes the fight 
  back to the party. 
   
  This dragon is a very canny foe that should be played 
  smart.  This is not an easy combat, but be fair with the 
  players – high level adventurers are capable of a lot.  If a 
  PC ends up running away, and there is no one else 
  endangering her lair, then the dragon pursues him – but 
  not for more than a minute or so. 
   
  APL 12: At this APL, the draconic sorcerer is present 
  and hidden in the forest across the lake from the party.  
  Even though he has full concealment and cover from his 
  position, he coordinates his attacks with the dragon via a 
  Rary’s telepathic bond spell. 
   
  Maurgoroothyx’s tactics are the same as APL 10, but 
  the image is placed briefly in the fog cloud (the ripple of a 
  scale, and then nothing).  This means there is no save vs 
  interacting with the illusion, since he stops concentrating 
  BDK4-06 Scales and Secrets 
   
  Page 17 
  
  after the first round.  The dragon attacks as described 
  above if the sorcerer attacks the group. 
   
  The sorcerer waits out of sight until either the 
  dragon attacks, until a PC comes out of the fog cloud he 
  created (warned by the silent alarm spell in the area), or 
  when it appears apparent that the PCs will not enter the 
  cloud. Before taking on the group, though, he casts 
  greater invisibility and puts up a lesser globe of 
  invulnerability just inside the forest line. 
   
  When a PC leaves the fog cloud, the gnome uses 
  enchantment attack spells to best effect.  If nobody enters 
  the cloud, he begins hurling maximized fireballs and 
  chain lightning spells from his secure position on the 
  opposite side of the lake (note that from his position, he 
  has concealment and cover). One of his favorite tactics is 
  to feeblemind apparent arcane casters, using his Enlarge 
  Spell feat if necessary.  If things get dangerous staying in 
  one place, Snizzlesith takes to the air with his active fly 
  spell.  Using this tactic, Snizzlesith casts a spell first, and 
  then flies over in one round, to keep from being 
  pinpointed.  Keep in mind the gnome’s active 
  nondetection spell, as well as his spell ranges (feeblemind 
  and confusion are his longest range enchantment spells). 
   
  Snizzlesith placed the fog cloud trap in the clearing 
  with the hopes that someone would be curious enough to 
  wander in.  His mischievous nature knows that curiosity 
  usually kills cats… 
   
  APL 14: At this APL, all of the dragon’s children are 
  present.  The tactics from APL 12 are the same, except 
  that Snizzlesith casts greater invisibility on Rumph as 
  well.  Also, everyone is linked up with Rary’s telepathic 
  bond.  Note that the Snizzlesith is a higher-level caster at 
  this APL. 
   
  Rumph is fully concealed deeper in the forest on the 
  other side of the lake away from the party (with the 
  sorcerer). He stays hidden in the forest until the gnome 
  tells him that opponents are approaching.  Rumph flies 
  out of the forest, interposing himself between the gnome 
  and the PCs just in front of the forest line.  He is not a 
  complex fighter, and tends to bash anything he doesn’t 
  understand. 
   
  The only difference in Snizzlesith’s tactics is that he 
  has additional spells as his disposal.  Instead of the lesser 
  globe from APL 12, he has a more powerful globe of 
  invulnerability active in the forest.  He hits any PCs 
  within 60 feet of him with power word blind.  If he drops 
  below 50 hit points, he casts magic jar on a crystal along 
  the shore at the southern end of the lake.  It is well 
  hidden among the glittering rocks, and passing PCs must 
  make a Spot check DC 25 (+distance modifiers) to notice 
  the crystal.  If the sorcerer is surrounded, he dimension 
  doors to the opposite side of the lake. 
   
  Treasure: Any treasure is on the monsters. 
   
   
  APL 10: L: 0 gp; C: 0 gp; M: wand of alarm (62 gp), 
  wand of bear’s endurance (375 gp), wand of bull’s 
  strength (375 gp), wand of dragonskin (red; CL 5)(937 
  gp); wand of magic missle (CL 9)(562 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: wand of alarm (62 gp), 
  wand of bear’s endurance (375 gp), wand of bull’s 
  strength (375 gp), wand of dragonskin (red; CL 5)(937 
  gp), wand of magic missle (CL 9)(562 gp), cloak of 
  charisma +4 (1,333 gp), gloves of dexterity +2 (333 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: wand of alarm (62 gp), 
  wand of bear’s endurance (375 gp), wand of bull’s 
  strength (375 gp), wand of dragonskin (red; CL 5)(937 
  gp), wand of magic missle (CL 9)(562 gp), cloak of 
  charisma +4 (1,333 gp), gloves of dexterity +4 (1,333 gp), 
  +2 huge heavy flail (694 gp), rhino hide (430 gp). 
   
  Development: If the PCs have defeated the dragon, to 
  Encounter Seven: The Dragon’s Lair.  If they failed to 
  defeat the dragon, go to Dragon Conclusion Failure! 
   
  Encounter Seven: The Dragon’s 
  Lair 
  If the PCs search the lake by going into the water (since 
  the lair opening is not visible from the surface), read the 
  following.  First, be aware of the swim time involved, and 
  whether PCs need magical assistance in reaching the cave 
  (such as with a water breathing spell).  The tunnel 
  opening is hidden 40 feet underwater, and the 
  underwater tunnel runs 120 feet before ending in the 
  enclosed cave below. 
   
  Swimming down into the depths, you find a well-
  hidden cave amongst the plant life at the bottom of 
  the lake.  The wide underwater tunnel leads deep into 
  the earth before bending back up at a sharp angle. 
   
  Eventually you break the surface of a half-moon 
  pool filling one end of a large cave.  Even from your 
  vantage point still in the water, you can make out 
  hundreds of thousands of coins filling the rest of the 
  cave.  A huge imprint of a large creature is imbedded 
  into the bed of treasure.  Weapons and staves stick 
  out of the dragon horde at the sides of the cavern 
  wall.  A chest sits near the water’s edge to your right. 
  A suite of full plate armor sits in an alcove to your 
  left. It seems that every inch of floor in this place is 
  covered in treasure! 
   
   
   
   
  Allow the PCs to collect the treasure in any way that they 
  can.  There are over 700,000 coins in this cavern (most are 
  copper), along with the other treasures that makes up the 
  dragon’s horde.  Collecting this all and moving it may be a 
  chore. 
   
  The dragon has little use for a treasure chest, save to 
  distract and endanger would-be thieves.  See below for 
  more details on the treasure chest. 
   
  Trap: The chest holds a number of rocks, to make it seem 
  like it holds something of value.  In reality, this is just a 
  trap. 
   
  BDK4-06 Scales and Secrets 
   
  Page 18 
  
  APL 10 (EL 11) 
  � Hail of Poisoned Needles Trap: CR 11; mechanical; 
  touch trigger; manual reset; Atk +20 ranged (2d4 plus 
  poison); poison (black lotus extract, DC 20 Fortitude save 
  resists, 3d6 Con/3d6 Con); Search (DC 22); Disable 
  Device (DC 22). 
   
  APL 12 (EL 13) 
  � Fusillade of Poisoned Darts Trap: CR 13; 
  mechanical; touch trigger; manual reset; Atk +18 ranged 
  (1d4+1 plus poison, dart); multiple targets (1d8 darts per 
  targets in a 10-ft.-by-10-ft. area); poison (black lotus 
  extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); 
  Search (DC 24); Disable Device (DC 24). 
   
  APL 14 (EL 15) 
  � Fusillade of Poisoned Arrows Trap: CR 15; 
  mechanical; touch trigger; manual reset; Atk +22 ranged 
  (1d8+1 plus poison, arrow); multiple targets (1d8 arrows 
  per targets in a 10-ft.-by-10-ft. area); poison (black lotus 
  extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); 
  Search (DC 24); Disable Device (DC 28). 
   
  Treasure: In this horde has quite a bit of treasure. Among 
  the piles are 4 cure serious potions, 4 cure moderate 
  potions, and 4 cure light potions.  If the dragon has time 
  to drink them all, assume he gets back an average of 144 
  hit points after 12 rounds of drinking.  The magical ring 
  is in the chest.  The rest is coinage in the cave itself. 
   
   
  APL 10: L: 0 gp; C: 1000 gp; M: potion of cure light 
  wounds (4@ 4gp each), potion of cure moderate wounds 
  (4@ 25gp each), potion of cure serious wounds (4@ 62 gp 
  each), ring of communication (166 gp). 
   
  APL 12: L: 0 gp; C: 1000 gp; M: potion of cure light 
  wounds (4@ 4gp each), potion of cure moderate wounds 
  (4@ 25 gp each), potion of cure serious wounds (4@ 62 gp 
  each), ring of communication (166gp). 
   
  APL 14: L: 0 gp; C: 1000 gp; M: potion of cure light 
  wounds (4@ 4gp each), potion of cure moderate wounds 
  (4@ 25gp each), potion of cure serious wounds (4@ 62 gp 
  each), ring of communication (166gp). 
   
  Development: After looting the dragon horde, continue 
  on to Dragon Conclusion – Success! 
   
  Encounter Eight: On to the 
  Temple! 
  The city of Hallorn has seen much in the way of 
  reconstruction since Guardian-General Hok took over 
  rulership of the city.  All o  the city walls have been 
  repaired since the city was sieged earlier this year. 
  Though there are more repaired buildings than some 
  of you remember since last being here, many of the 
  structures beh nd the city walls still lie in ruins. 
  f
  i
   
  l
   
  As you make your way down the city streets, a 
  hawker calls out across the open street from ahead, 
  “Get your war memorabilia right here! War metals!  
  Heirlooms!  Barely-used riding boots!  Get’m right 
  here!”
   
  There doesn’t seem to be much interest in the 
  caller by the locals.  Scattered people wandered the 
  streets, ooking over their shoulders and eyeing you 
  suspiciously. 
   
  Since BDKI4-02 “Siege of Hallorn”, the citizens of the 
  town have been in slightly better spirits.  People now 
  wander the streets during the day without fear of 
  necromancers and their undead.  Occasional symbols to 
  other deities can be seen on some citizens, among them 
  being Hextor, Nerull, and even an occasional Kelanen or 
  Kord symbol.  Though many of the public buildings and 
  temples still remain in ruins, a number of businesses have 
  sprung up in town, and even a small temple of Kelanen 
  has cropped up in a former warehouse at the edge of 
  town. 
   
  This is not to say that the people of Hallorn are 
  ‘happy’.  The necromancers of the mausoleum still rule 
  the streets at night, and citizens still pay them to keep 
  their friends and loved ones out of the ranks of the 
  undead.  Small squads of zombies often wander the dark 
  streets of the city after hours, and often drag people 
  kicking and screaming off into the darkness upon the 
  orders of their wizardly masters. 
   
  The party has been told of the pool’s location, but 
  they may still want to look around town.  An Gather 
  Information check gains them the following information 
  (include the lower DC information as well), most likely at 
  the inn known as the Dingy Coffin, or perhaps from the 
  local group of thieves called the Hightops: 
   
  � [DC 10] There has been an increase in caravan 
  disappearances heading to and from the east. 
   
  � [DC 15] Lately, people have gone missing on the 
  streets 
  at 
  night. 
   
  Most 
  attribute 
  the 
  disappearances to the necromancers and their 
  undead servants, keeping the peace as they have 
  for years. 
   
  � [DC 20] Some say that the only temple in town 
  has spies to the Old One in its ranks.  His priests 
  hide there disguised as followers of Kelanen. 
   
  � [DC 25] The keepers of the Mausoleum have 
  been looking for small black stones that went 
  missing during the Siege of Hallorn months 
  ago.  The purpose of the stones is unknown. 
   
  � [DC 30] There hasn’t been any retribution for 
  the assault on Hallorn earlier this year. Some 
  people say Hok has made a secret agreement 
  with Old Wicked. 
   
  The DC 15 rumor relates to the vampires of the 
  catacombs below the city taking the few lone city folk 
  that were foolish enough to wander the streets at night.  
  BDK4-06 Scales and Secrets 
   
  Page 19 
  
  They have been careful to stay hidden from the 
  necromancers and other undead that roam out from the 
  Mausoleum. 
   
  Aside from the normal usage of Influence Points (IPs) 
  listed in the BKMG, Influence can also be spent from any 
  local groups aligned with Nerull (Death Cultists, Circle of 
  Crimson Stone, Church of Nerull, etc.) to learn the 
  following: 
   
  � [1 spent Favor] Lately, people have gone missing 
  on the streets at night.  Most attribute the 
  disappearances to the necromancers and their 
  undead servants, keeping the peace as they have 
  for years.  However, the keepers of the 
  Mausoleum have not increased their collection 
  of bodies.  They suspect another group is at 
  work in the city streets at night – they’re just not 
  sure who they are. 
   
  � [2 spent Favors] The keepers of the Mausoleum 
  have been looking for small black stones that 
  were stolen from them during the Siege of 
  Hallorn months ago. The purpose of the stones 
  is connected to a pool in one of the ruins of the 
  city.  The best that the necromancers have been 
  able to extrapolate is that the pool conjures 
  undead without the need of new bodies. 
   
  Note that Gather Information does not work with the 
  Mausoleum – they normally don’t talk candidly with 
  those who are not ‘in the know’.  The favor can be spent, 
  though, with the Embalmer’s Guild at the Mausoleum to 
  get the above information.  If they ask about Veth at all 
  when 
  spending 
  favor, 
  they 
  get 
  the 
  additional 
  information. 
   
  � [any spent Favor+mentioning the vampire] Veth 
  was a follower of Nerull who showed up in the 
  Mausoleum almost two years ago.  He didn’t 
  seem predisposed to speak of what he knew, but 
  there was the impression that he had discovered 
  something powerful in the city.  He never said 
  what it was, though. 
   
  Once the PCs decide to go to the well, continue: 
   
  You make your way to the Old Governor’s block, 
  which is still largely in ruins.  Apparently, General 
  Hok hasn’t found the need to rebuild the government 
  buildings with any particular haste.  Most of Old Earl 
  Auduraoch’s palace compound is barely intact.  Walls 
  and stairwells are angled and crumbling, many 
  completely collapsed. 
   
   
  l
  l
  i
  -
  f
  i
  i
  The one room you need to get to lies at the top of 
  a tower that seems to teeter on its remaining support. 
  The room has no easy access; its only stairwell 
  disintegrated ong ago.  One wal  of the upper tower 
  widens to open air, but from the ground, angl ng your 
  view into the top most room is nearly impossible. 
   
  The PCs should be able to make it into the top room of 
  the tower easily enough.  They are a high-level group 
  with access to fly spells – or at least knotted rope and 
  grappling hooks.  Don’t worry about spending much time 
  with this as an obstacle. 
   
  1. Hall 
  Beyond the cavernous hole marking the only 
  entrance to this floor, three doors and an open 
  archway invite you into the other portions of the 
  tower.  The faint smell of death and decay lingers 
  here. 
   
  There is little of note in this tower, now that the followers 
  of Nerull have abandoned it.  Occasionally, a priest comes 
  up to check on things.  Otherwise, since they can’t use 
  the pool any longer, keeping people up here all the time 
  is too costly. 
   
  Players that have played “Bleeding Moon” may be 
  familiar with this area.  If so, feel free to skip the PCs 
  right to the pool room, since the rest of the areas of the 
  tower have little of interest.  If it is needed, though, the 
  rest of the tower is described below. 
   
  2. Meat Locker 
  These alcoves contain numerous wickedly-curved 
  metal hooks suspended by chains from the ceiling.  
  The smell o  rotten meat is stronger here, but still 
  faint.  Many of the hooks are stained a deep red. 
   
  Back when there were regular priests up in the tower, the 
  extra bodies that were to be animated were hung on 
  hooks here.  It has been over a year, though, since this 
  place was actively used. 
   
  3. Abandoned Dormitory 
  This chamber contains two overturned beds and a 
  small metal brazier on the floor.  Dusty blankets are 
  crumpled in a corner.  
   
  This was the location where the acolytes slept.  It has 
  since been looted by the Hightops of Hallorn. 
   
  4. Empty Chamber 
   
  5. Abandoned Bedroom 
  This room has a large curtained canopy covering a 
  large bed n the center of the room.  A desk l es 
  tipped over on the western side of the room.  An old 
  wardrobe stands closed against the northern wall. 
   
  This is where the head priest slept.  It has since been 
  looted by the Hightops of Hallorn. 
   
  6. Shrine of Nerull 
  The shrine in the southeast corner dominates this 
  chamber.  It is a great skeletal visage, horrible and 
  ghastly, dedicated to the Reaper. 
   
  To the north, a stone archway leads into another 
  chamber, lit by a strange bluish glow.  A thin stream 
  BDK4-06 Scales and Secrets 
   
  Page 20 
  
  of mist billows out from this chamber, obscuring the 
  floor at ankle leve . 
   
  l
   
  Though this temple has been somewhat abandoned (most 
  worship to Nerull takes place now at the Mausoleum), 
  this altar still has some power.  It radiates a magic circle of 
  protection from evil.  If anyone tries to desecrate the 
  altar, they suffer the effects of a doom spell for the next 
  24 hours. 
   
  7. The Pool 
  A bluish green glimmer comes from the depths of a 
  murky pool at the center of this chamber.  A thin mist 
  bubbles from the surface.  On the face of the pool are 
  seven indentations, and each seems to exude darkness 
  from the fixtures. 
   
  This pool acts as one end of a teleportation circle that can 
  only activate if all seven stones are in place in the 
  indentations.  If they are put in place, then the pool 
  teleports anything fully immersed in the dark waters.  
  This is a one-way transport, since 7 similar stones would 
  need to be in place at the other end of the gate below the 
  city – but there is no way to know that by just studying 
  the pool. 
   
  What CAN be gained by study of the pool and the 
  stones: 
  � Spellcraft check DC 24, with the use of a 
  detect 
  magic: 
  the 
  pool 
  radiates 
  strong 
  conjuration magic. 
  � Spellcraft check DC 30, once the pool is 
  activated at least one time on a PC: it 
  apparently magically transports those inside the 
  pool to another place or dimension. 
  � Bardic Knowledge check DC 30: rumors that 
  numerous pools of similar descriptions have 
  been found in various places across the 
  Combination. 
   
  The stones that the adventurers have are the only known 
  stones to still exist. 
   
  The pool itself is only 5 feet deep.  Since anyone 
  wishing to use the pool has to immerse themselves in the 
  dirty water, no creature bigger than large size can squeeze 
  itself into the pool to teleport.  Though the water is oily 
  and grimy, there is nothing dangerous about the pool 
  itself. 
   
  Creatures: Any PCs hanging out on the streets at night 
  see squads of zombies and necromancers occasionally.  If 
  they try to search for what has been taking people off the 
  streets, they may encounter the minotaur vampires from 
  the sewers.  Their goal is to kidnap a single person and 
  bring them down to the temple (often by using their 
  dominate person ability).  They are smart enough not to 
  try to dominate an obvious spellcaster. 
   
  Any APL (EL 10) 
  � Minotaur Vampires (4): hp 42 each; see DM Aid. 
   
  Treasure: The tower has been looted of anything of real 
  value.  The beds are torn up, the blankets are soiled, and 
  the brazier is dented and somewhat rusted. 
   
  Development: 
  Assuming 
  the 
  group 
  immerses 
  themselves in the pool, go to Encounter Nine. 
   
  Encounter Nine: The Temple 
  Entrance 
  1. Pool Room (DM Aid II) 
  Immersing yourself in the pool doesn’t seem to have 
  any affect on you, other than to allow the oily grit to 
  seep into every inch of your clothing.  Coming out of 
  the water, you are greeted with complete darkness. 
   
   
  i
  [After a light source is made, or if the PC has darkvision] 
  The pool you sit in looks no different than the pool 
  you originally found in the tower.  However, the pool 
  is now in a huge chamber, and surrounded by dozens 
  of similar pools.  They fill the large vaulted hallway in 
  rows of four, and stretch out of view.  The hallway is 
  angled slightly downward, and the pools seem to 
  stretch endlessly into the darkness. 
   
  The hallway ends quite close to you at a narrow 
  archway.  Strange runes mark the elaborate gilded 
  carving along the arch.  On the other side of the 
  archway is a small antechamber containing stairs 
  leading up. 
  Dust lies thick on the floor.  The ceiling stretches 
  out of v ew. 
   
  Only the first 16 pools in the room are real.  The rest are 
  an illusion created for the narrow pit trap on the far wall 
  opposite the archway (see traps below).  The PCs do not 
  get a save vs the illusion unless they directly interact with 
  it, such as move into the illusion, or perhaps throwing an 
  object into the illusion. 
   
  There are no obvious tracks here in the dust, but 
  there were some faint tracks in the dust from over two 
  years ago, and even older tracks from four years ago.  
  Since there is virtually no airflow in this room and the 
  dust is thick, the modifiers to the tracking roll add +1 for 
  every three month of elapsed time, rather than every 24 
  hours. 
   
  A Survival check (DC 24) locates the tracks of a 
  single booted individual entering and leaving the room, 
  only going straight up to the pool the PCs arrived in 
  (these are from 2 years ago).  If the Survival check is made 
  at DC 32, they also note even older tracks seemed to enter 
  the room regularly of varying sizes and shapes that 
  wander all over the room (these are from 4+ years ago).  
  The apparent time involved with successful rolls cannot 
  be told, but it certainly can be measured in years. 
   
  Each pool has seven indentations similar to the pool 
  from the tower.  Only the pool they entered from has 
  depressions that match exactly –the other pools have 
  slightly different ‘keys’ to activate them, so even if the 
  BDK4-06 Scales and Secrets 
   
  Page 21 
  
  PCs teleport back to the tower to retrieve the stones, they 
  only work to activate the same pool they arrived in to 
  teleport back to the tower room pool. 
   
  The PCs can make a Spot check DC 20 under certain 
  circumstances to notice engravings on the domed ceiling.  
  They are small, and cannot be read from a distance, so 
  anyone trying to read them would need to climb or fly up 
  to within a few feet to read the text (the highest point of 
  the dome is 100 feet, and the lowest point – where the 
  writings first start – is 60 feet).  To even Spot them since 
  the carvings are so high, the only way PCs even get a Spot 
  roll is if they have a light source and have low-light vision 
  that extends the shadowy light over 60 feet. 
   
  The writing on the ceiling is in a lost language from 
  one of the original creators of this temple area.  It can be 
  deciphered with a Decipher Script check DC 30, or a 
  comprehend languages spell.  It offers prayers to a dark 
  god by the name of Q’Kal. The runes mention ceremonies 
  held to bring the dark god to Oerth.  It involves 
  something called the Book of Belphagius and the Seal of 
  Scartoom, and the ceremony must be performed based on 
  certain astrological signs which only happen once every 
  100 years – the last opportunity was CY 591 (this refers to 
  the happenings in BDK1-11 “Evil from Beyond”).  A 
  Knowledge (Planes) check (DC 35) tells the group that 
  Q’Kal is actually a fiend, not a deity. 
   
  The writing on the archway is written in Abyssal 
  (using the Infernal alphabet).  It says: 
   
  “The limitless reach of the Reaper’s hands… 
  Hide not your souls in faraway lands… 
  His first 16 chosen do his dark work… 
  To scour the face of all Oerth.” 
   
  Anyone with the stonecutting ability (such as dwarves) 
  can make a Search check DC 15 to realize that this place 
  is quite old – older than Hallorn itself.  If the check is 
  made at DC 20, the PC also learns that the group is about 
  250 to 300 feet underground. 
   
  Trap: The previous builders of this room wanted to guard 
  it from those who did not belong.  The entire back wall is 
  covered by a mirage arcane spell. If a character walks into 
  the last 5 foot section of the room, they are engulfed by 
  the illusion and vanish from the other characters’ view. 
  The PC falls down a huge gorge that was here long before 
  the chamber was built. 
   
  The illusion also adds a +2 circumstance penalty to 
  disarming the pit trap (already figured into the Disable 
  Device roll). 
   
  At APL 12, a secondary trap is triggered 20 feet up 
  the stairway aiming down on PCs walking up the stairs 
  (triggered by a pressure plate). This sends the PCs back 
  into the well room, and probably into the illusion, falling 
  down the pit. 
   
  At APL 14, an Otiluke’s dispelling screen is also 
  activated on the archway at the same time as the fear 
  effect gets created.  Since there is no trigger on the 
  archway, no trap can be detected there (the trigger is on 
  the stairway, and the trap there throws the spell behind 
  the group on the archway). 
   
  APL 10 (EL 12) 
  � Chasm Trap (covered in mirage arcana): CR 12 
  (added +1 for illusion); mechanical; location trigger; 
  multiple targets (all targets in a 5 ft. wide area in back of 
  room); no reset; DC 20 Reflex save avoids; 200 ft. deep 
  (20d6, fall); Search (DC 32); Disable Device (DC 22). 
   
  APL 12 (EL 13) 
  � Chasm Trap (covered in mirage arcana): CR 12 
  (added +1 for illusion); mechanical; location trigger; 
  multiple targets (all targets in a 5 ft. wide area in back of 
  room); no reset; DC 20 Reflex save avoids; 200 ft. deep 
  (20d6, fall); Search (DC 32); Disable Device (DC 22). 
   
  � Fear Trap (heightened): CR 10 (heightened to 9
  th 
  level spell); magical; location trigger; multiple targets (all 
  targets in cone, beginning 20 ft up stairs, and pointing 
  down stairway); automatic reset; DC 23 Will save resists; 
  as fear spell (running away from upper part of stairway); 
  Search (DC 34); Disable Device (DC 34). 
   
  APL 14 (EL 14) 
  � Chasm Trap (covered in mirage arcana): CR 12 
  (added +1 for illusion); mechanical; location trigger; 
  multiple targets (all targets in a 5 ft. wide area in back of 
  room); no reset; DC 20 Reflex save avoids; 200 ft. deep 
  (20d6, fall); Search (DC 32); Disable Device (DC 22). 
   
  � Fear Trap (heightened): CR 10 (heightened to 9
  th 
  level spell); magical; location trigger; multiple targets (all 
  targets in cone, beginning 20 ft up stairs, and pointing 
  down stairway); automatic reset; DC 23 Will save resists; 
  as fear spell (running away from upper part of stairway); 
  Search (DC 34); Disable Device (DC 34). 
   
  � Otiluke’s Dispelling Screen Trap: CR 10 (activates as 
  17
  th level caster); magical; location trigger (activates in 
  archway); triggered by fear trap activation; automatic 
  reset; as spell effect (cast as 17
  th level wizard); Search (DC 
  34); Disable Device (DC 34). 
   
  Treasure: Nothing of value. 
   
  2. Main Entrance Chamber (DM Aid III) 
  The stairs take you from the pool room up almost 80 
  feet to a small alcove and yet another archway into 
  another large chamber.  The hallway stretches across 
  almost a hundred feet of floor before coming to 
  another set of stairs leading down.  The dust present 
  in the hall below is gone here. 
   
  t
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  On the right wall is another archway with more 
  carved runes along i s edge.  On the opposite side of 
  the room is a dark stairway leading down. 
   
  In the center of the room is a tall statue of a 
  heavily robed figure, its cowl hiding h s identity. He 
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  Page 22 
  
  grips a gnarly curved scythe with both hands.  Around 
  the statue are four braziers, each burning a low flame 
  that flickers shadows against the surrounding walls. 
   
  To the left of the statue stand a number of 
  humans, each facing the robed carving.  They seem to 
  be swaying slightly, as if in a trance.  There is an 
  attractive female human of slight build, a larger man 
  with a number of scars across his face and arms, and a 
  small female child, perhaps 5 or 6 years old, who 
  looks l ke she hasn’t eaten in a whi e. 
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  Further away, a distant chanting can be heard. 
  The PCs can make a Listen check DC 15 to realize the 
  chanting is coming from the stairway opposite in the 
  room from their archway (this is the religious chanting of 
  the humans there).  The chanting stops once the 
  worshippers near the well are alerted to the PCs’ presence 
  (though sound or warning). 
   
  The PCs can make a Sense Motive check DC 28 to 
  notice one of the 3 figures glance at the party before 
  going back to their ‘trance’, which is nothing more than a 
  trick to lure trespassers into the entrance room. 
   
  The unseen hallway to the right has a permanent 
  illusion of a wall hiding it.  The lich prefers his privacy. 
   
  Inside the room, it becomes obvious the two 
  archways each have their own runes carved into them (as 
  in Section 1). They are in the same language as before, but 
  each say something different.  The writing over the 
  archway leading back the way the PCs came translates: 
   
  “Here entombed the Crypt of Dedication… 
  A place to pray for life’s cessation… 
  Only He decides your mortal soul’s end… 
  His temple we each swear to defend.” 
   
  The writing over the archway to the right leading to 
  Section 4 translates: 
   
  “The Dread Lord decides, two by one… 
  Whose living blood will turn blue or run…
  One day at a time, two souls to see Him… 
  The rest must wait on the Dread Lord’s whim.” 
   
  Trap: The lich has worked with the hags to lay a trap over 
  each of the archways.  There is one over the entrance 
  from where the party comes; the other covers the 
  archway leading from the entrance hall up the ramp to 
  the catacombs above (Section 4 of this encounter).  After 
  a second living creature passes out of the archway within 
  a 24 hour period, a 10 foot cube of force is created in the 
  archway, sealing off anyone trapped there from everyone 
  else, as well as separating anyone in the entrance room 
  from party members on the other side of the archway.  
  The force cage lasts for 18 hours, and must be reactivated 
  by the hags and the lich. 
   
  Creatures: The hags were taken by Veth from the 
  Tangles due to a deal made with Gerland.  The druid 
  wanted to rid the forest of their evil magics, and the 
  vampire offered to get rid of them.  Since they have been 
  turned into vampires, they have fully embraced Nerull, 
  and passionately worship him.  They stand guard in the 
  entrance room, watching for any foolish enough to 
  wander this deep into the catacombs. 
   
  The hags are covered by a veil, appearing as a human 
  family entranced by the statue.  They hope to lure a large 
  group into the room, triggering the trap and separating 
  the group. 
   
  The statue of Nerull that they stand in front of is 
  actually a stone golem.  He is there at all APLs, but he has 
  not been ordered to attack anyone at APL 10.  Though 
  Veth didn’t place the order to attack anyone at APL 10, 
  the golem still defends itself.  At higher APLs, Veth 
  turned the control of the golem over to Yeathan. 
   
  At APL 10 and 12, the lich in the room next door is 
  not in the area.  At APL 14, the lich is present in Section 
  3, and his homunculus huddles in the corner of this room 
  keeping watch.  He can be seen by the party with a DC 33 
  Spot check.  See the stat block in Appendix III for a 
  description of the Homunculus. 
   
  APL 10 (EL 11) 
  � Forcecage Trap: CR 8; magical; special trigger (silent 
  alarm); triggered after 2
  nd living person leaves the 
  archway in a 24 hour period; automatic reset; spell effect 
  (forcecage, windowless cell, 9
  th level wizard); Search (DC 
  32); Disable Device (DC 32). 
   
  Green Hag Vampires (3): hp 58 each; see Appendix IV. 
   
  APL 12 (EL 13) 
  � Forcecage Trap: CR 8; magical; special trigger (silent 
  alarm); triggered after 2
  nd living person leaves the 
  archway in a 24 hour period; automatic reset; spell effect 
  (forcecage, windowless cell, 9
  th level wizard); Search (DC 
  32); Disable Device (DC 32). 
   
  � Green Hag Vampires (3): hp 58 ea.; see Appendix IV. 
  � Stone Golem: hp 118; see Monster Manual page 136. 
   
  APL 14 (EL 15) 
  � Forcecage Trap: CR 8; magical; special trigger (silent 
  alarm); triggered after 2
  nd living person leaves the 
  archway in a 24 hour period; automatic reset; spell effect 
  (forcecage, windowless cell, 9
  th level wizard); Search (DC 
  32); Disable Device (DC 32). 
   
  � Green Hag Vampires (3): hp 58 ea.; see Appendix IV. 
  � Stone Golem: hp 118; see Monster Manual page 136. 
  � Xerveslyn, Male Elf Lich Wiz11: hp 87; see 
  Appendix IV. 
  � Homunculus Familiar: hp 35; see Appendix IV. 
   
  Tactics: The time that passes and who is warned about 
  the PCs’ presence in the adjoining rooms is very 
  important to this encounter.  At APL 10 and 12, Yeathan 
  and his companions may be warned by the sounds of 
  combat, or perhaps by fleeing hags (due to them being 
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  Page 23 
  
  turned). At APL 14, Yeathan may be warned by the hags, 
  the sounds of combat, or by the lich’s homunculus.  See 
  below under the particular APL for more information. 
   
  APL 10: The hags do not flee if they can help it 
  (unless they are turned).  First, they attempt to dominate 
  one of the two trapped PCs into ‘kissing them’.  The other 
  two hags hold off the second PC while the first is drained 
  of constitution with the hag’s bite.  If this tactic isn’t 
  appropriate (for example, if more PCs begin to teleport 
  into the room), they focus on attacking one individual at 
  a time in combat.  The hags use magic as needed to 
  separate the group even more, possibly by using their 
  covey abilities to create more forcecages. They even 
  animate dead PCs to help them fight off the rest of the 
  party, if they can. 
   
  If Yeathan hears combat from his position in the 
  temple area (Listen check DC 25 each round of combat), 
  then he casts his pre-combat spells and waits for whoever 
  is above to come down into the temple.  If no one comes 
  after a couple of minutes, he comes to the entrance room 
  with his allies to deal with any threats. 
   
  If a hag runs down the stairs into the temple area 
  with the well, then Yeathan not only cast pre-combat 
  spells, but he drains two humans of all their constitution 
  (adding 50 temporary hit points), and then immediately 
  come upstairs with his allies.  See Encounter Ten for 
  more on his tactics. 
   
  It takes Yeathan 11 rounds to cast his pre-combat 
  spells, and 6 rounds to drain one of his human prisoners 
  of blood (gaining him 25 hit points per prisoner).  So with 
  a turned hag fleeing down into the well room, Yeathan 
  and his companions would spend 23 rounds preparing to 
  deal with this threat (and the turned hag returns with the 
  other vampires).  The group may have finished with 
  combat and have started to search the entrance room or 
  the adjoining areas, so an exact count of rounds may not 
  be needed if this is the case. 
   
  APL 12: Use the same tactics as APL 10, but the 
  golem is under control of Yeathan.  Its current standing 
  orders are to attack anyone that attacks it or the vampire 
  hags.  Once the golem begins attacking, it continues 
  fighting until the intruders have been defeated. 
   
  APL 14: The lich is present in Section 3, and his 
  homunculus is keeping watch in this room.  Use the 
  same tactics as APL 12, but when combat begins, the 
  homunculus flies down to the temple area to warn 
  Yeathan.  Since the lich can see through its eyes, he 
  already knows that the party is present. 
   
  When the PCs reach the top of the stairs before the 
  archway, the lich begins casting pre-combat spells. 
  Xerveslyn takes 12 rounds from that point before he is 
  ready to fly into the entrance room to lay waste to the 
  group. First, though, he watches through his clairvoyance 
  to see if combat has begun yet (since his homunculus is 
  either dead or down in the temple). He allows the hags a 
  chance to get the jump on the PCs before entering 
  combat, which may mean he waits for a round or two 
  before casting his last pre-combat spell (greater 
  invisibility, which only lasts 11 rounds). 
   
  The first round of combat for the lich, he casts a 
  sudden maximized violate scorching ray on one PC (or a 
  sudden maximized violate fireball if he can get 3+ PCs in 
  the blast), along with a quickened violate magic missile 
  spell.  He continues to fly around as a move action after 
  casting his spells, to make pinpointing him difficult. He 
  resorts to melee combat only after all of his ranged spells 
  are spent.  He saves Tenser’s transformation for his last 
  spell, if he needs it. 
   
  If the homunculus comes down to the temple, then 
  Yeathan acts as if a hag had run down to the temple, and 
  he drains two humans along with his normal pre-combat 
  spell casting.  Also, Frekk and Tamine drain two humans 
  each if a vampiric hag or the homunculus runs down into 
  the temple.  Keep track of rounds just as mentioned in 
  APL 10 tactics above. 
   
  Treasure: There is no treasure in this room other than 
  possible treasure from other creatures coming from other 
  areas.  Aside from the magical items, one of the hags is 
  wearing a ruby ring valued at 1200 gp.  This is a Hag Eye 
  (see the Monster Manual under the hag description). 
   
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 200 gp; M: headband of intellect 
  +4 (1,333 gp), potion of bull’s strength (62 gp). 
   
  3. The Lich’s Lair (DM Aid IV) 
  The steep stairway leads up to a smaller room 
  crammed ful  of rows of bookshelves.  A l  antern 
  hangs from the wal  in the back of the room.  The 
  illumination reveals air that is choked full of dust and 
  broken cobwebs.  Papers and rolled manuscripts lay 
  across the floor, almost obscuring the flagstone at 
  your feet.  The shelving that lines the rows to your 
  right and left are ful  of books of many shapes and 
  sizes. 
  l
  it l
  l
  l
  i
  l
  t
   
   
   
  li
  i
   
  At the back of the room, seemingly out of place 
  in this clo stered library, is a massive throne carved 
  out of human bones.  Bleached white projections 
  protrude in various places, looking decidedly 
  uncomfortable.  Where the armrests end, human 
  skulls have been placed so that any sitter’s hands rest 
  on the skul  tops.  The seat i self has been smoothed 
  down by regular use. 
  Though the room looks old beyond your years, it
  looks ke the library gets regular use. On a small end-
  table beside the throne, an old book l es open. 
   
  The book on the end of the table near the throne is a book 
  that the lich Xerveslyn occasionally updates during his 
  research.  See Player Handout #3 for more information. 
   
  This is where Xerveslyn has been working for 
  centuries, studying the well and its connection to the 
  negative material plane.  There are tomes of great age in 
  here, since the lich rarely ventures out to get new books.  
  The dust is loose in the room because he regularly goes in 
  and out, either to do research, or to investigate the 
  goings-on of the minotaur vampires.  Xerveslyn is 
  BDK4-06 Scales and Secrets 
   
  Page 24 
  
  concerned that the minotaurs may give away his location 
  and research. 
   
  If the party is APL 10 or 12, then the lich is out in the 
  catacombs above, but he returns after twenty-four hours 
  to his library lair. 
   
  There is a hidden compartment underneath the 
  throne that holds the lich’s spellbook, as well as a ring 
  engraved with mystic runes.  See the treasure below for 
  more information. 
   
  The rest of the room is filled with ancient books 
  detailing everything from the local fauna (of 350 years 
  ago) to the history of the Suel nation.  It is all worth quite 
  a bit of money, but transportation may be an issue, since 
  it all takes up quite a bit of space.  The ceiling is only 10 
  feet high, making the room feel quite cloistered. 
   
  Creatures: Almost 400 years ago, Xerveslyn journeyed 
  from a great forest in the west towards White Plume 
  Mountain.  During his explorations around the base of 
  the volcano, he found references to a well deep 
  underground that was a fount of undead activity.  He had 
  been researching the materials for turning himself into a 
  lich, and he realized that the perfect way to study this 
  thing was to become undead himself.  He was still far 
  from being powerful enough to achieve lichdom, so he 
  made a deal with ancient dark powers.  In return, he was 
  marked by them, and many of his magics are scarred with 
  the same evil tint. 
   
  He searched for the location of the well by hiring a 
  group of traveling dwarves to mine for the location.  At 
  that time, Hallorn was just a small village filled with 
  thieves and cutthroats.  His miners discovered an ancient 
  underground chamber with no obvious exits deep under 
  the village.  Inside the unadorned chamber was the well 
  itself.  There was no explanation for its creation or strange 
  location.  Not soon after the well was discovered, undead 
  that crawled out of it killed his mining party.  He 
  responded by raising them as undead, and tasking them 
  to finish the contruction job they had been hired to do. 
   
  They went on to build a large ramp down to the well, 
  as well as numerous side chambers, including a place for 
  the lich to conduct his research.  They even went so far as 
  creating a limited hive of catacombs beneath the village. 
  Though ostensibly to help with irrigation, the catacombs 
  helped the undead dwarves hide from their human prey 
  above. They even occasionally kidnapped children to 
  feast upon. 
   
  The lich has locked himself away in the catacombs 
  since then.  He is focused on learning the secret of the 
  well.  Even with the past occupants of the area around the 
  well – and there have been a number of them – as long as 
  they didn’t interfere with his research, he paid them no 
  mind. 
   
  Tactics: For stats and tactics on the lich, see Section 2 
  above. 
   
  Treasure: There are 420 books in this room on various 
  subjects.  Each range in price from 20-100 gp value each, 
  and each book ranges in weight from 2 to 10 lbs.  Among 
  the books are two tomes of note: A book detailing what is 
  needed to learn the Sudden Maximize feat, and (at APL 
  12 and 14) a manual of bodily health.  Each full hour of 
  searching gains a PC one Intelligence check DC 15 to 
  find one of the books. Obviously, if the adventurers can 
  figure out a way to transport all of the books out of the 
  lich’s lair, the search check is not needed.  Otherwise, 
  they can keep searching. 
   
  Underneath the back of the throne is a hidden 
  compartment lined with lead (enough to block some 
  divination spells) which needs a Search check DC 40 to 
  find it.  The compartment contains two items: the lich’s 
  spellbook and a ring that radiates slight necromancy 
  magic.  The ring has no other adornment – this is the 
  lich’s phylactery.  Until it is destroyed, the lich comes 
  back to life every 1-10 days (see MM pg 168). 
   
   
  APL 10: L: 2099 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 2099 gp; C: 0 gp; M: manual of bodily 
  health +1 (2,291 gp). 
   
  APL 14: L: 2099 gp; C: 0 gp; M: manual of bodily 
  health +3 (4,583 gp). 
   
  4. Ramp up to the Catacombs (No Map) 
  The archway leads into another smaller chamber 
  showing no signs of dust.  Leav ng the room is not a 
  stairway, but a 20 foot wide stone ramp, with grooves 
  carved horizontally into it, each spaced a foot apart 
  from one another. 
  i
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  The ramp corkscrews up 80 feet until it runs into a 
  ceiling.  The old ramp entranceway was sealed off a long 
  time ago, and is now a floor in a portion of the Hallorn 
  catacombs.  The only recent sign of the ramp is a portion 
  of the floor that now has a small hole in it.  This is where 
  the occasional human has been pulled down to the ramp 
  for food or to be made undead.  There is a bit of rubble 
  underneath the hole where the ramp narrows down to 
  nothing (joining with the flagstone of the chamber floor 
  above). 
   
  Most of the occupants of the temple can otherwise 
  move into the catacombs using gaseous form, or by using 
  dimensional magic. 
   
  Encounter Ten: 
  The Temple Well 
  The stairway down from the statue room travels over 
  100 feet before reaching another domed chamber.  
  This room is lined with stone pillars that reach into 
  the darkness above.  Lit braziers line the bases of the 
  pillars, flames dancing around their burning coals.  
  Dominating the back of the room is a arge well 
  almost 20 feet across.  The outer walls are difficult to 
  make out in the flickering light. 
  Half a dozen humans kneel facing the well. They 
  chant a strange tongue over and over.  Wobbling 
  weakly, their clothes are tattered and stained, and 
  they each look somewhat emaciated. 
  BDK4-06 Scales and Secrets 
   
  Page 25 
  
   
  Between the well and the worshippers stands a 
  humano d with an obviously evil taint at first glance. 
  His skin is pale, almost white, while h s eyes glow a 
  stark red in contrast.  He wears a chain shirt and hefts 
  a large metal shield with the symbol of the Reaper 
  engraved on the front. 
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  See DM Aid V for a map of this area. 
   
  If the occupants of this room were aware of the PCs’ 
  presence, then some or all of the humans have been 
  drained of blood and currently lie on the floor (see tactics 
  under Encounter Nine, Section 2) and the chanting has 
  stopped.  Any other enemies present from other APLs are 
  hidden in one of the deeper darkness spells that emanate 
  from each corner of the room, or they hide behind pillars. 
   
  In the back right corner of the room is a small pile of 
  half-rotten foodstuff, kept mainly for the “temple 
  worshippers” benefit.  The ceiling is 80 feet tall and 
  domed.  Most PCs won’t be able to see the very top of the 
  room. 
   
  The Well: The well is a huge gate to the negative material 
  plane.  The well goes down 60 feet of smooth stone walls 
  before disappearing into blackness.  This blackness is the 
  gate to the negative material plane – no light penetrates 
  it.  Information on the negative material plane can be 
  found in the Dungeon Master’s Guide.  From the negative 
  material plane, the gate looks like a shrouded circular 
  portal that radiates a pale glow.  This glow attracts undead 
  creatures that investigate the well.  See the DM Aid for 
  information on the effects of the well. 
   
  This well is near-artifact power level.  The well 
  cannot be destroyed by normal magic, but it can be 
  covered, such as with a stone shape or rubble from an 
  earthquake spell. 
   
  Creatures: Since Veth found the well and spawned his 
  progeny Yeathan, the young vampire has quickly taken to 
  the worship of Nerull.  He has spawned a number of 
  vampires of his own, including a captured orc brawler, a 
  Gonagin halfling sorcerer, and a group of minotaurs that 
  he encountered wandering the catacombs above.  He 
  keeps the minotaurs under his direct control, so that he 
  can keep a regular flow of human sacrifices coming into 
  the temple.  Some of the sacrifices end up as vampire 
  food, but some have actually been turned into new 
  vampire spawn – but only the most favorable candidates. 
   
  The six humans are all kidnapped and dominated to 
  stay in a kneeling position on the floor.  They have been 
  ‘commanded’ to pray to Nerull, but each desperately 
  wants to get out from under her captor’s heel. 
   
  Every day, a vampire minotaur brings another 
  kidnapped human from Hallorn above.  Although the 
  numbers do vary, there are on average half a dozen 
  humans in the temple.  They can only be brought in one 
  at a time due to the ward placed on the entrance of the 
  main chamber.  
   
  Yeathan has made a deal with a large undead 
  guardian present from the negative material plane. In 
  exchange for guarding the well here, Yeathan encourages 
  other undead into this world via human sacrifices, 
  prayers to Nerull, and even an occasional create undead 
  spell. 
   
  Frekk was an orc fighter taken from the city guard 
  over a year ago. Tamine Gonagin was spawned by Yeathan 
  soon after that.  Though neither is controlled by their 
  sire, they still worship Nerull, and work to defend the 
  well. 
   
  APL 10 (EL 13) 
  � Dread Wraith: hp 104; see Monster Manual page 258. 
  � Yeathan, Male Human Vampire Clr7/DivOcl2: hp 
  72; see Appendix V. 
  � Human Com1 (6): hp 9, 8, 7, 6, 6, 5; see Appendix V. 
   
  APL 12 (EL 15) 
  � Nightwing (Nightshade): hp 144; see Monster 
  Manual page 197. 
  � Yeathan, Male Human Vampire Clr7/DivOcl2: hp 
  72; see Appendix V. 
  � Vampire Spawn (6): hp 29 each; see Monster Manual 
  page 253. 
  � Human Com1 (6): hp 9, 8, 7, 6, 6, 5; see Appendix V. 
   
  APL 14 (EL 17) 
  � Nightwalker (Nightshade): hp 178; see Monster 
  Manual page 196. 
  � Yeathan, Male Human Vampire Clr7/DivOcl2: hp 
  72; see Appendix V. 
  � Frekk, Male Orc Vampire Mnk9: hp 58; see 
  Appendix V. 
  � Tamine Gonagin, Female Halfling Vampire Sor8: 
  hp 52; see Appendix V. 
  � Vampire Spawn (4): hp 29 each; see Monster Manual 
  page 253. 
  � Human Com1 (6): hp 9, 8, 7, 6, 6, 5; see Appendix V. 
   
  Tactics: Most likely, the creatures in the temple are 
  prepared with pre-cast spells, depending on the party’s 
  actions in Encounter Nine, Section 2.  If the PCs dawdle 
  too much there, these foes may move to that area to 
  engage them.  The vampires that are present may even 
  drain the human worshippers, if there is time (see tactics 
  in Encounter Nine, Section 2). 
   
  This is a temple to Nerull, so the effects of a 
  permanent double-strength desecrate spell are active 
  here. All undead in this chamber have +2 profane bonus 
  on attack rolls, damage rolls, and saving throws (Note: 
  this is NOT figured into the statistics in the Appendix).  
  There is a -6 profane penalty to turn undead here. This is 
  also active if out of the temple area but within 20 feet of a 
  nightshade (see MM page 195). 
   
  APL 10: The well guardian, a dread wraith, waits 
  hidden in the back right corner of the room close to 
  where the adventurers enter the chamber (roll Hide 
  checks vs the PCs’ Spot checks to see him). He attacks by 
  BDK4-06 Scales and Secrets 
   
  Page 26 
  
  sinking into the wall and attacking from the rear of the 
  group, using the cover of the walls and floor as needed. 
   
  Yeathan is a truly evil priest.  With his deathwatch 
  spell up, he knows the status of all surrounding PCs, and 
  takes advantage of them, if he can.  Death knell and 
  animate dead are each spells he is willing to use on fallen 
  adventurers.  During combat, he uses his Divine 
  Metamagic feat to quicken divine favor and any other 
  spell he feels is appropriate to the situation. 
   
  APL 12: The well guardian, a nightwing, hangs from 
  the ceiling in the darkness (roll Hide checks vs the PCs’ 
  Spot checks to see him, if they are able to see that far in 
  the darkness).  During combat, he begins by summoning 
  a dread wraith.  He then support’s the vampires’ attacks 
  with ranged spells, using haste on all the vampires below, 
  throwing greater dispel magic to drop buffing spells, and 
  throwing finger of death at apparent spellcasters. Any 
  summoned undead appear floating out of the well, unless 
  the battle occurs in the entrance room. 
   
  The vampire spawn stay hidden behind pillars using 
  their spider climb ability.  They stay as spread out as 
  possible, to try and minimize area-of-effect spells. 
   
  Yeathan uses the same tactics as APL 10, but he lets 
  the vampire spawn fight in melee with PCs first.  He 
  throws what ranged spells he can and then enter combat 
  afterwards. 
   
  If this encounter happens in the entrance room, 
  then coming out of the stairway into the entrance 
  chamber is (in order): vampire spawn, summoned 
  undead, Yeathan, nightwing. 
   
  APL 14: The well guardian, a nightwalker, waits 
  hidden in the back right corner of the room close to 
  where the adventurers enter the chamber (roll Hide 
  checks vs the PCs’ Spot checks to see him).  During 
  combat, he begins by summoning 1-2 dread wraiths.  He 
  then support’s the vampires’ attacks with ranged spells, 
  using haste on all the vampires in the room, as well as 
  other spells that don’t draw attention to him. Once he is 
  discovered, use the monster tactics that are listed in the 
  MM page 197. Any summoned undead appear floating 
  out of the well, unless the battle occurs in the entrance 
  room. 
   
  Yeathan and the vampire spawn use the same tactics 
  as APL 12. 
   
  Frekk hides in the back left corner of the room (roll 
  Hide checks vs the PCs’ Spot checks to see him).  He 
  attempts to sneak up to grapple an intruder, using his 
  sleeper lock while draining blood. 
   
  Tamine stays in the back portion of the room, flying 
  if she can.  She starts off throwing a grim revenge spell at 
  a spellcaster if she can.  If a PC loses both hands due to 
  the spell, then they cannot cast spells that require somatic 
  components.  She also prefers maximized ray of 
  enfeeblement spells. 
   
  Treasure: Any treasure in the room is possessed by the 
  monsters. 
   
   
  APL 10: L: 0 gp; C: 0 gp; M: +3 heavy shield (764 gp), 
  +2 chain shirt (354 gp), cloak of resistance +3 (750 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +3 heavy shield (764 gp), 
  +2 chain shirt (354 gp), cloak of resistance +3 (750 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: +3 heavy shield (764 gp), 
  +2 chain shirt (354 gp), cloak of resistance +3 (750 gp), 
  ring of protection +1 (166 gp), cloak of charisma +2 (333 
  gp). 
   
  Development: If the PCs successfully defeated the 
  monsters in the temple, they may want to cover the well 
  or make it inaccessible in some way.  The well can be 
  covered with spells such as stone shape or rubble from an 
  earthquake. A consecrate does nothing to the temple, due 
  to the gate.  A hallow spell, though, dims the light 
  shining through the portal, so that while still an active 
  gate to the negative material plane, the well no longer 
  attracts undead as it once did.  Once this is done, go to 
  Temple Conclusion – Success!  
   
  If the PCs were unsuccessful, or they defeated the 
  monsters but left the well alone, go to Temple 
  Conclusion – Failure! 
   
  Dragon Conclusion: Success! 
  With the dragon defeated, your group makes its way 
  back to the smal  pool where you first met the Tangles 
  Druid Circle. Using the divining rod, you locate the 
  calm body of water and are met by Iliisa and Tomalin. 
  Hearing word that the dragon was defeated, Tomalin 
  nods in understanding and kneels to the earth in 
  preparations for a powerful spell.  “We’d better leave 
  her alone,” Iliisa says as she leads your group away 
  from the spellcasting druid.  “She’s going to try and 
  bring Trowain back to life.” 
  l
   
   
   
  l
  l
  l
   
  t
  Tomalin is casting a true reincarnate spell (from Masters 
  of the Wild).  The only thing you need to know for the 
  casting of this spell is that it works like the regular 
  reincarnate, except that this works for Trowain (in other 
  words, ignore the normal limitations of the spell).  You 
  roll twice on the chart in the Players Handbook pg. 270 to 
  figure out what race Trowain is when he comes back to 
  life.  Choose the most beneficial roll.  Trowain opts for a 
  humanoid shape before an animal one, and he prefers the 
  closest to human that he can.  Make sure to note his new 
  race on the DM feedback for the scenario premier. 
   
  Obviously, if Trowain still comes back to life as an 
  animal, change the below boxed text as appropriate. 
   
  Soon, Tomalin returns to your group with another 
  unfamiliar figure. The stranger grimaces as he looks 
  down at his hands.  “B oody ‘el .  Wel , it don’t look 
  like I got the same hands I had before.  I don’t 
  suppose the rest o’me looks any better?” 
  Iliisa steps toward the new stranger. “Trowain?” 
   
  “Aye, it be me…though I may be a bit of a 
  sight…” 
   
  Iliisa’s face brigh ens.  “Tomalin, if you brought 
  him back, you can bring back Auverin as well.  I asked 
  you before, but-” 
  BDK4-06 Scales and Secrets 
   
  Page 27 
  
   
  “It’s not that I wouldn’t bring your love back to 
  life, Iliisa.  It’s that I COULDN’T.  I tried, 
  certainly…but the spell was unsuccessful.” 
   
  The elf’s smi e changes to a look of confusion.  
  “What? Why?  I don’t understand? What could keep 
  you from bringing him back to life?” 
  l
   
   
  i
  l
   
  i
  t
   
   
  l
   
   
  l
  l  
   
  i
  l
  l.
  t
  i
   
   
   
   
   
  She gets no response… 
   
  PCs gain two favors with the Druids of the North.  They 
  gain access to the dragoncraft items only if they took all 
  or part of the dragon’s body back with them.  See the AR 
  for more information. 
   
  The End 
   
  Dragon Conclusion: Failure! 
  Fleeing from the dragon, your group makes ts way 
  back to the smal  pool where you first met the Tangles 
  Druid Circle.  Using the divining rod, you locate the 
  calm body of water and are met by Iliisa and Tomalin. 
  Hearing word that the dragon was not defeated, 
  Tomalin nods n understanding. “Perhaps it was 
  meant to be. If we cannot defeat the dragon, we must 
  utilize her as Gerland suggested.  An ally is better 
  than an enemy, after all.” 
   
  Thoughts of the powerful source of evil in 
  Hallorn Gerland men ioned dwell in the back of your 
  minds as Iliisa turns toward Tomalin. “What about 
  Trowain?”
   
  The powerful druid shakes her head.  “I’m afraid 
  you’ll have to find your own methods for bringing the 
  bandit back to life.” 
   
  Iliisa’s face darkens.  “Tomalin, if you will not 
  bring him back, would you at least bring back 
  Auverin?  I asked you before, but-” 
   
  “It’s not that I wouldn’t bring your love back to 
  life, Iliisa.  It’s that I COULDN’T.  I tried, 
  certainly…but the spell was unsuccessful.” 
   
  The elf’s smi e changes to a look of confusion.  
  “What? Why?  I don’t understand? What could keep 
  you from bringing him back to life?” 
  She gets no response… 
   
  Trowain isn’t brought back to life, but PCs could do it on 
  their own, if they can come up with a way. No favors are 
  gained by the PCs. 
   
  The End 
   
  Temple Conclusion: Success! 
  With the dark portal covered, your group makes its 
  way back to the surface, returning to the Tangles. You 
  are met by Gerland at the edge of the treeline.  
  Hearing words of your actions, Gerland give you a 
  knowing smile.  “Excel ent! There seems to be no 
  need to worry about that fool Hok causing us more 
  problems, as he surely would have with the 
  knowledge of the wel .”
  With that, he kneels to the earth and pulls from a 
  shoulder pouch a tattered scroll.  Giving the druid 
  time to cast h s powerful spell, an unfamiliar figure 
  approaches your group. The stranger grimaces as he 
  looks down at his hands.  “B oody ‘el   Well, i  don’t 
  look l ke I got the same hands I had before.  I don’t 
  suppose the rest o’me looks any better?” 
  “It is done,” remarks Gerland. “I have done what I 
  agreed to do.”  He grins as an errant thought enters 
  his mind. “I find it amusing that I brought this man 
  back to life, yet Tomalin couldn’t bring Iliisa’s love 
  back.  She tried, certainly…but the spell was 
  unsuccessful.  I’m curious as to why that was…” 
  Gerland casts a true reincarnate spell (from Masters of the 
  Wild).  The only thing you need to know for the casting 
  of this spell is that it works like the regular reincarnate, 
  except that this works for Trowain (in other words, 
  ignore the normal limitations of the spell).  You roll twice 
  on the chart in the Players Handbook pg. 270 to figure 
  out what race Trowain is when he comes back to life.  
  Choose the most beneficial roll.  Trowain opts for a 
  humanoid shape before an animal one, and he prefers the 
  closest to human that he can.  Make sure to note his new 
  race on the DM feedback for the scenario premier. 
   
  Obviously, if Trowain still comes back to life as an 
  animal, change the boxed text as appropriate. 
   
  Once the PCs have learned of the location of the 
  Well, certain meta-org would be very interested in 
  gaining information about the well and its location.  The 
  PC can gain influence points with ONE of the following 
  meta-orgs (one org per PC): Army of the Warfields, Circle 
  of Crimson Stone, Hellstone Tower, or Death Cultists.  
  Due to their increased interest in the well, the Death 
  Cultists award two influence points. 
   
  Gerland assumes the PCs didn’t tell anyone of the 
  well.  If they mention that they did, the PCs do not gain 
  any favors with the Druids of the North.  As long as they 
  didn’t tell anyone of the well, or they don’t mention that 
  fact, they earn favor with the druids, as listed on the AR. 
   
  Although the lich’s spellbook is not available on the 
  AR, allow PC’s who find it to scribe Core spells, per the 
  rules for copying spells from other players in the LGCS. 
   
  The End 
   
  Temple Conclusion – Failure! 
  Leaving the dark portal, your group makes its way 
  back to the surface, returning to the Tangles. You are 
  met by Gerland at the edge of the treeline.  Hearing 
  words of your actions, Gerland asks, “Did you tell 
  anyone of the well?”
  If the PCs tell anyone of the well, and the PCs tell 
  Gerland of that, the PCs do not gain the favor of the 
  Druids.  Gerland feels the information may get back to 
  General Hok – the one thing he doesn’t want.  Otherwise, 
  he’ll still bring Trowain back to life.  The only condition 
  BDK4-06 Scales and Secrets 
   
  Page 28 
  
  of that service was, after all, only to avoid attacking the 
  dragon. 
   
  Assume with the below text, the group tells Gerland 
  they told no one of the well. 
   
  l
  l
  l
   
  i
  l
  l.
  t
  i
   
   
   
  He gives you a knowing smi e.  “Excel ent! There 
  seems to be no need to worry about that fool Hok 
  causing us more problems, as he surely would have 
  with the knowledge of the wel .” 
  With that, he kneels to the earth and pulls from a 
  shoulder pouch a tattered scroll.  Giving the druid 
  time to cast h s powerful spell, an unfamiliar figure 
  approaches your group. The stranger grimaces as he 
  looks down at his hands.  “B oody ‘el   Well, i  don’t 
  look l ke I got the same hands I had before.  I don’t 
  suppose the rest o’me looks any better?” 
  “It is done,” remarks Gerland. “I have done what I 
  agreed to do.”  He grins as an errant thought enters 
  his mind. “I find it amusing that I brought this man 
  back to life, yet Tomalin couldn’t bring Iliisa’s love 
  back.  She tried, certainly…but the spell was 
  unsuccessful.  I’m curious as to why that was…” 
  Gerland casts a true reincarnate spell (from Masters of the 
  Wild).  The only thing you need to know for the casting 
  of this spell is that it works like the regular reincarnate, 
  except that this works for Trowain (in other words, 
  ignore the normal limitations of the spell).  You roll twice 
  on the chart in the Players Handbook pg. 270 to figure 
  out what race Trowain is when he comes back to life.  
  Choose the most beneficial roll.  Trowain opts for a 
  humanoid shape before an animal one, and he prefers the 
  closest to human that he can.  Make sure to note his new 
  race on the DM feedback for the scenario premier. 
   
  Obviously, if Trowain still comes back to life as an 
  animal, change the boxed text as appropriate. 
   
  Although the lich’s spellbook is not available on the 
  AR, allow PC’s who find it to scribe Core spells, per the 
  rules for copying spells from other players in the LGCS. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Note: PCs can only get XP from one of the two paths 
  the adventurers may take – either Encounters Five, Six, 
  and Seven, or Encounters Nine and Ten. 
   
  Encounter One: Orc Hunt 
  Finding Grignok: 
  All APLs-50 xp. 
   
  Encounter Two: The Orc and the Elf 
  Asking questions about the dragon: 
  All APLs-50 xp. 
   
  Encounter Five: The Choice 
  Defeating the elementals: 
  APL10 330 xp; APL12 390 xp; APL14 450 xp. 
   
  Encounter Six: On to the Dragon! 
  Defeating the dragon & allies: 
  APL10 390 xp; APL12 450 xp; APL14 510 xp. 
   
  Encounter Seven: The Dragon’s Lair 
  Defeating the trap: 
  APL10 330 xp; APL12 390 xp; APL14 450 xp. 
   
  Discretionary roleplaying award 
  APL10 170 xp; APL12 215 xp; APL14 290 xp. 
   
  Total possible experience (Dragon route): 
  APL10 1,320 xp; APL12 1,555 xp; APL14 1,800 xp. 
   
  -OR- 
   
  Encounter One: Orc Hunt 
  Finding Grignok: 
  All APLs-50 xp. 
   
  Encounter Two: The Orc and the Elf 
  Asking questions about the dragon: 
  All APLs-50 xp. 
   
  Encounter Nine (a): The Temple Entrance 
  Defeating the trap: 
  APL10 360 xp;  APL12 390 xp; APL14 420 xp. 
   
  Encounter Nine (b): The Temple Entrance 
  Defeating the guardians: 
  APL10 330 xp;  APL12 390 xp; APL14 450 xp. 
   
  Encounter Ten: The Temple Well 
  Defeating the temple worshippers: 
  APL10 390 xp; APL12 450 xp; APL14 510 xp; 
   
  Discretionary roleplaying award 
  APL10 170 xp; APL12 215 xp; APL14 260 xp. 
   
  Total possible experience (Temple route): 
  APL10 1,350 xp;  APL12 1,545 xp; APL14 1,740 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  BDK4-06 Scales and Secrets 
   
  Page 29 
  
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Note: PCs can only get treasure from one of the two 
  paths the adventurers may take – either Encounters Five, 
  Six, and Seven, or Encounters Nine and Ten. 
   
  Encounter One:  Orc Hunt 
   
  APL 10: L: 100 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 100 gp; C: 0 gp; M: 0 gp 
   
  APL 14: L: 100 gp; C: 0 gp; M: 0 gp 
   
  Encounter Five:  The Choice 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: lesser metamagic rod of 
  silence (916 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: lesser metamagic rod of 
  silence (916 gp). 
   
  Encounter Six:  On to the Dragon! 
   
  APL 10: L: 0 gp; C: 0 gp; M: wand of alarm (62 gp), 
  wand of bear’s endurance (375 gp), wand of bull’s 
  strength (375 gp), wand of dragonskin (red; CL 5)(937 
  gp); wand of magic missle (CL 9)(562 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: wand of alarm (62 gp), 
  wand of bear’s endurance (375 gp), wand of bull’s 
  strength (375 gp), wand of dragonskin (red; CL 5)(937 
  gp), wand of magic missle (CL 9)(562 gp), cloak of 
  charisma +4 (1,333 gp), gloves of dexterity +2 (333 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: wand of alarm (62 gp), 
  wand of bear’s endurance (375 gp), wand of bull’s 
  strength (375 gp), wand of dragonskin (red; CL 5)(937 
  gp), wand of magic missle (CL 9)(562 gp), cloak of 
  charisma +4 (1,333 gp), gloves of dexterity +4 (1,333 gp), 
  +2 huge heavy flail (694 gp), rhino hide (430 gp). 
   
  Encounter Seven:  The Dragon’s Lair 
   
  APL 10: L: 0 gp; C: 0 gp; M: potion of cure light 
  wounds (4@ 4gp each), potion of cure moderate wounds 
  (4@ 25gp each), potion of cure serious wounds (4@ 62 gp 
  each), ring of communication (166 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: potion of cure light 
  wounds (4@ 4gp each), potion of cure moderate wounds 
  (4@ 25 gp each), potion of cure serious wounds (4@ 62 gp 
  each), ring of communication (166gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: potion of cure light 
  wounds (4@ 4gp each), potion of cure moderate wounds 
  (4@ 25gp each), potion of cure serious wounds (4@ 62 gp 
  each), ring of communication (166gp). 
   
  Encounter Nine (b):  The Temple Entrance 
   
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 200 gp; M: headband of intellect 
  +4 (1,333 gp), potion of bull’s strength (62 gp). 
   
  Encounter Nine (c):  The Temple Entrance 
   
  APL 10: L: 2099 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 2099 gp; C: 0 gp; M: manual of bodily 
  health +1 (2,291 gp). 
   
  APL 14: L: 2099 gp; C: 0 gp; M: manual of bodily 
  health +3 (4,583 gp). 
   
  Encounter Ten:  The Temple Well 
   
  APL 10: L: 0 gp; C: 0 gp; M: +3 heavy shield (764 gp), 
  +2 chain shirt (354 gp), cloak of resistance +3 (750 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +3 heavy shield (764 gp), 
  +2 chain shirt (354 gp), cloak of resistance +3 (750 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: +3 heavy shield (764 gp), 
  +2 chain shirt (354 gp), cloak of resistance +3 (750 gp), 
  ring of protection +1 (166 gp), cloak of charisma +2 (333 
  gp). 
   
  Total Possible Treasure (Dragon route) 
   
  APL 10: L: 100 gp; C: 0 gp; M: 3,757 gp  - Total: 0 gp 
  (Max 2,300 gp) 
   
  APL 12: L: 100 gp; C: 0 gp; M: 5,423 gp  - Total: 0 gp 
  (Max 3,300 gp) 
   
  APL 14: L: 100 gp; C: 0 gp; M: 7,547 gp  - Total: 0 gp 
  (Max: 6,600 gp) 
   
  Total Possible Treasure (Temple route) 
   
  APL 10: L: 100 gp; C: 200 gp; M: 1,868 gp  - Total: 0 gp 
  (Max 2,300 gp) 
   
  APL 12: L: 100 gp; C: 200 gp; M: 4,159 gp  - Total: 0 gp 
  (Max 3,300 gp) 
   
  APL 14: L: 100 gp; C: 200 gp; M: 8,345 gp  - Total: 0 gp 
  (Max: 6,600 gp) 
   
  BDK4-06 Scales and Secrets 
   
  Page 30 
  
  Special (Dragon Route) 
  Maurgoroothyx’s Trophy: With the defeat of the green 
  dragon Maurgoroothyx, the Tangle’s druids agree to craft 
  a single special item from the following list (circle the 
  item selected): dragoncraft heavy shield (green), 
  dragoncraft hide armor (green), dragonfang falchion 
  (green), or a dragonfang spear (green).  This access is 
  Freq: Regional, but may only be used once.  AR Used:  ____ 
   
  Dragoncraft Armor or Shield (Green): A suit of green 
  dragoncraft armor or a green dragoncraft shield grants 
  the wearer acid resistance 5.  This resistance is treated as 
  extraordinary (and thus nonmagical) feature of the armor.  
  It doesn’t stack with any other acid resistance possessed 
  by the character. 
   
  In addition, dragoncraft armor is treated as one 
  category lighter for purposes of movement and other 
  determinations.  Armor check penalties are reduced by 2 
  (including the reduction for being masterwork).  
  Dragoncraft armor has the normal maximum Dexterity 
  bonus. 
   
  Price: 6,165 gp (hide armor) or 3,170 gp (heavy 
  shield); Weight: same as ordinary armor or shield. 
   
  Dragonfang Weapon (green): Dragonfang weapons are 
  masterwork weapons crafted from the claws and teeth of 
  a dragon.  In addition to the +1 nonmagical enhancement 
  bonus on attack rolls granted by its masterwork quality, a 
  green dragonfang weapon deals 1 point of acid damage on 
  each successful hit.  This damage is treated as an 
  extraordinary (and thus nonmagical) feature of the 
  weapon.  It doesn’t stack with any other acid damage 
  dealt by the weapon. 
   
  Price: 675 gp (falchion) or 602 (spear); Weight: same 
  as ordinary weapon. 
   
  Blessings of the Tangle’s Druids [  ] [  ] 
  You gain two influence points with Druids of the North 
  which can be spent as normal per BKMG, or they can 
  both be spent at the same time to gain access (Freq: 
  Adventure) to one of the following items: Bag of Tricks 
  (tan), Belt of Giant Strength +4, Gloves of Dexterity +4, 
  Amulet of Health +4, or Shirt of the Moon (MH).  AR 
  Spent: ____ 
   
  In addition, members of the Tangle’s Druids metaorg 
  gain access to the spell arc of lightning and any ranger 
  may gain access to the spells lightfoot and guided arrow. 
  All spells are from Miniatures Handbook. 
   
  Special (Temple Route) 
  Stones of Death’s Passing (Hallorn): You have gained 
  possession of the set of seven stones used to navigate to 
  the pool portal located beneath Hallorn.  While they do 
  not allow travel to any of the similar portals located in the 
  Bandit Kingdoms, they can allow quick access to the 
  liberated city should another portal be found to use them 
  with. 
   
  Prerequisites: Unknown; Caster Level 18
  th; Cost: 
  1,125 gp (for the set); Weight: 7 lb. 
   
  Lich’s Library: Searching through the elven lich 
  Xerveslyn’s library, you found information giving you 
  access to the Sudden Maximize (MH) feat. 
   
  Lich’s Library: You found among the tomes a manual of 
  bodily health (see Item Access below). If purchased and 
  read, the PC must record the inherent bonus to their 
  Constitution (+1 or +2) in the space below: _____. 
   
  Gerland’s Favor: Any member of the Druids of the 
  Tangles gains access to the arc of lightning spell (MH). 
   
  Influence Point with the Druids of the North [  ] 
  This may be used in the normal way per BKMG, or it can 
  be spent to gain access to a single item from the 
  Miniatures Handbook on this list (Freq: Adventure): 
  Cloak of Thorns, Rod of Flame Extinguishing, or Shirt of 
  the Treant.  AR Spent: ____ 
   
  Blessings of the Death Cultists [  ] [  ] 
  In exchange for providing them with the location to the 
  Wells beneath Hallorn, the Death Cultists will remember 
  your deeds.  You gain two influence points with the 
  Death Cultists can be spent as normal per BKMG, or they 
  can both be spent at the same time to gain access to the 
  following clerical spells from the Miniatures Handbook: 
  delay death, living undeath, veil of shadow, slashing 
  darkness. 
   
  Influence Point with the Army of the Warfields 
  Influence Point with the Circle of Crimson Stone 
  Influence Point with Hellstone Tower 
   
  Items for the Adventure 
  Record 
   
  Item Access: Dragon route 
  APL 10: 
  dragonhide banded mail (green) (Adventure, DMG) 
  ring of communication (Adventure, MH) 
  wand of alarm (Adventure, DMG) 
  wand of bear’s endurance (Adventure, DMG) 
  wand of bull’s strength (Adventure, DMG) 
  wand of magic missile (Adventure, CL 9, DMG) 
  stone of commanding earth elementals (Adventure, 
  DMG) 
  censer of commanding air elementals (Adventure, DMG) 
   
  APL 12: (All of APL 10 plus the following) 
  cloak of charisma +4 (Adventure, DMG) 
  lesser metamagic rod of silence (Adventure, DMG) 
   
  APL 14: (All of APLs 10-12 plus the following) 
  gloves of dexterity +4 (Adventure, DMG) 
  +2 heavy flail (Adventure, DMG) 
  rhino hide (Adventure, DMG) 
   
  BDK4-06 Scales and Secrets 
   
  Page 31 
  
  Item Access: Temple route 
  APL 10: 
  +3 heavy steel shield (Adventure, DMG) 
  +2 chain shirt (Adventure, DMG) 
  cloak of resistance +3 (Adventure, DMG) 
   
  APL 12: (All of APL 10 plus the following) 
  manual of bodily health +1 (Adventure, DMG) 
   
  APL 14: (All of APLs 10-12 plus the following) 
  headband of intellect +4 (Adventure, DMG) 
  manual of bodily health +2 (Adventure, DMG) 
  BDK4-06 Scales and Secrets 
   
  Page 32 
  
  Appendix I: Encounter One – Orc Hunt 
   
  APL 10 
  Orc Barbarians: Male Orc Brb4; CR 4; Medium 
  Humanoid (orc); HD 4d12+4; hp 30; Init +0; Spd 30 ft.; 
  AC 13 (touch 10, flat-footed 13) [+3 hide armor]; BA/G 
  +4/+8; Atk +8 melee (2d4+6 [18-20/x2], falchion) or +4 
  ranged (1d6+4, javelin); SA Rage 2/day; SQ Darkvision 
  60 ft., fast movement, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +5, Ref +1, Will -1; Str 18, Dex 11, Con 12, 
  Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Speak Languages (Orc), Climb +5, 
  Intimidate +5, Jump +5, Listen +4, Survival +4; Cleave, 
  Power Attack. 
   
  Possessions: Falchion, hide armor, javelins (4). 
   
  Physical Description: This orc is draped in a 
  patchwork of skins and hide armor.  His bulging 
  muscles show through his light protection, and his foul 
  smell is evidence of poor hygiene. 
   
  APL 12 
  Orc Barbarians (64): Male Orc Brb4; CR 4; Medium 
  Humanoid (orc); HD 4d12+4; hp 30; Init +0; Spd 30 ft.; 
  AC 13 (touch 10, flat-footed 13) [+3 hide armor]; BA/G 
  +4/+8; Atk +8 melee (2d4+6 [18-20/x2], falchion) or +4 
  ranged (1d6+4, javelin); SA Rage 2/day; SQ Darkvision 
  60 ft., fast movement, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +5, Ref +1, Will -1; Str 18, Dex 11, Con 12, 
  Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Speak Languages (Orc), Climb +5, 
  Intimidate +5, Jump +5, Listen +4, Survival +4; Cleave, 
  Power Attack. 
   
  Possessions: Falchion, hide armor, javelins (4). 
   
  Physical Description: This orc is draped in a 
  patchwork of skins and hide armor.  His bulging 
  muscles show through his light protection, and his foul 
  smell is evidence of poor hygiene. 
   
  APL 14 
  Orc Barbarians (64): Male Orc Brb4; CR 4; Medium 
  Humanoid (orc); HD 4d12+4; hp 30; Init +0; Spd 30 ft.; 
  AC 13 (touch 10, flat-footed 13) [+3 hide armor]; BA/G 
  +4/+8; Atk +8 melee (2d4+6 [18-20/x2], falchion) or +4 
  ranged (1d6+4, javelin); SA Rage 2/day; SQ Darkvision 
  60 ft., fast movement, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +5, Ref +1, Will -1; Str 18, Dex 11, Con 12, 
  Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Speak Languages (Orc), Climb +5, 
  Intimidate +5, Jump +5, Listen +4, Survival +4; Cleave, 
  Power Attack. 
   
  Possessions: Falchion, hide armor, javelins (4). 
   
  Physical Description: This orc is draped in a 
  patchwork of skins and hide armor.  His bulging 
  muscles show through his light protection, and his foul 
  smell is evidence of poor hygiene. 
   
   
   
  BDK4-06 Scales and Secrets 
   
  Page 33 
  
  Appendix II: Encounter V − The Choice 
   
  APL 10 
  Immoth: Male Immoth; CR 9; Large Elemental (air, 
  water, cold); HD 10d8+1d10+70; hp 120; Init +9; Spd 30 
  ft., swim 30 ft., fly 30 ft. (perfect); AC 28 (30 vs good) 
  (touch 14 (16), flat-footed 23 (25)) [-1 size, +5 Dex, +6 
  natural, +4 mage armor, +4 shield, (+2 deflection ‘vs’ 
  good)]; BA/G +7/+15; Atk +10 melee (1d4+4 plus 1d6 
  cold, claw); Full Att +10 melee (1d4+4 plus 1d6 cold, 2 
  claws), +6 (1d6+2 plus 1d6 cold plus poison, tail slap); 
  Space/Reach 10 ft./10 ft.; SA Ice runes, poison, spells; 
  SQ Darkvision 60 ft., DR 10/magic and bludgeoning, 
  elemental traits, icewalking, immunity to cold, 
  vulnerability to fire; SR 23; AL NE; SV Fort +13, Ref 
  +12, Will +4 (+2 vs good); Str 18, Dex 20, Con 23, Int 14, 
  Wis 13, Cha 21. 
   
  Skills and Feats: Speak Languages (Aquan, Auran, 
  Common, Draconic), Climb +17, Hide +12, Jump +17, 
  Spot +14, Swim +12; Cleave, Combat Casting, Combat 
  Reflexes, Improved Initiative, Power Attack. 
   
  Ice Runes (Su): The immoth can trigger the spell 
  contained in an ice rune as a free action.  The prepared 
  ice runes are: blink, cone of cold, dispel magic, 
  dominate person, fire shield, greater invisibility, 
  mislead, slow, teleport. 
   
  Icewalking (Ex): This works as spider climb, 
  except that it applies to all icy surfaces and it is always 
  active. 
   
  Poison (Ex): Freezing venom with its tail attack 
  (Fortitude DC 19).  The initial damage is paralysis 
  (1d6+2 rounds), and the secondary damage is 1 point of 
  intelligence drain per round of paralysis. 
   
  Spells Known (6/4/3/7/7/6/3; base DC = 15 + spell 
  level; Caster Level 12th): 0—detect magic, ray of frost, 
  read magic, resistance, touch of fatigue; 1st—mage 
  armor, magic missile, protection from good, ray of 
  enfeeblement, shield; 2nd—bear’s endurance, cat’s 
  grace, false life, glitterdust, see invisibility; 3rd—blink, 
  dispel magic, slow, vampiric touch; 4th—fire shield, 
  greater invisibility, ice storm; 5th—cone of cold, 
  dominate person; 6th—mislead. 
   
  Possessions: scroll of veil. 
   
  Physical Description: This creature appears as a 
  gleaming, 
  8-foot-tall 
  giant carved from dense, 
  translucent ice.  It resembles a bearded, hulking dwarf 
  with icy talons and a large, crystalline tail.  Its skin is 
  covered in small, gem-like nuggets. 
   
  Active spells (already worked into statistics): bear’s 
  endurance, cat’s grace, false life, mage armor, 
  protection from good, see invisibility, shield. 
   
  Immoth’s 
  Powered-Down 
  Suite 
  (minus bear’s 
  endurance, cat’s grace, false life, mage armor, 
  protection from good, shield): hp 85; Init +7; AC 18 
  (touch 12, flat-footed 15) [-1 size, +3 Dex, +6 natural]; 
  SV Fort +11, Ref +10; Dex 16, Con 19. 
   
  Huge Ice Paraelemental: CR 7; Huge Elemental (Air, 
  Cold); HD 16d8+64; hp 136; Init +7; Spd 30 ft.; AC 24 
  (touch 15, flat-footed 17) [[-2 size, +7 Dex, +5 natural, +4 
  mage armor]; BA/G +12/+24; Atk +17 melee (2d8+4 
  plus 2d8 cold [19-20/x2], icicle); Full Att +17 melee 
  (2d8+4 plus 2d8 cold [19-20/x2], 2 icicles); Space/Reach 
  15 ft./15 ft.; SA Chill metal; SQ Darkvision 60 ft., DR 
  5/-, elemental qualities, immunity to cold, vulnerability 
  to fire; AL N; SV Fort +9, Ref +17, Will +5; Str 18, Dex 
  25, Con 18, Int 6, Wis 11, Cha 11. Height 32 ft. Weight 
  17,000 lb. 
   
   
  Skills and Feats: Speak Languages (Aquan, Auran), 
  Listen +9, Spot +10; Blind-Fight, Combat Reflexes, 
  Dodge, Improved Critical (icicle), Mobility, Spring 
  Attack, Weapon Finesse (icicle). 
   
  Chill Metal (Su): Everyone within a 25 ft. radius 
  of the paraelemental is affected as per the druid spell of 
  the same name (Will DC 20 negates). As with the spell, 
  it takes three rounds for affected metal to reach the 
  freezing stage.  Once it does, it remains at that state 
  until the ice paraelemental takes a standard action to 
  end the effect.  The metal returns to its starting 
  temperature two rounds later, just as with the spell. 
   
  Physical Description: This icy monolith looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles.  The glint of reflected light 
  gives the appearance of capricious, winking eyes. 
   
  Active spells (already worked into statistics): mage 
  armor (cast at 12
  th level). 
  APL 12 
  Immoth Warlock: Male Immoth Sor1/DgD1; CR 11; 
  Large 
  Elemental 
  (air, 
  water, 
  cold); 
  HD 
  10d8+1d4+1d12+1d10+106; hp 165; Init +11; Spd 30 ft., 
  swim 30 ft., fly 30 ft. (perfect); AC 31 (33 vs 
  good)(touch 16 (18), flat-footed 24 (26)) [-1 size, +7 Dex, 
  +7 natural, +4 mage armor, +4 shield, (+2 deflection vs 
  good)]; BA/G +7/+16; Atk +11 melee (1d4+5 plus 1d6 
  cold, claw); Full Att +11 melee (1d4+5 plus 1d6 cold, 2 
  claws) and +6 melee (1d6+2 plus 1d6 cold plus poison, 
  tail slap); Space/Reach 10 ft./10 ft.; SA Ice runes, 
  poison, spells; SQ Darkvision 60 ft., DR 10/magic and 
  bludgeoning, elemental traits, icewalking, immunity to 
  cold, vulnerability to fire; SR 23; AL NE; SV Fort +17, 
  Ref +14, Will +7 (+9 vs good); Str 20, Dex 25, Con 26, 
  Int 12, Wis 12, Cha 24. 
   
  Skills and Feats: Speak Languages (Aquan, Auran, 
  Common, Draconic), Climb +6, Concentration +9, 
  Hide +4, Jump +6, Knowledge (arcane) +9, Spot +11, 
  Swim +14; Cleave, Combat Casting, Combat Reflexes, 
  Improved Initiative, Power Attack. 
   
  Ice Runes (Su): The immoth can trigger the spell 
  contained in an ice rune as a free action.  The prepared 
  ice runes are: blink, cone of cold, dominate person, fire 
  BDK4-06 Scales and Secrets 
   
  Page 34 
  
  shield, greater dispel magic, greater invisibility, ice 
  storm, mislead, slow, teleport. 
   
  Icewalking (Ex): This works as spider climb, 
  except that it applies to all icy surfaces and it is always 
  active. 
   
  Poison (Ex): Freezing venom with its tail attack 
  (Fortitude DC 22).  The initial damage is paralysis 
  (1d6+2 rounds), and the secondary damage is 1 point of 
  intelligence drain per round of paralysis. 
   
  Spells Known (6/4/4/5/7/7/6; base DC = 17 + spell 
  level; Caster Level 13th): 0—detect magic, ray of frost, 
  read magic, resistance, touch of fatigue; 1st—mage 
  armor, magic missile, protection from good, ray of 
  enfeeblement, shield; 2nd—bear’s endurance, cat’s 
  grace, false life, glitterdust, see invisibility; 3rd—blink, 
  protection from energy, slow, vampiric touch; 4th—
  fire shield, greater invisibility, ice storm, wall of ice ; 
  5th—cone of cold, dominate person, teleport; 6th—
  greater dispel magic, mislead. 
   
  Possessions: scroll of veil, lesser metamagic rod of 
  silence. 
   
  Physical Description: This creature appears as a 
  gleaming, 
  8-foot-tall 
  giant carved from dense, 
  translucent ice.  It resembles a bearded, hulking dwarf 
  with icy talons and a large, crystalline tail.  Its skin is 
  covered in small, gem-like nuggets. 
   
  Active spells (already worked into statistics): bear’s 
  endurance, cat’s grace, false life, mage armor, 
  protection from energy (fire), protection from good, 
  see invisibility, shield. 
   
  Immoth’s 
  Powered-Down 
  Suite 
  (minus bear’s 
  endurance, cat’s grace, false life, mage armor, 
  protection from good, shield): hp 126; Init +9; AC 21 
  (touch 14, flat-footed 16) [-1 size, +5 Dex, +7 natural]; 
  SV Fort +15, Ref +12; Dex 21, Con 22. 
   
  Greater Ice Paraelementals (2): CR 9; Huge 
  Elemental (Air, Cold); HD 21d8+84; hp 178; Init +8; 
  Spd 30 ft.; AC 29 (touch 16, flat-footed 21) [[-2 size, +8 
  Dex, +9 natural, +4 mage armor]; BA/G +15/+28; Atk 
  +21 melee (2d8+5 plus 2d8 cold [19-20/x2], icicle); Full 
  Att +21 melee (2d8+5 plus 2d8 cold [19-20/x2], 2 
  icicles); Space/Reach 15 ft./15 ft.; SA Chill metal; SQ 
  Darkvision 60 ft., DR 10/-, elemental qualities, 
  immunity to cold, vulnerability to fire; AL N; SV Fort 
  +11, Ref +20, Will +7; Str 20, Dex 27, Con 18, Int 6, Wis 
  11, Cha 11. Height 36 ft. Weight 20,000 lb. 
   
   
  Skills and Feats: Speak Languages (Aquan, Auran), 
  Listen +12, Spot +12; Ability Focus (chill metal), Blind-
  Fight, Combat Reflexes, Dodge, Improved Critical 
  (icicle), Mobility, Spring Attack, Weapon Finesse 
  (icicle). 
   
  Chill Metal (Su): Everyone within a 25 ft radius of 
  the paraelemental is affected as per the druid spell of 
  the same name (Will DC 22 negates). As with the spell, 
  it takes three rounds for affected metal to reach the 
  freezing stage.  Once it does, it remains at that state 
  until the ice paraelemental takes a standard action to 
  end the effect.  The metal returns to its starting 
  temperature two rounds later, just as with the spell. 
   
  Physical Description: This icy monolith looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles.  The glint of reflected light 
  gives the appearance of capricious, winking eyes. 
   
  Active spells (already worked into statistics): mage 
  armor, protection from energy (fire) [all cast at 13
  th 
  level]. 
  APL 14 
  Immoth Warlock: Male Immoth Sor1/DgD1; CR 11; 
  Large 
  Elemental 
  (air, 
  water, 
  cold); 
  HD 
  10d8+1d4+1d12+1d10+106; hp 165; Init +11; Spd 30 ft., 
  swim 30 ft., fly 30 ft. (perfect); AC 31 (33 vs good) 
  (touch 16 (18), flat-footed 24 (26)) [-1 size, +7 Dex, +7 
  natural, +4 mage armor, +4 shield, (+2 deflection vs 
  good)]; BA/G +7/+16; Atk +11 melee (1d4+5 plus 1d6 
  cold, claw); Full Att +11 melee (1d4+5 plus 1d6 cold, 2 
  claws), +6 (1d6+2 plus 1d6 cold plus poison, tail slap); 
  Space/Reach 10 ft./10 ft.; SA Ice runes, poison, spells; 
  SQ Darkvision 60 ft., DR 10/magic and bludgeoning, 
  elemental traits, icewalking, immunity to cold, 
  vulnerability to fire; SR 23; AL NE; SV Fort +17, Ref 
  +14, Will +7 (+2 vs good); Str 20, Dex 25, Con 26, Int 12, 
  Wis 12, Cha 24. 
   
  Skills and Feats: Speak Languages (Aquan, Auran, 
  Common, Draconic), Climb +6, Concentration +9, 
  Hide +4, Jump +6, Knowledge (arcane) +9, Spot +11, 
  Swim +14; Cleave, Combat Casting, Combat Reflexes, 
  Improved Initiative, Power Attack. 
   
  Ice Runes (Su): The immoth can trigger the spell 
  contained in an ice rune as a free action.  The prepared 
  ice runes are: blink, cone of cold, dominate person, fire 
  shield, greater dispel magic, greater invisibility, ice 
  storm, mislead, slow, teleport. 
   
  Icewalking (Ex): This works as spider climb, 
  except that it applies to all icy surfaces and it is always 
  active. 
   
  Poison (Ex): Freezing venom with its tail attack 
  (Fortitude DC 22).  The initial damage is paralysis 
  (1d6+2 rounds), and the secondary damage is 1 point of 
  intelligence drain per round of paralysis. 
   
  Spells Known (6/4/4/5/7/7/6; base DC = 17 + spell 
  level; Caster Level 13th): 0—detect magic, ray of frost, 
  read magic, resistance, touch of fatigue; 1st—mage 
  armor, magic missile, protection from good, ray of 
  enfeeblement, shield; 2nd—bear’s endurance, cat’s 
  grace, false life, glitterdust, see invisibility; 3rd—blink, 
  protection from energy, slow, vampiric touch; 4th—
  fire shield, greater invisibility, ice storm, wall of ice ; 
  5th—cone of cold, dominate person, teleport; 6th—
  greater dispel magic, mislead. 
   
  Possessions: scroll of veil, lesser metamagic rod of 
  silence. 
   
  Physical Description: This creature appears as a 
  gleaming, 
  8-foot-tall 
  giant carved from dense, 
  translucent ice.  It resembles a bearded, hulking dwarf 
  with icy talons and a large, crystalline tail.  Its skin is 
  covered in small, gem-like nuggets. 
  BDK4-06 Scales and Secrets 
   
  Page 35 
  
   
  Active spells (already worked into statistics): bear’s 
  endurance, cat’s grace, false life, mage armor, 
  protection from energy (fire), protection from good, 
  see invisibility, shield. 
   
  Immoth’s 
  Powered-Down 
  Suite 
  (minus bear’s 
  endurance, cat’s grace, false life, mage armor, 
  protection from good, shield): hp 126; Init +9; AC 21 
  (touch 14, flat-footed 16) [-1 size, +5 Dex, +7 natural]; 
  SV Fort +15, Ref +12; Dex 21, Con 22. 
   
  Elder Ice Paraelementals (2): CR 11; Huge Elemental 
  (Air, Cold); HD 24d8+96; hp 204 ea.; Init +9; Spd 30 ft.; 
  AC 30 (touch 17, flat-footed 21) [[-2 size, +9 Dex, +9 
  natural, +4 mage armor]; BA/G +18/+32; Atk +25 melee 
  (2d8+6 plus 2d8 cold [19-20/x2],  icicle); Full Att +25 
  melee (2d8+6 plus 2d8 cold [19-20/x2], 2 icicles); 
  Space/Reach 15 ft./15 ft.; SA Chill metal; SQ 
  Darkvision 60 ft., DR 10/-, elemental qualities, 
  immunity to cold, vulnerability to fire; AL N; SV Fort 
  +12, Ref +23, Will +8; Str 22, Dex 29, Con 18, Int 6, Wis 
  11, Cha 11. Height 40 ft. Weight 22,000 lb. 
   
  Skills and Feats: Speak Languages (Aquan, Auran), 
  Listen +13, Spot +14; Ability Focus (chill metal), Blind-
  Fight, Combat Reflexes, Dodge, Improved Critical 
  (icicle), Mobility, Power Attack, Spring Attack, 
  Weapon Finesse (icicle). 
   
  Chill Metal (Su): Everyone within a 30 ft radius of 
  the paraelemental is affected as per the druid spell of 
  the same name (Will DC 24 negates). As with the spell, 
  it takes three rounds for affected metal to reach the 
  freezing stage.  Once it does, it remains at that state 
  until the ice paraelemental takes a standard action to 
  end the effect.  The metal returns to its starting 
  temperature two rounds later, just as with the spell. 
   
  Physical Description: This icy monolith looks like 
  a roughly hewn, translucent statue of ice, covered head 
  to toe in sharpened icicles.  The glint of reflected light 
  gives the appearance of capricious, winking eyes. 
   
  Active spells (already worked into statistics): mage 
  armor, protection from energy (fire) [all cast at 13
  th 
  level]. 
   
  BDK4-06 Scales and Secrets 
   
  Page 36 
  
  Appendix III: Encounter VI − On to the Dragon! 
   
  APL 10 
  Maurgoroothyx: Female Adult Green Dragon; CR 13; 
  Huge Dragon (air); HD 20d12+160; hp 290; Init +0; Spd 
  40 ft., swim 40 ft., fly 150 ft. (average); AC 34 (36 vs 
  chaotic) (touch 8 (10), flat-footed 32 (34)) [-2 size, +22 
  natural, +4 shield, (+2 deflection vs chaotic)]; BA/G 
  +20/+39; Atk +29 melee [(2d8+11, bite); Full Att +29 
  melee [(2d8+11, bite), +24 [(2d6+5, 2 claws), +24 
  [(1d8+5, 2 wings), +24 [(2d6+16, tail slap); Space/Reach 
  15 ft./10 ft. (15 ft. with bite); SA Breath weapon, crush, 
  frightful presence, improved snatch, spell-like abilities, 
  spells; SQ Blindsense 60 ft., DR 5/magic, darkvision 
  120 ft., immunities (acid, magic sleep effects, paralysis), 
  low-light vision, water breathing; SR 21; AL LE; SV 
  Fort +20, Ref +12, Will +15; Str 33, Dex 11, Con 26, Int 
  15, Wis 17, Cha 14. Length 55 ft. (17 ft. body, 18 ft. 
  neck, 20 ft. tail, 8 ft. body width, 30-60 ft. wingspan). 
  Weight 21,500 lb. 
   
  Skills and Feats: Speak Languages (Common, 
  Draconic, Elven, Sylvan), Bluff +13, Concentration +18, 
  Diplomacy +19, Intimidate +27, Knowledge (arcane) 
  +8, Knowledge (nature) +10, Listen +26, Search +25, 
  Sense Motive +26, Spellcraft +9, Spot +26, Swim +19; 
  Flyby Attack, Improved Maneuverability, Improved 
  Snatch, 
  Multi-snatch*, 
  Power 
  Attack, 
  Snatch, 
  Wingover. 
   
  Breath Weapon (Su): 50 ft. cone, 12d6 acid, 
  Reflex DC 26 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 26 Reflex save or be pinned. 
   
  Frightful Presence (Ex): 180 ft. radius, HD 19 or 
  fewer, Will DC 22 negates. 
   
  Improved Snatch (Ex): Against medium or 
  smaller creatures, bite for 2d8+11/round or claw for 
  2d6+5/round. 
   
  Spell-Like Abilities (Sp): 3/day—suggestion.  
  Caster level 6
  th; Save DC 15. 
   
  Spells Known  (6/5/1; base DC = 12 + spell level; 
  Caster Level 5th): 0—daze, detect magic, mage hand, 
  ray of frost, read magic, resistance; 1st—protection 
  from chaos, shield, silent image, true strike; 2nd—
  invisibility, resist energy. 
   
  Possessions: wand of alarm, wand of bear’s 
  endurance, wand of bull’s strength, wand of dragonskin 
  (red)(5
  th level caster)*, wand of magic missile (9
  th level 
  caster). 
   
  Physical Description: The dragon has a toothy, 
  curving jaw line and rows of hornlets over its eyes.  
  There is a cluster of hornlets at the chin.  A crest begins 
  just behind the eyes and runs the length of the body, 
  rising to full height just behind the skull.  The strong 
  odor of chlorine clings to the dragon, whose scales 
  radiate a glowing ruby shine. 
   
  Active spells (already worked into statistics): bear’s 
  endurance, 
  bull’s 
  strength, 
  dragonskin 
  (red)*, 
  invisibility, protection from chaos, resist energy ([3]–
  cold, electricity, sonic), shield. 
   
  Maurgoroothyx’s Powered-Down Suite (minus bear’s 
  endurance, bull’s strength, dragonskin, shield): hp 250; 
  AC 27 (touch 8, flat-footed 27) [-2 size, +19 natural]; 
  BA/G +20/+37; Atk +27 melee [(2d8+9, bite); Full Att 
  +27 melee [(2d8+9, bite), +22 [(2d6+4, 2 claws), +22 
  [(1d8+4, 2 wings), +22 [(2d6+13, tail slap); SR -; Str 29, 
  Con 22. 
   
  APL 12 
  Maurgoroothyx: Female Adult Green Dragon; CR 13; 
  Huge Dragon (air); HD 20d12+120; hp 250; Init +1; Spd 
  40 ft., swim 40 ft., fly 150 ft. (average); AC 27 (touch 9, 
  flat-footed 27) [-2 size, +19 natural]; BA/G +20/+37; Atk 
  +27 melee [(2d8+9, bite); Full Att +27 melee [(2d8+9, 
  bite), +22 [(2d6+4, 2 claws), +22 [(1d8+4, 2 wings), +22 
  [(2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with 
  bite); SA Breath weapon, crush, frightful presence, 
  improved snatch, spell-like abilities, spells; SQ 
  Blindsense 60 ft., DR 5/magic, darkvision 120 ft., 
  immunities (acid, magic sleep effects, paralysis), low-
  light vision, water breathing; SR 21; AL LE; SV Fort 
  +18, Ref +12, Will +15; Str 29, Dex 11, Con 22, Int 15, 
  Wis 17, Cha 14. Length 55 ft. (17 ft. body, 18 ft. neck, 20 
  ft. tail, 8 ft. body width, 30-60 ft. wingspan). Weight 
  21,500 lb. 
   
  Skills and Feats: Speak Languages (Common, 
  Draconic, Elven, Sylvan), Bluff +13, Concentration +16, 
  Diplomacy +19, Intimidate +27, Knowledge (arcane) 
  +8, Knowledge (nature) +10, Listen +26, Search +25, 
  Sense Motive +26, Spellcraft +9, Spot +26, Swim +17; 
  Flyby Attack, Improved Maneuverability, Improved 
  Snatch, 
  Multi-snatch*, 
  Power 
  Attack, 
  Snatch, 
  Wingover. 
   
  Breath Weapon (Su): 50 ft. cone, 12d6 acid, 
  Reflex DC 26 half. 
   
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+13 points of bludgeoning damage, 
  and must succeed on a DC 26 Reflex save or be pinned. 
   
  Frightful Presence (Ex): 180 ft. radius, HD 19 or 
  fewer, Will DC 22 negates. 
   
  Improved Snatch (Ex): Against medium or 
  smaller creatures, bite for 2d8+9/round or claw for 
  2d6+4/round. 
   
  Spell-Like Abilities (Sp): 3/day—suggestion.  
  Caster level 6
  th; Save DC 15. 
   
  Spells Known  (6/7/4; base DC = 12 + spell level; 
  Caster Level 5th): 0—daze, detect magic, mage hand, 
  ray of frost, read magic, resistance; 1st—protection 
  from chaos, shield, silent image, true strike; 2nd—
  invisibility, resist energy. 
  BDK4-06 Scales and Secrets 
   
  Page 37 
  
   
  Possessions: wand of alarm, wand of bear’s 
  endurance, wand of bull’s strength, wand of dragonskin 
  (5
  th level caster). 
   
  Physical Description: The dragon has a toothy, 
  curving jaw line and rows of hornlets over its eyes.  
  There is a cluster of hornlets at the chin.  A crest begins 
  just behind the eyes and runs the length of the body, 
  rising to full height just behind the skull.  The strong 
  odor of chlorine clings to the dragon, whose scales 
  radiate a glowing emerald shine. 
   
  Active spells: invisibility. 
   
  Snizzlesith: Male Draconic Gnome Sor12; CR 13; 
  Small Humanoid (gnome); HD 12d4+72; hp 102; Init 
  +2; Spd 20 ft.; AC 22 (touch 13, flat-footed 20) [+2 Dex, 
  +4 mage armor, +1 size, +5 natural]; BA/G +6/+1; Atk +6 
  melee (1d2-1, claw) or +8 ranged [1d8 [19-20/x2], light 
  crossbow); Full Att +6 melee (1d2-1, 2 claws); SA Spells; 
  SQ Darkvision 60 ft., DR 10/adamantine (120 pt 
  stoneskin), low-light vision; AL NE; SV Fort +10, Ref 
  +6, Will +9 (+13 vs sleep & paralysis); Str 8, Dex 12 (14), 
  Con 22, Int 10, Wis 13, Cha 20 (24). 
   
  Skills and Feats: Speak Languages (Common, 
  Gnome), Bluff +11, Concentration +21, Intimidate +9, 
  Knowledge (arcane) +3, Spellcraft +8, Spot +3; Craft 
  Wand, Enlarge Spell, Eschew Materials, Extra Spell, 
  Maximize Spell. 
   
  Spells Known  (6/5/6/6/5/5/3; base DC = 17 + 
  spell level): 0—acid splash, dancing lights, daze, detect 
  magic, ghost sounds, mage hand, message, ray of frost, 
  read magic; 1st—alarm, grease, mage armor, magic 
  missile, protection from chaos; 2nd—bull’s strength, 
  bear’s endurance, earthbind*, fog cloud, see invisibility; 
  3rd—dispel magic, dragonskin*, fireball, nondetection; 
  4th—confusion, greater invisibility, lesser globe of 
  invulnerability, stoneskin; 5th—feeblemind, mind fog; 
  6th—chain lightning. 
   
  Possessions: cloak of charisma +4, gloves of 
  dexterity +2, scroll of fly (12
  th level caster), scroll of 
  Rary’s telepathic bond, wand of magic missle (9
  th level 
  caster). 
   
  Physical Description: This figure looks like a 
  gnome, except for the cat-like eyes and clawed hands.  
  He wears a simple green cloak and a wand hangs from 
  his belt. 
   
  Active spells (already worked into statistics): 
  draconskin (red)*, bear’s endurance, fly (from scroll), 
  lesser 
  globe 
  of 
  invulnerability, 
  mage 
  armor, 
  nondetection, protection from chaos, Rary’s telepathic 
  bond (from scroll), see invisibility, stoneskin. 
   
  Snizzlesith’s Powered-Down Suite (minus bear’s 
  endurance, dragonskin, mage armor, protection from 
  chaos): hp 78; AC 14 (touch 14, flat-footed 11) [+3 Dex, 
  +1 size]; SV Fort +8; Con 18; Concentration +19. 
   
  APL 14 
  Maurgoroothyx: Female Adult Green Dragon; CR 13; 
  Huge Dragon (air); HD 20d12+120; hp 250; Init +1; Spd 
  40 ft., swim 40 ft., fly 150 ft. (average); AC 27 (touch 9, 
  flat-footed 27) [-2 size, +19 natural]; BA/G +20/+37; Atk 
  +27 melee [(2d8+9, bite); Full Att +27 melee [(2d8+9, 
  bite), +22 [(2d6+4, 2 claws), +22 [(1d8+4, 2 wings), +22 
  [(2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with 
  bite); SA Breath weapon, crush, frightful presence, 
  improved snatch, spell-like abilities, spells; SQ 
  Blindsense 60 ft., DR 5/magic, darkvision 120 ft., 
  immunities (acid, magic sleep effects, paralysis), low-
  light vision, water breathing; SR 21; AL LE; SV Fort 
  +18, Ref +12, Will +15; Str 29, Dex 11, Con 22, Int 15, 
  Wis 17, Cha 14. Length 55 ft. (17 ft. body, 18 ft. neck, 20 
  ft. tail, 8 ft. body width, 30-60 ft. wingspan). Weight 
  21,500 lb. 
   
  Skills and Feats: Speak Languages (Common, 
  Draconic, Elven, Sylvan), Bluff +13, Concentration +16, 
  Diplomacy +19, Intimidate +27, Knowledge (arcane) 
  +8, Knowledge (nature) +10, Listen +26, Search +25, 
  Sense Motive +26, Spellcraft +9, Spot +26, Swim +17; 
  Flyby Attack, Improved Maneuverability, Improved 
  Snatch, Multi-snatch, Power Attack, Snatch, Wingover. 
   
  Breath Weapon (Su): 50 ft. cone, 12d6 acid, 
  Reflex DC 26 half. 
   
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+13 points of bludgeoning damage, 
  and must succeed on a DC 26 Reflex save or be pinned. 
   
  Frightful Presence (Ex): 180 ft. radius, HD 19 or 
  fewer, Will DC 22 negates. 
   
  Improved Snatch (Ex): Against medium or 
  smaller creatures, bite for 2d8+9/round or claw for 
  2d6+4/round. 
   
  Spell-Like Abilities (Sp): 3/day—suggestion.  
  Caster level 6
  th; Save DC 15. 
   
  Spells Known  (6/7/4; base DC = 12 + spell level; 
  Caster Level 5th): 0—daze, detect magic, mage hand, 
  ray of frost, read magic, resistance; 1st—protection 
  from chaos, shield, silent image, true strike; 2nd—
  invisibility, resist energy. 
   
  Possessions: wand of alarm, wand of bear’s 
  endurance, wand of bull’s strength, wand of dragonskin 
  (red)(5
  th level caster). 
   
  Physical Description: The dragon has a toothy, 
  curving jaw line and rows of hornlets over its eyes.  
  There is a cluster of hornlets at the chin.  A crest begins 
  just behind the eyes and runs the length of the body, 
  rising to full height just behind the skull.  The strong 
  odor of chlorine clings to the dragon, whose scales 
  radiate a glowing emerald shine. 
   
  Active spells: invisibility. 
   
  Snizzlesith: Male Draconic Gnome Sor14; CR 15; 
  Small Humanoid (gnome); HD 14d4+84; hp 119; Init 
  +3; Spd 20 ft.; AC 23 (touch 14, flat-footed 20) [+3 Dex, 
  +4 mage armor, +1 size, +5 natural]; BA/G +7/+2; Atk +7 
  melee (1d2-1, claw) or +10 ranged [1d8 [19-20/x2], light 
  crossbow); Full Att +7 melee (1d2-1, 2 claws); SA Spells; 
  SQ Darkvision 60 ft., DR 10/adamantine (120 pt 
  stoneskin), low-light vision; AL NE; SV Fort +10, Ref 
  +7, Will +10 (+14 vs sleep & paralysis); Str 8, Dex 12, 
  Con 22, Int 10, Wis 13, Cha 20 (24). 
  BDK4-06 Scales and Secrets 
   
  Page 38 
  
   
  Skills and Feats: Speak Languages (Common, 
  Gnome), Bluff +11, Concentration +21, Intimidate +9, 
  Knowledge (arcane) +3, Spellcraft +12, Spot +3; Craft 
  Wand, Enlarge Spell, Eschew Materials, Extra Spell, 
  Maximize Spell. 
   
  Spells Known  (6/5/6/6/6/6/5/4; base DC = 17 + 
  spell level): 0—acid splash, dancing lights, daze, detect 
  magic, ghost sounds, mage hand, message, ray of frost, 
  read magic; 1st—alarm, grease, mage armor, magic 
  missile, protection from chaos; 2nd—bull’s strength, 
  bear’s endurance, earthbind, fog cloud, see invisibility; 
  3rd—dispel magic, dragonskin, fireball, nondetection; 
  4th—confusion, dimension door, greater invisibility, 
  ice storm, stoneskin; 5th—feeblemind, magic jar, mind 
  fog; 6th—chain lightning, globe of invulnerability; 
  7th—power word blind. 
   
  Possessions: cloak of charisma +4, gloves of 
  dexterity +4, ring of evasion, scroll of fly (12
  th level 
  caster), scroll of Rary’s telepathic bond, wand of magic 
  missle (9
  th level caster). 
   
  Physical Description: This figure looks like a 
  gnome, except for the cat-like eyes and clawed hands.  
  He wears a simple green cloak and a wand hangs from 
  his belt. 
   
  Active spells (already worked into statistics): 
  draconskin (red), bear’s endurance, fly (from scroll), 
  globe of invulnerability, mage armor, nondetection, 
  protection from chaos, Rary’s telepathic bond (from 
  scroll), see invisibility, stoneskin. 
   
  Snizzlesith’s Powered-Down Suite (minus bear’s 
  endurance, dragonskin, mage armor, protection from 
  chaos): hp 91; AC 14 (touch 14, flat-footed 11) [+3 Dex, 
  +1 size]; SV Fort +8; Con 18; Concentration +19. 
   
  Rumph: Male Half-Dragon Fomorian; CR 13; Huge 
  Dragon (Augmented Giant); HD 15d10+135; hp 217; 
  Init +1; Spd 40 ft., fly 80 ft. (average); AC 32 (34 vs 
  chaotic) (touch 9 (11), flat-footed 31 (33)) [-2 size, +2 
  Dex, +18 natural, +5 hide armor, (+2 deflection vs 
  chaotic)]; BA/G +11/+37; Atk +29 melee (4d6+29 [19-
  20/x2], huge heavy flail); or +27 melee (1d8+18, claw); 
  Full Att +29/+24/+19 melee (4d6+29 [19-20/x2], huge 
  heavy flail) and +22 melee (2d6+9, bite); or +27 melee 
  (1d8+18, 2 claws) and +22 melee (2d6+9, bite); 
  Space/Reach 15 ft./15 ft.; SA Breath weapon, trample 
  2d10+27; SQ Darkvision 60 ft., DR 5/-, fast healing 5, 
  immunities (acid, sleep, paralysis), low-light vision, 
  scent; AL LE; SV Fort +18, Ref +6, Will +6 (+2 saves vs 
  chaotic); Str 46, Dex 12, Con 28, Int 13, Wis 13, Cha 11. 
   
  Skills and Feats: Speak Languages (Draconic, 
  Giant), Hide +2, Intimidate +10, Listen +21, Move 
  Silently +29, Spot +21, Survival +10, Swim +27. 
  Alertness, Cleave, Combat Reflexes, Great Cleave, 
  Power Attack, Track. 
   
  Breath Weapon (Su): 1/day—30 ft. cone of 
  corrosive (acid) gas, dealing 6d8 damage. A Reflex save 
  DC 22 is allowed for half damage. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+27 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at 
  a -4 penalty or a Reflex save (DC 35) for half damage. 
   
  Possessions: +2 huge heavy flail, rhino hide. 
   
  Physical Description: This huge red-skinned 
  behemoth has massive arms that are almost too large 
  for its body.  A broad dorsal fin runs from the top of his 
  head down the back of his body, and the head itself 
  looks twisted at an odd angle. The giant’s skin is a 
  patchwork of blotchy white spots mixed with some 
  sort of brown moldy growth. Its long claws and 
  massive jaws seem almost unnecessary considering the 
  gigantic flail it wields. 
   
  Active spells (already worked into statistics): bear’s 
  endurance, bull’s strength, dragonskin (red), mage 
  armor, protection from chaos, Rary’s telepathic bond. 
   
  Rumph’s 
  Powered-Down 
  Suite 
  (minus 
  bear’s 
  endurance, bull’s strength, dragonskin, mage armor, 
  protection from chaos): hp 187; AC 27 (touch 9, flat-
  footed 26) [-2 size, +2 Dex, +13 natural, +5 hide armor]; 
  BA/G +11/+35; Atk +27 melee (4d6+26 [19-20/x2], 
  huge heavy flail); or +25 melee (1d8+16, claw); Full Att 
  +27/+22/+17 melee (4d6+26 [19-20/x2], huge heavy 
  flail) and +20 melee (2d6+8, bite); or +25 melee 
  (1d8+16, 2 claws) and +20 melee (2d6+8, bite); SV Fort 
  +16; Str 42, Con 24; Swim +25. 
   
  BDK4-06 Scales and Secrets 
   
  Page 39 
  
  Appendix IV: Encounter IX − The Temple Entrance 
   
  APL 10 
  Green Hag Vampires (3): Female Green Hag 
  Vampire; CR 7; Medium Undead (Augmented 
  Monstrous Humanoid); HD 9d12; hp 58 ea.; Init +7; 
  Spd 30 ft., swim 30 ft.; AC 30 (touch 13, flat-footed 27) 
  [+3 Dex, +17 natural]; BA/G +9/+16; Atk +16 melee 
  [(1d6+7, claw); Full Att +16 melee (1d6+7, 2 claws); SA 
  Blood drain, children of the night, create spawn, death 
  touch, dominate, energy drain, spell-like abilities, 
  covey spell-like abilities, mimicry, weakness; SQ 
  Alternate form, darkvision 90 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, resistances (cold & 
  electricity 10), spider climb, turn resistance +4; SR 18; 
  AL CE; SV Fort +5, Ref +11, Will +8; Str 25, Dex 16, 
  Con -, Int 15, Wis 15, Cha 18. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Common, Giant), Concentration +6, Bluff +18, 
  Knowledge (religion) +8, Hide +19, Listen +20, Move 
  Silently +11, Search +10, Sense Motive +10, Spot +20, 
  Swim +15. Alertness, Blind-Fight, Combat Casting, 
  Combat Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, Lightning Reflexes. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 18 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 18 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Mimicry (Ex): The green hags can imitate the 
  sounds of almost any animal found in the forest or 
  underground. 
   
  Spell-like Abilities (Sp): At will—dancing lights, 
  disguise self, ghost sound (DC 14), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  9
  th. 
   
  Covey Spell-like Abilities (Sp): To use one of 
  these abilities (which requires a full-round action), all 
  three hags must be within 10 ft. of one another. 
  3/day—animate dead, bestow curse (DC 18), control 
  weather, dream, forcecage, mind blank, mirage arcane 
  (DC 19), polymorph, veil (DC 20), vision.  Caster level 
  9
  th. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 18 Fortitude save or take 2d4 points of 
  Strength damage. 
   
  Physical Description: This old woman has pale 
  skin covered by a mat of black tangled hair. Her hands 
  have sharp claws, and her eyes glow with an eerie red 
  light. 
   
  Active spells: mind blank, veil (DC 20). 
   
  APL 12 
  Green Hag Vampires (3): Female Green Hag 
  Vampire; CR 7; Medium Undead (Augmented 
  Monstrous Humanoid); HD 9d12; hp 58 ea.; Init +7; 
  Spd 30 ft., swim 30 ft.; AC 30 (touch 13, flat-footed 27) 
  [+3 Dex, +17 natural]; BA/G +9/+16; Atk +16 melee 
  [(1d6+7, claw); Full Att +16 melee (1d6+7, 2 claws); SA 
  Blood drain, children of the night, create spawn, death 
  touch, dominate, energy drain, spell-like abilities, 
  covey spell-like abilities, mimicry, weakness; SQ 
  Alternate form, darkvision 90 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, resistances (cold & 
  electricity 10), spider climb, turn resistance +4; SR 18; 
  AL CE; SV Fort +5, Ref +11, Will +8; Str 25, Dex 16, 
  Con -, Int 15, Wis 15, Cha 18. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Common, Giant), Bluff +18, Concentration +6, 
  BDK4-06 Scales and Secrets 
   
  Page 40 
  
  Knowledge (religion) +8, Hide +19, Listen +20, Move 
  Silently +11, Search +10, Sense Motive +10, Spot +20, 
  Swim +15. Alertness, Blind-Fight, Combat Casting, 
  Combat Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, Lightning Reflexes. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 18 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 18 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Mimicry (Ex): The green hags can imitate the 
  sounds of almost any animal found in the forest or 
  underground. 
   
  Spell-like Abilities (Sp): At will—dancing lights, 
  disguise self, ghost sound (DC 14), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  9
  th. 
   
  Covey Spell-like Abilities (Sp): To use one of 
  these abilities (which requires a full-round action), all 
  three hags must be within 10 ft. of one another. 
  3/day—animate dead, bestow curse (DC 18), control 
  weather, dream, forcecage, mind blank, mirage arcane 
  (DC 19), polymorph, veil (DC 20), vision.  Caster level 
  9
  th. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 18 Fortitude save or take 2d4 points of 
  Strength damage. 
   
  Physical Description: This old woman has pale 
  skin covered by a mat of black tangled hair. Her hands 
  have sharp claws, and her eyes glow with an eerie red 
  light. 
   
  Active spells: mind blank, veil (DC 20). 
   
  APL 14 
  Green Hag Vampires (3): Female Green Hag 
  Vampire; CR 7; Medium Undead (Augmented 
  Monstrous Humanoid); HD 9d12; hp 58 ea.; Init +7; 
  Spd 30 ft., swim 30 ft.; AC 30 (touch 13, flat-footed 27) 
  [+3 Dex, +17 natural]; BA/G +9/+16; Atk +16 melee 
  [(1d6+7, claw); Full Att +16 melee (1d6+7, 2 claws); SA 
  Blood drain, children of the night, create spawn, death 
  touch, dominate, energy drain, spell-like abilities, 
  covey spell-like abilities, mimicry, weakness; SQ 
  Alternate form, darkvision 90 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, resistances (cold & 
  electricity 10), spider climb, turn resistance +4; SR 18; 
  AL CE; SV Fort +5, Ref +11, Will +8; Str 25, Dex 16, 
  Con -, Int 15, Wis 15, Cha 18. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Common, Giant), Bluff +18, Concentration +6, 
  Knowledge (religion) +8, Hide +19, Listen +20, Move 
  Silently +11, Search +10, Sense Motive +10, Spot +20, 
  Swim +15. Alertness, Blind-Fight, Combat Casting, 
  Combat Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, Lightning Reflexes. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  BDK4-06 Scales and Secrets 
   
  Page 41 
  
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 18 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 18 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Mimicry (Ex): The green hags can imitate the 
  sounds of almost any animal found in the forest or 
  underground. 
   
  Spell-like Abilities (Sp): At will—dancing lights, 
  disguise self, ghost sound (DC 14), invisibility, pass 
  without trace, tongues, water breathing.  Caster level 
  9
  th. 
   
  Covey Spell-like Abilities (Sp): To use one of 
  these abilities (which requires a full-round action), all 
  three hags must be within 10 ft. of one another. 
  3/day—animate dead, bestow curse (DC 18), control 
  weather, dream, forcecage, mind blank, mirage arcane 
  (DC 19), polymorph, veil (DC 20), vision.  Caster level 
  9
  th. 
   
  Weakness (Su): A green hag can weaken a foe by 
  making a special touch attack.  The opponent must 
  succeed on a DC 18 Fortitude save or take 2d4 points of 
  Strength damage. 
   
  Physical Description: This old woman has pale 
  skin covered by a mat of black tangled hair. Her hands 
  have sharp claws, and her eyes glow with an eerie red 
  light. 
   
  Active spells: mind blank, veil (DC 20). 
   
  Xerveslyn the Lich: Male elf lich Evo11; CR 13; 
  Medium Undead (Augmented Humanoid); HD 
  11d12+1d10+10; hp 87; Init +5; Spd 30 ft.; AC 28 (30 vs 
  good)(touch 15 (17), flat-footed 23 (25)) [Dex +5, 
  natural +5, +4 mage armor, +4 shield, (+2 deflection vs 
  good)]; BA/G +5/+5; Atk touch +5 melee (1d8+5 plus 
  paralysis, negative energy) or ranged touch +10 (spell); 
  SA Fear aura, paralyzing touch, spells; SQ Darkvision 
  60 ft., DR 15/bludgeoning and magic (+110 pt 
  stoneskin), immunities (cold, electricity, polymorph, 
  mind-affecting spells), turn resistance +4; AL NE; SV 
  Fort +3 (+5 vs good), Ref +8 (+10 vs good), Will +9 (+11 
  vs good); Str 10, Dex 20, Con -, Int 18 (22), Wis 14, Cha 
  16. 
   
  Skills and Feats: Concentration +14, Decipher 
  Script +7, Knowledge (arcana) +19, Knowledge 
  (architecture & engineering) +10, Knowledge (history) 
  +10, Knowledge (religion) +10, Knowledge (the planes) 
  +10, Spellcraft +21; Craft Wondrous Item, Quicken 
  Spell, Scribe Scroll, Sudden Maximize, Violate Spell (3 
  spells – magic missile, scorching ray, and fireball)*. 
   
  Fear Aura (Su): Liches are shrouded in a dreadful 
  aura of death and evil.  Creatures of less than 5 HD in a 
  60-foot radius that look at the lich must succeed on a 
  Will save DC 18 or be affected as though by a fear spell 
  from an 11
  th level sorcerer.  A creature that successfully 
  saves cannot be affected again by the lich’s aura for 24 
  hours. 
   
  Paralyzing Touch (Su): Any living creature a lich 
  hits with its touch attack must succeed on a Fortitude 
  save DC 18 or be permanently paralyzed.  Remove 
  paralysis or any spell that can remove a curse can free 
  the victim.  The effect cannot be dispelled.  Anyone 
  paralyzed by a lich seems dead, though a DC 20 Spot 
  check or a DC 15 Heal check reveals that the victim is 
  still alive. 
   
  Spells Prepared (4+1/6+1/6+1/5+1/4+1/3+1/ 
  2+1; base DC = 16 + spell level; Caster Level 11th): 0—
  arcane mark, detect magic, mage hand, ray of frost, read 
  magic; 1st—disguise self, mage armor, magic missile, 
  protection from good, shield, shocking grasp (2) 2nd—
  blindness, blur, cat’s grace, false life, see invisible, 
  violate magic missile (2); 3rd—clairvoyance, dispel 
  magic (2), fly, violate scorching ray (2); 4th—
  dimension door, greater invisibility, stoneskin, violate 
  fireball (2); 5th—power leech*, quickened magic 
  missile (2), wall of force; 6th—quickened violate magic 
  missile (2), tenser’s transformation. 
   
  Possessions: headband of intellect +4, potion of 
  bull’s strength, spell component pouch. 
   
  Spellbook: 0—all PHB spells but the barred 
  schools; 1st—all PHB spells but the barred schools;
  2nd—arcane lock, blindness, blur, bull’s strength, cat’s 
  grace, command undead, continual flame, darkness, 
  detect thoughts, eagle’s splendor, false life, invisibility, 
  knock, levitate, locate object, minor image, mirror 
  image, resist energy, rope trick, scorching ray, see 
  invisible, shatter; 3rd—blink, clairvoyance, dispel 
  magic, explosive runes, fireball, fly, gentle repose, 
  haste, lightning bolt. major image, slow, vampiric 
  touch; 4th—animate dead, bestow curse, dimensional 
  anchor, dimension door, fire shield, greater invisibility, 
  ice storm, stone shape, stoneskin; 5th—false vision, 
  mordenkainen’s 
  private 
  sanctum, 
  power 
  leech, 
  sending, teleport, wall of force; 6th—contingency, 
  create undead, eyebite, greater dispel magic, otiluke’s 
  freezing sphere, tenser’s transformation, true seeing; 
  Barred Schools: Conjuration and Enchantment. 
   
  BDK4-06 Scales and Secrets 
   
  Page 42 
  
   
  Physical Description: (with disguise self) This 
  apparent spell-caster is an emaciated high elf wearing 
  rich robes of royal blue.  His stare hardly conceals the 
  deep hatred from within him. (without disguise self) 
  This skeletal creature wears rotting, rich blue robes of a 
  mighty wizard long dead.  Hateful crimson light 
  dances in its empty eye sockets. 
   
  Active spells (already worked into statistics): blur, 
  cat’s grace, clairvoyance, contingency (tied to blink, 
  [trigger: when lich is attacked]), disguise self, false life, 
  fly, greater invisibility, mage armor, protection from 
  good, see invisible, shield, stoneskin. 
   
  Xerveslyn’s Powered-Down Suite (minus cat’s grace, 
  false life, mage armor, protection from good, shield): hp 
  71; Init +3; AC 18 (touch 13, flat-footed 15) [+3 Dex, +5 
  natural]; SV Ref +6; Dex 16. 
   
  Homunculus Familiar: CR -; Tiny Construct; HD 
  2d10 (effectively 11 HD); hp 35; Init +2; Spd 20 ft., fly 
  50 ft. (good); AC 20 (touch 14, flat-footed 18) [+2 Dex, 
  +2 size, +6 natural]; BA/G +5/-4; Atk +6 melee (1d4-4 
  plus poison, bite); Space/Reach 2 ½ ft./0 ft.; SA Deliver 
  touch spells, poison; SQ Darkvision 60 ft., empathic 
  link, improved evasion, low-light vision, share spells; 
  SR 16; AL NE; SV Fort +3, Ref +7, Will +8; Str 8, Dex 
  15, Con -, Int 11, Wis 12, Cha 7; 18 inches tall. 
   
  Skills and Feats: Concentration +14, Decipher 
  Script +2, Hide +14, Knowledge (arcana) +14, 
  Knowledge 
  (architecture 
  & 
  engineering) 
  +5, 
  Knowledge (history) +5, Knowledge (religion) +5, 
  Knowledge (the planes) +5, Listen +4, Spellcraft +16, 
  Spot +4; Lightning Reflexes. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage sleep for 1 minute, secondary damage sleep for 
  another 5d6 minutes. 
   
  Physical 
  Description: 
  This 
  small 
  skeletal 
  humanoid figure only stands about 18 inches tall.  
  What passes for dull orange skin is stretched tightly 
  over his bones, and a pair of bat-like wings drape over 
  his back.  His mouth is full of needle-like teeth. 
  BDK4-06 Scales and Secrets 
   
  Page 43 
  
  Appendix V: Encounter X − The Temple Well 
   
  APL 10 
  Yeathan, childe of Veth: Male Human Vampire 
  Clr7/DivOcl2; CR 11; Medium Undead (Augmented 
  Humanoid (human)); HD 9d12+1d8+9; hp 72; Init +8; 
  Spd 30 ft.; AC 34 (touch 17, flat-footed 30) [+4 Dex, +6 
  natural, +6 armor, +5 shield, +3 deflection]; BA/G 
  +6/+14; Atk +14 melee (1d6+12 plus energy drain, 
  slam) or +10 ranged (1d6+8, javelin); Full Att +14 melee 
  (1d6+12 plus energy drain, slam); SA Blood drain, 
  children of the night, create spawn, death touch, 
  dominate, energy drain, rebuke undead, spells; SQ 
  Alternate form, darkvision 60 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, prescient sense, 
  resistances (acid, cold, electricity, & sonic 10), spider 
  climb, turn resistance +4, other spell protections (see 
  active spells); SR 21; AL NE; SV Fort +8, Ref +11, Will 
  +14; Str 26, Dex 18, Con -, Int 12, Wis 16, Cha 16. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Common), Bluff +11, Concentration +12, Diplomacy 
  +9, Hide +12, Knowledge (arcane) +5, Knowledge 
  (religion) +12, Knowledge (the planes) +7, Listen +13, 
  Move Silently +12, Search +9, Sense Motive +11, 
  Spellcraft +13, Spot +13; Alertness, Combat Reflexes, 
  Divine Metamagic (Quicken Spell), Dodge, Extra 
  Turning (10), Improved Initiative, Lightning Reflexes, 
  Mobility, Quicken Spell, Skill Focus (Knowledge 
  (religion)), Spring Attack. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 17 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 17 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  Divine Oracle makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage, since her 
  prescience allowed her to get out of the way faster.  
  This form of evasion works no matter what armor the 
  divine oracle wears. 
   
  Possessions: +3 heavy shield, +2 chain shirt, cloak 
  of resistance +3. 
   
  Physical Description: The evil taint to this 
  humanoid is obvious at first glance. His skin is pale, 
  almost white, while his eyes glow a stark red in 
  contrast.  He wears a chain shirt and hefts a large metal 
  shield with the symbol of the Reaper engraved on the 
  front. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC 
  = 13 + spell level): 0—cause minor wounds, detect 
  magic, guidance, read magic, resistance, virtue; 1st—
  bless, deathwatch, divine favor, entropic shield, 
  protection from good*, shield of faith; 2nd—aid, bull’s 
  strength, death knell*, resist energy (2), silence; 3rd— 
  animate dead*, dispel magic, invisibility purge, prayer, 
  protection from energy; 4th—dimensional anchor, 
  spell immunity, unholy blight*; 5th—slay living*, spell 
  resistance; 
   
  *Domain spell. Domains: Death (death touch 
  1/day, 9d6); Evil (+1 caster level to evil spells), Oracle 
  (+2 caster level to divination spells). 
   
  Active spells (already worked into statistics): aid, 
  bull’s strength, deathwatch, entropic shield, invisibility 
  purge, protection from energy (fire), resist energy 
  (sonic, acid), shield of faith, spell immunity (magic 
  missile, searing light), spell resistance (SR 21). 
   
  Yeathan’s Powered-Down Suite (minus aid, bull’s 
  strength, shield of faith, spell resistance): hp 58; AC 31 
  (touch 14, flat-footed 27) [+4 Dex, +6 natural, +6 armor, 
  BDK4-06 Scales and Secrets 
   
  Page 44 
  
  +5 shield]; BA/G +6/+12; Atk +12 melee (1d6+9 plus 
  energy drain, slam); Full Att +12 melee (1d6+9 plus 
  energy drain, slam); SR -; Str 22. 
   
  1
  st level human commoners (6): Male (2)/Female (4) 
  Human War1; CR ½; Medium Humanoid (human); 
  HD 1d8+1; hp 9, 8, 7, 6, 6, 5; Init +1; Spd 30 ft.; AC 11 
  (touch 11, flat-footed 10) [+1 Dex]; BA/G +0/+0; Atk +0 
  melee (1d2, fist); AL N; SV Fort +1, Ref +1, Will -1; Str 
  11, Dex 13, Con 12, Int 10, Wis 8, Cha 9. 
   
  Skills and Feats: Craft +4, Handle Animal +1, 
  Listen +1, Profession +4, Spot +1, Swim +1. Alertness. 
   
  Possessions: none. 
   
  Physical Description: These battered humans look 
  starved and haggard. 
   
  APL 12 
  Yeathan, childe of Veth: Male Human Vampire 
  Clr7/DivOcl2; CR 11; Medium Undead (Augmented 
  Humanoid (human)); HD 9d12+1d8+9; hp 72; Init +8; 
  Spd 30 ft.; AC 34 (touch 17, flat-footed 30) [+4 Dex, +6 
  natural, +6 armor, +5 shield, +3 deflection]; BA/G 
  +6/+14; Atk +14 melee (1d6+12 plus energy drain, 
  slam) or +10 ranged (1d6+8, javelin); Full Att +14 melee 
  (1d6+12 plus energy drain, slam); SA Blood drain, 
  children of the night, create spawn, death touch, 
  dominate, energy drain, rebuke undead, spells; SQ 
  Alternate form, darkvision 60 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, prescient sense, 
  resistances (acid, cold, electricity, & sonic 10), spider 
  climb, turn resistance +4, other spell protections (see 
  active spells); SR 21; AL NE; SV Fort +8, Ref +11, Will 
  +14; Str 26, Dex 18, Con -, Int 12, Wis 16, Cha 16. 
   
  Skills and Feats: Speak Languages (Common, 
  Abyssal), Bluff +11, Concentration +12, Diplomacy +9, 
  Hide +12, Knowledge (arcane) +5, Knowledge 
  (religion) +12, Knowledge (the planes) +7, Listen +13, 
  Move Silently +12, Search +9, Sense Motive +11, 
  Spellcraft +13, Spot +13; Alertness, Combat Reflexes, 
  Divine Metamagic (Quicken Spell), Dodge, Extra 
  Turning (10), Improved Initiative, Lightning Reflexes, 
  Mobility, Quicken Spell, Skill Focus (Knowledge 
  (religion)), Spring Attack. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 17 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 17 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  Divine Oracle makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage, since her 
  prescience allowed her to get out of the way faster.  
  This form of evasion works no matter what armor the 
  divine oracle wears. 
   
  Possessions: +3 heavy shield, +2 chain shirt, cloak 
  of resistance +3. 
   
  Physical Description: The evil taint to this 
  humanoid is obvious at first glance. His skin is pale, 
  almost white, while his eyes glow a stark red in 
  contrast.  He wears a chain shirt and hefts a large metal 
  shield with the symbol of the Reaper engraved on the 
  front. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC 
  = 13 + spell level): 0—cause minor wounds, detect 
  magic, guidance, read magic, resistance, virtue; 1st—
  bless, deathwatch, divine favor, entropic shield, 
  protection from good*, shield of faith; 2nd—aid, bull’s 
  strength, death knell*, resist energy (2), silence; 3rd— 
  animate dead*, dispel magic, invisibility purge, prayer, 
  protection from energy; 4th—dimensional anchor, 
  spell immunity, unholy blight*; 5th—slay living*, spell 
  resistance; 
   
  *Domain spell. Domains: Death (death touch 
  1/day, 9d6); Evil (+1 caster level to evil spells), Oracle 
  (+2 caster level to divination spells). 
  BDK4-06 Scales and Secrets 
   
  Page 45 
  
   
  Active spells (already worked into statistics): aid, 
  bull’s strength, deathwatch, entropic shield, invisibility 
  purge, protection from energy (fire), resist energy 
  (sonic, acid), shield of faith, spell immunity (magic 
  missile, searing light), spell resistance (SR 21). 
   
  Yeathan’s Powered-Down Suite (minus aid, bull’s 
  strength, shield of faith, spell resistance): hp 58; AC 31 
  (touch 14, flat-footed 27) [+4 Dex, +6 natural, +6 armor, 
  +5 shield]; BA/G +6/+12; Atk +12 melee (1d6+9 plus 
  energy drain, slam); Full Att +12 melee (1d6+9 plus 
  energy drain, slam); SR -; Str 22. 
   
  1
  st level human commoners (6): Male (2)/Female (4) 
  Human War1; CR ½; Medium Humanoid (human); 
  HD 1d8+1; hp 9, 8, 7, 6, 6, 5; Init +1; Spd 30 ft.; AC 11 
  (touch 11, flat-footed 10) [+1 Dex]; BA/G +0/+0; Atk +0 
  melee (1d2, fist); AL N; SV Fort +1, Ref +1, Will -1; Str 
  11, Dex 13, Con 12, Int 10, Wis 8, Cha 9. 
   
  Skills and Feats: Craft +4, Handle Animal +1, 
  Listen +1, Profession +4, Spot +1, Swim +1. Alertness. 
   
  Possessions: none. 
   
  Physical Description: These battered humans look 
  starved and haggard. 
   
  APL 14 
  Yeathan, childe of Veth: Male Human Vampire 
  Clr7/DivOcl2; CR 11; Medium Undead (Augmented 
  Humanoid (human)); HD 9d12+1d8+9; hp 72; Init +8; 
  Spd 30 ft.; AC 34 (touch 17, flat-footed 30) [+4 Dex, +6 
  natural, +6 armor, +5 shield, +3 deflection]; BA/G 
  +6/+14; Atk +14 melee (1d6+12 plus energy drain, 
  slam) or +10 ranged (1d6+8, javelin); Full Att +14 melee 
  (1d6+12 plus energy drain, slam); SA Blood drain, 
  children of the night, create spawn, death touch, 
  dominate, energy drain, rebuke undead, spells; SQ 
  Alternate form, darkvision 60 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, prescient sense, 
  resistances (acid, cold, electricity, & sonic 10), spider 
  climb, turn resistance +4, other spell protections (see 
  active spells); SR 21; AL NE; SV Fort +8, Ref +11, Will 
  +14; Str 26, Dex 18, Con -, Int 12, Wis 16, Cha 16. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Common), Bluff +11, Concentration +12, Diplomacy 
  +9, Hide +12, Knowledge (arcane) +5, Knowledge 
  (religion) +12, Knowledge (the planes) +7, Listen +13, 
  Move Silently +12, Search +9, Sense Motive +11, 
  Spellcraft +13, Spot +13; Alertness, Combat Reflexes, 
  Divine Metamagic (Quicken Spell), Dodge, Extra 
  Turning (10), Improved Initiative, Lightning Reflexes, 
  Mobility, Quicken Spell, Skill Focus (Knowledge 
  (religion)), Spring Attack. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 17 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 17 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Prescient Sense (Ex): Beginning at 2
  nd level, if a 
  Divine Oracle makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage, since her 
  prescience allowed her to get out of the way faster.  
  This form of evasion works no matter what armor the 
  divine oracle wears. 
   
  Possessions: +3 heavy shield, +2 chain shirt, cloak 
  of resistance +3. 
   
  Physical Description: The evil taint to this 
  humanoid is obvious at first glance. His skin is pale, 
  almost white, while his eyes glow a stark red in 
  contrast.  He wears a chain shirt and hefts a large metal 
  shield with the symbol of the Reaper engraved on the 
  front. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC 
  = 13 + spell level): 0—cause minor wounds, detect 
  magic, guidance, read magic, resistance, virtue; 1st—
  bless, deathwatch, divine favor, entropic shield, 
  protection from good*, shield of faith; 2nd—aid, bull’s 
  BDK4-06 Scales and Secrets 
   
  Page 46 
  
  strength, death knell*, resist energy (2), silence; 3rd— 
  animate dead*,dispel magic, invisibility purge, prayer, 
  protection from energy; 4th—dimensional anchor, 
  spell immunity, unholy blight*; 5th—slay living*, spell 
  resistance; 
   
  *Domain spell. Domains: Death (death touch 
  1/day, 9d6); Evil (+1 caster level to evil spells), Oracle 
  (+2 caster level to divination spells). 
   
  Active spells (already worked into statistics): aid, 
  bull’s strength, deathwatch, entropic shield, invisibility 
  purge, protection from energy (fire), resist energy 
  (sonic, acid), shield of faith, spell immunity (magic 
  missile, searing light), spell resistance (SR 21). 
   
  Yeathan’s Powered-Down Suite (minus aid, bull’s 
  strength, shield of faith, spell resistance): hp 58; AC 31 
  (touch 14, flat-footed 27) [+4 Dex, +6 natural, +6 armor, 
  +5 shield]; BA/G +6/+12; Atk +12 melee (1d6+9 plus 
  energy drain, slam); Full Att +12 melee (1d6+9 plus 
  energy drain, slam); SR -; Str 22. 
   
  Frekk, childe of Yeathan: Male Orc Vampire 
  Rng2/Ftr2/Mnk2/ReM3*; CR 11; Medium Undead 
  (Augmented Humanoid (orc)); HD 9d12; hp 58; Init +8; 
  Spd 30 ft.; AC 26 (touch 16, flat-footed 22) [+4 Dex, +1 
  Wis, +6 natural, +4 mage armor, +1 deflection]; BA/G 
  +8/+21; Atk +17 melee (1d6+12 plus energy drain, 
  slam) or +12 ranged (1d2+8, shuriken); Full Att 
  +15/+15/+10 melee (1d6+12 plus energy drain, slam) or 
  +8/+8/+8/+3 (1d2+8, shuriken); SA Adept wrestling, 
  blood drain, children of the night, counter grapple, 
  create spawn, dominate, energy drain, favored enemy 
  (elf), flurry of blows, sleeper lock; SQ Alternate form, 
  darkvision 60 ft., DR 10/silver and magic, evasion, fast 
  healing 5, gaseous form, resistances (cold & electricity 
  10), spider climb, turn resistance +4; AL LE; SV Fort 
  +12, Ref +15, Will +7; Str 26, Dex 18, Con -, Int 12, Wis 
  12, Cha 12. 
   
  Skills and Feats: Speak Languages (Common, Orc, 
  Undercommon), Balance +6, Bluff +9, Climb +9, Escape 
  Artist 
  +9, 
  Hide 
  +24, 
  Jump 
  +15, 
  Knowledge 
  (dungeoneering) +5, Knowledge (geography) +3, Listen 
  +15, Move Silently +24, Rope Use +4 (+6 involving 
  bindings), Search +11, Sense Motive +10, Spot +15, 
  Tumble +12; Alertness, Blind-Fight, Clever Wrestling, 
  Combat Reflexes, Deflect Arrows, Dodge, Earth’s 
  Embrace, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Iron Will, Lightning 
  Reflexes, Mobility, Rapid Shot, Stealthy, Stunning 
  Blow (3/day), Track, Weapon Focus (unarmed attack). 
   
  Adept Wrestling (Ex): Frekk gains a +1 bonus on 
  all grapple checks and opposed Strength and Dexterity 
  checks while wearing light armor or no armor. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 15 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 15 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Sleeper Lock (Ex): Frekk has learned how to 
  render an opponent unconscious with pressure.  If 
  Frekk pins his opponent while grappling and 
  maintains the pin for 1 full round, the opponent must 
  make a Fortitude save DC 14 at the end of the round or 
  fall unconscious for 1d3 rounds.  A creature with no 
  discernible anatomy is immune to this effect. 
   
  Possessions: ring of protection +1. 
   
  Physical Description: This sinister-looking orc has 
  pale skin, haunting red eyes, and a feral cast to his 
  features.  From his bulging muscles, it appears as if he 
  might be capable of breaking a man in half with his 
  bare hands. 
   
  Active spells (already worked into statistics): mage 
  armor (cast at 8
  th level). 
   
  Frekk’s Powered-Down Suite (minus mage armor): 
  AC 22 (touch 16, flat-footed 18) [+4 Dex, +1 Wis, +6 
  natural, +1 deflection]. 
  BDK4-06 Scales and Secrets 
   
  Page 47 
  
   
  Tamine Gonagin, childe of Yeathan: Female Halfling 
  Vampire Sor8; CR 10; Small Undead (Augmented 
  Humanoid (Halfling)); HD 8d12; hp 52; Init +9; Spd 20 
  ft.; AC 26 (touch 16, flat-footed 20) [+5 Dex, +1 size, +6 
  natural, +4 mage armor]; BA/G +4/+2; Atk +7 melee 
  [(1d4+3 plus energy drain, slam) or +12 ranged (1d2+7, 
  shuriken) or +10 ranged touch (spell); Full Att +7 melee 
  (1d4+3 plus energy drain); SA Blood drain, children of 
  the night, create spawn, dominate, energy drain, spells; 
  SQ Alternate form, darkvision 60 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, resistances (cold 
  and electricity 10), spider climb, turn resistance +4; AL 
  NE; SV Fort +4, Ref +11, Will +11; Str 14, Dex 20, Con -, 
  Int 14, Wis 16, Cha 20 (22). 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Common, Halfling, Infernal), Bluff +25, Climb +4, 
  Concentration +11, Diplomacy +8, Disguise +6 (+8 to 
  act in character), Hide +17, Intimidate +8, Jump +4, 
  Knowledge (arcane) +13, Listen +13, Move Silently +13, 
  Search +11, Sense Motive +11, Spellcraft +15, Spot +13; 
  Alertness, Combat Reflexes, Dodge, Greater Spell 
  Focus (necromancy), Improved Initiative, Lightning 
  Reflexes, Maximize Spell, Spell Focus (necromancy). 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 20 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 20 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
   
  Possessions: cloak of charisma +2. 
   
  Physical 
  Description: 
  There 
  is 
  something 
  disturbing about this halfling. Her skin is pale, and her 
  eyes glow a deep red. She is unarmed and unarmored.  
  Her ornate black robes are covered with splotches of 
  deep red stains. 
   
  Spells Normally Able to Cast (6/8/8/6/4) 
   
  Spells Known  (6/6/8/6/4; base DC = 16 + spell 
  level) [+2 vs necromancy spells]: 0—acid splash, detect 
  magic, mending, message, read magic, touch of fatigue; 
  1st—grease, mage armor, magic missile, ray of 
  enfeeblement, true strike; 2nd—blindness, eagle’s 
  splendor, mirror image; 3rd—fly, ray of exhaustion; 
  4th—grim revenge. 
   
  Active spells (already worked into statistics): mage 
  armor 
   
  Tamine Gonagin’s Powered-Down Suite (minus 
  mage armor): AC 22 (touch 16, flat-footed 16) [+5 Dex, 
  +1 size, +6 natural]. 
   
  1
  st level human commoners (6): Male (2)/Female (4) 
  Human War1; CR ½; Medium Humanoid (human); 
  HD 1d8+1; hp 9, 8, 7, 6, 6, 5; Init +1; Spd 30 ft.; AC 11 
  (touch 11, flat-footed 10) [+1 Dex]; BA/G +0/+0; Atk +0 
  melee (1d2, fist); AL N; SV Fort +1, Ref +1, Will -1; Str 
  11, Dex 13, Con 12, Int 10, Wis 8, Cha 9. 
   
  Skills and Feats: Craft +4, Handle Animal +1, 
  Listen +1, Profession +4, Spot +1, Swim +1. Alertness. 
   
  Possessions: none. 
   
  Physical Description: These battered humans look 
  starved and haggard. 
   
   
   
  BDK4-06 Scales and Secrets 
   
  Page 48 
  
  Appendix VI: Other NPCs 
   
  Encounter II: The Orc & the Elf 
  Grignok: Female Orc Adp7; CR 7; Medium Humanoid 
  (orc); HD 7d6+7; hp 24; Init +0; Spd 20 ft.; AC 14 (touch 
  10, flat-footed 14) [+4 hide armor]; BA/G +3/+4; Atk +4 
  melee (1d10+1, greatclub) or +3 ranged (1d6+1, javalin); 
  SA spells; AL NE; SV Fort +2, Ref +1, Will +6; Str 12, 
  Dex 10, Con 12, Int 11, Wis 12, Cha 14. 
   
  Skills and Feats: Speak Languages (Common, Orc, 
  Elven), Concentration +7, Knowledge (arcana) +1, 
  Knowledge 
  (dungeoneering) 
  +2, 
  Knowledge 
  (geography) +1, Knowledge (nature) +2, Spellcraft +2, 
  Survival +3; Armor Proficiency (light & medium), 
  Martial Weapon Proficiency (greatclub). 
   
  Spells Prepared (3/4/2; base DC = 11 + spell level): 
  0—cure minor wounds, mending, purify food and 
  drink; 1st—bless, cure light wounds, obscuring mist, 
  protection from good; 2nd—cure moderate wounds, 
  scorching ray. 
   
  Possessions: +1 hide armor, greatclub, javelins (4). 
   
  Physical Description: This brutish orc woman has 
  countless bone jewelry adorning her nose, ears, and 
  other parts of her body.  A long bear pelt drapes over 
  her shoulders like a poncho, and a strange rune carved 
  on a rock hangs from the necklace below her chin. 
   
  Iliisa Moonsight: Female Elf Drd9; CR 10; Medium 
  Humanoid (elf); HD 9d8; hp 40; Init +2; Spd 30 ft.; AC 
  18 (touch 12, flat-footed 16) [+2 Dex, +3 large wooden 
  shield, +3 leather armor]; BA/G +6/+5; Atk +6 melee 
  (1d8-1 [19-20/x2], longsword) or +9 ranged (1d8 [x3], 
  longbow); Full Att +6/+1 melee (1d8-1 [19-20/x2], 
  longsword) or +9/+4 ranged (1d8 [x3], longbow); SA 
  Spells, wild shape (large); SQ Animal companion, 
  enchantment resistance (+2), immunity (sleep effects), 
  low-light vision, nature sense, resist nature’s lure, 
  trackless step, venom immunity, wild empathy, 
  woodland stride; AL N; SV Fort +6, Ref +5, Will +9; Str 
  8, Dex 15, Con 10, Int 10, Wis 16, Cha 15. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic, Elf), Concentration +12, Craft +3, Diplomacy 
  +10, Handle Animal +7, Heal +6, Knowledge (nature) 
  +9, Listen +7, Ride +6, Search +2, Spellcraft +1, Spot +4, 
  Survival +10 (+12 above ground), Swim +1; Natural 
  Spell, Point Blank Shot, Precise Shot, Track. 
   
  Spells Prepared (6/5/5/4/2/1; base DC = 13 + spell 
  level): 0—cure minor wounds (2), detect magic, know 
  direction, light, mending; 1st—cure light wounds, 
  entangle, faerie fire, longstrider, obscuring mist; 2nd—
  animal messenger, barkskin, hold animal, reduce 
  animal (2); 3rd—call lightning, cure moderate wounds, 
  snare, speak with plants, spike growth; 4th—dispel 
  magic, flame strike; 5th—wall of thorns. 
   
  Possessions: +1 leather armor, +1 large wooden 
  shield, masterwork longsword, +1 longbow, arrows 
  (20), torc of animal speech. 
   
  Physical Description: This slender female has long 
  auburn hair that flows over her shoulders.  Fine leather 
  armor adorns her torso, and a thin longsword hangs 
  from her waist.  The tip of an engraved longbow 
  reaches over a shoulder, and a sprig of mistletoe sits 
  nestled behind her right ear. 
   
  Hawk Animal Companion: Female Hawk; CR -; 
  Diminutive Animal; HD 7d8; hp 31; Init +6; AC 27 
  (touch 19, flat-footed 21) [+3 size, +6 Dex, +8 natural]; 
  BA/G +5/-4; Atk +14 melee (1d3-1, talons); Face/Reach 
  1 ft./0 ft.; SQ Devotion, evasion, low-light vision, link; 
  AL N; SV Fort +5, Ref +11, Will +4; Str 8, Dex 22, Con 
  10, Int 2, Wis 14, Cha 6; Length (beak to tail) 7 in., 
  (wingspan) 2 ½ ft. 
   
  Skills and Feats: Listen +4, Spot +25; Alertness, 
  Skill Focus (Spot), Weapon Finesse. 
   
  Active spells (already worked into statistics): 
  reduce animal. 
   
  Hawk Powered-Down Suite (minus reduce animal): 
  Tiny Animal; Init +5; AC 25 (touch 17, flat-footed 20) 
  [+2 size, +5 Dex, +8 natural]; BA/G +5/-3; Atk +12 melee 
  (1d4, talons); Face/Reach 2 ½ ft./0 ft.; SV Ref +10; Str 
  10, Dex 20; Length (beak to tail) 1 ½ ft., (wingspan) 5 ft. 
   
  Encounter IV: The Circle 
  Gerland: Male Elf Drd16; CR 16; Medium Humanoid 
  (elf); HD 16d8+32; hp 128; Init +5; Spd 30 ft.; AC 32 
  (touch 13, flat-footed 31) [+1 Dex, +9 darkleaf full plate, 
  +2 deflection, +5 natural, +5 darkwood tower shield]; 
  BA/G +12/+12; Atk +13 melee (1d6 [18-20/x2], 
  scimitar) or touch +12 melee (spell effect, touch spell); 
  Full Att +13/+8/+3 melee (1d6 [18-20/x2], scimitar) or 
  touch +12/+7/+2 (spell effect, touch spell); SA Spells; 
  SQ Animal companion, a thousand faces, enchantment 
  resistance (+2), immunity (sleep effects), low-light 
  vision, nature sense, resist nature’s lure, timeless body, 
  trackless step, venom immunity, wild empathy, wild 
  shape (huge, elemental), woodland stride; AL CN; SV 
  Fort +15, Ref +9, Will +19; Str 10, Dex 12, Con 14, Int 
  12, Wis 22, Cha 14. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic, Elf, Sylvan), Concentration +21, Diplomacy 
  +8, Handle Animal +14, Knowledge (nature) +10, 
  Listen +9, Spellcraft +20, Spot +20, Survival +11; Armor 
  Proficiency (Heavy), Enlarge Spell, Eschew Material, 
  Improved Initiative, Natural Spell, Quicken Spell, 
  Tower Shield Proficiency. 
   
  Spells Prepared (6/7/7/5/5/5/3/3/2; base DC = 16 
  + spell level): 0—cure minor wounds (2), detect magic, 
  know direction, light, mending; 1st—charm animal, 
  cure light wounds, entangle, faerie fire, longstrider (2), 
  speak with animals; 2nd—barkskin (2), bear’s 
  endurance, bull’s strength, cat’s grace, fog cloud, heat 
  BDK4-06 Scales and Secrets 
   
  Page 49 
  
  metal, warp wood; 3rd—call lightning, dominate 
  animals, greater magic fang, poison, spike growth; 
  4th—flame strike (2), freedom of movement, ice storm; 
  5th—animal growth, death ward, quickened entangle, 
  quickened faerie fire, tree stride; 6th—greater dispel 
  magic, quickened flame blade, transport via plants; 
  7th—fire storm, heal, transmute metal to wood; 8th—
  finger of death, quickened flame strike. 
   
  Possessions: brooch of shielding, cloak of 
  resistance +3, eyes of the eagle, ring of protection +2, +1 
  silvered scimitar, +2 hide armor. 
   
  Physical Description: See Appendix VIII. 
   
  Active spells (already worked into statistics): 
  barkskin, longstrider 
   
  Gerland’s Powered-Down Suite (minus barkskin and
  longstrider): Spd 20 ft.; AC 27 (touch 13, flat-footed 26) 
  [+1 Dex, +9 darkleaf full plate, +2 deflection, +5 
  darkwood tower shield];. 
   
   
   
  Mastodon Animal Companion (after animal growth 
  is cast on him): CR -; Gargantuan Animal; HD 
  15d8+123; hp 190; Init -1; Spd 40 ft.; AC 20 (touch 5, 
  flat-footed 20) [-4 size, -1 Dex, +15 natural]; BA/G 
  +11/+38; Atk +23 melee (4d8+23, gore); Full Att +23 
  melee (3d8+23, slam) and +18 (3d6+8, 2 stamps); or +23 
  melee (4d8+23, gore); Space / Reach: 20 ft. / 15 ft. (gore 
  up to 20 ft.); SA Trample 6d6+22; SQ DR 10/magic, 
  link, low-light vision, scent, share spells; AL N; SV Fort 
  +22, Ref +12, Will +11; Str 40, Dex 9, Con 27, Int 2, Wis 
  11, Cha 5. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Endurance, Improved Natural Attack (gore), Improved 
  Natural Attack (slam), Iron Will, Toughness. 
   
  Trample (Ex): Reflex half DC 32.  The save DC is 
  Strength-based. 
   
  Active spells (already worked into statistics): 
  animal growth, barkskin, greater magic fang (+1 to all 
  natural weapons), longstrider. 
  Mastodon Animal Companion Powered-Down Suite 
  (no active spell effects): CR -; Huge Animal; HD 
  15d8+93; hp 160; Init +0; Spd 40 ft.; AC 16 (touch 8, flat-
  footed 16) [-2 size, +8 natural]; BA/G +11/+30; Atk +20 
  melee (3d8+16, gore); Full Att +20 melee (2d8+16, slam) 
  and +15 (2d6+5, 2 stamps); or +20 melee (3d8+16, gore); 
  Space / Reach: 15 ft. / 10 ft. (gore up to 15 ft.); SA 
  Trample 2d12+16; SQ Link, low-light vision, scent; AL 
  N; SV Fort +15, Ref +9, Will +7; Str 32, Dex 11, Con 23, 
  Int 2, Wis 11, Cha 5. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Endurance, Improved Natural Attack (gore), Improved 
  Natural Attack (slam), Iron Will, Toughness. 
   
  Trample (Ex): Reflex half DC 28.  The save DC is 
  Strength-based. 
   
   
   
  BDK4-06 Scales and Secrets 
   
  Page 50 
  
  Appendix VII: New Rules 
   
  Feats 
  Clever Wrestling [General] 
  You have a better than normal chance to escape or 
  wriggle free from a big creature’s grapple or pin. 
   
  Prerequisites: Small or Medium size, Improved 
  Unarmed Strike. 
   
  Benefit: When your opponent is larger than 
  Medium, you gain a circumstance bonus on your 
  grapple check to escape a grapple or pin.  The size of 
  the bonus depends on your oppponent’s size, according 
  to the following table. 
   
  Opponent Size  
   
  Bonus 
  Large 
   
   
   
  +2 
  Huge 
   
   
   
  +4 
  Gargantuan 
   
   
  +6 
  Colossal  
   
  +8 
  (Source: Complete Warrior p. 97) 
   
  Earth’s Embrace [General] 
  You can crush opponents when you grapple them. 
   
  Prerequisites: Str 15, Improved Grapple or 
  improved grab, Improved Unarmed Strike. 
   
  Benefit: While grappling, if you pin your 
  opponent, you deal an additional 1d12 points of 
  damage in each round that you maintain the pin. You 
  must hold your opponent immobile as normal (with an 
  opposed grapple check), but you must also remain 
  immobile, giving opponents (other than the one your 
  pinning) a +4 bonus on attack rolls against you (but you 
  are not helpless).  You do not gain this extra damage 
  against creatures that are immune to critical hits. 
   
  Normal: You may deal normal damage to a pinned 
  opponent by making a successful grapple check. 
  (Source: Complete Warrior p. 97) 
   
  Extra Spell [General] 
  You can learn one more spell. 
   
  Prerequisites: Spellcaster level 3
  rd+. 
   
  Benefits: You learn one more additional spell at 
  any level up to one level lower than the highest-level 
  spell you can cast. Thus, as 4
  th-level sorcerer gains a new 
  0-level or 1
  st-level spell, expanding his repertoire. A 4
  th 
  level wizard can likewise learn an extra 0-level or 1
  st-
  level spell, but since wizards learn spells far more easily 
  than sorcerers, this feat is of less use to her. 
   
  Special: You can gain this feat multiple times. 
  Each time, you learn a new spell at any level up to one 
  lower than the highest-level spell you can cast. 
  (Source: Tome and Blood p. 40) 
   
  Divine Metamagic [Divine] 
  You can channel energy into some of your divine spells 
  to make them more powerful. 
   
  Prerequisites: Ability to turn or rebuke undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat that you have.  This feat applies only to 
  that metamagic feat.  As a free action, you can take the 
  energy from turning or rebuking undead and use it to 
  apply a metamagic feat to divine spells that you know. 
  You must spend one turn or rebuke attempt, plus an 
  additional attempt for each level increase in the 
  metamagic feat you’re using.  For example, Jozan the 
  cleric could sacrifice three turn attempts to empower a 
  holy smite he’s casting.  Because you’re using positive 
  or negative energy to augment your spells, the spell slot 
  for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
  (Source: Complete Divine p. 80) 
   
  Improved Maneuverability [General] 
  Your maneuverability in flight improves. 
   
  Prerequisites: Fly speed 150 feet, Hover, or 
  Wingover. 
   
  Benefit: Your maneuverability improves by one 
  category, fro clumsy to poor, poor to average, or average 
  to good (see Tactical Aerial Movement, page 20 of the 
  Dungeon Master’s Guide). 
   
  Special: You can take this feat multiple times.  
  Each time you take this feat, your maneuverability 
  improves by one category (but never becomes better 
  than good). 
  (Source: Draconomicon p. 72) 
   
  Improved Snatch [General] 
  You can make snatch attacks against bigger opponents 
  than other creatures can. 
   
  Prerequisites: Snatch. 
   
  Benefit: As the Snatch feat (see page 304 of the 
  Monster Manual), except that you can grab a creature 
  two size categories smaller than you with your bite or 
  claw attack. 
  (Source: Draconomicon p. 71) 
   
  Multisnatch [General] 
  You can grapple enemies more firmly with only one of 
  your natural attacks. 
   
  Prerequisites: Str 17, Snatch. 
   
  Benefit: When grappling an opponent with only 
  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 only one 
  part of your body. 
  (Source: Draconomicon p. 72) 
   
  BDK4-06 Scales and Secrets 
   
  Page 51 
  
  Sudden Maximize [Metamagic] 
  Once per day you can cast a spell to maximum effect 
  without special preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you may apply the 
  Maximize Spell feat to any spell you cast, without 
  increasing the level of the spell or specially preparing it 
  ahead of time.  You may still use the Maximize Spell 
  feat normally, if you have it. 
  (Source: Miniatures Handbook p. 28) 
   
  Violate Spell [Metamagic] 
  The character can transform one of his spells into an 
  evil spell, and the wounds the spell inflicts are tainted 
  with the foulest evil. 
   
  Prerequisites: Any evil alignment. 
   
  Benefits: This feat adds the evil descriptor to a 
  spell.  Furthermore, if the spell deals damage, half of 
  the damage dealt is vile damage.  For example, a 
  violated lightning bolt cast by an 8
  th level wizard deals 
  8d6 points of damage.  4d6 points of electricity damage 
  and 4d6 points of vile electricity damage (but creatures 
  immune to electricity take no damage). A violated spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Vile damage, unlike regular damage, results in the 
  loss of hit points or ability score points.  Unlike regular 
  damage, vile damage can only be healed by magic cast 
  within the area of a consecrate or hallow spell. Vile 
  damage represents such an evil violation to a 
  character’s body or soul that only in a holy place can 
  healing magic repair the damage. 
   
  Special: A character can take this feat multiple 
  times, choosing a different spell each time. 
  (Source: Book of Vile Darkness p. 50) 
   
  New Spells 
  Dragonskin 
  Transmutation 
  Level: Sor/Wiz 3 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  Your skin toughens and becomes scaly like that of a 
  chromatic dragon, of a color that you select. You gain 
  an enhancement bonus to your natural armor equal to 
  +3, +1 per two levels above 5
  th (to a maximum of +5 at 
  9
  th level), as well as energy resistance equal to twice 
  your caster level (maximum of 20 at 10
  th level) against 
  the type of energy appropriate to the color you select: 
  acid (black or green), cold (white), electricity (blue), or 
  fire (red). 
   
  Material Component: A dragon’s scale. 
   
  Special: Sorcerers cast this spell at +1 caster level. 
  (Source: Draconomicon p.112) 
   
  Earthbind 
  Transmutation 
  Level: Druid 2, Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  You hamper the subject creature’s ability to fly 
  (whether through natural or magical means) for the 
  duration of the spell. If the target fails its saving throw, 
  its fly speed (if any) becomes 0 feet. An airborne 
  creature subjected to this spell falls to the ground as if 
  under the effect of a feather fall spell.  Even if a new 
  effect would grant the creature the ability to fly, that 
  effect is suppressed for the duration of the earthbind 
  spell. 
   
  If the target makes a successful Fortitude save, its 
  fly speed (including any new effect granted during the 
  spell’s duration) is reduced by 10 feet per caster level 
  (maximum reduction 100 feet at 10
  th level). This 
  reduction can’t bring the creature’s fly speed down to 
  less than 10 feet. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting fly speed (such as 
  jumping or levitate or air walk spells). 
  (Source: Draconomicon p.112) 
   
  Grim Revenge 
  Necromancy [Evil] 
  Level: Sor/Wiz 4 
  Components: V, S, Undead 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Target: One living humanoid 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  The hand of the subject tears itself away from one of 
  his arms, leaving a bloody stump.  This trauma deals 
  6d6 points of damage.  Then the hand, animated and 
  floating in the air, begins to attack the subject.  The 
  hand attacks as if it were a wight (see the Monster 
  Manual pg 255) in terms of its statistics, special attacks, 
  and special qualities, except that it is considered Tiny 
  and gains a +4 bonus to AC and a +4 bonus on attack 
  rolls.  The hand can be turned or rebuked as a wight.  If 
  the hand is defeated, on a regenerate spell can restore 
  the victim to normal. 
   
  Special: Under the component listing, the caster 
  must be undead to cast this spell. 
  (Source: Book of Vile Darkness p. 97) 
   
  Otiluke’s Greater Dispelling Screen 
  Abjuration 
  BDK4-06 Scales and Secrets 
   
  Page 52 
  
  Level: Sor/Wiz 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Wall whose area is up to one 10-ft. square/level 
  or a sphere or hemisphere with a radius of up to 1 
  ft./level 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create an opaque, immobile, shimmering screen of 
  violet energy.  Any creature or unattended object 
  passing through the screen is affected by a targeted 
  greater dispel magic cast at your caster level. 
   
  You make a dispel check against the spell or 
  against each ongoing spell currently in effect on the 
  object or creature.  A dispel check is 1d20+1 per caster 
  level (maximum +20) against a DC of 11 + the spell’s 
  caster level.  The screen has no effect on any items a 
  creature carries. 
   
  If an unattended magic item passes through the 
  screen, you make a dispel check against the item’s 
  caster level.  If you succeed, all the item’s magical 
  properties are suppressed for 1d4 rounds. 
   
  Spell effects that are not operating on objects or 
  creatures cannot pass through the screen.  A 
  disintegrate or successful dispel magic spell removes 
  Otiluke’s greater dispelling screen, while an antimagic 
  field suppresses it. 
   
  Material Components: A sheet of fine lead crystal. 
  (Source: Tome and Blood p. 94) 
   
  Power Leech 
  Necromancy [Evil] 
  Level: Corrupt 5 
  Components: V, S, Corrupt 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Target: One living creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The caster creates a conduit of evil energy between 
  himself and another creature.  Through the conduit, 
  the caster can leech off ability score points at the rate of 
  1 point per round. The other creature takes 1 point of 
  drain from an ability score of the caster’s choosing, and 
  the caster gains a +1 enhancement bonus to the same 
  ability score per point drained during the casting of the 
  spell.  In other words, all points drained during this 
  spell stack with each other to determine the 
  enhancement bonus, but they don’t stack with other 
  castings of power leech or with other enhancement 
  bonuses. 
   
  The enhancement bonus lasts for 10 minutes per 
  caster level. 
   
  Corruption Cost: The caster of this spell takes 1 
  point of Wisdom drain in addition to the normal 
  effects of this spell. 
  (Source: Book of Vile Darkness p.101) 
   
  New Class 
  Reaping Mauler 
  Truly wise adventurers are always wary of unarmed 
  opponents, for such adversaries are usually more than 
  they seem.  Such an opponent might even be a reaping 
  mauler – the worse nightmare of a character who 
  depends on weapon skills to win.  Anyone who dares to 
  wield a weapon against a reaping mauler had better 
  make use of it quickly, because the opportunity won’t 
  last long. 
   
  Reaping maulers are the back-breakers, the limb-
  twisters, and the neck-snappers among pit fighters.  
  Grapplers of the highest order, they wear nothing 
  heavier than light armor in combat to maximize their 
  flexibility, and they use no weapons to achieve their 
  gruesome victories, for they prefer the intimacy of a 
  barehanded kill.  A reaping mauler wants to be close 
  enough to taunt his opponent with whispers while 
  crushing the life out of it, to smell its fear, and to watch 
  the despair creep over its face when the opponent 
  realizes just how useless its weapons are during a 
  grapple. 
   
  Most of those attracted to the reaping mauler 
  prestige class are fighters, but it is not uncommon for 
  barbarians or rangers to embrace this path.  Monks 
  have natural ability in this direction, but the class 
  sometimes feels to chaotic for such a character.  
  Paladins and clerics have also been known to dabble in 
  this prestige class, treating combat style as both good, 
  hearty sport and a means to render opponents 
  unconscious without killing them.  Druids sometimes 
  become reaping maulers to enhance their ability to 
  tame animals by hand, and even rogues occasionally 
  adopt the class.  Bards, sorcerers, and wizards usually 
  lack the physical strength to be good candidates for the 
  class, but they respect reaping maulers for their 
  obvious spell-disrupting abilities. 
   
  NPC reaping maulers are burly, rowdy individuals 
  who carry themselves with an air of invulnerability.  
  When it comes to the simple pleasures of life – drink 
  and food – they believe the world exists for their 
  convenience.  In a reaping mauler’s mind, there is no 
  problem that can’t be solved with brawn.  If something 
  can be taken by force, he feels that it must naturally 
  belong to him, and rarely does anyone openly oppose 
  this concept. 
   
  Hit Dice: d10. 
   
  Requirements: To qualify to become a reaping mauler, 
  a PC must fulfill all the following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Escape Artist 5 ranks, Tumble 5 ranks. 
   
  Feats: Clever Wrestling, Improved Unarmed 
  Strike. 
  BDK4-06 Scales and Secrets 
   
  Page 53 
  
   
  Special: The candidate must have defeated at least 
  three opponents one size category larger than himself 
  with his bare hands. 
   
  Class Skills 
  The reaping mauler’s class skills (and the key abilities 
  for each skill) are Climb (Str), Craft (Int), Escape Artist 
  (Dex), Intimidate (Cha), Jump (Str), Perform (Cha), 
  Profession (Wis), Swim (Str), and Tumble (Dex). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the reaping 
  mauler prestige class. 
   
  Weapons and Armor Proficiencies: Reaping 
  maulers gain no proficiency with any weapons or 
  armor. 
   
  Improved Grapple (Ex): When wearing light 
  armor or no armor, a reaping mauler gains the benefits 
  of the Improved Grapple feat, even if he does not meet 
  the prerequisites. 
   
  Mobility (Ex): When wearing light armor or no 
  armor, a reaping mauler gains the benefits of the 
  Mobility feat, even if he does not meet the 
  prerequisites. 
   
  Adept Wrestling (Ex): Beginning at 2
  nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks.  This bonus increases to 
  +2 at 4
  th level. 
   
  Counter Grapple (Ex): When grappling or 
  pinned, a reaping mauler of 3
  rd level or higher wearing 
  light armor or no armor can attempt either a grapple 
  check or an Escape Artist check opposed by his 
  opponent’s grapple check to free himself as normal.  If 
  he fails the check he has chosen, he can immediately 
  attempt the other check as a free action. 
   
  Sleeper Lock (Ex): At 3
  rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  pressure.  If the character pins his opponent while 
  grappling and maintains the pin for 1 full round, the 
  opponent must make a Fortitude save (DC 10 + the 
  reaping mauler’s class level + the reaping mauler’s Wis 
  modifier) at the end of the round or fall unconscious 
  for 1d3 rounds.  A creature with no discernible 
  anatomy has immunity to this effect. 
   
  (Source: Excerpt from Complete Warrior p. 75) 
   
  New Monster 
  Mastodon 
  Huge Animal 
  Hit Dice: 15d8+93 (160 hp) 
  Initiative: +0 
  Speed: 40 ft. (8 squares) 
  Armor Class: 16 (-2 size, +8 natural), touch 8, flat-
  footed 16 
  Base Attack / Grapple: +11 / +30 
  Attack: Gore +20 melee (3d8+16) 
  Full Attack: Slam +20 melee (2d8+16) and 2 stamps 
  +15 melee (2d6+5); or gore +20 melee (3d8+16) 
  Space / Reach: 15 ft. / 10 ft. (gore up to 15 ft.) 
  Special Attacks: Trample 2d12+16 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +15, Ref +9, Will +7 
  Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5 
  Skills: Listen +11, Spot +11 
  Feats: Alertness, Endurance, Improved Natural Attack 
  (gore), Improved Natural Attack (slam), Iron Will, 
  Toughness 
  Environment: Temperate forests 
  Organization: Solitary, pair, or herd (3-6) 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 
  16-30 
  HD 
  (Huge); 
  31-45 
  HD 
  (Gargantuan) 
  Level Adjustment: - 
   
  A gigantic elephantlike creature towers before you, 
  with an extremely long pair of tusks that are nearly as 
  long as it is. 
   
  More vicious and territorial than their more 
  domesticated cousins, mastodons are ancient creatures 
  related to elephants.  Mastodons usually live in isolated 
  forests, jungles, or tropical islands.  In colder climates, 
  they grow thick coats of fur, making them look very 
  shaggy.  A few species, especially those that live in 
  snow regions, lack the extended tusks of the mastodon 
  described here. 
   
  A mastodon stands 10 feet high at the shoulder 
  and weighs 4,000 pounds.  Mastodon tusks are 12 to 15 
  feet long, providing the animal reach with its gore 
  attack. 
   
  Combat 
  A mastodon, like an elephant, charges at threatening 
  creatures.  A mastodon’s long tusks allow it to attack at 
  a distance that far outreaches its opponent’s ability to 
  melee. 
  BDK4-06 Scales and Secrets 
   
  Page 54 
  
   
  Trample (Ex): Reflex half DC 28.  The save DC is 
  Strength-based. 
  Mastodon Animal Companions 
  Druids of 16
  th level or higher can select mastodon 
  animal companions.  Apply a -15 adjustment to the 
  druid’s level for purposes of determining the 
  companion’s characteristics and abilities. 
   
  Carrying Capacity: A light load for a mastodon is 
  up to 4,152 pounds; a medium load, 4,132-8,304 
  pounds; and a heavy load, 8,305-12,480 pounds.  A 
  mastodon can drag 62,400 pounds. 
   
   
  (Source: Monster Manual III p. 101) 
   
   
  BDK4-06 Scales and Secrets 
   
  Page 55 
  
  Appendix VIII: The Tangles Druid Circle 
   
  In order from most to least influential… 
   
  Tomalin Harpsong: Female Human Drd17; AL NG. 
   
  Tomalin often takes the lead in circle meetings.  
  While being the most powerful straight druid in the 
  circle, she is also the effective leader of the group.  
  When a decision has to be made, the circle votes on it.  
  When a quick decision has to be made, Tomalin often 
  decides on an action, and the other circle members 
  acquiesce.  They do this partially because she is a 
  natural leader.  She is the most likely to advance to the 
  next level of the druid hierarchy. 
   
  Tomalin is a pretty woman with golden hair and a 
  light voice.  Though her demeanor is kind and 
  unassuming, she steps forward with confidence when 
  hard decisions have to be made. 
   
  Valaphia Moonsight, or “Mother”: Female Elf 
  Wiz3/Drd10/MysThrg 5; AL N. 
   
  If Tomalin is the unofficial leader of the circle, 
  then Valaphia is the unofficial advisor to the council.  
  Valaphia has been a member of the druid council for 
  decades – perhaps even centuries.  Some newer council 
  members believe she has been passed up for 
  advancement in the druid hierarchy due to her studies 
  in arcane magic.  The truth of the matter is she passed 
  up offers to advance of her own volition, and no one 
  seems to know why.  It is apparent to all that she is wise 
  beyond her age, and all value her council – even those 
  that don’t agree with it.  Due to her value to the circle, 
  most refer to her as “Mother”. 
   
  Valaphia is very old, and unlike the normally 
  ageless appearance of her race, the elf’s age is visible on 
  her face.  Her long white hair runs down almost to her 
  ankles, and she often winds it into long braids.  Her 
  voice is soft – so soft, in fact, that it sounds like she has 
  difficulty speaking due to her age.  This isn’t always the 
  case, though.  Though she rarely gets angry, her 
  occasional wrath brings out a sharp tongue. 
   
  Valaphia’s actual daughter is an elf by the name of 
  Iliisa (il sa) Moonblade. Her daughter (also a Tangles 
  druid) was the lover of Auverin Moonblade, the 
  infamous late bandit lord. 
   
  Gerland Liadon: Male Elf Drd16; AL N. 
   
  Though much of the Circle is made up of female 
  members, Gerland is the most powerful and influential 
  of the male members.  The old elf is fed up with the 
  occupation of Iuz, and he’s ready to take the fight to the 
  Old One himself.  In the last couple of years, he’s made 
  forays outside of the Tangles to attack groups of 
  soldiers.  He doesn’t really care who they are with – 
  only that they are somehow responsible for the 
  suffering of the forest. 
   
  He even attacked soldiers of General Hok’s, before 
  his army took over Hallorn.  His wrath for Hok is great 
  since the general’s forces attacked and killed a number 
  of Tangles Druids and a large herd of ancient elk over a 
  year ago.  He is now willing to do whatever it takes to 
  keep the Tangles free of such men.  He has even been 
  making deals with other ‘groups’ to ensure the forest’s 
  safety.  The circle is unaware of many of these deals. 
   
  Gerland is a tall elf with dark brown, unkempt 
  hair.  He is loud and arrogant, though willing to learn 
  from his mistakes.  He is fairly crafty, and among the 
  other druids, he is as wily as a politician. 
   
  Suana: Female Human Drd16; AL NG. 
   
  Suana is a staunch opponent of Gerland both in 
  and out of the circle.  The two always argue over what is 
  the best way to handle problems.  Suana generally 
  prefers diplomacy and pacifism over violence, as 
  opposed to Gerland’s ‘take the fight to them’ mentality.  
  Even when it appears that Gerland may be right, Suana 
  will argue against him, feeling that there may be 
  something behind the sly druid’s plans that they are 
  unaware of. 
   
  Suana has an almost unearthly beauty, and some 
  have commented that she may have been the child of a 
  nymph (though there are no telling characteristics of 
  such, like pointed ears).  She certainly looks young for 
  her station.  The druid keeps her hair tied back into a 
  ponytail, and her clothing is sparse at best.  She is 
  almost always barefoot and unarmed. 
   
  Farmigoo 
  “Whittle” 
  Ningel: 
  Male 
  Gnome 
  Drd10/NtrWar5; AL NG. 
   
  Whittle, which the other druids call the gnome, 
  always seems to have a knife and a piece of deadwood 
  in his hands.  He loves to carve little wooden children’s 
  toys and other knickknacks.  He used to live near the 
  forces of Moskol, and has a soft spot for them.  He has 
  even helped out the group with a few pieces of 
  information – though much more than that is rare.  
  Whittle respects his position, and tries to stay neutral 
  in all outside dealings.  Still, little things like rescuing 
  missing children from the heart of the Tangles don’t go 
  unnoticed by the Legionnaires. 
   
  Whittle doesn’t say very much, which means most 
  of his gnomish practical jokes are unspoken.  He loves 
  funny faces, though.  He often sticks his tongue out at 
  Gerland whenever the druid is not looking. 
   
  Whittle is the most widely traveled of the circle.  
  He ventured all across Oerth in his younger days, and 
  has become familiar with quite a number of exotic 
  animal shapes (such as giant crocodiles and elephants).  
  He stays in animal shapes more than his gnomish 
  visage, which is fairly unremarkable. 
   
  Prinwyll: Male Half-Elf Drd13/DivOrcl1; AL CN. 
   
  Of all the members of the Tangles druid circle, 
  Prinwyll is the most unpredictable member of the 
  group.  He doesn’t seem to be completely sane.  He 
  always speaks about himself in the third person, and 
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  doesn’t take any slights personally – it’s almost as if he 
  believes Prinwyll is another person. 
   
  Aside from Mother, though, he is probably the 
  most insightful member of the circle.  In moments of 
  clarity, Prinwyll has predicted major events in the 
  region.  A number of the druids have commented 
  about his right to hold the position – but Prinwyll’s 
  strongest supporter is Mother.  Until she leaves the 
  circle, Prinwyll will most likely stay in his station. 
   
  This druid has obvious elven heritage, but his 
  subrace is not quite clear.  His numerous birth defects 
  also help to disguise his human birthright.  He is 
  covered in large red sores, and his left eye is a solid 
  milky white – leaving him blind in that eye.  He has 
  turned down any offers at treatment for his conditions, 
  saying, “…it matters not, for Prinwyll’s suffering is 
  Beory’s will.  She speaks, and he will gain the signs 
  again.” 
   
  Bellamoh Galanmion: Female Human Drd13; AL N. 
   
  This woman was captured by soldiers of Earl 
  Aundurach’s in CY 590.  She was tortured for weeks 
  before finally escaping the magic-proof cell with the 
  aid of a bribed guardsman.  Ever since then, Bellamoh 
  has had a strong hatred for anything connected with 
  the Old One.  In fact, she is one of Gerland’s staunchest 
  supporters in his efforts to attack soldier encampments 
  in the Warfields. 
   
  She wears the marks of her torture with a bitter 
  pride.  Her scars crisscross her face and body, and she 
  occasionally has bouts of sickness that seem hard to 
  shake off.  Still, she is a fighter.  Her spirit will not let 
  her give up – possibly letting Old Wicked and his 
  clerics go unpunished for her degradation.   
   
  Bellamoh has short curly hair, and wields a 
  greatsword over her back – a mark of pride she took 
  from a slain cleric of Iuz. 
   
  Burg: Male Human Drd13; AL N. 
   
  This barrel-chested human hails from the great 
  wolf nomad tribes in the plains north of the Fellreev 
  Forest.  He was ostracized from his clan at an early age, 
  and wandered south across the Midlands to find 
  himself in the mass of brambles known as the Tangles.  
  He has lived in that forest ever since. 
   
  Burg is a brawler.  He loves to test his strength on 
  anyone and anything.  Often he can be found wrestling 
  grizzly bears in his human shape, or breaking apart 
  dead logs with his bare hands.  He is a jovial fellow, but 
  quick to anger. 
   
  This druid has a thick beard of black curls and long 
  hair.  He doesn’t care much for his appearance, and he 
  likes to spook people that mistake him for a barbarian 
  by changing into another form (with ‘A Thousand 
  Faces’ ability). 
   
  Yomalee Hollingdale: Female Human Drd13; AL NE. 
   
  Yomelee is the newest member of the Tangles 
  Druids, having attained to her station early in CY 591.  
  Her magical prowess is fairly impressive, and she often 
  tutors younger druids in magical education.  In fact, 
  she has become a teacher for a number of minor druids 
  in the forest, and many value her experience in magical 
  matters. 
   
  Yomalee is an extremely pleasant woman who 
  always has a smile on her face.  She likes to eat, as 
  evidenced by her potbelly.  She loves to brew herbs 
  into her meals – many of which are found only in the 
  Tangles.  She is the most knowledgeable alchemist 
  among the druid circle members, and often supplies 
  powerful potions to other druids of the Tangles when 
  sent on circle business. 
  BDK4-06 Scales and Secrets 
   
  Page 57 
  
  DM Aid I: Map of Lake Jewel 
   
  BDK4-06 Scales and Secrets 
   
  Page 58 
  
  DM Aid II: Map of the Catacombs of Hallorn 
   
   
  BDK4-06 Scales and Secrets 
   
  Page 59 
  
  DM Aid III: Catacombs Area #2 
   
   
  BDK4-06 Scales and Secrets 
   
  Page 60 
  
  DM Aid IV: Catacombs Area #3 
   
   
   
  BDK4-06 Scales and Secrets 
   
  Page 61 
  
  DM Aid V: Catacombs Encounter 10 
   
  BDK4-06 Scales and Secrets 
   
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  DM Aid VI: The Catacombs of Hallorn 
   
  The city of Hallorn has had an increase in undead 
  activity for over a year now.  This is primarily due to 
  the discovery of the gate to the negative material plane 
  deep under the city.  Ever since the well was re-
  consecrated when Veth came to the city, undead have 
  been appearing in various places throughout the 
  sewers and catacombs. 
   
  Aside from the various incorporeal undead that 
  have been appearing, a number of minotaurs have been 
  turned into vampires by Veth’s followers.  They have 
  been helping the remaining vampires collect lone 
  humanoids for food, sacrifice, or to turn into more 
  vampire servants. 
   
  The deeper into the catacombs the PCs explore, 
  the greater the chances of happening into a wandering 
  encounter. 
   
  Every hour, there is a 2% chance of encountering a 
  group of undead.  Use the chart below for what the PCs 
  encounter, using a d10 to come up with the encounter: 
   
  1-4:  
  Vampire Minotaurs (2-4): hp 42 each; see 
  below. 
  5:   
  Spectres (1-4): hp 45 each; see Monster 
  Manual pg. 232. 
  6-7:  Shadows (6-12): hp 19 each; see Monster Manual 
  pg. 221. 
  8-9:  Wraiths (2-5): hp 32 each; see Monster Manual 
  pg. 258. 
  10:  
  Greater Shadow: hp 58; see Monster Manual 
  pg. 221. 
   
  The incorporeal undead are coming from the well.  The 
  closer the PCs are to the well, the greater the chance of 
  an encounter. 
  • 
  Encounter Ten, area 1, 3 & 4 – 5% an hour. 
  • 
  Encounter Ten, area 2 – 8% an hour. 
  • 
  Encounter Eleven – 12% an hour. 
  These percentages are higher than even the normal 
  wandering encounter percentages on the negative 
  material plane.  This is due to the fact that the now-
  active well gate works like a beacon, drawing undead to 
  it from within the negative material plane.  They come 
  through looking to drain the life out of the ‘light of life’ 
  shining down through the gate from this plane. 
   
  Vampire Minotaur: Male Minotaur Vampire; CR 6; 
  Large Undead (Augmented Monstrous Humanoid); 
  HD 6d12+3; hp 42; Init +6; Spd 30 ft.; AC 22 (touch 11, 
  flat-footed 20) [-1 size, +2 Dex, +11 natural]; BA/G 
  +6/+17; Atk +12 melee (1d8+10 plus energy drain, 
  slam); Full Att +12 melee (1d6+12 plus energy drain, 
  slam) and +7 melee (1d8+3 plus energy drain, gore); 
  Face/Reach 10 ft./10 ft.; SA Blood drain, children of 
  the night, create spawn, dominate, energy drain; SQ 
  alternate form, darkvision 60 ft., DR 10/silver and 
  magic, fast healing 5, gaseous form, natural cunning, 
  resistances (cold & electricity 10), scent, spider climb, 
  turn resistance +4; SR 21; AL CE; SV Fort +4, Ref +9, 
  Will +6; Str 25, Dex 14, Con -, Int 9, Wis 12, Cha 12. 
   
  Skills and Feats: Speak Languages (Giant), Bluff +9, 
  Hide +6, Intimidate +4, Listen +18, Move Silently +10, 
  Search +11, Sense Motive +9, Spot +18; Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning Reflexes, Power Attack, Toughness, Track. 
   
  Alternate Form (Su): A vampire can assume the 
  form of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast 
  by a 12
  th level character, except that the vampire does 
  not regain hit points for changing form and must 
  choose from among the forms mentioned here.  While 
  in its alternate form, the vampire loses its natural slam 
  attack and dominate ability, but it gains the natural 
  weapons and extraordinary special attacks of its new 
  form.  It can remain in that form until it assumes 
  another or until the next sunrise. 
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple check.  If it pins the foe, it drains blood, 
  dealing 1d4 points of Constitution drain each round 
  the pin is maintained.  On each such successful attack, 
  the vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking into his eyes.  This is 
  similar to a gaze attack, except that the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  on a Will save DC 14 or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  This has a range of 30 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain or dropped 
  to 0 Constitution due to its blood drain ability rises as a 
  vampire or vampire spawn 1d4 days after burial. (see 
  MM pg. 252) 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon of 
  the vampire’s) gain two negative levels.  For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points.  A vampire can use its energy drain once per 
  round.  The PC must make a Fortitude DC 14 save after 
  24 hours to avoid the levels becoming permanent. 
   
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5
  th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 ft. with perfect 
  maneuverability. 
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  Powerful Charge (Ex): This minotaur typically 
  begins a battle by charging an opponent, lowering its 
  head to bring its mighty horns into play.  In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +12 attack 
  bonus that deals 4d6+10 points of damage, plus the 
  energy drain. 
   
  Physical Description: This creature looks like an 
  incredibly tall and gaunt human covered in shaggy fur.  
  It has a bull’s head, and its eyes gleam with a dark red 
  fury. 
   
    
   
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  Player Handout #1 
   
  Iliisa, 
   
  You once loved a man that loved you.  Now that man is gone.  Perhaps he is out of your reach, 
  I don‘t know…but perhaps you can still do justice to his memory. 
   
  I once loved a man that loved me.  Now that man is gone.  Is Trowain out of your reach?  I 
  pray that he is not.  With this most precious piece of him, I ask Olidammara to favor one of his 
  chosen.  Perhaps Beory will take notice as well. 
   
  How many times did Trowain save your love?  If you can bring him back, then consider all 
  debts paid.  If not, then pass word of this to me, so that I will not hope for naught.  You can 
  find me at the Elk’s Hide in Riftcrag. 
   
  Bless you, child, 
  Gertrude Seabrow for 
  Trowain Seabrow 
   
   
  BDK4-06 Scales and Secrets 
   
  Page 65 
  
  Player Handout #2 – Map of Lake Jewel 
   
  BDK4-06 Scales and Secrets 
   
  Page 66 
  
  Player Handout #3 
   
  Excerpts from “History of the Well” by Xerveslyn 
  16th Patchwall, CY 237: 
  “…As a work-in-progress, I wish to document the research I am conducting on the Well. I recently discovered it’s location while 
  exploring around the western slope of White Plume Mountain.  I have recently taken up residence near the well in a cave branching 
  off from the Well chamber.  The dwarves I hired to help unearth the chamber died from a pack of spectres that I suspect came from 
  inside the Well.  Two of the dwarves died from collapsing rock as they ran from the undead.  I am considering raising them to 
  continue with the job of digging more around the area…” 
  9th Coldeven, CY 256: 
  “…I have released the dwarves from service.  They have done a fine job in constructing a chamber to store my tomes.  They have gone 
  further up their well-crafted ramp to feed off of the mortals above.  I believe they may even attempt to mingle with the living, 
  perhaps constructing a sewer system (or at least that’s what Grundor discussed).  I told them that whatever they do, make sure to 
  wall off the entrance to their ramp.  I don’t need nosey humans wandering down here to interfere with my study of the Well and its 
  properties…” 
  26th Patchwall, CY 294: 
  “…The eight humans (three female, five male) I captured and  teleported down from the surface have proven to be exemplarily test 
  subjects.  The 2 males and 1 female I lowered into the darkness all faired the same – husks drained of life.  I lowered the last male 
  with a 1” thick rope at the slowest rate, to see where the change occurred.  There is a transition point at 60’ down the well wall 
  where the darkness begins.  As soon as the subject’s feet entered the transition point, his skin on his face began to draw into his body.  
  This process sometimes appears as if the individual is becoming rapidly dehydrated.  I raised him back up before he died to confirm my 
  conclusions.  I was correct – his life essence was being drawn out of his body at the transition point.  I lowered him again to see if 
  the speed of the life drain increased as the subject was lowered further into the darkenss…” 
  15th Readying, CY 348: 
  “…I have just gotten back from a two day excursion into the dark world on the other side of the gate.  It is a truly invigorating 
  experience.  While the limit of strong intellect during exploration suggests the creator of the Well is not nearby on the other side of 
  the portal, I am still curious as to who or what created this Well…” 
  27th Planting, CY 389: 
  “…A group of humans from the surface have discovered the Well.  They worship a fiend as fervently as any deity, and they seemed to 
  have no fear of me.  Fools.  In any case, they are doing construction on the Well room, reinforcing it with stone pillars.  One of their 
  leaders says this will make the room more sturdy.  I suggested adding a dome to the roof – their knowledge of simple architecture is 
  quite limited.  A pity the original undead dwarven architects were killed.  They think they can even use the pool room to coordinate 
  their efforts.  They can’t even use the pools.  With incompetence like this, perhaps I should just kill them now…” 
  4th Fireseek, CY 392: 
  “…The worshippers of the fiend Q’kal have left.  They were unable to bring their god to this world, thinking the Well would aid 
  them in their task.  Their head priest was thrown into the Well by his followers.  When I realized they intended to leave for the 
  surface, I wiped out the remaining cult worshippers.  No point in word getting out about the Well to the surface.  They were useful 
  while they were here. They found the stones needed to use the pools in the second chamber. The pools’ transportation magics have 
  proven useful. Still, I find it quite humorous that a cult that relied on astrological signs would worship in an underground temple…” 
  1st Harvester, CY 450: 
  “…I have spent the last 30 days attempting to disrupt the Well’s magic.  A month of repeated greater dispel magics has shown no 
  change in the Well’s aura.  If I could only use more powerful magics, such as a wish spell, perhaps I could unravel this mystery…” 
  12th Reaping CY 487: 
  “…This recent cult that has taken up worship here follows someone or something known as That Which Sleeps.  I am unfamiliar 
  with it, but they profess to believe he is trapped on another plane.  This is the second cult to have taken up worship around the well.  
  While I don’t care what they do around the artifact itself, I may have to eliminate them if this begins to interfere with my work…” 
  8th Richfest CY 569: 
  “…The stones used to operate the pools have vanished.  Over a hundred stones…If only my knowledge of divination was greater…” 
  16 Flocktime CY 593: 
  “…The vampire Veth has left his children to continue with the worship of Nerull.  He assured me that he did not tell anyone of the 
  presence of the Well.  I suspect that it may have been a mistake to let him go.  I think that from now on, I shall eliminate those that 
  venture down into my abode, no questions asked.  Perhaps I should kill Veth’s spawn.  Perhaps…” 
   
   
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