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. 
   
  COR4-15 
   
   
   
  WAR OF THE DUST 
   
  A Two-Round D&D® LIVING GREYHAWK™ 
  Core Adventure 
  Version 1 
   
  by Paul Looby 
   
  Circle Reviewers: Creighton Broadhurst, Stephen Radney-MacFarland 
  HQ Reviewer: Eric Cagle  
  Special Thanks: Erik Mona (Keraptis backstory);  
   and to The Theocracy of the Pale Triad (Kiana Gunnhild) 
   
  What greater tragedy than a realm at war with itself over the ruins of past glories? 
  What greater sorrow than blood spilled for a legacy of dust?  
  What greater need than hope for a despairing people, than life for a dying land?  
  An adventure for characters of Average Party Level 4-14. 
  Part 3 of the Children of the Dust Trilogy,  
  A LIVING GREYHAWK Core adventure for APLs 4-14. 
   
  
  COR4-15 War of the Dust 
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-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.  
   
  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 Website, and 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. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided works 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 own 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 come up with a track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players is shown 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 along with any event tickets.  
   
  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 trained for combat (most 
  likely war horses, dogs trained for war), other than 
  those brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) use 
  the sidebar chart to determine the number of levels 
  you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you run a table of six PCs, add one to that 
  average. 
   
  
  COR4-15 War of the Dust 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
   
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a DC 10 Handle 
  Animal or Charisma check. Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard two-round Core adventure, set in 
  Tenh and the Griff Mountains. All characters pay four 
  Time Units. Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. 
   
   
  ADVENTURE BACKGROUND 
  Death, like a familiar, hears 
  and look, has made a man of dust 
  of a man of flesh. 
   
  — Keith Douglas, How to Kill 
   
  Note: This module concludes the Children of the Dust 
  Trilogy. Play it after COR4-06 Duke of the Dust and 
  COR4-10 Riddle of the Dust. 
   
  In 593 CY, a horde of creatures from the Ethereal 
  Plane devastated the war-torn land of Tenh. Known as 
  The Ether Invasion, this war left once fertile fields of 
  Tenh a sterile desert. These barrens, called the 
  Stonelands, serve as a battleground between the 
  surviving remnants of the Tenha people.  
   
  Three factions dominate and divide the survivors. 
  Many remain loyal to Duke Ehyeh III, who ruled the 
  realm before its fall in the Greyhawk Wars. The Loyalist 
  Tenha Host recaptured the western city of Redspan and 
  seeks to defend the rights of their feudal lord and 
  preserve the traditions and culture of their forefathers. 
  A body of Loyalists, called the Faithful Flan, opposes the 
  Tenha converts to the faith of Pholtus, backed by the 
  neighboring Theocracy of the Pale. They aim to reclaim 
  Tenh in the name of the Pholtus, redeem it from the 
  worship of "false gods" and establish a Theocracy under 
  the protection of the Pale.  
   
  The final faction only recently emerged from a 
  collection of nobles, officers of the Tenha Host and a 
  group of sages known as the Keepers of the Flan 
  dissatisfied with Duke Ehyeh's leadership, but violently 
  opposed to the "treachery" of the Faithful Flan. These 
  Rebels, led by Baron Turanalh, assembled a secret army 
  to depose Duke Ehyeh and place the venerable and 
  respected commander of the Tenha Host, Marshal Laba, 
  on the throne of Tenh.  
   
  Thanks to the efforts of a band of mercenaries, the 
  Loyalist Court in Redspan recently discovered the 
  existence of the Rebel force. Shocked at the extent of 
  the Rebel infiltration of the Tenha Host and the Loyalist 
  cause, the duke ordered the arrest of a number of 
  known or suspected Rebel leaders. Among the first 
  detainees was the aged Marshal Laba, who, unaware of 
  the plot and unswerving in his loyalty to the duke, was 
  as appalled as any by the faithlessness of his 
  countrymen. A number of notable Tenha sages linked to 
  the Keepers of the Flan were imprisoned, while the 
  archmage Nystul and his apprentices apparently evaded 
  capture.   
  
  COR4-15 War of the Dust 
   
  Page 4 
   
  Around the same time as the discovery of the Rebel 
  plot; strange tidings of a Copper Scroll of ancient lore 
  unearthed in the Phostwood began to circulate in 
  Redspan and Atherstone. The Scroll told of a holy stone 
  called the Taladhcrioch (“tah-lah-CREE-ock,” meaning 
  “Landsheart” in the Common tongue), upon which Tenha 
  chiefs were anointed in ancient times. Some said the 
  Taladhcrioch could heal the grievous wounds that Tenh 
  had suffered. For the leaders of the three factions, the 
  importance of the Taladhcrioch was plain—whoever 
  possessed it would pose an advantage in their claim to 
  become the legitimate leader of the Tenha people. The 
  Scroll also told where the Taladhcrioch rested: Tostenhca 
  [“toss-TEN-kah”], an ancient Flan city lost amid the snow 
  peaks of the Griff Mountains. (Long-time D&D players 
  may remember reading about Tostenhca, known to the 
  barbarians of Rhizia as Skrellingshald, in the Greyhawk 
  Adventures hardback.) 
  The race for the Landsheart—and the rule of Tenh—is 
  on. 
   
   
  ADVENTURE SUMMARY 
  Players’ Introduction 
  The adventure begins with the PCs receiving a strange 
  vision from the Declaimers of Stroun, a sect of mystic 
  prophets and seers, warning that the fate of Tenh hangs 
  in the balance. 
   
  Where the PCs start the adventure depends on their 
  actions in the previous installments of the trilogy. They 
  may begin in Redspan, in the service of the Loyalists; in 
  Atherstone, the base of the Faithful Flan; or in 
  Iarvaladhyr, the Gleaming Spire stronghold of the Rebel 
  Tenhas.  
   
  In any case, the PCs are asked to recover the 
  Taladhcrioch from the lost city of Tostenhca and return it 
  to the ruins of Nevond Nevnend, the former capital of 
  Tenh, where the leaders of the three factions plan to 
  discuss the situation. The PCs are given assistance in the 
  form of supplies and a flight of griffons and riders to bear 
  them swiftly into the heart of the mountains.  
   
  Encounter 1: Fear of Flying 
  The PCs meet the riders of the flight of griffons that carry 
  them most of the way to Tostenhca, along with their 
  leader, Catharadh. Aerial predators haunting the high 
  peaks attack the PCs as they wing their way toward the 
  Griffs. 
   
  Encounter 2: A Fell Voice on the Air 
  The griffon flight may at this point elect to return home, 
  leaving the PCs to make the rest of the journey to lost 
  city of Tostenhca on foot, braving thin air, freezing 
  weather, and ferocious giants of the Griff Mountains. 
  Some of these giants assail the PCs as they cross a glacier 
  at the foot of the mountain of Tostenhca.  
   
  Encounter 3: Rolling Rocks 
  As the PCs climb up to the ruins of Tostenhca, they face 
  an ambush of falling boulders sprung by kobolds of the 
  Blue Skull tribe. The Blue Skulls now reside within the 
  ruins of the city and eagerly defend their territory. The 
  kobolds engage in hit-and-run tactics, harrying the PCs 
  over the next several encounters. 
   
  Encounter 4: The Eyrie of the Sky Father 
  The PCs explore the ruins of Tostenhca. The lore on the 
  Copper Scroll directs the PCs to the largest of the city’s 
  stepped pyramids, inside which the Landsheart lies. 
  However, the entrance to the pyramid is guarded by a 
  deadly trap primed to strike all those attempting to 
  enter without a specific item—the sapphire skull 
  currently in the possession of the chief of the Blue Skull 
  Kobolds deep in their lair beneath the city.  
   
  Encounter 5: The Lair of the Blue Skulls 
  The PCs must wrest the sapphire skull from the kobold 
  chief. This task is easier said than done, thanks to the 
  traps and cunning defenses the kobolds constructed 
  beneath the old Royal Palace of Tostenhca, including 
  one trap baited with a survivor of a previous expedition 
  to recover the Taladhcrioch.  
   
  Encounter 6: The Pyramid of the Oerth Mother 
  Assuming the PCs seize the sapphire skull, they may use 
  it to enter the top level of the pyramid. However, they 
  need to use their wits and reason to reach the chamber 
  of the Taladhcrioch. Entry to each successive level is 
  controlled by a counterweight system. The PCs must 
  place the correct weight of gold on the scales to open 
  the next level and avoid the associated trap. 
   
  Encounter 7: The Chamber of the Landsheart 
  Having reached the lowermost level of the Pyramid, the 
  PCs must wrest the Landsheart from its ancient 
  guardians—an earth elemental (or stone golem, 
  depending on APL) and a ghostly cleric of Nerull. 
   
  Encounter 8: A Drop of Hope 
  Assuming they win the Landsheart, the PCs may use the 
  amulets given them by their employers to teleport to the 
  Hill of Nevondaer in the heart of the ruined city of 
  Nevond Nevnend. Here they find the leaders of the 
  three Tenha factions waiting for their return.  
   
  The PCs determine what happens next, for in the 
  Landsheart, they literally hold the future of the Tenha 
  people in their hands. 
   
  INTRODUCTION 
  When the players begin, determine which of the 
  starting points (Redspan, Atherstone, or the Gleaming 
  Spire of Iarvaladhyr) they intend to begin from. This 
  depends on their actions in the previous part of the 
  Children of the Dust trilogy, COR4-10 Riddle of the Dust, 
  described below. 
   
  A) If the PCs delivered the Copper Scroll in Riddle 
  of the Dust to Labalah in Redspan or choose as a group to 
  serve the Loyalist Tenha faction, then the PCs begin in 
  
  COR4-15 War of the Dust 
   
  Page 5 
  Redspan. Go to “The Vision” and then “Introduction A: 
  Redspan”.  
   
  B) If the PCs delivered the Copper Scroll in Riddle of 
  the Dust to Pholtarin in Atherstone or choose as a group to 
  serve the Faithful Flan faction, then the PCs begin in 
  Atherstone. Go to “The Vision” and then “Introduction B: 
  Atherstone”.  
   
  C) If the PCs delivered the Copper Scroll in Riddle of 
  the Dust to Baron Turanalh at the Gleaming Spire of 
  Iarvaladhyr or chooses as a group to serve the Rebel 
  Tenha faction, the PCs start at the Gleaming Spire. Go to 
  “The Vision” and then to “Introduction C: Iarvaladhyr, 
  The Gleaming Spire”. 
   
  D) If none of the PCs at the table previously played 
  any of the installments of the Children of the Dust 
  trilogy, use the Gleaming Spire of Iarvaladhyr as the 
  default start point. Go to “The Vision” and then to 
  “Introduction C: Iarvaladhyr, The Gleaming Spire”. 
   
  Because of the factional nature of this scenario, 
  parties divided in their loyalties quickly become mired in 
  infighting. Parties with unified stances have the best 
  chance of completing this scenario. 
    
  Once you determine where the PCs start from, 
  proceed directly to The Vision below. 
   
  The Vision 
  Regardless of where the PCs actually start this adventure, 
  they first receive the following vision. Hit the players 
  with this immediately to launch them straight into the 
  action. Defer the inevitable questions until afterwards.  
   
  Read aloud or paraphrase the following: 
   
  You stand in the middle of a barren plain at night. A chill 
  wind sends dust and tiny crystals of ice billowing around your 
  ankles. The two moons cast a cold, commingled light that 
  glitters like sapphires in the eyes of the figures surrounding you. 
  A dozen men and women, clad in simple robes, sit in 
  meditative poses. Their faces appear gaunt and emaciated, and 
  their cheeks and eye sockets hollows of darkness in the 
  moonlight. It’s obvious they suffer from starvation.  
   
  A fierce battle rages around the seated figures. Swords rise 
  and fall; men kill and die; brother kills brother—all in utter 
  silence. The dust drinks the blood of the fallen. 
   
  With a dry, crackling voice, one of the starving men — 
  strangely familiar to your eyes — speaks: 
   
  “The world drowns in an ocean of fire. 
  For want of a drop of hope, the world burns. 
  The old ways fade and pass away, lost to despair. 
  For want of a drop of hope, we dwindle into dust.” 
   
  A woman beside him falls backward with a sigh. In the 
  moonlight, you see the skin stretched tight over the bones of her 
  skull. From the unseeing, glassy stare of her eyes, you know she 
  is dead.  
   
  “We fast in order to bring a drop of hope,” the familiar 
  man says, his face staring through your soul. 
   
  You wake up. 
   
  The PCs wake in Redspan, Atherstone, or the Gleaming 
  Spire of Iarvaladhyr, as decided above.  
   
  PCs who played COR4-10 Riddle of the Dust 
  recognize the man who spoke in their vision as the 
  Declaimer they met in the ruins of Stroun. The 
  Declaimers of Stroun are a mysterious cult of Tenha 
  seers and hermits that prophesied the fall of Tenh in 580 
  CY but vanished without a trace before the Greyhawk 
  Wars. 
   
  Proceed to the relevant starting point for the PCs. 
   
  INTRODUCTION A: REDSPAN 
  Read aloud or paraphrase the following: 
   
  Like the view from the window of this antechamber high in 
  the citadel of Redspan, the handwriting on the piece of 
  parchment before you is familiar. The summons from the 
  Court of Duke Ehyeh III is scribed in the neat copperplate 
  hand of Labahlah, the son of Marshal Laba and your contact 
  in the Loyalist Tenha camp. 
   
  However, another man enters. His face is familiar, 
  though less welcome.  
   
  “Ah, you’re here. Good,” says Ceannalah [pronounced: 
  kyah-NAH-lah], Duke Ehyeh’s Champion, as he strides across 
  the chamber to take a seat behind the rosewood desk at the far 
  end.  
   
  The Duke’s Champion wears the red cloak of the Tenha 
  Host, and a well-made but unadorned doublet. He wears a 
  kathach—the long, inward-curving Tenha sword—on his 
  left hip and its shorter version, the kukri, on his right. He 
  grasps the baton of the Marshal of Tenh. 
   
  “Why have you come?” He asks. “I see from your 
  expressions that you expected someone else?”  
   
  Ceannalah—Duke's Champion. 
   
  Appearance: Ceannalah is a tall, well-built man in his 
  early thirties. The very epitome of Tenha manhood, 
  Ceannalah has a bronze complexion, broad shoulders, 
  and dark eyes. 
   
  Character: The Duke's Champion is the premier 
  knight of Tenh and the duke's personal bodyguard. Just 
  as he embodies the classic physical attributes of the 
  Tenhas, he possesses the haughty pride for which the 
  Flan of Tenh are notorious. Arrogant and overbearing, 
  he treats all non-Tenhas with a fierce contempt. 
  However, he respects skill at arms and valor. After the 
  arrest of Marshal Laba, Ceannalah became the Marshal 
  of Tenh in his stead and now commands the Tenha 
  Host.  
   
  Question and Answer 
  The PCs are bound to ask questions of Ceannalah, just as 
  he wants to know things from them. The most likely PC 
  questions are listed below, along with Ceannalah’s 
  replies.  
   
  “Where is Labahlah?” 
  
  COR4-15 War of the Dust 
   
  Page 6 
   “Good question. I was hoping, since you were associates of his, 
  you might know. Do you?” 
   
  Allow the PCs to respond, but as the PCs don’t know 
  Labahlah whereabouts, read aloud or paraphrase the 
  following: 
   
  Ceannalah gives you all a hard, penetrating stare.  
   
  “His Radiance, the duke, issued a warrant for the arrest of 
  your erstwhile friend Labahlah. The traitorous wretch proved 
  his guilt by fleeing the city. The letter that summoned you here 
  was apparently penned before the traitor got wind of what was 
  afoot. It is possible, then, that you are telling the truth when you 
  say you do not know where the outlaw is. 
   
  “However, as a precaution, I must demand that you swear 
  an oath of loyalty to His Radiance, Duke Ehyeh III: that you 
  serve him loyally in this matter and do not traffic with his 
  declared enemies. Will you swear such an oath?” 
   
  Any PC refusing to swear the oath is immediately 
  dismissed. Ceannalah does not deal with those who are 
  not loyal to Duke Ehyeh. The Champion asks that clerics 
  and paladins swear upon their divine masters, not only to 
  govern their own conduct but that of their companions, 
  to the best of their ability. If the PCs are dismissed, they 
  may seek service with one of the other factions. The 
  characters must pick one of the factions to work for. 
   
  “Why is Labahlah a traitor?” 
  “You must have heard of the vile plot to depose Duke Ehyeh that 
  this wretch and his dissembling father, Laba, concocted. They 
  abused their positions of trust and responsibility to promote 
  mutiny, treason and rebellion within the ranks of the Host. 
  Certain officers and nobles follow this cause and raised their 
  banner in open defiance against His Radiance.  
   
  “We have already come to blows with them and even now 
  closing the noose around their stronghold. His Radiance will not 
  tolerate any challenge to his rightful rule. It is bad enough that 
  we must deal one band of traitors, the Faithful Flan, without 
  having a nest of vipers breeding among men who are supposedly 
  loyal to this realm and its ruler!”  
    
  “Why were we called here?” 
  “It appears that Labahlah plans to employ you to seek out this 
  ‘Landsheart,’ which everyone seems so concerned about all of a 
  sudden. I personally could care less about this rock. However, 
  some in the Court feel that its recovery might give us some 
  advantage over the traitors, if only by denying them even the 
  most implausible grounds for challenging His Radiance’s rule. A 
  group of sages uncovered the location of the Landsheart—
  apparently a place called Tostenhca, somewhere to the north and 
  east in the Griff Mountains.” 
   
  “You want us to recover the Landsheart?” 
  “If it up to me, I would sooner put you to good use killing rebels 
  or Pholtines. However, as a loyal servant of His Radiance, I am 
  to provide you with the resources necessary for you to go to 
  Tostenhca, retrieve the Landsheart, and return it to the Hill of 
  Nevondaer [pronounced: neh-VON-dair] with all good haste.” 
   
  “Where is the Hill of Nevondaer?” 
  “The Hill of Nevondaer stands in the middle of the city of 
  Nevond Nevnend. Since the time of the ancients, every duke of 
  Tenh has been anointed there. It is one of our most revered 
  places.” 
   
  “Why bring it there? Isn’t Nevond Nevnend in ruins?” 
  “Yes, to our sorrow, Nevond and the halls of our fathers remain 
  as dust-scoured ruins. However, His Radiance, in his wisdom, 
  called a meeting with those that would oppose him. For them 
  to agree shows a measure of the respect that even these 
  traitorous wretches show for that place. If you succeed and 
  bring this Landsheart to His Radiance while he treats with the 
  traitors, it may sway them to renounce their faithless folly and 
  their sin.” 
   
   “What if it doesn’t sway them?” 
  “Then we crush them and hang their leaders like the 
  treacherous curs they are.” 
   
   “What resources can you provide us?” 
  “I must admit that we possess precious few resources. However, 
  His Radiance takes great personal interest in this Landsheart 
  and we must make every effort to help ensure its successful 
  recovery. So I am authorized to provide you with a means of 
  transportation to and from this Tostenhca, as well as certain 
  supplies and provisions, within reason and our means. I can 
  also give you a chart of that portion of the Griffs where this 
  Tostenhca is supposed to be located. This map shows the most 
  likely location of the Landsheart. Our agents recovered it from 
  an old Ratikan sell-sword in Marner apparently.” 
   
  “What sort of transportation?” 
  “Come with me,” Ceannalah says with a forced smile.  
   
  The Duke’s Champion leads you up the spiral stair to the 
  top of one of the citadel’s turrets. The whole city of Redspan 
  stretches out below you. To the west lie the broad waters of the 
  Artonsamay and the green fields of the Freelords beyond. To the 
  east, the gray expanse of the Stonelands stretches away to the 
  edge of sight.  
   
  Suddenly, a shadow covers you, followed with a rush of 
  wind and flurry of massive wings. From out of the blue sky, a 
  flight of creatures with the head and wings of eagles and 
  massive feline bodies swoops over you, the red cloaks of their 
  Tenha riders streaming behind them.  
   
  “That sort of transport,” Ceannalah says, grinning 
  smugly. “The riders have orders to take you as far into the 
  mountains as possible without jeopardizing themselves or their 
  mounts. From there, you must complete the journey to 
  Tostenhca on foot.” 
   
  “How do we return?” 
  “With these,” Ceannalah says, drawing a bunch of gold and 
  platinum medallions from his doublet. 
   
  “These possess some magic that transports the wearer 
  instantly to the Hill of Nevondaer when he utters aloud the 
  words engraved upon the metal. Use them with caution, for 
  they work for one journey only.” 
    
  
  COR4-15 War of the Dust 
   
  Page 7 
  Ceannalah hands over the chart showing the location of 
  Tostenhca and the Landsheart. Distribute “Player’s 
  Handout 1.” 
   
  If the PCs ask no further questions, Ceannalah 
  hands them over to Hambaladh, a taciturn, bronze-
  skinned officer of the Tenha Host. PCs who played 
  COR4-10 Riddle of the Dust, may have encountered 
  Hambaladh before, in which case he acknowledges them 
  with a curt nod. Hambaladh caters to any equipment 
  requisitions the PCs might have. He is authorized to 
  provide them any mundane item in the equipment lists 
  (Player’s Handbook Tables 7-5, 7-6, 7-8), within reason and a 
  GP limit of 500 gp. Any item listed on the Tables above 
  that costs more than 500 gp and less than 40,000 gp (the 
  GP limit for Redspan) may be bought for the list price.  
   
  Hambalah, a man of few words, says little, but gives 
  the impression that he preferred Labahlah as his 
  commanding officer. He says nothing, against Ceannalah 
  or Duke Ehyeh, for fear it might be considered disloyal.  
   
  If the PCs ask no further questions or for items to 
  requisition or purchase, proceed to Encounter 1.  
   
  INTRODUCTION B: 
  ATHERSTONE 
  Read aloud or paraphrase the following: 
   
  You find yourselves once more considering the tapestry of the 
  Triumph of the Blinding Light, the only adornment in the 
  spartan quarters of Pholtarin of the Faithful Flan. A long, 
  rambling letter in the Tenha’s shaky hand reached you some 
  days ago, requesting your presence in the garrison town of 
  Atherstone on the expanding western frontier of the Theocracy. 
   
  “Praise Pholtus! You have come!”  
   
  A battered wreck of a man enters, leaning heavily on a 
  white oak staff. A long vertical stripe of livid red scar tissue 
  runs from his neck up his face, through a white linen eye-patch 
  before vanishing into his prematurely white hair. Only with 
  difficulty do you recognize him as Pholtarin.  
   
  “Pholtus tested us. We faced his foes in battle and been 
  found wanting,” Pholtarin says, a spasm of pain contorting his 
  scarred features. “We looked into the Blinding Light and beheld 
  His Might and Glory. By His Mercy and Might, we return to 
  this imperfect world to do His Will. And with that end in 
  mind, we called you here to us again to walk the One True 
  Path.”  
   
   
  �Pholtarin—Senior Member of the Faithful Flan. 
   
  Appearance: Pholtarin is a tall but heavy-set man in 
  his late thirties. His handsome bronze features marred by 
  a long livid red scar running from throat to scalp—the 
  legacy of a battle with enemies of Pholtus in which he 
  died. Pholtarin put out one eye in thanksgiving for being 
  raised from the dead. The ordeal of his death and 
  resurrection turned his curly hair white. He wears 
  gleaming white robes and a large silver brooch bearing 
  the holy symbol of Pholtus. 
   
  Character: Pholtarin is a very charismatic, fanatical 
  follower of the One True Path of Pholtus. Pholtarin is as 
  conservative a Pholtine as it’s possible to get. Even the 
  most devout Knights-Militant in Atherstone believes 
  his single-minded faith unsettling. Pholtarin’s death and 
  return to life seriously unhinged him. He now believes 
  he returned from the realm of the dead with a mission 
  to save the Tenha people. He stops at nothing to achieve 
  this (as he sees it) divinely appointed quest.  
   
  Question and Answer 
  The PCs are bound to ask Pholtarin questions. The most 
  likely PC questions are listed below, along with 
  Pholtarin’s replies.  
   
  “Why were we called here?” 
  “It appears that the apostates in Redspan came to know of this 
  Landsheart that we received tidings of some time ago. They 
  want it, believing that it might cement their ungodly tyranny 
  over our poor deluded people. Our enemies uncovered the 
  location of this Landsheart—a ruin called Tostenhca, 
  somewhere in the wilds of the Griff Mountains.” 
   
  “You want us to recover the Landsheart?” 
  “They say that this Landsheart is a relic of the false Oerth 
  Mother. If so, then it holds no power, except what delusions it 
  might cast over the minds of the unenlightened. If there is some 
  power in this Landsheart—It must come from the Blinding 
  Light. Such a holy relic must be kept from the hands of the 
  apostates. In either case, we prefer for this stone to be in our 
  hands than in those of our foes. We ask you therefore to go to 
  Tostenhca, retrieve this Landsheart, and return it to the Hill of 
  Nevondaer [neh-VON-dair].” 
   
  “Where is the Hill of Nevondaer?” 
  “The Hill of Nevondaer stands in the middle of the city of 
  Nevond Nevnend. The heretics revere it as a holy place, though 
  it has not yet been touched by the Blinding Light of Pholtus.” 
   
  “Why bring it there? Isn’t Nevond Nevnend in ruins? 
  “Yea, Pholtus smote Nevond for its faithlessness. However, now 
  the Arch-Apostate Ehyeh called a meeting there. Had our 
  counsels been heeded, we would have given his request the 
  scorn it deserves. However, our allies and protectors thought 
  otherwise and so we go to bandy words with heretics. Yet, it 
  was thought that if we came to this council in possession of 
  their precious Landsheart, this might sway the heretics to 
  renounce their folly. So, our superiors place great faith in its 
  recovery, if only to deny it to our foes.” 
   
  “What if it doesn’t sway them?” 
  “Then we crush their armies and cleanse them of their heresy 
  with the purifying flame of Pholtus.” 
   
  “What resources can you provide us?” 
  “I have been given the means to convey you to and from 
  Tostenhca. We can also provide certain supplies and provisions. 
  This map shows the most likely location of the Landsheart. 
  Our agents recovered it from the body of a Ratikan heretic in 
  Marner.” 
  
  COR4-15 War of the Dust 
   
  Page 8 
   
  “What sort of transportation?” 
  “That matter is the concern of our esteemed colleague, Kiana 
  Gunnhild,” Pholtarin says, nodding at someone behind you. 
  Turning, you see a beautiful half-elven woman clad in the 
  uniform of a Prelatal Army officer: white tunic and black 
  trousers, with a purple cloak over all. Two six-pointed golden 
  stars shine on the left side of her collar. She wears her long 
  blonde hair in a single braid, and her lively green eyes offer a 
  welcome relief from Pholtarin’s grim visage. 
   
  �Kiana Gunnhild—Commander of the Pale’s Sixth 
  Dawn Command. 
  Appearance: A beautiful and vivacious woman, Kiana 
  presents a confident and outgoing personality to those 
  who meet her. She is a half-elf, and with the green eyes of 
  her elvish side. Her straight golden-blonde hair falls to 
  her waist, though she wears it in a single braid tucked up 
  under her helmet. Kiana stands 5' 2" tall and weighs 115 
  pounds. At 41 years of age, she is in the prime of life. 
   
  Character:  
  Kiana is good-looking—and knows 
  it—but avoids letting her looks interfere with her duties. 
  Earning a reputation as a tomboy, she often appears with 
  dust on her face, mud on her armor, or other signs of an 
  active life. Kiana possesses an irrepressible sense of 
  humor, and seems irrationally light-hearted to those 
  around her. This zest for life puts her at odds with some 
  in the church hierarchy, as they mistake her levity for a 
  lack of devotion to Pholtus. Her cheerful exterior hides 
  an iron resolve to carry the banner of Pholtus to those 
  who need it—providing help and aid to the unfortunate. 
   
  Kiana is a natural at politics. Her good looks and 
  good humor put others at ease, and her deep religious 
  convictions help her project a feeling of trust and 
  honesty. She earned the respect both the elves of the 
  Phostwood and most people in the nearby human 
  villages. She impresses her elders in the church with her 
  natural wisdom and intelligence. 
   
  “Kiana Gunnhild, Sixth Dawn Command, at your service,” she 
  says with a slight bow. “Please follow me, and I’ll show you 
  what type of transportation we have for you.”  
   
  Gunnhild leads you out into the courtyard of the Faithful 
  Flan hostel. Suddenly a shadow covers you, followed with a rush 
  of wind and flurry of massive wings. From out of the blue sky, a 
  flight of creatures with the head and wings of eagles and massive 
  feline bodies swoops over you, the white cloaks of their riders 
  streaming behind them.  
   
  “That sort of transportation,” Kiana says, with a wry grin. 
  “I ordered my riders to take you as far into the mountains as 
  possible without jeopardizing themselves or their mounts. You 
  must complete the journey to Tostenhca on foot.” 
   
  “How do we return?” 
  “With these,” Kiana says, drawing a bunch of gold and 
  platinum medallions from her a pouch on her belt. 
   
  “They hold some form of magic that transports the wearer 
  instantly to the Hill of Nevondaer when he utters aloud the 
  words engraved upon the metal. Use them only after great 
  thought, for they work for one journey only.” 
   
  Kiana hands over the chart showing the location of 
  Tostenhca and the Landsheart. Distribute “Players’ 
  Handout 1.” 
   
  If the PCs ask no further questions, Kiana caters to 
  any equipment requisitions the PCs might have. She is 
  authorized to provide them any mundane item in the 
  equipment lists (Player’s Handbook Tables 7-5, 7-6, 7-8), 
  within reason and a GP limit of 500 gp. Any item listed 
  on the Tables above that costs more than 500 gp and less 
  than 3,000 gp (the GP limit for Atherstone) may be 
  bought for the list price. 
   
  If the PCs ask no further questions or for items to 
  requisition or buy, read aloud or paraphrase the 
  following: 
   
  “Before you depart, might I speak a moment with you in 
  private?” Kiana says, in a conspiratorial undertone. “What do 
  you think of our friend Pholtarin?” 
   
   
  Kiana listens with interest to the PCs’ answers before 
  continuing: 
   
  “Shall I tell you what I think of him? I think his zeal, though 
  worthy, unhinged him. You know that he put out his own eye 
  after we resurrected him from the dead? As such, he may be a 
  danger to himself and to those that cleave too closely to his 
  preaching – such as his sisters, who paid with their lives for 
  their faith in him. This is not just my opinion, but also the 
  opinion of my superiors.  
   
  “I have been assigned to make sure Pholtarin’s fervor 
  does not jeopardize the future interests of the Theocracy and of 
  the Faithful Flan in Tenh. Therefore I ask, in the name of the 
  Theocrat himself, that you aid me in this task by reporting 
  any, ah…excesses of zeal on Pholtarin’s part. Moreover, if you 
  succeed in your quest, you must deliver this Landsheart into 
  my custody and my custody alone. 
   
  “Have I made myself clear?” Kiana asks with an edge of 
  steel in her voice.  
   
  If the PCs agree: 
   
  Kiana’s stern expression softens to a smile. 
   
  “May the Blinding Light illuminate your way. I will see 
  you upon the Hill of Nevondaer,” she says and, with a salute, 
  departs.  
   
  If the PCs ask no further questions, proceed to 
  Encounter 1.  
   
  INTRODUCTION C: 
  IARVALADHYR – THE 
  GLEAMING SPIRE 
  Regardless any of the PCs played any of the previous 
  installments of the Children of the Dust trilogy, read 
  aloud or paraphrase the following: 
   
  
  COR4-15 War of the Dust 
   
  Page 9 
  You often heard rumors of the civil war that sets the scattered 
  people of Tenh one against another. As you look down from this 
  chamber high on the tower of the fortress of Iarvaladhyr, you 
  see evidence of this fratricidal war firsthand. Armed patrols of 
  red-cloaked cavalry issue forth from the gates of the keep into 
  the vast plain of dust. Other patrols return with empty saddles 
  and lines of prisoners trailing behind them. 
   
  “You think us mad to war among ourselves over a legacy 
  of dust?” says someone behind you, his voice dry as a library of 
  musty scrolls.  
   
  Turning, you see an elderly, narrow-faced Tenha man 
  squinting at you suspiciously. 
   
  “Sometimes, I think you outlanders might be right,” he 
  says sadly.  
   
  PCs who played COR4-10 Riddle of the Dust may recognize 
  the man as Kereledh, a member of the Keepers of the 
  Flan and advisor to Baron Turanalh, the Leader of the 
  Rebel Tenha forces. If the PCs fail to recognize him, 
  Kereledh introduces himself. 
   
   
  �Kereledh—Member of the Keepers of the Flan.  
   
  Appearance: Kereledh is an elderly Tenha man. His 
  narrow face and slight squint give him and eternally 
  suspicious appearance. He avoids the traditional 
  trappings of a mage, wearing fine doublets and pants 
  rather than robes. Despite his age, he refuses to carry a 
  staff. Kereledh does possess a number of magical rings, 
  though, as well as a number of other magical items 
  secreted about his person.  
   
  Character: Kereledh is quiet, but very shrewd and 
  observant, who believes in the motto “say less than you 
  know and see more than you let on to.” Like many of his 
  fellows, he has delved deep into the history and lore of 
  Tenh and the Flannae people. Nonetheless, he is no 
  foolish sage, being a perceptive and shrewd judge of 
  character. 
   
  Kereledh continues: 
   
  “Have you heard news of the latest follies from Redspan? That 
  fool Ehyeh arrested Marshal Laba and replaced him with 
  Ceannalah, that dolt of a Champion of his. The new Marshal 
  of Tenh busied himself more with hunting down his 
  countrymen than fighting the foes of his country. Many of my 
  fellow Keepers have been arrested or forced to leave Redspan; 
  even the Archmage Nystul fled. Marshal Laba’s son, Labahlah, 
  has been declared an outlaw since he vanished from the Duke’s 
  Citadel just before Ceannalah’s men came to call upon him.” 
   
  The old sage shakes his head and sits heavily at a table 
  piled high with scrolls and charts. 
   
  “If ever there were a time for the Taladhcrioch [tah-lah-
  CREE-ock] to be found, it is now.” 
   
  Question and Answer 
  The PCs undoubtedly want to ask some questions of 
  Kereledh. The most likely PC questions are listed below, 
  along with the sage’s replies.  
   
  “Where is Labahlah?” 
  “We do not know. Ceannalah’s men failed to find him within 
  the walls of Redspan. Wherever he is, I hope he is safe—for he 
  is an able man of the sort Tenh cannot afford to lose.” 
   
  “Why does the duke consider Labahlah and Laba 
  traitors?” 
  “When the existence of the army you see down there became 
  known, suspicion naturally fell on Laba and his son. After all, 
  our express purpose is to replace Ehyeh with Laba. As it 
  happens, neither the Marshal nor his son knew anything of 
  our efforts here. We thought it best to protect them, in case our 
  efforts were discovered before we were ready. However, we 
  underestimated the paranoia and folly of Ehyeh and his Court. 
  Now Tenh’s best men are in chains or on the run in their own 
  land. It seems we became the authors of our own tragedies.”  
    
  “Why did you call us called here?” 
  “To recover the Taladhcrioch, plain and simple.” 
   
  “What is the Taladhcrioch?” 
  “In the Common Tongue, it means ‘Landsheart.’ It is a stone, 
  sacred to Beory the Oerth Mother, upon which the rulers of the 
  Tenha people were chosen and anointed in ancient times. It 
  went missing before the days of the Great Migrations. 
  However, we recently discovered where it is hidden. Far to the 
  north and east of here, in the heart of the high Griff 
  Mountains, lie the ruins of a city built by our forefathers and 
  then lost to them in ancient times. It is called Toestenhceadh 
  [toss-TEN-kyah]. Somewhere within its fallen temples the 
  Landsheart lies hidden.”  
   
  “You want us to recover the Taladhcrioch?” 
  “Aye. We intend to help you get to Toestenhceadh, where you 
  must find the Taladhcrioch and return it to the Hill of 
  Neveondaer [neh-VYON-dair] with all good haste.” 
   
  “Where is the Hill of Neveondaer?” 
  “The Hill of Neveondaer stands in the middle of the city of 
  Neveond Nevnend. Since the time of the ancients, the rulers of 
  Tenh have been anointed there. It is one of our most revered 
  places.” 
   
  “Why take it there? Isn’t Nevond Nevnend in ruins?” 
  “Yes, to our sorrow, Neveond and the halls of our fathers 
  remain as dust scoured ruins. However, Ehyeh called a meeting 
  between the factions that oppose him upon hallowed 
  Neveondaer. In this we have the most extraordinary stroke of 
  fortune, for if you succeed in bringing the Taladhcrioch to us, 
  while we meet the other factions, we can force Ehyeh to test the 
  legitimacy of his rule using the stone, as the chiefs of old did. If 
  our cause is just, the Taladhcrioch will reject him and we can 
  choose a new ruler for our people.”  
   
  “What if he refuses to step aside?” 
  “Then Tenh and its people are doomed.” 
   
  “What if the Taladhcrioch actually accepts Ehyeh?” 
  “The ruin of the past decade makes me skeptical of such an 
  outcome, but if the Taladhcrioch supports his claim, we shall do 
  
  COR4-15 War of the Dust 
   
  Page 10 
  all that we in order to reunite the Tenha Host and restore our 
  nation to glory.” 
   
  “What help can you provide us?” 
  “Beset as we are by the Loyalists on one side and the fanatics of 
  Pholtus on the other, we possess few resources. However, we have 
  the means to get you within striking distance of Toestenhceadh 
  and return you swiftly to Neveondaer should your quest prove 
  successful. In addition, we can make available certain supplies 
  and provisions that might prove vital in an expedition of this 
  sort. I can also give you a chart of that portion of the Griffs 
  locating Toestenhceadh, as well as the most likely location of the 
  Taladhcrioch within the city.” 
   
  “What sort of transportation?” 
  “That is my area of expertise!” booms a voice from the doorway.  
   
  Turning, you see a dashing Tenha dressed in a fine set of 
  banded mail leaning on the doorjamb. An ornately adorned 
  kukri of a Tenha noble sits on his hip.”  
   
  Those PCs who played COR4-10 Riddle of the Dust may 
  recognize the man as Baron Turanalh, the leader of the 
  Rebel Tenha faction. If none of the PCs played Riddle of 
  the Dust, then the baron introduces himself with a bow 
  and a flourish. 
   
   
  �Baron Turanalh—Leader of the rebel Tenhas. 
   
  Appearance: Turanalh is a dashing young Tenha noble 
  in his mid-thirties. His handsome bronze features framed 
  by flowing brown locks, flecked with golden highlights. 
  He dresses in a fine set of banded mail and the red cloak 
  of the Tenha Host. Like all Tenha nobles, Turanalh wears 
  an ornately decorated kukri at his hip.  
   
  Character: Turanalh is something of a cavalier—
  charismatic, enthusiastic, and brave to a fault. He is a very 
  forceful character, rarely speaking below a parade-ground 
  bawl, despite a jovial nature. Turanalh is an able 
  commander in the field, having learned his trade from 
  Marshal Laba before and during the Greyhawk Wars. 
  However, he has no grasp of the politics of the court and 
  is very much a romantic idealist.  
   
   
   
  Introductions made, the baron continues: 
   
  “If you will follow me,” Turanalh says, barely suppressing a 
  grin of boyish excitement.  
   
  The baron leads you up the spiral stair to a platform close 
  to the top of Iarvaladhyr’s gleaming white granite spire. The 
  fortress is laid out like a map below. To the south sits the 
  sinister green swathe of the Phostwood. To the north, the gray 
  expanse of the Stonelands stretches away to the edge of sight. 
   
  Suddenly, shadows cover you, followed by a rush of wind 
  and flurry of massive wings. From out of the blue sky, a flight 
  of creatures with the head and wings of an eagle and a massive 
  feline body swoops over you, the red cloaks of their Tenha riders 
  streaming behind them.  
   
  “That sort of transportation,” Turanalh says, grinning like 
  a fiend. “The riders have orders to take you as far into the 
  mountains as they can without jeopardizing themselves or their 
  mounts. You must complete the journey to Toestenhceadh on 
  foot.” 
   
  “How do we return?” 
  “That is my area of expertise,” says Kereledh, drawing a bunch 
  of gold and platinum medallions from his doublet.  
   
  “I have imbued these amulets with magic that transports 
  the wearer instantly to the Hill of Neveondaer when he utters 
  aloud the words engraved upon the metal. Think carefully 
  before using them, for they work for one journey only.” 
   
  Kereledh hands over the chart showing the location of 
  Toestenhceadh and the Taladhcrioch. Distribute 
  “Players’ Handout 1.” 
   
  If the PCs ask no further questions, they may 
  requisition such supplies from Turanalh. He provides 
  any mundane item (Player’s Handbook Tables 7-5, 7-6, 7-
  8), within reason and a GP limit of 500 gp. Any item 
  listed on the Tables above that costs more than 500 gp 
  and less than 800 gp (the GP limit for Iarvaladhyr) may 
  be purchased for the list price. 
   
  If the PCs ask no further questions or items to 
  requisition or buy, proceed to Encounter 1. 
   
   
  ENCOUNTER 1:  
  FEAR OF FLYING 
  Regardless where the PCs start from, the flight into the 
  Griffs is the same. Once the PCs are ready to depart, 
  they meet the leader of the Griffon Riders, a young 
  woman named Catharadh.  
   
  Read aloud or paraphrase the following: 
   
  The morning sun provides some warmth on the rooftop. Six 
  griffons lie basking on the warm stones, apparently enjoying 
  the fine autumn weather. They turn to regard you with large, 
  bright eyes in the same way a hawk might regard a field 
  mouse.  
   
  “Don’t be afraid! They won’t bite,” says a woman 
  climbing the stairs behind you, hauling a massive leather 
  saddle. “Rend you in half, perhaps, but bite? Never.” The 
  woman grins as she drops the saddle onto the stones.  
   
  “I’m Catharadh. I command this flight of beasts. Who 
  runs this Rhennee caravan then?” she asks, looking each of 
  you up and down with a skeptical look. 
   
   
  �Catharadh—Commander of the Griffon Flight.   
   
  Appearance: Catharadh is a woman in her early 
  thirties. Her bronze complexion, dark hair, and brown 
  eyes reveal Flannae ancestry. She wears leather armor 
  and, when mounted on her griffon, Heralyon, a 
  swaddling of thick, warm furs. A large white scar runs 
  down her neck from behind her left ear. 
   
  Character: Catharadh is a brash, confident, and 
  good-humored woman. Competent in her area of 
  expertise, taming and riding griffons, she reluctantly 
  defer to the PCs on matters that do not relate to her 
  flight and the safety of her animals or riders. Catharadh 
  insists on seating the PCs’ “leader” (or you, as DM, 
  
  COR4-15 War of the Dust 
   
  Page 11 
  should pick one PC at random) with her on her griffon 
  and on arguing over this leader’s every decision. She does 
  not tolerate any misbehavior by the PCs while they ride 
  her beasts and tells them so in no uncertain terms. 
  Catharadh is impressed if any of the PCs knows how to 
  fly griffons, though, and avidly trades shoptalk with 
  them. 
   
  Catharadh makes it very plain to the PCs that her 
  orders are to get them as close to Tostenhca as she 
  possible, without endangering her griffons or her riders. 
  At the first sign of trouble, she lands the PCs in the 
  mountains and they must make their way onto Tostenhca 
  from there on their own. Her beasts and riders are her 
  first priority; the success of the PC’s mission is secondary. 
   
  Up, Up and Away! 
  Catharadh assigns one PC to each of her griffons. The 
  riders consist of four men and two women, who defer to 
  Catharadh in all matters and gladly give her their loyalty. 
  Catharadh forbids the PCs from encumbering her 
  griffons with more than a medium load (600 pounds 
  maximum per griffon—including rider, PC passenger, 
  and their gear). Assume each NPC rider (with gear and 
  saddle) weighs a total of 200 lbs.  
   
  Catharadh stands firm on this point and insists on 
  discarding surplus items, unless some magical or other 
  means reduce the weight for the duration of the flight 
  (approximately two days of eight hours flying time). 
  Catharadh forbids Medium or larger animal companions, 
  familiars, and other “zoo animals” from boarding the 
  griffons, unless again some magical means can be found 
  to transport them. The animals remain in the safety of the 
  base until the PCs return.  
   
  The table below gives the loads and penalties for the 
  griffons. Reduced maximum speeds and check penalties 
  may affect the flying ability of the griffons (see Appendix 
  2—Tactical Aerial Movement). 
   
  The PCs should list what items they wear and which 
  items they intend to stow under a net behind their seat 
  on the saddle. The PCs sit in the broad griffon saddle 
  behind the rider. They strap in by a buckled harness 
  around their waists, which secures the PCs tightly in 
  place and prevents them from turning around in the 
  saddle or reaching back to the netted equipment. If PCs 
  want to take either of these actions, they must unbuckle 
  their harness.  
   
  A six-foot long leather cord buckled tightly around 
  their right ankle also secures the PCs—Catharadh calls 
  this the “Lack wit Line.” It requires a full-round action to 
  untie each of these harnesses.  
   
  The griffon saddles are exotic military saddles and 
  provide a +2 circumstance bonus to Ride checks related 
  to staying in the saddle. If a character is knocked 
  unconscious, they have a 75% chance of staying in the 
  saddle.  
   
  Once the PCs sort out their equipment and strap in, 
  read aloud or paraphrase the following: 
   
  The griffon riders do their final checks, tugging on straps and 
  harnesses, before securing themselves into the saddle. Then 
  with a yell from Catharadh, the griffons leap into the air, 
  their great golden wings unfolding and beating the air with a 
  whistling swoop. The flight climbs steeply, forming up into an 
  arrowhead.  
   
  Catharadh shoots you a mischievous grin and shouts: 
  “Hang on tight!” 
    
  Banking into a turn, they swoop back over the rooftop, 
  flipping upside down in a corkscrew roll, before shooting off 
  eastwards.  
   
  Hour after hour, the gray desolation of the Stonelands 
  slips past beneath you. Here and there the ruined shells of 
  stone buildings break the monotony. From above, towns 
  become clusters of roofless houses that gape like hungry 
  mouths within girdles of tumbled walls.  
   
  The day passes uneventfully, but ask the PCs what 
  measures they take to keep an eye out for trouble. This 
  is relevant later on in the encounter. The griffons fly in 
  an arrowhead formation, with Catharadh’s mount in the 
  lead. See “DM’s Map 1.” 
   
  Read aloud or paraphrase the following: 
   
  As evening draws in, dark clouds begin to roll out of the east. 
  Catharadh frowns at them for a time before signaling the 
  flight to descend. A few minutes later, she whistles and points 
  toward the ruins of a round tower—an old Tenha 
  fortification. Swooping steeply, the griffons land with scarcely 
  a bump.  
   
  “Off you go then. Scout out tonight’s lodgings and earn 
  your keep,” Catharadh says. 
   
  The tower is a deserted, hollow stump about 30 ft. tall. A 
  single double doorway pierces the tower on the south 
  side. The PCs quickly realize no threats lurk here, but 
  feel free to play upon their paranoia if you wish. A 
  ruined curtain wall surrounds the central tower, against 
  which Catharadh and her riders set up gray tarpaulins to 
  shelter and conceal the griffons. Allow the PCs to 
  organize the camp to their liking and set out their 
  watches for the night. The night is uneventful, but free 
  to keep the PCs on their toes.  
   
  Next morning, the flight loads up and set off east 
  once more. Read aloud or paraphrase the following: 
   
  The griffons climb toward the rising sun, which casts long 
  shadows over the desolation below you. After a few minutes 
  you veer north. Off to the east, through the golden glare, lies 
  the dark stain of the Troll Fens, looking every bit as sinister as 
  their deadly reputation suggests. 
   
  Soon a line of what looks like white clouds appears at 
  eye-level on the horizon. As they draw closer, they reveal 
  Griffon Loads and Penalties 
   
   
   
  –—— Speed —–— 
  Load 
  Max 
  Dex 
  Check 
  Penalty 
  (30 ft.) 
  (80 ft.) 
  Run 
  Medium 
  (301-600 lbs) 
  +3 
  –3 
  20 ft. 
  55 ft. 
  x4 
  Heavy 
  (601-900 lbs) 
  +1 
  –6 
  20 ft. 
  55 ft. 
  x3 
  
  COR4-15 War of the Dust 
   
  Page 12 
  themselves into a vast range of snowy peaks, your first glimpse 
  of the High Griffs.  
   
  The flight passes over forested foothills, rising in green 
  folds out of the gray of the Stonelands. The trees give way to 
  rough pastures and scrub, which in turn fade into bare rock 
  and finally dazzling snowfields. Ragged ridges of rock, clothed 
  in baroque wind-carved cornices of snow and blue-white ice, 
  drift by beneath you, sometimes so close you feel you could reach 
  out and touch them. Mountains march away into the distance 
  before you. Above, a sheet of high icy cloud looms closer. 
  Catharadh eyes it with concern as it descends over the higher 
  peaks.  
   
  Any PC that stated they keep watch on the first day 
  makes a Spot check (DC 15). PCs who are awake make a 
  Spot check (DC 20). PCs making either of these checks 
  spot the attackers swooping down on the griffon flight 
  from out of the clouds and may act in the Surprise round. 
   
  Depending on APL, the PCs are attacked by either a 
  flight of feral griffons or a white dragon into whose 
  territory the PCs entered.  
   
  Note: For the purposes of this combat, calculate the 
  APL including the 6 griffons (CR 4 creatures), but not 
  their riders, who takes no active part in the combat other 
  than directing the griffons. For example, for a party of six 
  4th-level characters, this results in the APL increasing 
  from 4 to 6.  
   
  Griffons 
  For those PCs who spot the griffons, read aloud or 
  paraphrase the following 
   
  You catch a blur of movement just on the edge of your vision. 
  Glancing up, you see dark shapes plummet out of the clouds 
  above. The creatures emit a piercing shriek and extend their 
  wickedly curved claws. With golden wings swept back, the 
  creatures with their hawk-heads and feline bodies—wild 
  griffons without a doubt—come hurtling toward you. 
   
  APL 4 (EL 6) 
   
  �Griffon (2): hp 59; see Monster Manual. 
   
  APL 6 (EL 8) 
   
  �Griffon (4): hp 59; see Monster Manual. 
   
  Tactics: The griffons swoop down on the PCs’ griffons, 
  one to a target (pick targets at random) and attempt a 
  Pounce and Rake attack on the PCs’ mounts. They then 
  try to keep the advantage of height to repeat the trick. 
  The feral griffons only attack PCs who injure or attack 
  them. The feral griffons work in pairs, one covering the 
  other to prevent the PCs’ griffons getting in behind them 
  to get in a raking dive. The griffons are a mated pair (or 
  pairs), so if one is killed, the other fights to the death. See 
  Appendix 2 for Tactical Aerial Movement.  
   
  White Dragon 
  For those PCs who spot the dragon, read aloud or 
  paraphrase the following: 
   
  You catch a blur of movement just on the edge of your vision. 
  Glancing up, you see a huge shape plummet out of the clouds 
  above. Sunlight glints from scales the color of glacier ice, as a 
  dragon sweeps back its vast leathery wings and plummets 
  toward you. A roar like thunder in the mountains rolls forth 
  from its fang-forested maw.   
   
  APL 8 (EL 10) 
   
  �Crylanyzantiir: adult white dragon; hp 189; see 
  Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Crylanyzantiir: mature adult white dragon; hp 
  241; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Crylanyzantiir old white dragon; hp 276; see 
  Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Crylanyzantiir: very old white dragon; hp 337; 
  see Appendix 1. 
   
  APL 16 (EL 18) 
   
  �Crylanyzantiir: ancient white dragon; hp 375; see 
  Appendix 1. 
   
  Tactics: The white dragon, a male named 
  Crylanyzantiir, dives onto the griffon flight. He spots 
  the flight ahead of time and casts the following spells 
  beforehand (at the appropriate APL): APL 8 and 10—
  mage armor, resistance; APL 12 and 14—mage armor, 
  mirror image, resistance, shield; APL 16—greater invisibility, 
  mage armor, mirror image, resistance, shield. If you are 
  playing the APL 16 encounter, the characters catch sight 
  of the dragon before it casts greater invisibility. He tries to 
  use his breath weapon to catch as many of the griffon 
  riders as possible, concentrating on the tip of the 
  arrowhead and the flight leader. Crylanyzanthiir keeps 
  his distance, using spells and his breath weapon (when 
  it recharges) to scatter the flight. He then tries to close 
  and pick off individual griffons that look vulnerable, 
  concentrating his attacks on the mount and only 
  attacking PCs who hurt him—especially if they assault 
  him with fire. Crylanyzanthiir tries to knock all the 
  griffons out of the air before swooping down to finish 
  off any survivors on the ground. If Crylanyzanthiir is 
  reduced to less than 20 hp, he plummets away toward 
  the ground, and tries to lose his pursuers in the ice and 
  snow on the high mountains (burrowing under the 
  thick snow of a high-altitude snowfield to escape aerial 
  pursuit if necessary).  
   
  See Appendix 2 for a review of Tactical Aerial 
  Movement. 
   
  The Flight: See DM’s Map 1 for the relative 
  distances between the griffons in the flight at the start 
  of the attack. 
   
  If the dragon’s frightful presence panics the riders 
  (if applicable), they attempt to dive the griffons away 
  
  COR4-15 War of the Dust 
   
  Page 13 
  from the dragon, unless prevented by the PC. The PC 
  may seize hold of the reins on a successful opposed 
  Strength check against the rider (if the rider is alive) or a 
  Dexterity check (DC 15; if the rider is dead or 
  unconscious). The PCs with a grip on the reins may 
  attempt to control the griffon with a Ride check (as per 
  the Ride skill description). Remember to apply armor 
  check penalties to relevant Ride checks. 
   
  Altitude and Crashing: The Griffon Flight starts 
  combat over the middle of mountain valley at an altitude 
  of 1,000 feet from the valley floor (see DM’s Map 1). The 
  ridges on either side of the 2,000-foot wide valley rise 900 
  feet from the valley floor in sheer rock walls.  
   
  If any of the flying combatants fails to maintain its 
  minimum forward speed, it must land at the end of its 
  movement or it falls straight down, descending 150 feet 
  in the first round of falling (see Appendix 2). 
   
  Treasure: See Treasure Summary for a complete 
  listing of treasure for this encounter. If the PCs kill 
  Crylanyzanthiir, they may skin the dragon to get 
  dragonhide. Skinning the hide takes a day due to the 
  toughness of the material and the difficulty of the 
  conditions. The amount of dragonhide varies with the 
  size of the dragon. A Large dragon yields enough hide for 
  a single suit of medium or small dragonhide masterwork 
  hide armor (330 gp). A Huge dragon yields enough hide 
  for a single suit of Large (or two Medium or Small) 
  dragonhide masterwork hide armor (660 gp). 
   
  If any of the PCs have the Craft (armorsmith) skill, 
  they may wish to select and remove some of the scales to 
  make more elaborate suits of armor. A Craft (armorsmith) 
  (DC 16) check allows the PCs to remove enough scales to 
  fashion a suit of banded mail. A Large dragon yields 
  enough material for a single suit of Small banded mail 
  (800 gp), while a Huge dragon yields a single suit of 
  either Medium or Small banded mail (800 gp). Stripping 
  the scales in this fashion requires 2 days.  
   
  With a huge dragon, a Craft (armorsmith) (DC 17) 
  check allows the PCs to strip enough material to fashion 
  a single suit of Small half-plate (1,500 gp), requiring three 
  full days. 
   
  In any case, enough additional hide may be removed 
  to make a light or heavy shield, in addition to whichever 
  armor type the PCs choose to extract the raw materials 
  for (340 gp). Extracting this material takes no additional 
  time. 
   
  The PCs cannot use the hide as armor until 
  fashioned into a suit by an armorsmith with the required 
  tools, once they return from the mountains. PCs pay half 
  the regular cost of the items unless they craft the armor 
  themselves according to rules in the Living Greyhawk 
  Campaign Sourcebook. 
   
  Development: If still alive, Catharadh insists that the 
  Griffon Flight drop the PCs and head for home. The PCs 
  are now alone Go to Encounter 2.  
   
  If Catharadh is dead or incapacitated, the PCs may 
  persuade the surviving riders to fly farther into the 
  mountains. Go to Encounter 2. 
   
  If all of the riders die, including Catharadh, then the 
  PCs may fly any living griffons onwards into the 
  mountains. If one or more of the griffons die, the PCs 
  must redistribute their equipment (that survived the 
  crash). Remember that the griffons cannot carry a load 
  of more than 900 lbs. Go to Encounter 2.  
   
   
  ENCOUNTER 2:  
  A FELL VOICE ON THE AIR 
  If Catharadh survived, she orders her riders to unload 
  the PCs’ equipment. Nothing short of subduing or 
  killing the griffon riders prevents this from happening. 
  If attacked, the riders defend themselves to the best of 
  their ability, taking to the air on their griffons and flying 
  away with any still-loaded equipment. Catharadh refuses 
  to listen to the PCs’ arguments or attempts to persuade 
  her otherwise. She intends to stick to her orders. 
   
  If Catharadh dies, the remaining riders turn 
  around, leaving the PCs to continue on their own. They 
  unload the PCs’ equipment and fly home as soon as 
  possible. However, if the PCs make a persuasive 
  argument—requiring a Diplomacy check (DC 30)—
  they may the riders to carry them to Tostenhca. 
  However, the riders insist on just delivering the PCs to 
  the city and then returning home. 
   
  If the griffon riders head for home, read aloud or 
  paraphrase the following: 
    
  The griffons leap into the air, extending their wings with 
  snap. They spiral upwards, gaining altitude and forming up 
  before swooping down, delivering a salute as they sweep past 
  in a rush of wind. They climb over the wall of the valley and 
  disappear, leaving you on your own.  
   
  Getting to Tostenhca 
  The PCs must now complete their journey to Tostenhca 
  through the high peaks of the Griff Mountains.  
   
  Mountain Travel 
  High altitude, capricious weather, and bitter cold are 
  three environmental hazards that the PCs face while in 
  the mountains.  
   
  See Appendix 3 and DM’s Map 2. 
   
  Weather and Cold 
  For each day that the PCs spend in the mountains, roll 
  on the Random Weather Table (see Appendix 3) to 
  determine the weather and temperature for that day and 
  the following night. Apply whatever environmental and 
  cold effects are appropriate. To speed up the game, it is 
  suggested to roll up several days’ results in advance.  
   
  Food and Clothing 
  Make a list of how many days of food the PCs have, 
  along with any cold weather gear they still possess. If 
  the PCs run out of provisions and are unable to either 
  conjure food or live off the land, apply starvation effects 
  
  COR4-15 War of the Dust 
   
  Page 14 
  on them. PCs without adequate protection from the 
  weather and temperature suffer the effects of cold.  
   
  Read aloud or paraphrase the following: 
   
  A long boulder strewn valley stretches away to the northwest, 
  level at first, and then after a steep step, sloping downwards 
  gradually into the distance. To the south, the valley rises, 
  curving away gradually eastwards. Directly to the east looms a 
  towering mountain peak, its flanks armored with glistening 
  blue-white ice and snow, rising to three black pinnacles of bare 
  rock that seem to pierce the brilliant blue dome of the sky.  
   
  The PCs have a choice of routes to Tostenhca (see DM’s 
  Map 2). The triple-peaked mountain marked on the 
  Ratikkan’s Map as “Procan’s Trident (triple peak)” (see 
  Player Handout 1) lies directly west of Tostenhca. From 
  the map, the most obvious route follows the valley 
  around Procan’s Trident, crossing an easy pass into 
  another valley that runs past the base of Tostenhca—a 
  trek of some 50 miles (The Long Walk).  
   
  The Long Walk  
  If the PCs decide to take the Long Walk path to 
  Tostenhca, read aloud or paraphrase the following: 
   
  Turning your back to the cruel pinnacles of Procan’s Trident, 
  you set off up the valley, following the course of a half frozen 
  mountain stream that rushes unseen beneath a brittle shell of 
  white ice. The valley winds upwards before you, climbing 
  toward a pass between the southern spur of Procan’s Trident 
  and another towering snow peak to the south.  
   
  The 30-mile climb to the top pass is long and gradual and 
  should not trouble the PCs much, unless bad weather sets 
  in. 
   
  When the PCs reach the top of the pass, read aloud 
  or paraphrase the following: 
   
  Cresting the top of the long saddle, you stand with a snow peak 
  on either side. Before you, a long, wide valley stretches away to 
  the north. A vast river of rock and ice tumbles down from the 
  snow peak to the south, entirely filling the base of the valley. 
  The slope falls away before you to a long rampart of piled 
  boulders and gravel that extends along the length of the valley. 
  Beyond it lies a chaos of boulders and stones piled in seemingly 
  random hills and ridges.  
   
  To the north, another enormous snow peak extends a long 
  leg south, ending in a long raised ridge that falls abruptly into 
  the valley below. The top of the ridge has been planed flat except 
  for the outlines of pyramids and towers. 
   
  It is your final destination—Tostenhca. 
   
  Another five miles brings the PCs to the edge of the 
  glacier.  
   
  Go to Giant Troubles, below. 
   
  Giant Troubles 
  See DM’s Map 3 for this part of the encounter. 
   
  Regardless of whether the PCs climbed or walked, 
  they encounter a giant (or giants, depending on the APL) 
  close to the edge of the glacier. The giants prefer to 
  attack from behind the cover of the lateral moraine of 
  the glacier—a steep ridge of boulders, stone, and gravel. 
  This provides the giants with cover, and an 
  inexhaustible supply of boulders to fling at the PCs. 
    
  The giants move along the glacier parallel to the 
  lateral moraine. As the PCs approach to within 4d10x10 
  feet of the lateral moraine, both the PCs and the giants 
  make Spot checks (base DC 10 for the giants to see the 
  PCs and DC 12 for the PCs to see the giants). If the PCs 
  previously declare that they move with stealth, make an 
  opposed Spot check against the PCs' Hide check. Adjust 
  all DCs for distance. 
   
  If the giants spot the PCs, they move to attack, 
  using the terrain and surprise (if the PCs haven’t spotted 
  them) to their best advantage. If the giants fail to spot 
  the PCs, they continue southwards along the moraine.  
   
  Adapt the boxed texts below according to the 
  circumstances of the encounter.  
   
  The Lay of the Land 
  The giants fight from a good position just behind the 
  top of the lateral moraine of the glacier. This position 
  provides them cover and unlimited boulders, and means 
  the PCs must close across very unfavorable terrain (as 
  marked on DM’s Map 3). The effects of scree and dense 
  rubble on movement and skill checks are detailed 
  below: 
   
  Scree: Scree is a field of shifting gravel. It doesn’t 
  affect speed, but is treacherous on a slope. The DC of 
  Balance and Tumble checks increases by +2 if there’s 
  scree on a gradual slope and by +5 if there’s scree on a 
  steep slope. The DC of Move Silently checks increases 
  by +2 if the scree is on a slope of any kind. 
   
  Dense Rubble: Rocks of all sizes litters the ground. 
  Movement is reduced by 2 squares (10 feet) to enter a 
  square with dense rubble. The DC of Balance and 
  Tumble checks on dense rubble increases by +5, and the 
  DC of Move Silently checks increases by +2. 
   
  APL 4 (EL 6) 
   
  �Hill Giant: hp 102; see Monster Manual. 
   
  Tactics: The hill giant (an indentured soldier of the 
  local Frost Giant Jarl) softens the PCs up with a steady 
  barrage of boulders. If the giant finds a good ambush 
  point, but the PCs appear to break or run, or there are 
  more than two PCs injured, the giant abandons his 
  advantageous position and rushes into melee combat. If 
  the PCs charge him, he meets them on the slope of the 
  moraine. If badly injured (reduced to 10 hp or less), the 
  giant flees across the glacier, heading north.  
   
  APL 6 (EL 8) 
   
  �Stone Giant: hp 119; see Monster Manual p124. 
   
  Tactics: The stone giant (an indentured soldier of 
  the local Frost Giant Jarl) uses his natural camouflage to 
  gain the element of surprise on the PCs. He softens 
  them up with a steady barrage of boulders, rising up 
  from behind the moraine to lob a rock (this tactic 
  provides the giant with cover). If the giant finds a good 
  
  COR4-15 War of the Dust 
   
  Page 15 
  ambush position on a slope, he sticks to his position 
  unless the PCs retreat or 3 or more of them are injured, in 
  which case he charges into melee combat. If the PCs 
  charge, he holds position, peppering them with rocks 
  until they come within melee range. If badly injured 
  (reduced to 10 hp or less), the giant flees across the 
  glacier, heading north.  
   
  APL 8 (EL 10) 
   
  �Hill Giant: hp 102; see Monster Manual. 
   
  �Frost Giant: hp 113; see Monster Manual. 
   
  Tactics: If the frost giant spots the PCs before they 
  see him, he uses the cover of the moraine to gain surprise 
  on the PCs. He plans to let the hill giant soften them up 
  with a steady barrage of boulders and draw the PCs into a 
  rash charge up the moraine. The frost giant leaps up from 
  cover and attacks the surprised PCs. If the giants find 
  good fighting positions, they stick to them unless the 
  PCs appear to retreat or 3 or more of them are injured, in 
  which case the giants charge into melee. If the PCs 
  charge, the giants hold position, peppering them with 
  rocks until they come within melee range. If the frost 
  giant is badly injured (reduced to 10 hp or less), he and 
  the hill giant flee across the glacier, heading north.  
   
  APL 10 (EL 12) 
   
  �Frost Giant Cleric, Clr4: hp 176; see Appendix 1. 
   
  �Frost Giant (2): hp 113; see Monster Manual. 
   
  APL 12 (EL 14) 
   
  �Frost Giant Cleric, Clr6: hp 196; see Appendix 1. 
   
  �Frost Giant (4): hp 113; see Monster Manual. 
   
  APL 14 (EL 16) 
   
  �Frost Giant Cleric, Clr10: hp 236; see Appendix 1. 
   
  �Frost Giant (6): hp 113; see Monster Manual. 
   
  Tactics: If they see the PCs first, the regular frost 
  giants use the cover of the moraine to gain surprise on 
  the PCs. Positioning themselves 50 ft. apart, they catch 
  the PCs in a crossfire of boulders—softening them up 
  while holding position and forcing the PCs to close. The 
  cleric keeps his head down and moves to support 
  whichever of the stone-throwers the PCs charge (or if the 
  PCs charge multiple giants, he aids the giant closest to 
  him)—rising up from cover to catch them by surprise on 
  the slope of the moraine with spells. The other giants 
  continue their barrage, while closing along the moraine 
  to catch the PCs in the flank. The giants hold position no 
  matter what the PCs do—moving to block them if the 
  PCs attempt to circumvent the giant position. The giants 
  fight to the death. 
   
  Development: Assuming the PCs defeat the giant(s), 
  they proceed to Tostenhca. If the PCs travel on foot, this 
  requires them to go through the glacier.  
    
  Crossing the Glacier 
  Read aloud or paraphrase the following: 
   
  A barren and chaotic landscape stretches before you. Frozen 
  pools and pinnacles of are scattered between hills of stones, 
  ranging from pebbles to huge boulder. It is as though the gods 
  neglected to finish this last piece of their great work, leaving 
  the bare building blocks of the Oerth scattered about. 
   
  Movement on the glacier is reduced by half speed. It is 
  two miles from the base of Procan’s Trident and 15 miles 
  from the base of the pass from the Long Walk. In 
  addition to the distance and the unpredictable weather, 
  the PCs face a formidable crevasse – a crack in the river 
  of ice that lay under the dusting of rocks and stone. The 
  chasm is easy to spot, but harder to traverse.  
   
  Whether the PCs approach from Procan’s Trident 
  or the Pass, they face a large crevasse, which they may 
  either cross or circumvent.  
   
  The Crevasse  
  Read aloud or paraphrase the following: 
   
  As you crest a ridge of broken rock, you see a huge wound in 
  the surface of the glacier. You hear the gurgling and dripping 
  of water echoing from its inky-black depths. 
   
  The crevasse is 160 ft. deep, 20 ft. wide and stretches off 
  to the horizon in either direction. If the PCs want to 
  climb down and back out, this entails making the 
  relevant number of Climb checks (DC 15). Five feet of 
  freezing cold water fills the bottom of the crevasse. 
  Characters that fall into the water possibly suffer the 
  effects of hypothermia (see DMG). 
   
   
  Circumventing the crevasse entails an additional 6-
  mile hike. If the characters choose this route, they fall 
  prey to a sudden blizzard (see Appendix 3: Altitude, 
  Weather, and Cold effects). 
   
  Development: Assuming the PCs make it across the 
  glacier, they stand at the foot of the mountain of 
  Tostenhca. Go to Encounter 3. 
   
  Troubleshooting: Some PCs may circumvent the 
  arduous trek to Tostenhca by either flying or teleporting 
  to the city. PCs trying to teleport to Tostenhca must scry 
  the city to become familiar with it. If they arrive off 
  target, they arrive on the glacier, where they must fight 
  the giants and deal with the crevasse. 
   
  If the PCs arrive on target via teleport or fly into 
  Tostenhca, the giant(s) attack them from behind the 
  cover of the city’s buildings, using portions of the city’s 
  crumbling masonry as missiles. If the PCs arrive on 
  griffons, the giant(s) wait until the griffons depart 
  before attacking. If all the griffon riders die, the griffons 
  return to base on their own.. Once the griffons depart, 
  the giant(s) attack. Adjust the boxed text for the 
  encounter accordingly. Assuming the PCs defeat the 
  giant(s), the kobolds in Encounter 3 ambush the PCs 
  from the cover of the city buildings, as described in 
  Encounter 4 below.  
   
   
  
  COR4-15 War of the Dust 
   
  Page 16 
  ENCOUNTER 3:  
  ROLLING ROCKS 
  Read aloud or paraphrase the following: 
   
  The mountain of Tostenhca looms ahead you—an implacable 
  mass of green-black rock, rising in sheer cliffs to the strangely 
  flat, broad summit. Above, you see huge steps carved out of the 
  living rock of the mountain. Ahead, the remains of an ancient 
  highway snake its way up the side of the mountain in a series 
  of broad switchbacks. A frost-shattered archway stands at the 
  foot of the road. 
   
  Closer examination of the archway reveals a faint 
  inscription in an archaic, but legible, form of Flan: 
   
  “…stenhceadh—Eyrie of the Sky Father. Mighty fortress of…”.  
   
  Symbols of eagles and suns feature prominently. Clerics 
  of Pelor immediately recognize them as symbols of their 
  divine patron. Other PCs can recognize this with a 
  successful Knowledge (religion) check (DC 12). 
   
  The highway is composed of huge slabs and blocks 
  of worked stone. In places, the road has been hacked out 
  of the mountainside. On average, it is over 20 ft. across. 
  While the lower reaches are free of snow, the upper 
  reaches (see DM’s Map 4) are covered in a layer of icy 
  snow. PCs walking on ice must spend 2 squares (10 feet) 
  of movement to enter a square covered by ice, and the DC 
  for Balance and Tumble checks increases by +5.  
   
  The huge steps that the PCs see from the base of the 
  mountain were once agricultural terraces. In ancient, 
  more temperate times, the people of Tostenhca grew 
  crops here that made their fortress self-sufficient and 
  easily defendable. 
   
  The Blue Skulls 
  A large, cunning tribe of kobolds now claims the ruins of 
  Tostenhca. Named the Blue Skulls for the magical 
  sapphire amulet worn by their chieftain, they fiercely 
  defense of their territory. Their cunning and tenacity 
  allows them to survive in such a harsh climate.  
   
  A band of kobolds watch over the Sun Gate (see 
  “DM’s Map 4”) that protects the upper end of the winding 
  road. Over the years, the kobolds perfected a host of 
  cunning traps and defenses to even the odds against 
  more powerful foes. From the Sun Gate the kobolds 
  enjoy a clear view of the entire highway from the base to 
  the mountain. Thus, unless the PCs use invisibility or hide 
  while the move (in which case the kobolds make Spot 
  checks against the PCs’ Hide checks), the kobolds should 
  be ready for the PCs when they approach the Sun Gate.  
   
  The Sun Gate 
  See DM’s Map 5. 
   
  Read aloud or paraphrase the following: 
   
  The final switchback of the highway brings you beneath a huge 
  wall that snakes along the top of the cliff. To the left of the road, 
  a frozen waterfall of pure white ice tumbles down the 
  mountainside. A single arched gate, flanked by rounded 
  bastions, pierces the fortifications. A frost-shattered carving of 
  a sunburst adorns the top of the arch. The gates having long 
  since broken or rotted away, the frozen breeze whistles eerily 
  through the gaping archway.  
   
  The kobolds previously prepared a number of defenses: 
   
  Rolling Boulders 
  The kobolds rounded and shaped two large boulders, 
  setting them up on the bastions flanking the Sun Gate, 
  poised to be tipped off the bastion to roll down the 
  highway, at least as far as the first switchback. The 
  kobolds wait until most of the PCs arrive on the final 
  straight of the road in front of the Sun Gate before 
  releasing the first rock.  
   
  Read aloud or paraphrase the following:  
   
  A sudden grating of stone on stone from the gateway ahead 
  fills your ears. A rounded boulder crashes down onto the 
  highway in front of you and begins rolling down the steep icy 
  slope toward you! 
   
  APL 4-14 (EL 1) 
   
  �Rolling Boulders: CR 1; Atk +10 melee (2d6, 
  rocks). 
   
  The kobolds hold their second boulder until they see 
  the PCs trying to rush the gateway before releasing it.  
   
  Falling Rocks 
  The kobolds stationed on top of the curtain wall above 
  the highway possess a supply of 200 lb. rocks that they 
  lever over the edge of the wall and down onto the PCs 
  50 ft. below. The kobolds do not expose themselves to 
  the PCs below. 
   
  �Falling Rock: Atk +0 melee (5d6, rock). 
   
  The number of the kobolds defending the gate varies by 
  APL. If the PCs did not encounter the dragon (see 
  Encounter 1) at a higher APL, then adjust this 
  encounter to ensure that they encounter their full quota 
  of ELs. 
   
  APL 4 (EL 2) 
   
  �Kobold Barbarian Bbn1: hp 12; see Appendix 1. 
   
  �Kobold Sorcerer Sor1; hp 5; see Appendix 1. 
   
  �Kobold Shaman Clr1; hp 9; see Appendix 1. 
   
  APL 6 (EL 4) 
   
  �Kobold Barbarian (2) Bbn1: hp 12 see Appendix 
  1. 
   
  �Kobold Sorcerer Sor1: hp 5; see Appendix 1. 
   
  �Kobold Shaman Clr1: hp 9; see Appendix 1. 
   
  APL 8 (EL 6) 
  
  COR4-15 War of the Dust 
   
  Page 17 
   
  �Kobold Barbarian (2) Bbn2: hp 19; see Appendix 1. 
   
  �Kobold Sorcerer Sor2: hp 9; see Appendix 1. 
   
  �Kobold Shaman Clr2: hp 15; see Appendix 1. 
   
  APL 10 (EL 8) 
   
  �Kobold Barbarian (6) Bbn3: hp 25; see Appendix 1. 
   
  �Kobold Sorcerer Sor3: hp 13; see Appendix 1. 
   
  �Kobold Shaman Clr3: hp 21; see Appendix 1. 
   
  APL 12 (EL 10) 
  �Kobold Barbarian (4) Bbn5: hp 39; see Appendix 1. 
  �Kobold Sorcerer Sor5: hp 21; see Appendix 1. 
  �Kobold Shaman Clr5: hp 33; see Appendix 1. 
   
  APL 14 (EL 12) 
  �Kobold Barbarian (4) Bbn7: hp 51 see Appendix 1. 
  �Kobold Sorcerer Sor7: hp 29; see Appendix 1. 
  �Kobold Shaman Clr7: hp 45; see Appendix 1. 
   
  Tactics: The kobolds deploy their defenses as described 
  above and snipe with their bows (rising up from cover to 
  fire—granting 50% cover) to soften up the PCs. The 
  spellcasters also use spells to inflict as much damage as 
  possible to the PCs at a distance. If he has the appropriate 
  spells, the sorcerer frightens the PCs by conjuring the 
  silent image of a frost giant peering up from behind the 
  walls, using ghost sounds to provide some sonic illusions. 
  The kobolds avoid melee combat at all costs—fleeing 
  from the PCs and making for their escape tunnels, 
  pausing only to attack the PCs with their bows, if the 
  opportunity arises to do so without risk to themselves. As 
  they flee, the kobolds blow signal horns, warning the rest 
  of their tribe of the PC’s approach.  
   
  Development: If the PCs kill the kobolds, they 
  proceed into the city unmolested. If the PCs wish to 
  pursue the kobolds into the escape tunnels, go to “The 
  Escape Tunnels” below.  
   
  If any of the kobolds escape, they track the PCs 
  through the city, popping up to snipe at them, fleeing 
  into tunnels if pursued, and harassing the PCs until they 
  are all killed.  
   
  If the PCs kill or capture any of the kobolds, they 
  should notice the prominent symbol of a blue skull 
  emblazoned on their equipment. 
   
  Once they drive off or defeat the kobolds, the PCs 
  are free to explore the lost city of Tostenhca. Go to 
  Encounter 4. 
    
  The Escape Tunnels 
  See DM’s Map 6. 
   
  The kobolds carved an extensive maze of tunnels 
  linking different parts of the ruins, designed with a 
  kobold’s height in mind. The tunnels are 2 ft. high and 5 
  ft. wide. Medium or larger PCs must squeeze (crawl) in 
  order to move along these tunnels, taking the normal 
  penalties for squeezing. 
   
  As shown on “DM’s Map 6,” the kobolds set up dead 
  ends, secret doors, ambush points and murder holes, 
  where they may turn and attack the PCs or pour 
  burning oil on them. The secret doors require a Search 
  check (DC 15) to locate. The kobolds only engage the 
  PCs while they have the advantage of surprise or terrain, 
  and flee if wounded. Tunnels of identical design riddle 
  the city and if pursued the kobolds flee into them. In 
  the city proper, 1d20+20 feet lay between any given 
  kobold and an escape tunnel. 
   
  Interrogating the Kobolds 
  The PCs may capture some of the kobolds alive and wish 
  to question them. Alternatively, they may wish to 
  question the body of a slain kobold using speak with dead. 
  In either case, as the kobolds only speak Draconic.  
   
  Live Kobolds: Any kobolds captured by the PCs are 
  initially defiant—especially sorcerers or clerics. They 
  refuse to speak and spit, scratch, bite and make a 
  nuisance of themselves. However, a successful 
  Intimidate check (DC 15 for regular kobolds, DC 20 for 
  sorcerers or clerics), should suffice to make the kobolds 
  cooperate and willing to tell the PCs anything they want 
  to know. The kobolds are only aware of the events that 
  take place in the ruins.  
   
  Dead Kobolds: Dead kobolds may be easier to 
  manage, but more difficult to get answers out of due to 
  the generally terse and cryptic answers that speak with 
  dead produces.  
   
  What the Kobolds Know: 
  The following are some of the facts that the PCs learn 
  from any kobolds they interrogate. Feel free to utilize 
  the kobolds’ unusual manner of speaking, as described 
  below. 
  � The kobolds’ tribe is called the Blue Skulls, 
  because the “Big Bozz” (chieftain) wears the 
  Blue Skull.  
  � The “Big Bozz” is a kobold, but a big strong 
  kobold, the biggest, and strongest there is. 
  That’s why he’s the Big Bozz. That, and he 
  killed the old Big Bozz and ate him.  
  � The Blue Skull makes the Big Bozz strong and 
  he always wears it.  
  � The Big Bozz (and the Skull) are in the 
  “TribeHome”. The TribeHome sits under the 
  “ManHome” (City), near the “ManBozzCave” 
  (the Royal Palace—as the kobolds live in caves, 
  they refer to human dwellings similarly). 
  � The regular kobolds know nothing about the 
  Landsheart, but the cleric (but not the other 
  kobolds) does know that the “Man Totems” 
  (temples) are “under Man Hills (pyramids) on 
  top of big hill.” 
  � The kobolds, if alive, reveal the location of the 
  TribeHome 
  entrance 
  only 
  through 
  an 
  Intimidate check (DC 20 for regular kobolds, 
  DC 25 for sorcerers or clerics). The kobolds 
  never tell the PCs about the traps warding the 
  lair (dead kobolds are as cryptic as possible in 
  response to questions about traps) and they 
  
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  would rather die than enter the lair as prisoners. 
   
   
  ENCOUNTER 4:  
  THE EYRIE OF THE SKY 
  FATHER 
  Once the PCs enter the Sun Gate, they explore the ruins 
  of the ancient city of Tostenhca. See DM’s Map 7 for an 
  overview of the city.  
   
  This is a fairly free-flowing encounter. Allow the PCs 
  to explore the city, most of which is tumbled, frozen 
  ruins. Key locations are described below. The PC’s 
  primary goal (though they may not realize it) is the 
  Temple of the Oerth Mother in the Temple district of the 
  city.  
   
  Weather conditions: Tostenhca is continually 
  plagued by bad weather. Snow and ice cover all external 
  areas. PCs must spend 2 squares (10 feet) of movement to 
  enter a square covered by ice, and the DC for Balance and 
  Tumble checks increases by +5. 
   
  Bitter winds continually buffet the high peak. When 
  rolling on the Random Weather Table, replace results of 
  calm weather with strong wind (-2 to ranged attacks; Tiny 
  or Small creatures DC 10 Fortitude Save to avoid being 
  knocked down).  
   
  Moreover, low cloud frequently rolls in (20% 
  chance—roll d100 every hour the PCs remain in the 
  city), shrouding the ruins in icy fog and mist. Fog 
  obscures all sight, including darkvision, beyond 5 feet. 
  Creatures 5 feet away have concealment (attacks by or 
  against them have a 20% miss chance).  
   
  While the PCs explore the city, reduce the 
  temperatures determined on the Random Weather Table 
  above by 10 degrees Fahrenheit and apply any cold 
  effects that apply. PCs may find shelter from bad weather 
  among the ruined buildings or underground.  
   
  1. Processional Road and Agricultural Terraces: These 
  barren snow-covered steps, hewn from the rock of the 
  mountain, were once lush with the crops that fed the 
  city. Each terrace sits between 10 and 50 ft. wide and rises 
  10 ft. above the previous step.  
   
  The road south from the Sun Gate is similar to the 
  mountain highway. It is 20 ft. wide and runs straight and 
  level to a wide circular plaza under the glowering walls of 
  the city proper. A towering obelisk once graced the 
  center of the plaza, but long since toppled over and lies in 
  huge shattered fragments. Readers of Flan runes can 
  make out portions of an inscription: 
   
   “…sacred of the Sky Father, who watches over us, who sees all. 
  I, Curamaldh Riadh, Chosen of the Oerth Mother raise this in 
  his….” 
   
  Weathered and frost shattered statues flank the road and 
  plaza. Carved in the same green-black stone of the 
  mountain, the statues depict noble human warriors and 
  priests in various stylized poses. A Spot check (DC 15), 
  reveals that the holy symbols on all of the statues have 
  been defaced. 
   
  2. Tower of Keraptis: The stump of a round tower, sits 
  atop of low spur of natural rock. If the PCs examine 
  closer, they find great gouges dug from the rock by huge 
  claws. A Search check (DC 15) reveals the shattered 
  portion of a frieze, bearing the following inscription in 
  Flan:  
   
  “..hail Keraptis, High Protector of the Eyrie, Lord of Light and 
  Dark, Master of Life and Death…”.  
   
  A bardic knowledge check (DC 15) or Knowledge 
  (history) (DC 20) check reveals that the name of 
  Keraptis was linked to the infamous White Plume 
  Mountain near the Rift Canyon. 
   
  Keraptis was a worshipper of Nerull, who in 
  ancient times protected the city in return for a tithe of 
  Tostenhca’s considerable wealth. When he demanded 
  the sacrifice of the newborn children of the city, the 
  populace rose up against him under the leadership of a 
  priest of Pelor. His supporters were slain and his tower 
  destroyed, forcing him to flee into exile. 
   
  Keraptis’ tower was ransacked and stripped of 
  anything of interest millennia ago—there is nothing to 
  find here.  
   
  3. The Sky Temple: A set of hewn stone steps leads from 
  the plaza of the fallen obelisk up a rocky, snow-covered 
  hill. The crown of the hill has been planed off to create a 
  broad level platform. In ancient times, the people of 
  Tostenhca brought the bodies of the dead here to be 
  consumed by the eagles of the mountains, sacred to 
  Pelor, the Sky Father. The bleached bones were interred 
  in one of the numerous ossuaries carved into the rock of 
  the hill, now covered by snow and ice.  
   
  4. Royal Road and Fort: This set of hewn steps leads up 
  through the terraces to a second level paved road 
  running from the Eagle Gate to a fortification 
  overlooking the glacial valley and the mountain road to 
  the east. The walls and towers of the fort sit in ruins, 
  cracked by ice and weathered by blizzards. They are 
  home now only to flights of black mountain crows. A 
  Search check (DC 10) reveals the remains of kobold 
  lookout posts in sheltered corners of the fort, 
  overlooking the mountain road.  
   
  5. Reservoir: At the top of the terraces, a huge stone 
  reservoir has been carved out of the rock of the 
  mountain. Now covered with ice and snow, this tank 
  was one of several that stored rainwater for drinking, 
  washing, and irrigation. A now frozen irrigation channel 
  tumbles down the terraces to an equally solid pair of 
  pools, flanking a section of the Processional Road. 
   
  6. Walls and Eagle Gate: These walls and the Eagle are 
  hewn from the living rock of the mountain, effectively 
  making the entire city one enormous sculpture. The 10 
  
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  ft. thick walls of the city rise 30 ft., topped with a parapet 
  overlooking the terraces and roads leading up from the 
  Sun Gate. 
   
  Read aloud or paraphrase the following: 
   
  The green-black walls of Tostenhca loom over you, still 
  formidable millennia after the men that hewed them from the 
  very rock of the mountain itself went to dust. A single gate 
  pierces this implacable barrier, running in a shadowy tunnel 
  through a natural spur of rock, carved to form a gatehouse and 
  tower. Broken and decapitated statues of eagles flank the gate 
  arch. The freezing gale roars eerily through the tunnel.  
   
  Standing close to the western edge of the plateau, the 
  Eagle Gate is a 50 ft. long tunnel topped by a spur of 
  natural rock. Once barred by a series of gates, bitter gusts 
  now roar eerily down its shadowy length. Murder holes 
  and arrow loops pierce the roof of the tunnel. If any of 
  the kobolds from Encounter 3 are still alive, they snipe at 
  the PCs from the top of the gate and from the arrow loops 
  in the tunnel. A broad road leads from the far end of the 
  gate into the Main Plaza.  
   
  A Spot check (DC 10) reveals a patch of red-black 
  snow and a torn and tattered cloak halfway along the 
  length of the tunnel. A Heal check (DC 10) identifies the 
  black stain as blood. The cloak is either a red Tenha cloak, 
  as worn by the Tenha Host (if the PCs are working for 
  Atherstone) or a white tabard embroidered with the Sun 
  and Moons of Pholtus (if the PCs are working for either 
  the Rebel or the Loyalist Tenhas).  
   
  The PCs are not the only band of adventurers 
  dispatched to Tostenhca. Another group in the employ of 
  a rival Tenha faction already reached the city and fell to 
  the Blue Skull kobolds. The tattered cloak reveals where 
  one adventurer fell in battle.  
   
  7. Palaces: To the east of the Eagle Gate, the city rises in a 
  series of hewn steps covered with the palaces of the 
  wealthy warlords who had made up Tostenhca’s nobility. 
  A broad ramped road, flanked with tumbled and defaced 
  statuary, winds up from the main plaza. Narrow flights of 
  stairs rise up through the towering buildings, some of 
  which top three stories in height.  
   
  The remains of the rich carvings and ornamentation 
  that once adorned the buildings still remain. The great 
  halls of some of the palaces still bear vivid murals, 
  showing a race of bronze-skinned people at war, work, 
  and leisure. PCs who investigate these murals in any 
  details and make a successful Search check (DC 15) 
  notice some figures in the murals were hastily scored out. 
  A Knowledge (religion) (DC 10) check identifies these 
  figures and symbols as those of Pelor, Rao, and Beory.  
   
  The kobolds stripped these palaces of their former 
  wealth, however, so there is nothing to find. If any of the 
  kobolds from Encounter 3 still live, they make use of the 
  towering buildings and winding streets as cover to harass 
  any PCs exploring this section of the city.  
   
  8. Royal Enclosure: The ruins of the Royal Enclosure 
  stand to the east of the palaces. 
   
  Read aloud or paraphrase the following:  
   
  In the northeast corner of the city, you see the ruins of a series 
  of very large ornate buildings surrounded by a wall of similar 
  proportions to the City Wall. Only two narrow gates pierce 
  the green-black wall. Inside, a large circular building 
  dominates the hilltop, surrounded by a number of smaller 
  colonnaded pavilions set around a wide plaza, with a large 
  ice-filled reservoir at its center. Defaced carvings of suns and 
  eagles abound.  
   
  Blue Skull kobold scouts watch both gates into the 
  Enclosure. The scouts slip away into their lair rather 
  than engage the PCs. The Blue Skulls made their lair in 
  the caverns beneath the palace, which can be entered via 
  the old well shaft in the center of the main plaza in front 
  of the Royal Palace itself. The kobolds make every effort 
  to conceal the location of the entrances to their lair, 
  covering their tracks and making obvious trails leading 
  away from the lair.  
   
  A Search check (DC 20) reveals small tracks in the 
  ice and snow of this area. A Survival check (combined 
  with the Track feat) allows the PCs the following: 
   
  DC 11: A large number of clawed tracks crisscross 
  the area, some very recent. The tracks lead off in the 
  direction of the temples. If the PCs follow these tracks, 
  they get as far as the base of the temple hill before the 
  tracks stop. 
   
  DC 16: A large number of clawed tracks crisscross 
  the area, some very recent. An obvious set of tracks lead 
  off toward the Temple District (see above). Another, 
  even fainter, set leads toward the well in the middle of 
  the plaza in the Royal Enclosure. The creature making 
  these tracks attempted to cover them up. 
   
  If any of the kobolds from Encounter 3 are still alive, 
  they attack the PCs ferociously, attempting to lead them 
  away from the palace. They continue to attack and 
  harass the PCs until the PCs either leave the area or the 
  kobolds are killed or captured.  
   
  If the PCs try to interrogate any kobold prisoners, 
  see Encounter 3 above. 
   
  If the PCs investigate the well and descend into the 
  Lair of the Blue Skulls, go to Encounter 5.  
   
  9. Main Plaza and Royal Pavilion: The road from the 
  Eagle Gate leads directly into a wide semi-circular space 
  that that was once Tostenhca’s main plaza and market 
  place.  
   
  Read aloud or paraphrase the following: 
   
  The street opens onto a wide hemispherical plaza. Around the 
  eastern side of this windswept expanse of snow and ice, the city 
  rises on carved stone terraces like a vast amphitheatre. To the 
  south, the tiny stone houses crowd onto a low hill. To the 
  north rise the ruins of large, richly adorned palaces, including 
  one large circular building surrounded by a strong wall. To 
  the east, three large stepped pyramids form a triple crown 
  upon the highest point in the city. To the west, a stone-pillared 
  pavilion stands atop a small stepped platform. Immediately 
  
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  behind it, the edge of the plateau suddenly falls away into the 
  swirling clouds that fill the valley beyond.  
   
  Stone steps and ramped roads lead up the hills from the 
  plaza to the various districts of the city.  
   
  10. Commoners’ District: The houses of Tostenhca’s 
  common folk huddle on a rise south of the Main Plaza. 
  Most of the houses are little more than tumbled ruins—a 
  stark contrast to the faded splendor of the palaces of the 
  Tostenhcan elite. There is nothing of interest here. 
   
  11. Temple District: A broad, steep flight of stone steps 
  leads from the Main Plaza up to the leveled open hill top 
  of the Temple District. Here stand the three stepped 
  pyramids to the patron gods of Tostenhca—Rao (whose 
  pyramid stands to the north), Pelor (the central and 
  largest of the pyramids), and Beory (standing to the 
  south).  
   
  As the PCs reach the base of the Pyramids, read 
  aloud or paraphrase the following: 
   
  Off to the left near the southern corner of the large central 
  pyramid, a series of red-black splotches stain the white snow.  
   
  The stains are blood. If the PCs investigate, they find the 
  aftermath of a fierce battle here. A Survival check (DC 15) 
  reveals over a dozen small creatures with clawed feet—
  kobolds most likely—attacked three humans or similar-
  sized humanoids here. The battle went poorly for the 
  humans, as the two human-sized drag marks lead toward 
  the cliff. What became of the third human is unclear, but 
  the small, clawed footprints lead off in the direction of 
  the Royal Enclosure. A Spot check (DC 15) allows the 
  PCs to find either a bloodstained holy symbol of Pholtus 
  (if the PCs work for the Rebel or Loyalist Tenhas) or a 
  notched and bent kukri (if the PCs work for the Faithful 
  Flan).  
   
  If the PCs investigate the pyramids, they see that 
  stone staircases lead from the base of each pyramid to a 
  broad open sacred space at the summit. The steps of each 
  pyramid are richly carved with images and symbols of the 
  god to which the temple is dedicated—suns and eagles 
  for Pelor, serene mask carvings and depictions of scribes 
  and scholars for Rao, and a spiral motif and stylized 
  depictions of the rains filling up the reservoirs and wells 
  of the city for Beory. Worshippers of the gods in question 
  should recognize these automatically. Others come to the 
  same conclusion with a Knowledge (religion) check (DC 
  10). The temple friezes depict both Flan legends and the 
  deeds of many of Tostenhca’s warlords—victories over 
  rivals and ostentatious displays of devotion to the gods in 
  thanksgiving. A Search check (DC 10) shows that many 
  of the religious symbols on the carvings have been hastily 
  and sloppily defaced. The PCs may try to locate an 
  entrance to the pyramids of Rao or Pelor, but there is 
  nothing to find.  
   
  12. Pyramid of the Oerth Mother: According to the 
  information given the PCs, the Taladhcrioch lies 
  somewhere within one of the pyramids, but doesn’t say 
  which.  
   
  Carvings on the Pyramid of the Oerth Mother, 
  reveals a frieze depicting a great war, with the Flan 
  assailed by wild barbaric horsemen. The Flan king sends 
  a tear-shaped stone engraved with a spiral, away into the 
  hills, to a mountain city. The city receives the tear-
  shaped stone with great rejoicing. The key scene depicts 
  the city with the main plaza in the foreground. 
  Additional scenes show the stone within the leftmost of 
  the three pyramids, which the PCs should deduce is the 
  same Pyramid of the Oerth Mother on which they 
  stand.  
   
  If the PCs reach the top of the Pyramid, read aloud 
  or paraphrase the following: 
   
  The sacred sanctuary consists of a large black stone altar, big 
  enough for a tall man to lie flat upon. The surface is scored by 
  a series of grooves that lead away toward one end of the altar, 
  deepening as they go, until they reach a stone spout. Beneath 
  the spot sits a black stone bowl or sconce. At the opposite end of 
  the altar is a small dais, again of black stone. The top of the 
  dais bears the indentation of a human hand, while the 
  impression of a humanoid skull is carved into one side of the 
  slim pillar.  
   
  A Search check (DC 15) reveals a small frieze running 
  along the base of the black altar, buried by ice and snow. 
  It depicts a procession of skull-faced robed men bearing 
  a bound captive and a skull (picked out in blue lapis 
  lazuli) to the top of the pyramid. One of the robed men 
  pricks his hand with a dagger and then places the 
  wounded hand and the skull onto the dais. The 
  procession then bears the captive into the pyramid. The 
  quality of the carving of this frieze is much cruder than 
  the carvings elsewhere in the city.  
   
  Two things may occur to the PCs at this point. First, 
  the black stone of the altar, dais, and sconce are different 
  from the green-black stone found elsewhere in 
  Tostenhca. A Craft (stonemason) or Knowledge 
  (architecture and engineering) check (DC 15) allows the 
  PCs to notice that the black stonework, though still 
  ancient, is more recent than the gray-green stonework 
  elsewhere in the city.  
   
  Second, the altar is designed for human sacrifice—
  the grooves designed to drain the blood of the victim to 
  the spout and into the bowl or onto whatever sat in the 
  sconce. It should be clear that human sacrifices were 
  never associated with Beory and the altar was designed 
  for some other sinister purpose. 
   
  Entering the Pyramid 
  As indicated by the altar carvings, to gain access to the 
  interior of the pyramid and the Taladhcrioch, a PC must 
  cut her hand (inflicting at least 1 hp of damage) and 
  place it in the indentation on the dais, while at the same 
  time inserting a sacred sapphire skull into the depression 
  below it.  
   
  The entrance to the pyramid is warded by a 
  powerful magical trap, triggered by a locate object spell. 
  
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  The dais radiates a faint aura of evocation magic. If a PC 
  places her hand in the handprint but the locate object does 
  not detect the sapphire skull, the trap goes off. If the PCs 
  try to open the pyramid with the sapphire skull but do not 
  make the necessary blood sacrifice, the pyramid remains 
  closed and trap does not trigger. The trap is also triggered 
  if the PCs try to smash open the pyramid by brute force.  
   
  The type of trap varies by APL: 
   
  APL 4 (EL 3) 
   
  �Lightning Bolt Trap: CR 4; magic device; spell 
  trigger (locate object); automatic reset; spell effect (lightning 
  bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save 
  half damage); Search DC 28; Disable Device DC 28. 
   
  APL 6 (EL 5) 
   
  � Lightning Bolt Trap: CR 6; magic device; spell 
  trigger (locate object); automatic reset; spell effect (lightning 
  bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save 
  half damage); Search DC 28; Disable Device DC 28. 
   
  APL 8 (EL 7) 
   
  �Chain Lightning Trap: CR 7; magic device; spell 
  trigger (detect object); automatic reset; spell effect (chain 
  lightning, 11th-level wizard, 11d6 electricity to target 
  nearest center of trigger area plus 5d6 electricity to each 
  of up to eleven secondary targets, DC 19 Reflex save half 
  damage); Search DC 31; Disable Device DC 31. 
   
  APL 10 (EL 9) 
   
  �Storm of Vengeance Trap: CR 9; magic device; spell 
  trigger (detect object); automatic reset; spell effect (storm of 
  vengeance, 17th-level wizard, Round 1: all creatures in 360 
  ft. radius of trigger area DC 21 Fortitude save or deafened 
  for 1d4x10 minutes; Round 2: all creatures in 360ft. of 
  trigger area 1d6 acid, no save; Round 3: 10d6 electricity to 
  six separate targets within 360 ft. radius of trigger area, 
  DC 21 Reflex save half damage; Round 4: all creatures 
  within 360 ft. of trigger area 5d6 bludgeoning damage, no 
  save); Search DC 34; Disable Device DC 34. 
   
  APL 12 and 14 (EL 11) 
   
  �Slow and Storm of Vengeance Trap: CR 12; magic 
  device; spell trigger (detect object); automatic reset; 
  multiple traps (one slow trap and one storm of vengeance 
  trap); spell effect (slow, 17th-level wizard, DC 15 Will 
  negates); spell effect (storm of vengeance, 17th-level wizard, 
  Round 1: all creatures in 360 ft. radius of trigger area DC 
  21 Fortitude save or deafened for 1d4x10 minutes; Round 
  2: all creatures in 360ft. of trigger area 1d6 acid, no save; 
  Round 3: 10d6 electricity to six separate targets within 360 
  ft. radius of trigger area, DC 21 Reflex save half damage; 
  Round 4: all creatures within 360 ft. of trigger area 5d6 
  bludgeoning damage, no save); Search DC 34; Disable 
  Device DC 34. 
   
  The chieftain of the tribe possesses the sapphire skull. To 
  find the Skull and enter the Pyramid, the PCs must first 
  defeat the Blue Skull kobolds and their chieftain. Go to 
  Encounter 5. 
   
  If the PCs possess the sapphire skull and manage to 
  open the Pyramid, read aloud or paraphrase the 
  following: 
    
  The black stone softens, warps, and shapes itself around your 
  hand, drinking in the blood hungrily. The sapphire skull 
  flares and emits a keening scream that echoes through the 
  ruined city.  
   
  Everything goes silent.  
   
  Then there is a low subterranean rumble.  
   
  A shudder goes through the stones of the pyramid. With 
  a harsh grinding noise, the dais sinks into the top of the 
  pyramid. As it descends, the dais reveals a dark space in the 
  wall of the shaft into which it sinks—a door into the black 
  heart of the Pyramid of the Oerth Mother.  
   
  The dais sinks to leave a shaft 5 ft. wide and 10 ft. deep, 
  with a 5 ft. door leading into the top level of the 
  pyramid. Assuming the PCs want to climb down and 
  enter the Pyramid, go to Encounter 6. 
   
  Troubleshooting: The Pyramid of the Oerth 
  Mother (and the other pyramids) are warded against 
  scrying, 
  teleporting, 
  and 
  any 
  other 
  form 
  of 
  interdimensional travel. Only the sapphire skull, along 
  with the required blood sacrifices, allows entrance into 
  the Pyramid. 
   
   
  ENCOUNTER 5:  
  THE LAIR OF THE BLUE 
  SKULLS  
  The PCs may find themselves entering the kobold lair 
  either before or after trying (and failing) to open the 
  Pyramid of the Oerth Mother. The threats they face 
  inside are the same. See “DM’s Map 8” for the number 
  locations detailed below.  
   
  1. The Well 
  Read aloud or paraphrase the following:  
   
  A well stands at the center of the wide plaza before the ruined 
  royal place of Tostenhca. 30 ft. off to the right, gapes a large 
  frozen water tank, one of the huge reservoirs that supplied the 
  city with its drinking water. While the reservoir is choked 
  with snow and ice, the well seems to be clear and empty.  
   
  This served as the main well for the Royal Enclosure in 
  Tostenhca’s prime. Now it acts as the main entrance to 
  the lair of the Blue Skulls. The well is 10 ft. wide and 150 
  ft. deep, bored straight into the gut rock of the 
  mountain. When the climate was warmer, a seasonal 
  spring filled the bottom of the well in the rainy season. 
  In drier times, a large rainwater reservoir, connected to 
  the base of the well by a large pipe, kept the well and the 
  palace watered. Now both spring and reservoir are 
  frozen solid. 
  
  COR4-15 War of the Dust 
   
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  The kobolds dug the ice out of the well shaft, and 
  blocked the pipe to the reservoir with a retaining wall. 
  Stone handholds and footholds have been hacked out of 
  the walls of the well shaft, immediately obvious to 
  anyone looking into the top of the well. Climbing down 
  requires a Climb check (DC 5).  
   
  The entrance to the Blue Skull lair is 30 ft. up from 
  the base of the shaft. A Search check (DC 15) reveals the 
  entrance and the catch that opens it.  
   
  2. Antechamber 
  The secret door opens into a small domed antechamber. 
   
  Read aloud or paraphrase the following:  
   
  The stone door swings back with a low grinding sound, 
  revealing a short rough-hewn passage, 5 ft. wide by 5 ft. high. It 
  runs back 20 ft. before widening out into a chamber. Roughly 
  hemispherical, the chamber is 20 ft. in diameter and 8 ft. high 
  at the apex of the domed roof. Like the passage, it has been 
  crudely hacked out, the floor uneven, the walls rough and 
  jagged. Other than the passage from the well shaft, the only 
  apparent exit is a stone door directly opposite the well-shaft 
  passage.  
   
  There is nothing of interest here, although a Survival 
  check (DC 20) reveals faint kobold tracks. The tracks 
  move across the chamber between the well shaft 
  entrance and the stone door. The stone door is neither 
  trapped nor secured, opening into the antechamber. The 
  chamber and tunnels beyond are unlit and PCs without 
  darkvision require light sources of some form to see. 
   
  3. Bait and Darts 
  Read aloud or paraphrase the following: 
   
  Beyond the door, a passage extends into the gloom. Out of the 
  darkness ahead, you hear a rattle of chains, a moan, then 
  silence.  
   
  The moaning comes from a prisoner chained up at the far 
  end of the passage. Her name is Bridheleh [pronounced: 
  brih-THEL-eh, with the “th” sound of “then”, not “thin”]. 
  She is the last survivor of the previous band of 
  adventurers dispatched by the rival Tenha faction to 
  Tostenhca (Loyalist Tenha if the PCs work for 
  Atherstone; Faithful Flan if the PCs work for either of the 
  other Tenha factions). Kobolds ambushed her group at 
  the foot of the Pyramid of the Sky Father. Bridheleh has 
  exactly 0 hp and has been blinded with a hot poker. A 
  lone kobold guards her, hiding around the corner to 
  remain out of sight from the PCs. 
   
  As soon as the kobold becomes aware of the PCs, 
  either by spotting their lights or hearing their approach, 
  he shoots a dart into Bridheleh (automatic hit, 1d4 points 
  of damage). He retreats back into the heart of the lair to 
  warn the other kobolds of the PCs’ approach. Unless the 
  PCs heal Bridheleh or she stabilizes on her own, she 
  bleeds to death. 
   
  The only complication in saving Bridheleh is that 
  the corridor between her and the PCs is trapped. 
   
  APL 4- 14 (EL 3) 
   
  �Poisoned Dart Trap: CR 4; mechanical; location 
  trigger; manual reset; Atk +15 ranged (1d4+4 plus 
  poison, dart); multiple targets (1 dart per target in a 10-
  ft.-by-5-ft. area); poison (Small monstrous centipede 
  poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); 
  Search DC 21; Disable Device DC 22. 
   
  Development: If the PCs manage to save Bridheleh, she 
  tells them very little about the layout of the kobold lair. 
  She was beaten unconscious before brought down here 
  and the kobolds put out her eyes with a hot iron. If she 
  somehow recognizes the PCs as members or agents of 
  the rival faction, she is suspicious and wary, but grateful 
  nonetheless that they saved her life. Healing her ruined 
  eyes requires nothing less than a regenerate spell. If 
  healed and armed, she agrees to watch the PCs’ back, but 
  refuses to take the point. More likely, the PCs need to 
  lead and protect her, unless they choose to leave her 
  behind.  
   
  �Bridheleh—Tenha mercenary. 
   
  Appearance: Bridheleh is in her mid-twenties. She 
  has auburn hair bobbed at the shoulder and the bronzed 
  complexion of a Tenha. She is dressed in the bloodied 
  remains of her winter clothing, since her armor and 
  other equipment stolen by the kobolds. The kobolds 
  have taken are her eyes—burning them out with a hot 
  iron. 
   
  Character: Bridheleh is traumatized by her capture 
  and asks the PCs, even if she knows they work for a rival 
  faction, to protect her and not to leave her to die in 
  Tostenhca. Even if she discovers the PCs work for a rival 
  faction, she has little choice but to trust them. During a 
  quiet moment, Bridheleh asks the PCs why they chose 
  to serve the faction they are working for. However, she 
  neither preaches nor changes her own opinion—she 
  simply wants to know their motives. 
   
  4. The Narrows  
  The passage zigzags right and then left again, runs 
  another 20 ft. and then shrinks from 5 ft. high to 2 ft. 
  high. This narrow passage extends 10 ft., turns left for 10 
  ft., and then turns back right for 15 ft. At this point, the 
  passage widens into a 10 by 10 ft. chamber, but still with 
  a 2-ft.-high roof. Beyond this, the passage narrows again 
  to 5 ft. wide, and runs a further 10 ft. before opening out 
  into the Killing Zone (Area 5). 
   
  Medium or larger PCs must crawl (squeeze) to 
  move along these tunnels, with all of the attendant 
  penalties. 
   
  In addition, a nasty surprise lays hidden in the roof 
  of the 10 ft. by 10ft. chamber. A small, concealed hatch 
  in the roof hides a long, vertical 1 ft. wide shaft that 
  reaches up to one of the sniping galleries in the wall of 
  the Killing Zone chamber. The kobolds in this gallery 
  can lift out the hatch with a rope and then throw pots of 
  alchemist’s fire down into the chamber to scorch any 
  PCs lurking there. A Search check (DC 20) reveals the 
  hatch. 
  
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  5. The Killing Zone 
  This is a 100-ft.-high, 50 ft. diameter circular chamber, 
  carefully designed by the Blue Skulls to serve as a killing 
  zone for any force attacking their lair. 
   
  Galleries (2 ft. high and 5 ft. wide) are carved in the 
  walls of the chamber, allowing the kobolds to rain 
  missiles onto attackers in the chamber. There are three 
  such tiers of galleries, set 30 ft., 60 ft. and 90 ft. up from 
  the floor. The galleries provide cover, from which the 
  kobolds shoot arrows, throw rocks, and pots of burning 
  oil.  
   
  The upper galleries are beyond the range of the 
  darkvision or torchlight of PCs on the floor of the 
  chamber. However, if the PCs become illuminated, due 
  to the light from their own torches, burning oil, or 
  torches thrown from the galleries, they are visible to the 
  kobold snipers in these upper galleries.  
   
  The kobolds pop up to shoot arrows or throw oil 
  before ducking back into cover. In addition to their 
  personal weapons (as per the stat blocks), each kobold in 
  the galleries has one 200 lb. rock and four 100 lb. rocks 
  poised and ready to lever over the edge of the gallery 
  onto targets in the square immediately below. Use an 
  unmodified d20 attack roll to see if these strike a target 
  below. The damage that each rock does varies by weight 
  and height as shown below—a Reflex save (DC 15 
  reduces this damage by half). 
   
  Height     Weight of rock Damage 
  30 ft. 
   
  200 lbs.  
  3d6 
   
  100 lbs.  
  1d6 
  60 ft. 
   
  200 lbs.  
  6d6 
   
  100 lbs.  
  2d6 
  90 ft.  
   
  200 lbs.  
  9d6 
   
  100 lbs.  
  3d6 
   
  There are two entrances on the ground level—one from 
  Area 4 and the other directly opposite it. The entrance 
  opposite is 5 ft. wide by 5 ft. high, but after 10 ft the 
  passage narrows to 2 ft. high and 5 ft. wide, forcing 
  Medium or Large creatures to squeeze. Murder holes 
  pierce the roof the passage, though which kobold rogues 
  pour burning oil and stab at the PCs with reach weapons. 
  PCs that squeeze through the chamber are denied their 
  Dexterity bonus to Armor Class.  
   
  The narrow passage runs for 20 ft. before reaching a 
  vertical stone shaft 5 ft. wide by 100 ft. high. Handholds 
  and footholds have been carved into the wall to allow 
  kobolds (and PCs) to climb up with a Climb check (DC 
  5). Small (2 ft. high) entrances on the wall of the shaft 
  lead into the murder hole room (10 ft. up from the base of 
  the shaft) and the various sniping galleries (at 30 ft., 60 ft. 
  and 90 ft. from the base of the shaft). If the kobolds 
  become aware of intruders in the shaft, they rain missiles 
  down on the PCs and stab at them with reach weapons, 
  trying to knock them off the wall.  
   
  A narrow tunnel (2 ft. high by 5 ft. wide and 5 ft. 
  long) grants access to the murder hole room (5 ft. high by 
  10 ft. wide and 20 ft. long).  
   
  The strength of the kobold force defending the 
  killing ground varies by APL (the EL has been increased 
  by 1 to account for the prepared defenses of the 
  kobolds): 
   
  APL 4 (EL 7) 
   
  �Kobold Chief Sor2: hp 9; see Appendix 1. 
   
  �Kobold Barbarian (3) Bbn1: hp 12 each; see 
  Appendix 1. 
   
  �Kobold Rogue (2) Rog1: hp 6 each; see Appendix 
  1. 
   
  �Kobold Shaman Clr1: hp 9; see Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Kobold Chief Sor4: hp 25; see Appendix 1. 
   
  �Kobold Barbarian (3) Bbn2: hp 19; see Appendix 
  1. 
   
  �Kobold Rogue (2) Rog2: hp 10; see Appendix 1. 
   
  �Kobold Shaman Clr2: hp 15; see Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Kobold Chief Sor6: hp 37; see Appendix 1. 
   
  �Kobold Barbarian (4) Bbn3: hp 25; see Appendix 
  1. 
   
  �Kobold Rogue (2) Rog4: hp 18; see Appendix 1. 
   
  �Kobold Shaman Clr4: hp 25; see Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Kobold Chief Sor8: hp 49; see Appendix 1. 
   
  �Kobold Barbarian (4) Bbn5: hp 39; see Appendix 
  1. 
   
  �Kobold Rogue (2) Rog6: hp 26; see Appendix 1. 
   
  �Kobold Shaman Clr6: hp 38; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Kobold Chief Sor10: hp 61; see Appendix 1. 
   
  �Kobold Barbarian (4) Bbn7: hp 51; see Appendix 
  1. 
   
  �Kobold Rogue (4) Rog6: hp 26; see Appendix 1. 
   
  �Kobold Shaman (2) Clr6: hp 38 see Appendix 1 
   
  APL 14 (EL 17) 
   
  �Kobold Chief Sor12: hp 73; see Appendix 1. 
   
  �Kobold Barbarian (4) Bbn9: hp 63; see Appendix 
  1. 
   
  �Kobold Rogue (4): Rog8; hp 32; see Appendix 1. 
   
  �Kobold Shaman (2) Clr8: hp 51 see Appendix 1. 
   
  Tactics: The kobolds lie in wait, hiding in their 
  prepared positions for the PCs to enter the killing zone. 
  If possible, they wait until at least two PCs emerge into 
  the chamber before concentrating their fire on them. 
  Otherwise, they open up if they are spotted by the PCs 
  (opposed PC Spot checks against the kobold’s Hide 
  checks, taking into account the range of darkvision and 
  light sources) or if the PCs attempt to enter the narrow 
  tunnel opposite the entrance from Area 4. 
  
  COR4-15 War of the Dust 
   
  Page 24 
   
  The kobolds that see the PCs (the bottom two 
  galleries) begin with a rain of flasks of alchemist’s fire to 
  scorch the PCs and illuminate them for the kobolds on 
  the upper gallery. The upper kobolds, including the 
  chief, deploy alchemist’s fire and spells against the 
  illuminated PCs. At the same time, a flask of alchemist 
  fire is dropped into Area 4 via the murder hole. The 
  kobolds lever rocks down onto any PCs standing beneath 
  their position.  
   
  The kobolds try to keep the PCs pinned down with 
  spells and missile fire (rocks and bows) and use the layout 
  of the tunnels to avoid melee combat or to gain the 
  maximum advantage if they are forced to fight hand-to-
  hand. 
   
  At APL 12 and 14, the kobold chieftain uses the 
  sapphire skull to summon a gelugon into the middle of the 
  Killing Zone chamber to aid in the fight. 
   
  APL 12 and 14 
   
  �Gelugon: hp 147; see Monster Manual. 
   
  The kobolds are fighting for their lair and so fight to keep 
  the PCs out of the Main Lair (Area 7) where their females 
  and young are. If the battle is going against him, the chief 
  flees from the upper galleries through the Main Lair 
  toward the Escape Tunnels, taking the sapphire skull with 
  him.  
   
  Treasure: 
   
  APL 4: L: 36 gp; C: 800 gp; M: 7 potions of cure light 
  wounds (7 x 4 gp). 
   
  APL 6: L: 23 gp; C: 300 gp; M: 5 studded leather armor 
  +1 (97gp each); 7 x potion of cure moderate wounds (7 x 25 
  gp). 
   
  APL 8: L: 24 gp; M: 6 studded leather armor +1 (97 gp 
  each); 7 potions of cure serious wounds (62 gp each); wand of 
  fireball (5th) (937 gp). 
   
  APL 10: L: 8 gp; M: 6 +1 small shortbows (110 gp each); 
  7 studded leather armor +1 (97 gp each); 8 potions of cure 
  serious wounds (62 gp each); wand of cure light wounds (62 
  gp); wand of fireball (5th) (937 gp). 
   
  APL 12: L: 12 gp; M: 8 x +1 small shortbow (110 gp 
  each); 10 studded leather armor +1 (97 gp each); 11 potions 
  of cure serious wounds (62 gp each); 2 wands of cure light 
  wounds (62 gp each); wand of fireball (5th) (937 gp). 
   
  APL 14: L: 12 gp; M: 8 +1 Small flaming shortbows (692 
  gp each); 10 studded leather armor +1 (97 gp each); 11 
  potions of cure serious wounds (62 gp each); 2 wands of cure 
  light wounds (62 gp each); wand of fireball (5th) (937 gp). 
   
   
  All APLs: 
   
  Sapphire Skull of Tostenhca: AL NE; Int 10, Wis 12, 
  Cha 12; empathy, 30 ft. vision and hearing; Ego score 7. 
   
  Lesser powers: Deathwatch (continually active).  
   
  Special purpose: Defeat/slay all 
   
  Dedicated power: Summon an ice devil once per year, 
  if an intelligent creature is sacrificed to Nerull.  
   
  Personality: The sapphire skull was crafted in the last 
  days of Tostenhca, after cultists of Nerull had seized 
  control of the dying city. The skull was invested with the 
  spirit of one of the Nerullite priests who made a pact 
  with a pit fiend. The skull is both insane and 
  bloodthirsty and demands the sacrifice of an 
  intelligence creature before it activates its dedicated 
  power. If it detects a dying creature, it informs its owner 
  and insists that he kill it.  
   
  Strong conjuration; CL 15th; Craft Wondrous Item, 
  deathwatch, greater planar ally; Price 221,000 gp. 
   
  Note: The sapphire skull is an evil item. Good PCs 
  should avoid knowingly selling or owning it. 
   
  6. Main Lair 
  This is a large oval cavern, 100 ft. long, 50 ft. wide and 10 
  ft. high, where the females and young of the Blue Skulls 
  dwell. The lair links to the top of the shaft leading from 
  the Killing Zone by a passage 10 ft. long, 5 ft. wide and 5 
  ft. high. The lair holds 20 kobold females, 50 kobold 
  young, and a clutch of 50 leathery eggs. If the PCs burst 
  in, the kobolds females and young scream in fear and 
  begin streaming toward the various escape tunnels 
  leading away from the chamber. If he makes it this far, 
  the kobold chief uses panicked females as cover to make 
  his escape.  
   
  7. Escape Tunnels: This is the same as per Encounter 3 
  above.  
   
  Development: If the PCs manage to defeat the kobolds 
  and capture the sapphire skull, they may return to the 
  Pyramid of the Oerth Mother. Go to Encounter 4. 
   
  Wantonly and deliberately massacring the kobold 
  females and young is considered an evil act. This costs 
  any paladin their status, may cause some priests to 
  require atonement and likely cost the players responsible 
  their PCs. If females or children are accidentally killed 
  while the PCs are trying to capture/kill the chieftain, 
  this is not an evil act. 
   
  ENCOUNTER 6:  
  THE PYRAMID OF THE 
  OERTH MOTHER 
  Read aloud or paraphrase the following: 
   
  The dry air of the pyramid is heavy with the smells of must 
  and antiquity. Inside the door, a set of steps leads down to the 
  green-black stone floor of a cylindrical chamber. Brightly 
  colored murals adorned the walls, but appear to have been 
  defaced with something resembling pitch. In the center of the 
  chamber stands a green-black stone dais, its top a bowl shaped 
  depression. Light reflects dully from the nine golden orbs 
  arrayed around its base.  
   
  The door from the top of the pyramid leads into a 
  cylindrical room, 50 ft. in diameter and 30 ft. high. A set 
  of stone steps leads from the doorway to the floor of the 
  chamber. The chamber is unlit except for the light 
  coming from the top of the pyramid.  
  
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  Page 25 
   
  Murals depicting nature and the progression of the 
  seasons in the mountains cover the walls of the chamber. 
  The archaic spiral symbol of Beory abounds, painted both 
  on the floor and the roof of the chamber. However, the 
  symbols and murals have been defaced with streaks of a 
  black substance—a Heal check (DC 10) reveals this 
  substance as blood. 
   
  In the center of the chamber stands a green-black 
  stone dais, 5 feet high, surrounded by nine orbs of solid 
  gold, weighing from 1 to 9 lbs. A bowl-shaped pressure 
  plate forms the top of the dais. When the correct weight 
  of gold is added to the bowl—1 lb, at the first level—a 
  portion of the floor of the chamber tilts down, forming a 
  ramp to provide access to the next level of the pyramid. If 
  an incorrect weight of gold is placed in the bowl, a 
  magical trap triggers, centered on the PC placing the 
  weights on the dais. The trap also triggers if the PCs try to 
  weight the pressure plate with anything other than the 
  gold orbs.  
   
  The trap only affects PCs who touch the orbs or the 
  dais. If the PCs levitate or otherwise move the orbs onto 
  the dais remotely, the trap does not trigger, unless they 
  subsequently touch the orb or dais. The charge of the trap 
  remains stored in the orb/dais and discharges into the 
  next person touching it. 
   
  APL 4-12 (EL 1) 
   
  �Inflict Light Wounds Trap: CR 2; magic device; 
  weight trigger (locate object); automatic reset; spell effect 
  (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will 
  save half damage); Search DC 26; Disable Device DC 26. 
   
  APL 14 (EL 2) 
   
  �Inflict Serious Wounds Trap: CR 4; magic device; 
  weight trigger (locate object); automatic reset; spell effect 
  (inflict serious wounds, 5th-level cleric, 3d8+5, DC 14 Will 
  save half damage); Search DC 28; Disable Device DC 28. 
   
  The top seven levels of the Pyramid are essentially 
  identical in layout to the first, with only the weight 
  required to open the next level varying. The weights of 
  gold required for levels 1 through to 7 are as follows: 1 lb., 
  2 lb., 3 lb., 5 lb., 7 lb., 11 lb., 13 lb.. The weights 
  correspond to the first seven prime numbers (numbers 
  divisible only by themselves and one). Once the PCs 
  realize this, progressing down through the pyramid to 
  level 8 should pose little difficulty. The lower chambers 
  are unlit. PCs without darkvision require a light source of 
  some kind to see the walls of the chambers on each level. 
   
  Treasure: If the PCs loot any of the golden orbs, do 
  not note it on the AR, for they are by the curse below: 
   
  �Curse of the Gold Orbs of Tostenhca: The Gold 
  Orbs of Tostenhca inflict a curse on anyone that steals 
  them. This curse takes the form of a magical disease 
  affecting the blood and skin: 
   
  Tostenhcan Wasting Fever: Contact DC 25; Incubation: 
  1 TU (week); 1d4 Str, 1d4 Con; Successful saving throws 
  do not allow the character to recover (though they do 
  prevent damage normally).  
   
  Removal of the curse and cure of the disease 
  requires remove curse and remove disease both cast by a 
  caster of 12th level or higher. They must also rid 
  themselves of the cursed gold (or a sum of coins equal to 
  the value of the cursed gold) to prevent recurrence of 
  the curse.  
   
  Level 8 
  As the PCs enter level 8, read aloud or paraphrase the 
  following: 
   
  The floor of the seventh level of the pyramid tilts downward 
  with a slow grinding noise of stone on stone. The level below, 
  however, is unlike any of the levels above. The walls and floor 
  are black, lacking the defaced murals of the previous levels. 
  Likewise, the dais is made of the same black stone that formed 
  the altar on the top of the pyramid. There is no sign of any 
  golden orbs, and instead of a bowl, the top of the dais has been 
  carved in the form of a gaping maw.  
   
  If the PCs investigate the walls and floor, they find them 
  covered in a thick layer of dried blood. The PCs must 
  feed the gaping maw on the dais with 15 hp worth of 
  blood—either from themselves or some other living 
  creature. The PCs may spread this damage out among 
  several characters. Moments after the PCs do so, a 
  portion of the floor tilts downwards, giving the PCs 
  access to the Chamber of the Taladhcrioch. The dais is 
  not trapped, but the next level cannot be opened unless 
  the requisite number of hit points is sacrificed to the 
  black stone maw.  
   
   
  ENCOUNTER 7:  
  THE CHAMBER OF THE 
  LANDSHEART 
  Read aloud or paraphrase the following: 
   
  As the black floor-stones tilt downwards, a gust of cold air 
  flows up from the darkness below. A narrow green-black stone 
  ramp winds away into the gloom, following the curve of the 
  wall. To the right yawns a cold black void. To the left, vivid 
  murals adorn the walls in brightly colored bands.  
   
  The Chamber of the Taladhcrioch is cylindrical—50 ft. 
  in diameter, and 150 ft. high. A 5-ft.-wide ramp winds its 
  way down the walls of the chamber in a helix to a 
  sacrificial altar raised some 30 ft. from the floor of the 
  Chamber (and thus 120 ft. from the roof). The circular 
  altar (10 ft. in diameter) is the keystone of an arched 
  black stone bridge. The spiral ramp runs down to the 
  southern end of the bridge. From here, a 5 ft. wide, 20 ft. 
  long span leads out to the altar. The altar is of a similar 
  design to the one on the top of the pyramid, except that 
  the blood-grooves drain to a hole in the center of the 
  altar, where the sacrificial blood would flow and fall 30 
  ft. onto the Taladhcrioch below. A 5-ft.-high sconce of 
  green-black stone, shaped like a crude arm grasps the 
  
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  Landsheart. It is centered precisely below the hole in the 
  sacrificial altar above. 
   
  The Murals: The murals that adorn the walls of the 
  chamber wind along beside the helical ramp and tell the 
  story of Tostenhca’s fall for glory into degenerate blood 
  sacrifice. If the PCs take the time to study them, read 
  aloud or paraphrase the following: 
   
  The murals begin with a figure with Flan features and 
  complexion robed in black, using magic to raise a round tower 
  from the Oerth, augmenting the work of a small army of 
  gnomes. In the background sits a mountaintop city of towers 
  and pyramids. The black-robed figure defeats the enemies of the 
  mountain city by calling upon the power of a ghastly skeletal 
  figure, hovering over this black-robed Flan man. In return for 
  his services, richly dressed Flan emerge from the city to lay 
  golden orbs at the feet of their black-robed savior.  
   
  The next scene shows the black-robed man stretching forth 
  his hand toward the populace of the mountain city, their faces 
  contorted by terror as they shield their children behind them. 
  From the city emerges a shining golden figure, wearing an 
  amulet of a blazing sun on his breastplate, leading a vengeful 
  army against the black-robe’s tower. The tower is overthrown, 
  apparently along with its master. The golden figure returns to 
  the city and offers thanksgiving at the tallest of the three 
  pyramids.   
   
  The next scene shows the richly dressed Flannae and 
  priests bearing the sun symbol stricken down by a pestilence. 
  Golden orbs, now tainted with black and red colors by the touch 
  of the ghastly, emaciated figure, lie scattered around the bodies. 
  The people of the city desperately seek to appease the gods with 
  sacrifices of gold, gems and animals atop the pyramids.  
   
  These sacrifices show no effect, for the green fields of the 
  city become covered with ice and snow and emaciated corpses lie 
  scattered about the streets. The golden sun that shone upon the 
  city turns its face away and hides behind black clouds.  
   
  The final scene shows a Flan woman being sacrificed on 
  top of a pyramid by black-robed figures, her blood pouring onto 
  a tear shaped stone, engraved with a spiral, while the earlier 
  ghastly skeletal figure looks on in exultation.  
   
  A Search (DC 15) or Profession (artist) check (DC 5) 
  reveals that many different artists painted the murals 
  over a long period of time. The quality of the artistry and 
  paint deteriorates, until the final scenes become crude, 
  primitive renderings.  
   
  Guardians of the Taladhcrioch 
  The ghost of Guradhalah, an ancient devotee of Nerull 
  who once performed blood sacrifices here, haunts the 
  chamber, while more corporeal guardians ward the 
  Landsheart itself. At APL 4, only the ghost guards the 
  Landsheart, which is held in an ordinary stone dais, 
  rather than in the hand of the physical guardian.  
   
  APL 4 (EL 5) 
   
  �Guradhalah, Ghost Clr4: hp 33; see Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Guradhalah, Ghost Clr4: hp 33; see Appendix 1. 
   
  �Medium Earth Elemental: hp 30; see Monster 
  Manual. 
   
  APL 8 (EL 9) 
   
  �Guradhalah, Ghost Clr7: hp 54; see Appendix 1. 
   
  �Large Earth Elemental: hp 68; see Monster 
  Manual. 
   
  APL 10 (EL 11) 
   
  �Guradhalah, Ghost Clr9: hp 68; see Appendix 1.  
   
  �Huge Earth Elemental: hp 152; see Monster 
  Manual. 
   
  APL 12 (EL 13) 
   
  �Guradhalah, Ghost Clr11: hp 80; see Appendix 1. 
   
  �Greater Earth Elemental: hp 199; see Monster 
  Manual. 
   
  APL 14 (EL 16) 
   
  �Guradhalah, Ghost Clr13: hp 92; see Appendix 1. 
   
  �Advanced Stone Golem: hp 167; see Appendix 1. 
   
  Tactics: The Landsheart is gripped tightly in the hand of 
  the corporeal guardian (except at APL 4), which emerges 
  from the floor of the chamber to attack any PC that 
  approaches within 5 ft., touches it (either directly or 
  indirectly via a rope or some implement), or casts a spell 
  on it. The ghost launches his attack after the PCs engage 
  with the corporeal guardian (or move toward the dais, at 
  APL 4). The ghost manifests and tries to use his ghostly 
  powers to weaken them. He engages from a distance, 
  casting spells at the PCs. Only when he runs out of 
  offensive spells or the PCs look as though they might 
  try to flee with the Taladhcrioch does he swoop in to 
  attack with his scythe, using fly-by attacks. The ghost 
  pursues the PCs only as far as the first level of the 
  pyramid. The corporeal guardian pursues the PCs to the 
  Sun Gate. 
   
  The Taladhcrioch (“Landsheart”): The Landsheart itself 
  is a single piece of smooth green marble, flecked with 
  gold, formed in the shape of a teardrop. It is about 2 ft. 
  high and 2 ft. wide at its widest point. Its entire surface 
  is engraved with bands of tiny runes—ancient Flannae 
  religious hymns to the praise of the Oerth Mother. The 
  stone glows with inner warmth. Anyone touching the 
  Landsheart feels a pulse beating in the stone and a 
  sensation of good will and health.  
   
  Development: If the PCs manage to destroy the 
  stone guardian and/or the ghost, read aloud or 
  paraphrase the following: 
   
  A shudder runs through the chamber, as the entire pyramid 
  vibrates like a struck tuning fork. Dust and chips of stone 
  trickle down from the roof. A second tremor ripples through 
  the stone, sending cracks spreading across the walls of the 
  chamber, fracturing and fragmenting the murals. A chunk of 
  
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  the roof breaks free and plummets downwards, shattering on 
  the black altar. 
   
  The pyramid begins collapsing on top of the PCs. The 
  entire core of the pyramid, from the sacrificial altar on 
  the summit down collapses in on itself 1d4+5 rounds 
  after the destruction of the guardian and/or the defeat of 
  the ghost (whichever comes last).  
   
  The PCs may try to flee using their amulets of recall. 
  However, as the pyramid is dimensionally locked, they must 
  get outside before they can do so. If Bridheleh is with the 
  PCs, she must either stay behind under protest or a PC 
  must give up his amulet of recall. 
   
  Escaping the Pyramid: Escaping the pyramid is a trip 
  of 600 ft., possible in 5 rounds of running at a movement 
  rate 120 ft. per round. Characters with a movement of 
  less than 30 feet must be carried or find some other way 
  to increase their speed to avoid getting trapped. 
   
  If Bridheleh is still alive and blind, then she must be 
  led or carried out. The PCs may, of course, leave her to die 
  in the collapse of the pyramid. This is enough of a callous 
  act for paladins to lose their status and clerics of Good 
  deities to require atonement to regain their abilities.  
   
  If the PCs escape the pyramid, read aloud or 
  paraphrase the following: 
   
  You burst out into the freezing air. There is a loud crack and a 
  tremor runs through the stones of the pyramid. With a 
  deafening rumble, the black altar tilts and then falls into the 
  pyramid. The chambers beneath it collapse in on themselves. A 
  huge cloud of pulverized stone rolls down the steps of the 
  pyramid. 
   
  Any character caught inside the pyramid when it 
  collapses takes 8d6 points of crushing damage and is 
  buried under the rubble (no save). Buried characters take 
  1d6 points of nonlethal (suffocation) damage per minute. 
  If a buried character falls unconscious, he or she must 
  make a Constitution check (DC 15) or take 1d6 points of 
  lethal damage each minute thereafter until freed or dead. 
  Buried characters may be able to wriggle free on a DC 25 
  Strength check. 
   
  Digging PCs out: A character clears debris equal to 5 
  x his heavy load limit in one minute with his bare hands. 
  Appropriate tools allow twice this amount of debris to be 
  cleared in the same time. A single 5-ft. cube contains 
  2,000 lbs. of debris.  
   
  Saving Bridheleh: Bridheleh, of course, lacks an 
  amulet of recall to transport her out of Tostenhca. If the 
  PCs do not have a teleport spell, or some other means of 
  their own to help her escape, then they face a stark 
  choice. Either they leave her behind to die, lead her back 
  to civilization on her own, or give her an amulet of recall 
  and one or more of the PCs return to civilization on foot.  
   
  Trekking back to Tenh on foot, with or without 
  Bridheleh, costs the PCs 2 extra TUs. However, if 
  Bridheleh’s eyes are healed (requiring a regenerate spell, 
  cast by the PCs or by an NPC at a cost of 910gp), 
  Bridheleh offers to serve as a cohort of whichever PC 
  helped her most to get home safely. If one of the PCs 
  possesses the Leadership feat, they may take up this 
  offer immediately. If the PCs do not have the 
  Leadership feat now but take the feat later, then they 
  may take on Bridheleh as a cohort.  
   
  If Bridheleh makes her way back to Tenh on her 
  own (assuming the PCs healed her eyes with a regenerate 
  spell), then the PCs cannot take her as a cohort. See 
  Appendix 4 for Bridheleh’s statistics if she decides to 
  become a PC’s cohort. 
   
  Development: If the PCs recover the Taladhcrioch 
  and return to the Hill of Neveondaer, go to Encounter 8: 
  A Drop of Hope, below. 
   
  ENCOUNTER 8:  
  A DROP OF HOPE 
  The following text assumes that the PCs use magic to 
  return to Tenh. If the PCs travel some other way, make 
  up a suitable description.  
   
  Read aloud or paraphrase the following: 
   
  You feel a moment of disorientation, and see flash of light. In 
  an instant, the high peaks of the Griffs vanish and you find 
  yourself standing on the summit of a round, barren hill in the 
  midst of a ruined and desolate city. Once this place may have 
  been a wooded park or gardens. Now it is scoured bare, as 
  silent and desolate as the ruins that surround it. Such is the 
  fate of Nevond Nevnend, the fallen capital of the Duchy of 
  Tenh. 
   
  However, there appears to be signs of life in the heart of 
  the dead city. Three banners float on the cold dusty breeze. 
  Two bear the arms of Tenh; the third bears those same arms 
  surmounted by the Sun and Moon of Pholtus. The banners fly 
  from three separate fortified encampments, each separated 
  from the other by broad swathes of ruined buildings. Sentinels 
  man the palisades and roofs of the camps, each eyeing the 
  others warily.  
   
  As they notice you atop the hill, the sentries call out and 
  horns sound in the three camps, echoing out over the ruined 
  city. Metal rattles on wood behind you. A beggar squats in the 
  sterile dust, rattling a begging bowl.   
   
  “Begging your pardons,” pleads the beggar with a 
  familiar reedy voice. “Spare us a drop of hope!” 
   
  You recognize him as the man from your vision, one of 
  the Declaimers of Stroun. 
   
  “A drop of hope,” he says, nodding toward the 
  Taladhcrioch. “Let the blood cry out for a drop of hope.”  
   
  Below you, companies of riders issue forth from the three 
  camps, spurring up the hill toward you. When you look back 
  toward the beggar, he is gone. 
   
  The Fate of Tenh 
  Whether they realize it or not, the PCs the fate of Tenh 
  and its people is in their hands. All depends on what 
  they do with the Taladhcrioch.  
   
  The PCs must choose from these four choices: 
  1. 
  Give the Taladhcrioch to the Loyalists (Ehyeh) 
  2. 
  Give to the Rebels (Turanalh) 
  
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  Page 28 
  3. 
  Give the Taladhcrioch to the Faithful Flan 
  (Kiana Gunnhild or Pholtarin). 
  4. 
  The Test of Blood—put the leaders of the Tenha 
  factions to the test of the Landsheart.  
   
  Read aloud or paraphrase the following: 
   
  The three companies of riders converge upon the top of the hill. 
  From the east comes Duke Ehyeh of the Tenhas, arrayed in his 
  finery. He looks stern and regal, graying hair tumbling from 
  beneath a golden diadem. Ceannalah, his Champion and 
  Marshal, rides beside him, gazing at the other factions with 
  barely concealed disgust. Behind them stand the duke’s 
  numerous courtiers and an honor guard of the Tenha Host.  
   
  From the west, Pholtarin of the Faithful Flan approaches, 
  mounted on a white mare and clad in the shining robes of 
  Pholtus. The fervor of his faith burns like madness in his one 
  good eye. At his shoulder rides Kiana Gunnhild, her face an 
  inscrutable mask. In her wake marches a mixed company of 
  Faithful Flan and Palish light infantry, their armor gleaming 
  despite the omnipresent dust. 
   
  Baron Turanalh, leader of the Rebels, approaches from the 
  south, his red cloak thrown back to reveal a coat of burnished 
  mail. His countenance, which seems more accustomed to 
  merriment, is now grave and serious. Kereledh, the Keeper of 
  the Flan, rides behind him, looking pallid with worry and 
  squinting suspiciously at you. Behind them comes a company of 
  red-cloaked Tenha cavalry.  
   
  The three companies come silently to a halt around you.  
   
  The PCs must now make their choice.  
   
  What follows is designed to be a free-flowing 
  roleplaying encounter. Descriptions of the principal 
  NPCs are given below.  
   
  The Loyalists 
   
  �Duke Ehyeh III—Radiant Duke of the Tenhas, 
  Father of the Tenhearanadh [pronounced: “ten-HAR-an-
  ad”].  
   
  Appearance: Duke Ehyeh is a short, middle-aged man 
  with graying black hair and almost coppery-bronze skin. 
  He is clad in clothes of fine wool and gold-embroidery, 
  with a gold-trimmed red cloak, clasped at the throat by a 
  jeweled platinum broach. He wears an elaborate and 
  ornate kukri on his hip and a golden diadem set with 
  jade, emeralds, and sapphires on his brow.  
   
  Character: Ehyeh was born to be duke. His father, 
  also named Ehyeh, brought him up to be a strong and fair 
  ruler. Having grown up in the court and trained as a 
  warrior of the Tenha Host, Ehyeh was thrust 
  unexpectedly early into the role. 
   
  In 577 CY, Ehyeh II died in battle against the 
  Stoneholders. Ironically, Marshal Laba, who took 
  command of the Tenha forces and ensured victory on 
  that dark day, placed the Golden Diadem of Tenh upon 
  the brow of the young warrior prince, Ehyeh III. Though 
  groomed for leadership and a skilled warrior, even Ehyeh 
  III could do nothing to stop the hordes of Stonehold. 
  Overtaken by events, Ehyeh fled into exile, where 
  despair ate away his resolve and energy. Cloistered in 
  the claustrophobic and unreal world of his Court in 
  Exile, he squandered a decade in Urnst while his people 
  suffered. Only the disaster of the Ethereal Horde shook 
  him into action.  
   
  Though a good and noble man, Ehyeh lives in the 
  past. He cannot grasp how far his people fell, nor his 
  role to redeem them. He clings to the haughty 
  traditions of his youth, even though the realm from 
  which they sprang disappeared forever. 
   
   
  �Ceannalah 
  (pronounced: 
  “kyah-NAH-lah”)—
  Duke Ehyeh’s Champion. 
   
  See Introduction A: Redspan for Ceannalah’s 
  description. 
   
  The Faithful Flan/Palish 
   
  �Pholtarin—Senior Member of the Faithful Flan. 
   
  See Introduction B: Aetherstone for Pholtarin’s 
  description. 
   
  �Kiana Gunnhild—Commander of the Pale’s 
  Sixth Dawn Command. 
   
  See Introduction B: Aetherstone for Kiana’s 
  description. 
   
  The Rebels 
  �Baron Turanalh—Commander of the rebel Tenhas, 
   
  See Introduction C: Iarvaladhyr—The Gleaming 
  Spire for Baron Turanalh’s description. 
  �Kereledh—Member of the Keepers of the Flan.  
   
  See Introduction C: Iarvaladhyr—The Gleaming 
  Spire for Kereledh’s description. 
   
  Outcome 1—Loyalists 
  The following is what occurs if the PCs give the 
  Taladhcrioch to the Loyalists. 
   
  If the PCs worked for one of the other factions, the 
  leader of that faction demands to know why the PCs 
  betrayed their trust and tries to persuade the PCs to give 
  him the Landheart, as they promised. If the PCs refuse, 
  the leader denounces them as oath breakers. 
   
  If Ceannalah employed the PCs, he somehow 
  manages to thank and patronize them at the same time, 
  before speaking, as described below. 
   
  Read aloud or paraphrase the following: 
   
  Ehyeh cups the Landsheart in his hands for a moment, then 
  raises it above his head and smiles triumphantly. Passing the 
  green-gold teardrop to a courtier, he turns to the assembled 
  group. 
  “In accordance with the ancient ways of our people, the 
  symbol of rule has been delivered unto the ruler of this land. 
  What more proof need ye have of my authority? 
   
  “As the right lawful sovereign of this land, as the Duke of 
  the Tenhas, as the Chosen of the Oerth Mother and Father of 
  the Tenhearanadh, I order you to submit to this divine 
  authority. Pay homage to me and end this fratricide! You are 
  
  COR4-15 War of the Dust 
   
  Page 29 
  Tenhas and I am your duke. Will you not obey me and unite to 
  end this madness?” 
   
  Without a word, Pholtarin wheels his horse about and 
  rides away down the hill, followed by Kiana and the purple-
  cloaked infantry. 
   
   “The gods have forsaken you, Ehyeh! Bring out Marshal 
  Laba, set that diadem on his brow, and we unite with you 
  against the traitors!” he exclaims. 
   
  “Your precious Laba is dead,” sneers Ceannalah. “The 
  traitor opened his veins in his cell—overcome by the shame of 
  his crime.” 
   
  Allow the PCs to react to this, and then continue: 
   
  “If Laba is dead, then Tenh has died with him,” says Turanalh, 
  tears welling in his eyes. 
   
  Without another word, the baron rides back down the 
  hill, followed by Kereledh and the Rebel cavalry, leaving you 
  and the Loyalists alone upon the hilltop.  
   
  Ceannalah pays the PCs a suitable reward, while Duke 
  Ehyeh confers on them the title of Lord of Tenh, 
  granting them the somewhat dubious reward of estates in 
  the Stonelands, if they agree to serve and fight for the 
  duke against his foes. 
   
  Treasure 
   
  APL 4: C: 400 gp 
   
  APL 6: C: 600 gp 
   
  APL 8: C: 800 gp 
   
  APL 10: C: 1,000 gp 
   
  APL 12: C: 1,200 gp 
   
  APL 14: C: 1,400 gp 
   
  “Lord of Tenh”: See “Items for the Adventure Record” 
  for a description of this honor. 
   
   
  Outcome 2—The Faithful Flan 
  The following is what occurs if the PCs give the 
  Taladhcrioch to the Faithful Flan. 
   
  If the PCs worked one of the Tenha factions, the 
  leader of that faction demands to know why the PCs 
  betrayed their trust and tries to persuade the PCs to give 
  him the Landheart, as they promised. If the PCs refuse, 
  the leader denounces them as faithless oath breakers. 
   
  Pholtarin reaches out to take the Taladhcrioch. As he 
  does, Kiana gives the PCs a warning look. 
   
  Outcome 2a: If the PCs place the Taladhcrioch into 
  Pholtarin’s hand, read aloud or paraphrase the following:  
   
  Pholtarin cups the Landsheart in his hands for a moment, then 
  raises it above his head, a look of triumphant fervor blazing in 
  his eye. He laughs manically and cries out. 
   
  “We have it, Oh Blinding Light, we have it! We claim it 
  in your name, Lord! We shall smite these infidels and sweep 
  them from the face of the Oerth, where their presence is an 
  offense in the sight of Pholtus! Submit now and we will be 
  merciful. Resist and we will destroy you with our righteous 
  might!” 
   
  While Pholtarin raves, Gunnhild stares at you with 
  unbridled anger. 
   
  The PCs squandered Kiana’s promised reward and her 
  good will. Pholtarin pays the PCs what he can, 
  promising that the Blinding Light rewards them a 
  thousand fold in the next life.  
   
  Treasure 
   
  APL 4: C: 200 gp 
   
  APL 6: C: 300 gp 
   
  APL 8: C: 400 gp 
   
  APL 10: C: 500 gp 
   
  APL 12: C: 600 gp 
   
  APL 14: C: 700 gp 
   
  Outcome 2b: If the PCs give the Taladhcrioch to Kiana 
  Gunnhild, read aloud or paraphrase the following: 
   
  Pholtarin looks crestfallen for a moment, until, under the 
  hard challenging stare of Kiana Gunnhild, he bows his head. 
  “By the will of Pholtus, so be it,” he mutters. 
   
  Kiana smiles coldly at him and somewhat more warmly 
  at you. She holds the Landsheart aloft for all to see. 
  “In the name of His Worshipful Mercy, Supreme Prelate of 
  the Pale, Theocrat Theoman Baslett and the Council of Nine, 
  I take this symbol of your authority into the custody and 
  protection of the Theocracy of the Pale. As your land suffers 
  from civil war and the succession to the legitimate and lawful 
  rule of Tenh is plainly a matter of dispute, His Worshipful 
  Mercy hereby vows to hold this precious relic in safekeeping 
  within the fastness of Wintershiven until such time as a 
  rightful ruler for Tenh is found.  
   
  “In the meanwhile, His Worshipful Mercy has asked me 
  to remind you of his determination to secure the borders of the 
  Pale against the chaos that has taken hold of Tenh. If you, the 
  Tenha people, will not take action to govern your land, then 
  be assured that His Worshipful Mercy will.  
   
  “And now, I leave you to settle your differences among 
  yourselves.” 
   
  Kiana places the Landsheart into a white linen sack, and 
  with a slight bow, she wheels her horse and rides away down 
  the hill, followed by a chastened Pholtarin and the purple-
  cloaked infantry.  
   
  A very grateful Kiana Gunnhild pays the PCs a suitable 
  reward of gold, as well as an Edict in the name of the 
  Theocrat conferring on the PCs title of Marchwarden of 
  the Theocracy. This honor grants the PCs the somewhat 
  dubious reward of estates in the Stonelands of Tenh.  
   
  Treasure 
   
  APL 4: C: 400 gp 
   
  APL 6: C: 600 gp 
   
  APL 8: C: 800 gp 
   
  APL 10: C: 1000 gp 
   
  APL 12: C: 1200 gp 
   
  APL 14: C: 1400 gp 
   
  “Marchwarden of the Theocracy”: See “Items for the 
  Adventure Record” for a description of this honor. 
  
  COR4-15 War of the Dust 
   
  Page 30 
   
   
  Outcome 3—The Rebels 
  The following is what occurs if the PCs give the 
  Taladhcrioch to the Rebels. 
   
  If the PCs worked one of the other factions, the 
  leader of that faction demands to know why the PCs 
  betrayed their trust and tries to persuade them to give 
  him the Landheart, as they promised. If the PCs refuse, 
  the leader denounces them as faithless oath breakers. 
   
  If the PCs give the Landsheart to the Rebels, 
  Turanalh thanks them warmly. Read aloud or paraphrase 
  the following: 
   
  Turanalh cups the Landsheart in his hands for a moment, then 
  raises it above his head. 
  “This is the ancient symbol of rule. Upon this the chieftains of 
  old pledged their oath to the Oerth Mother and she invested her 
  trust and power in them.  
   
  “Ehyeh! You have led your realm and our people to ruin. 
  Your reign caused nothing but a disaster and misfortune.  
   
  “The gods have forsaken you, Ehyeh! Bring out Marshal 
  Laba, set that diadem on his brow, and we will unite against 
  these Palish traitors!”   
   
  “Your precious Laba is dead,” replies Ceannalah with a 
  sneer. “The traitor opened his veins in his cell—overcome by 
  the shame of his crime.” 
   
  Allow the PCs to react to this, and then continue: 
   
   
  “If Laba is dead, then pray that Tenh has not died with 
  him,” says Turanalh, tears in his eyes. 
   
   “If Laba is dead,” says Kereledh, “then another must be 
  chosen. If you are the rightful ruler of this land, Ehyeh, prove it 
  with the test of your blood upon this stone. If you prove false, 
  then allow the Taladhcrioch to divine whom the Oerth Mother 
  favors.” 
   
  Eyeh thinks for a moment. “As I am the rightful duke of 
  the Tenhas, I agree to this test—if it ends the divisions in our 
  people.” 
   
  Go to Outcome 4: The Test of Blood, below. 
   
  Outcome 4—The Test of Blood. 
  If the PCs demand that the leaders of the Tenha factions 
  put themselves to the test of the Taladhcrioch, they get 
  some mixed reactions. Turanalh and Keraledh heartily 
  agree with the PCs and (if it has not already been revealed 
  that Laba is dead) demand that Marshal Laba be brought 
  forth to be tested. 
   
  Read aloud or paraphrase the following: 
   
  “Your precious Laba is dead,” replies Ceannalah with a sneer. 
  “The traitor opened his veins in his cell—overcome by the 
  shame of his crime.” 
   
  “If Laba is dead, then pray that Tenh has not died with 
  him,” says Turanalh, tears in his eyes. 
   
  Pholtarin and Kiana heartily disagree participating in 
  the Test, denouncing it as a vile pagan ritual. Ceannalah 
  similarly dismisses the ritual and demands that the 
  other factions come to their senses and pay homage to 
  their rightful ruler. 
   
  Allow the PCs to persuade the factions to agree to 
  the test if they choose to. Assuming they make a good 
  argument, read aloud or paraphrase the following: 
   
  “Nonsense!” says Ceannalah. “As I have already…” 
   
  Duke Ehyeh cuts him off before striding to the middle of 
  the gathering.  
   
  “As I am the rightful Duke of the Tenhas, I agree to this 
  test—If it ends the divisions in our people.” 
   
  As Ehyeh’s courtiers and the Faithful Flan look on, 
  Kereledh tells the PCs how the Test works. The tester 
  must prick the palm of his hand upon the sharp point of 
  the Taladhcrioch and let his blood run onto the stone.  
   
  If the blood runs off the stone, the candidate is 
  rejected by the Oerth Mother and cannot be the 
  legitimate Duke of Tenh.  
   
  If the stone drinks the blood and lets forth a 
  scream, then that person is the Chosen of the Oerth 
  Mother, the Father of the Tenhearanadh and the 
  divinely appointed Duke of the Tenhas.  
   
  Read aloud or paraphrase the following: 
   
  Ehyeh steps forward and holds his hand over the pointed end 
  of the Taladhcrioch. From where you stand, you see the duke’s 
  hand tremble. Silence fills the hilltop.  
   
  Ehyeh grasps the stone barb and pricks his palm. His 
  blood, bright red, runs down the surface of the green-gold stone 
  and into the dust beneath. There is a stunned silence. Ehyeh 
  stares in disbelief as his blood flows from the stone into the 
  gray dust of Tenh.  
   
  “It cannot be!” shouts Ceannalah. “It is a trick! A plot by 
  these Outlanders!” 
   
  “It is no trick,” says Duke Ehyeh quietly. 
   
  He slowly takes the golden diadem from his head and 
  places it on the ground before the Taladhcrioch. Without 
  another word, Ehyeh walks away down the hill, head bowed.  
   
  The silence doesn’t last long. The leaders of the other 
  factions demand to be put to the test—Turanalh, 
  Pholtarin, and Ceannalah. They all fail the test. 
   
  Once the leaders finish, their followers clamor 
  forward to try—all to no avail. One Faithful Flan claims 
  that the stone drunk his blood, but a cursory inspection 
  shows that he wiped the blood off with the sleeve of his 
  robe.  
   
  The PCs may the test, but no matter what tricks 
  they might attempt, nothing happens.  
   
  An air of confusion and despair settles on the 
  hilltop. Ceannalah claims that the Taladhcrioch is not 
  working, and all results are void. Allow the PCs to argue 
  with him for a while if they choose to, then read aloud 
  or paraphrase the following, addressing one of the PCs: 
   
  
  COR4-15 War of the Dust 
   
  Page 31 
  You feel a tug on your sleeve. A figure swathed in a tattered and 
  travel-stained red Tenha cloak stands there, the hood drawn up 
  to hide his face. 
   
  “By your leave, lord [or lady for a female PC]” he says 
  hoarsely, “May I try my blood upon the stone?” 
   
  If the PCs ask him to reveal himself, the man nods and 
  cast back the hood to reveal a haggard, unshaven face. 
  PCs who played either COR4-06 Duke of the Dust or 
  COR4-10 Riddle of the Dust may recognize him as 
  Labahlah AoLaba, son of the late Marshal of Tenh. 
   
  Whether or not the PCs recognize him, Ceannalah 
  certainly does. Read aloud or paraphrase the following: 
   
  “Labahlah! Traitor! Outlaw! Seize him!’ cries Ceannalah, 
  drawing his weapon. 
   
  His warriors take a step forward, look toward you 
  doubtfully, and then stop.  
   
  Allow the PCs to deal with Ceannalah if they choose to. 
  The other Tenhas, such as Turanalh, intervene before the 
  matter comes to blows, pulling the PCs and the Duke’s 
  Champion apart if needs be. 
   
   
  �Labahlah AoLaba—Son of Marshal Laba. 
   
  Appearance: Labahlah is a short but powerfully built 
  man in his early thirties. His skin is a deep coppery 
  bronze, while his wavy hair and deep-set eyes are black as 
  ebony. Labahlah looks haggard and hungry, his face 
  unshaven and streaked with grime. He dresses in a 
  tattered red cloak of the Tenha Host and ragged clothing. 
   
  Character: Labahlah was a devoted servant of Duke 
  Ehyeh, until the duke rewarded his beloved father’s loyal 
  service with a cell in the dungeons of Redspan. Shamed 
  by the accusations of being a traitor, the old general 
  killed himself. Labahlah loves his homeland dearly, but 
  realized that Ehyeh cannot provide the leadership that 
  the Tenha people need to survive. As a young soldier in 
  the Tenha Host, he fought at Redspan during the Fall of 
  Tenh. His experiences during the Wars, the long years of 
  exile, and now in the War of the Dust, made him stern 
  and grim. While his land suffers, he experiences no joy in 
  his life. Fleeing arrest in Redspan, Labahlah traveled the 
  Stonelands alone to reach Nevond Nevnend.  
   
  Once peace is restored, Labalah asks once more if he 
  may try his blood upon the stone. Assuming the PCs 
  agree, read aloud or paraphrase the following: 
   
  Labahlah steps up and holds his hand over the barb of the 
  Taladhcrioch. He presses his palm down onto the point. A 
  trickle of blood runs an inch over the green-gold surface and is 
  then sucked into the stone.  
   
  An ear-piercing scream shatters the silence, echoing over 
  the gutted ruins of Nevond Nevnend and into the barren 
  Stonelands beyond.  
   
  Suddenly, Labahlah bends double with a cry of agony. A 
  dark red stain spreads across his tunic, as he falls to his knees, 
  hand still gripping the Landsheart. 
   
  If the PCs rush to his aid, they find that an enormous 
  wound has opened in Labahlah’s chest. If they attempt 
  to heal the wound by magic, they find that the spell 
  works, apparently unaffected by the strangeness of the 
  Stonelands. Despite this, the gash shows absolutely no 
  sign of closing. Labahlah shows no sign of keeling over 
  and dying, however, as one might expect. 
   
  However, read aloud or paraphrase the following:  
   
  Though you try to staunch the blood, you see no change in the 
  wound. Suddenly, green moss spring up out of the dust 
  around Labahlah’s knees, spreading outward with reaching 
  fingers. As you look on, blades of grass spring up amid the 
  moss. Before ten heartbeats pass, a small island of verdant 
  green surrounds you in the midst of the barrens.  
   
  Labahlah slowly climbs to his feet. 
   
  “The land’s wound is my wound. The land’s pain my 
  pain,” he says, looking at the astonished faces gathered around 
  him. Everyone stares at the terrible wound in his chest. 
   
  “With care and long years, perhaps both may be healed.” 
   
  Turanalh falls to his knees and bows his head, followed 
  by Kereledh and the other Rebels. The Loyalists join them. 
  Even Ceannalah sinks slowly to his knees, a look of the most 
  profound astonishment on his face. 
   
  Pholtarin, though, shows no reverence in this hour. 
  “Blasphemy!” he screams. “This coven of fiend worshipers 
  should be put under the sword, so help me Lord Pholtus!”  
   
  He wheels his horse about and gallops away down the 
  hill, followed by Gunnhild, a look of doubt and fear clouding 
  her eyes. The purple-cloaked infantry fall into formation 
  behind them. 
   
  Up the flanks of the hill comes a single forlorn figure. 
  Ehyeh comes to stand before Labahlah and looks him in the 
  eye.  
   
  “My shoulders were not broad enough to have borne such 
  a burden,” says the older man.  
   
  Ehyeh stands and bows his head. 
   
  The Tenhas raise their voice as one. “All hail Labahlah, 
  Duke of the Tenhas, Chosen of the Oerth Mother, Father of 
  the Tenhearanadh!”  
   
  If one of the PCs feels bold enough to place the golden 
  diadem of Tenh on Labahlah’s brow, now would be a 
  good time to do it. If none of the PCs think of this, 
  Ehyeh hands it to one of them and directs them to. 
   
  Turanalh sees that they receive a suitable sum of 
  gold, regardless of which side they worked for. 
   
  Moreover, one of Duke Labahlah’s first decrees is to 
  confer the title of Honored Lord of Tenh upon the PCs. 
  He grants them the somewhat dubious reward of estates 
  in the Stonelands, if they agree to serve and fight for the 
  duke against his foes. 
   
  Treasure: 
   
  APL 4: C: 400 gp 
   
  APL 6: C: 600 gp 
   
  APL 8: C: 800 gp 
   
  APL 10: C: 1000 gp 
   
  APL 12: C: 1200 gp 
   
  APL 14: C: 1400 gp 
  
  COR4-15 War of the Dust 
   
  Page 32 
   
  “Honored Lord of Tenh”: See “Items for the Adventure 
  Record” for a description of this honor. 
   
  Once the PCs receive their reward and all the questions 
  dealt with, read aloud the following: 
   
  Labahlah takes his bloodied hand from the screaming 
  Taladhcrioch and holds it up for all to see.  
   
  “It is not my blood that sets this stone singing, but the 
  blood of my father, who lies now in a traitor’s grave, 
  unlamented by those he loyally served. This song is his dirge. 
  My deeds shall be his elegy. Before you bow to me, beg 
  forgiveness of that better man you hounded to his death. 
   
  “But let this be the last blood spilled in this war. Let those 
  who love Tenh forget the hate and pride that divides us. In our 
  hubris, we lost ourselves amid mirrored halls that reflected no 
  truth but what it pleased us to see. We wandered blindly 
  among monuments to our own magnificence. We lost sight of 
  the only truth, lost possession of the only treasure that 
  matters—our bond with this land. 
   
  “Our land lies barren. We are twins orphaned in a world 
  of misfortune. And yet in our penury, we found our dearest 
  treasure. This is our wealth! This soil! This dust! This Tenh!” 
   
  “While we have this land beneath our feet, while we 
  water it with our blood and tears, none shall move us from it. 
  We were overcome with pride—but no longer. 
   
  “We, the true and rightful heirs of Tenh, Children of the 
  Dust, humbled by misfortune and the world, now beseech all 
  those who love justice, all those impelled to action by 
  righteousness, all those who would defend the weak against the 
  strong—help us! Make this tattered flag your banner. Make 
  this shattered land your home. Make common cause with men 
  who stand in line of battle to strive against tyranny for their 
  lives, their land and their liberty!” 
   
  
  COR4-15 War of the Dust 
   
  Page 33 
   
  WAR OF THE DUST— 
  CRITICAL EVENT SUMMARY 
   
  Please e-mail the answers to the following questions to 
  woesinger@hotmail.com. 
   
  1: How many characters (if any) died during the running 
  of this event? 
   
  2: Did the PCs recover the Taladhcrioch? 
   
  3: To whom the PCs give the Taladhcrioch? 
   
  4: Was Labahlah chosen as Duke of the Tenhas? 
   
  5: Did Bridheleh survive? 
    
  
  COR4-15 War of the Dust 
   
  Page 34 
  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. 
   
  Encounter 1: Fear of Flying 
  Defeat the griffons/dragon. 
  APL4  
    
   
   
  180 XP 
  APL6  
   
   
   
  240 XP 
  APL8  
   
   
   
  300 XP 
  APL10   
   
   
  360 XP 
  APL12   
   
   
  420 XP 
  APL14  
   
   
  480 XP 
  APL16  
   
   
  540 XP 
   
  Encounter 2: A Fell Voice on the Air 
  Defeat the giants. 
  APL4  
    
   
   
  180 XP 
  APL6  
   
   
   
  240 XP 
  APL8  
   
   
   
  300 XP 
  APL10   
   
   
  360 XP 
  APL12   
   
   
  420 XP 
  APL14  
   
   
  480 XP 
   
  Encounter 3: Rolling Rocks 
  Overcome the rolling rock trap. 
  APL4  
    
   
   
  30 XP 
  APL6  
   
   
   
  30 XP 
  APL8  
   
   
   
  30 XP 
  APL10   
   
   
  30 XP 
  APL12   
   
   
  30 XP 
  APL14  
   
   
  30 XP 
   
  Defeat the kobolds. 
  APL4  
    
   
   
  60 XP 
  APL6  
   
   
   
  120 XP 
  APL8  
   
   
   
  180 XP 
  APL10   
   
   
  240 XP 
  APL12   
   
   
  300 XP 
  APL14  
   
   
  360 XP 
   
  Encounter 4: Eyrie of the Sky Father 
  Overcome the trap at the entrance to the pyramid. 
  APL4  
    
   
   
  90 XP  
  APL6  
   
   
   
  150 XP 
  APL8  
   
   
   
  210 XP 
  APL10   
   
   
  270 XP 
  APL12   
   
   
  330 XP 
  APL14  
   
   
  330 XP 
   
  Encounter 5: The Lair of the Blue Skulls 
  Overcome the dart trap. 
  APL4  
    
   
   
  90 XP 
  APL6  
   
   
   
   90 XP 
  APL8  
   
   
   
   90 XP 
  APL10   
   
   
   90 XP 
  APL12   
   
   
  90 XP 
  APL14  
   
   
  90 XP 
   
  Defeat the kobolds. 
  APL4  
    
   
   
  210 XP 
  APL6  
   
   
   
  270 XP 
  APL8  
   
   
   
  330 XP 
  APL10   
   
   
  390 XP 
  APL12   
   
   
  450 XP 
  APL14  
   
   
  510 XP 
   
  Encounter 6: The Pyramid of the Oerth Mother  
  Overcome the weight traps. 
  APL4  
    
   
   
  30 XP 
  APL6  
   
   
   
  30 XP 
  APL8  
   
   
   
  30 XP 
  APL10   
   
   
  30 XP 
  APL12   
   
   
  30 XP 
  APL14  
   
   
  60 XP 
   
  Encounter 7: The Chamber of the Landsheart  
  Defeat the Guardians of the Landsheart. 
  APL4  
    
   
   
   150 XP  
  APL6  
   
   
   
   210 XP 
  APL8  
   
   
   
   270 XP 
  APL10   
   
   
   330 XP 
  APL12   
   
   
   390 XP 
  APL14  
   
   
   480 XP 
   
  Conclusion 
  The PCs deliver the Landsheart to one or other Tenha 
  faction or put the Tenhas to the Test of the Blood. 
  APL4 
     
    
   
  150 XP  
  APL6 
   
    
   
  200 XP  
  APL8 
   
    
   
  300 XP  
  APL10   
   
    
  400 XP 
  APL12   
   
   
  450 XP 
  APL14   
   
   
  510 XP 
   
  Discretionary Role-playing Award 
  APL4  
   
   
   
  120 XP 
  APL6 
   
   
   
  160 XP  
  APL8 
   
   
   
  150 XP  
  APL10  
   
   
  140 XP 
  APL12   
   
   
  150 XP 
  APL14   
   
   
  180 XP 
   
  Total Possible Experience 
  APL4  
   
   
   
  1350 XP 
  APL6  
   
   
   
  1800 XP 
  APL8  
   
   
   
  2250 XP 
  APL10   
   
   
  2700 XP 
  APL12   
   
   
  3150 XP 
  APL14   
   
   
  3600 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  
  COR4-15 War of the Dust 
   
  Page 35 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  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 Core adventure, taking place in a region not administered 
  by a Regional Triad, characters cannot spend extra Time 
  Units to practice professions or create items immediately 
  after the adventure, so this total is not modified by other 
  circumstances. 
   
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter 1: Fear of Flying 
  Defeat the dragon and strip its corpse, spending the 
  requisite time and making the requisite skill checks 
   
   
  APL 8: L: (28 gp OR 66 gp) PLUS 29 gp 
   
  APL 10 L: (55 gp OR 66 gp OR 125 gp) PLUS 29 gp 
   
  APL 12: L: (55 gp OR 66 gp OR 125 gp) PLUS 29 gp 
   
  APL 14: L: (55 gp OR 66 gp OR 125 gp) PLUS 29 gp 
   
  Dragonhide: PCs who take the required time to strip the 
  carcass of the white dragon Crylanyzanthiir and make the 
  required skill checks (if any) may gain access to one of 
  the following items: 
   
  1 Large, Medium, or Small masterwork dragonhide hide 
  armor 
  or 
  1 Medium or Small masterwork dragonhide banded mail 
  or 
  1 Medium or Small masterwork dragonhide banded 
  mail 
   
  PCs must pay half the regular cost of the items unless 
  the craft the armor themselves according to rules in the 
  Living Greyhawk Campaign Sourcebook.  
   
  Encounter 2: A Fell Voice on the Air 
  Defeat the giant(s). 
   
  APL 4: L: 3 gp; C: 2 gp 
   
  APL 6: L: 3 gp; C: 4 gp 
   
  APL 8: L: 23 gp; C: 12 gp 
   
  APL 10: L: 40 gp; C: 30 gp; M: +1 Large greataxe (220 
  gp), Large chainmail +1 (133 gp), 3 x potion of cure serious 
  wounds (62 gp each) 
   
  APL 12: L: 80 gp; C: 50 gp; M: +1 Large humanbane 
  greataxe (720 gp), Large chainmail +2 (383 gp), 5 potions of 
  cure serious wounds (62 gp each) 
   
  APL 14: L: 120 gp; C: 70 gp; M: +1 Large humanbane 
  greataxe (720 gp), Large chainmail +2 (383 gp), 5 potions of 
  cure serious wounds (62 gp each) 
   
  Encounter 3: Rolling Rocks 
  Defeat the kobolds. 
   
  APL 4: L: 10 gp; M: 3 potion of cure light wounds (4 
  gp each) 
   
  APL 6: L: 18 gp; M: 6 potions of cure light wounds (4 
  gp each) 
   
  APL 8: L: 10 gp; M: 3 studded leather armor +1 (97 gp 
  each); 6 potions of cure moderate wounds (25 gp each) 
   
  APL 10: L: 10 gp; M: 3 studded leather armor +1 (97 gp 
  each); 6 potions of cure serious wounds (62 gp each),  
   
  APL 12: L: 8 gp; M: 2 +1 Small shortbows (110 gp 
  each); 3 studded leather armor +1 (97 gp each); 6 potions of 
  cure serious wounds (62 gp each); wand of cure light wounds 
  (62 gp); wand of fireball (5th) (937 gp) 
   
  APL 14: L: 12 gp; M: 2 +1 Small shortbows (110 gp 
  each); 3 studded leather armor +1 (97 gp each); 6 potions of 
  cure serious wounds (62 gp each); wand of cure light wounds 
  (62 gp); wand of fireball (5th) (937 gp) 
   
  Encounter 5: The Lair of the Blue Skulls 
  Defeat the kobolds. 
   
  APL 4: L: 36 gp; Coin 800 gp; M: 7 potions of cure 
  light wounds (4 gp each) 
   
  APL 6: L: 23 gp; Coin 300 gp; M: 5 studded leather 
  armor +1 (97gp each); 7 potions of cure moderate wounds 
  (25 gp each) 
   
  APL 8: L: 24 gp; M: 6 studded leather armor +1 (97 gp 
  each); 7 potions of cure serious wounds (62 gp each), wand 
  of fireball (5th) (937 gp) 
   
  APL 10: L: 8 gp; M: 6 +1 Small shortbows (110 gp 
  each); 7 studded leather armor +1 (97 gp each); 8 potions of 
  cure serious wounds (62 gp each); wand of cure light wounds 
  (62 gp); wand of fireball (5th) (937 gp) 
   
  APL 12: L: 12 gp; M: 8 +1 Small shortbows (110 gp 
  each); 10 studded leather armor +1 (97 gp each); 11 potions 
  of cure serious wounds (62 gp each); 2 wands of cure light 
  wounds (62 gp each); wand of fireball (5th) (937 gp) 
  
  COR4-15 War of the Dust 
   
  Page 36 
   
  APL 14: L: 12 gp; M: 8 +1 Small flaming shortbows (692 
  gp each); 10 studded leather armor +1 (97 gp each); 11 
  potions of cure serious wounds (62 gp each); 2 wands of cure 
  light wounds (62 gp each); wand of fireball (5th) (937 gp) 
   
  Sapphire Skull of Tostenhca: AL NE; Int 10 Wis 12, Chr 12; 
  empathy, 30 ft. vision and hearing; Ego score 7;  
   
  Lesser Powers: Deathwatch continually active  
   
  Special Purpose: Defeat/slay all 
   
  Dedicated Power: summon an ice devil once per year, 
  if an intelligent creature is sacrificed to Nerull.  
   
  Personality: The sapphire skull was crafted in the last 
  days of Tostenhca, after cultists of Nerull had seized 
  control of the dying city. The skull was invested with the 
  spirit of one of the Nerullite priests who made a pact with 
  a Pit Fiend. The skull is both insane and bloodthirsty and 
  demands the sacrifice of an intelligent creature before it 
  activates its dedicated power. If it detects a dying 
  creature, it informs its owner and insist that he kill it.  
   
  Strong conjuration; CL 15th; Craft Wondrous Item, 
  deathwatch, greater planar ally; Price 221,000 gp. 
   
  Note: The sapphire skull is an evil item. PCs should not 
  seek to knowingly sell or own it. 
   
  Encounter 8: A Drop of Hope 
  Deliver the Landsheart to one of the factions. 
   
  APL 4: C: 400 gp 
   
  APL 6: C: 600 gp 
   
  APL 8: C: 800 gp 
   
  APL 10: C: 1,000 gp 
   
  APL 12: C: 1,200 gp 
   
  APL 14: C: 1,400 gp 
   
  Total Possible Treasure 
   
  APL 4: L: 49 gp; C: 1202 gp; M: 28 gp - Total: 1,300 gp 
   
  APL 6: L: 44 gp; C: 904 gp; M: 781 gp - Total: 1,800 gp 
   
  APL 8: L: 152 gp; C: 812 gp; M: 1636 gp - Total: 2,600 
  gp 
   
  APL 10: L: 212 gp; C: 1030 gp; M: 3358 gp - Total: 
  4,600 gp 
   
  APL 12: L: 254 gp; C: 1250 gp; M: 5096 gp - Total: 
  6,600 gp 
   
  APL 14: L: 298 gp; C: 1470 gp; M: 11432 gp - Total: 
  13,200 gp 
   
  Special 
   
  Curse of the Gold Orbs of Tostenhca: as below, 
  under “Items for the Adventure Record.” 
   
  Cohort: As below, under “Items for the Adventure 
  Record.” 
   
  Lord of Tenh: As below, under “Items for the 
  Adventure Record.”  
   
  Marchwarden of the Theocracy: As below, under 
  “Items for the Adventure Record.” 
   
  Honored Lord of Tenh: As below, under “Items for 
  the Adventure Record.” 
   
  Item Access 
  Note: PCs only get access to items they encounter. As 
  this module involves random encounters, do not have 
  the PCs encounter all of the items listed below for each 
  APL.  
   
  APL 8 
  Wand of fireball (Adventure; CL 5th; DMG) 
   
  APL 10 (all of APL 8 plus the following) 
  Wand of cure light wounds (Adventure; CL 5th; DMG) 
   
  APL 12 (all of APL 10 plus the following) 
  +1 Large humanbane greataxe (Adventure; 8640 gp) 
  Large chainmail +2 (Adventure; 4600 gp)  
   
  APL 14 (all of APL 12 plus the following) 
  +1 Small flaming shortbow (Adventure, 8300 gp)  
   
  APL 8-14 
  Dragonhide: PCs who take the required time to strip the 
  dragon carcass and make the required skill checks (if 
  any) may gain access to one of the following items: 
   
  1 Large, Medium, or Small masterwork dragonhide hide 
  armor  
  or 
  1 Medium or Small masterwork dragonhide banded 
  mail 
   
   
  PCs must pay half the regular cost of the items unless 
  the craft the armor themselves according to rules in the 
  Living Greyhawk Campaign Sourcebook. 
   
  Items for the Adventure Record 
  �Curse of the Gold Orbs of Tostenhca: The Gold Orbs 
  of Tostenhca inflict a curse on anyone that steals them. 
  This curse takes the form of a magical disease affecting 
  the blood and skin: 
   
  Tostenhcan 
  Wasting 
  Fever: 
  Contact 
  DC 
  25; 
  Incubation: 1 TU (week); 1d4 Str, 1d4 Con; Successful 
  saving throws do not allow the character to recover 
  (though they do prevent damage normally).  
   
  Removal of the curse and cure of the disease 
  requires remove curse and remove disease both cast by a 
  caster of 12th level or higher. They must also rid 
  themselves of the cursed gold (or a sum of coins equal to 
  the value of the cursed gold) to prevent recurrence of 
  the curse.  
   
  �Cohort: Bridheleh, female human Rgr2, AL N. 
  Having been saved from the Lost City of Tostenhca by 
  the bearer, Bridheleh serves said bearer as a cohort. See 
  Appendix 4: Bridheleh for her statistics. 
   
  �Lord of Tenh: The bearer has been ennobled by 
  Ehyeh III, Duke of the Tenhas and has been granted an 
  estate of some 100 acres within Loyalist-controlled land 
  
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  in the Stonelands of Tenh. The bearer is bound by the 
  oath of “Vassalage, Homage and Obedience” to obey and 
  serve the duke. In return, the Lord may draw 70% of 
  whatever income he makes from the land, passing the 
  balance to the Duke’s Treasury as tax and tribute. 
  However, as the estate lies within the Stonelands, no 
  income may be derived from the land while the 
  Stonelands remain in their current state. 
   
  �Hero of the Pale: The bearer has been recognized by 
  His Worshipful Mercy, Supreme Prelate of the Pale, 
  Theocrat Theoman Baslett, and has been granted an 
  estate of 20 acres within Pale-controlled land in the 
  Stonelands of Tenh. The bearer is bound to obey and 
  serve the Theocracy. In return, the Marchwarden may 
  draw 70% of whatever income he makes from the land, 
  passing the balance to the Palish Treasury as tax and 
  tribute. However, as the estate lies within the Stonelands, 
  no income may be derived from the land while the 
  Stonelands remain in their current mysterious state. 
   
  �Honored Lord of Tenh: The bearer has been ennobled 
  by Labahlah, Duke of the Tenhas, and has been granted 
  an estate of some 1000 acres in Tenh-controlled land in 
  the Stonelands of Tenh. The bearer is bound by the oath 
  of “Vassalage, Homage, and Obedience” to obey and serve 
  the duke. In return, the Lord may draw 70% of whatever 
  income he makes from the land, passing the balance to 
  the Duke’s Treasury as tax and tribute. However, as the 
  estate lies within the Stonelands, no income may be 
  derived from the land until its damage is healed. 
  
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  APPENDIX 1: NPC STATISTICS 
  APL 4 
  Encounter 1: Fear of Flying 
  Griffon Riders: male or female human War2; CR 1; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; 
  Grp +4; Atk +5 melee (1d8+2/19-20, longsword); Full Atk 
  +5 melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; 
  SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat, Weapon Focus 
  (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  Catharadh: female human Ftr2; CR 2; Medium humanoid 
  (human); HD 2d10+2; hp 18; Init +6; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 16; Base Atk +2; Grp +4; Atk +5 
  melee (1d8+2/19-20, longsword); Full Atk +5 melee 
  (1d8+2/19-20, longsword); SA —; SQ —; AL N; SV Fort 
  +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Handle Animal +6, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat, Ride-by Attack, 
  Weapon Focus (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  Encounter 2: A Fell Voice on the Air 
  �Hill Giant: hp 102; see Monster Manual p123. 
   
  Encounter 3 – Rolling Rocks  
  �Kobold Barbarian Bbn1; CR 1; Small humanoid 
  (reptilian); HD 1d12; hp 12; Init +4; Spd 40 ft.; AC 20, 
  touch 15, flat-footed 16; Base Atk +1; Grp -3; Atk +2 melee 
  (1d6, small spear) or +7 ranged (1d4/x3, small shortbow); 
  Full Atk +2 melee (1d6, small spear) or +7 ranged 
  (1d4/x3, small shortbow); SA rage 1/day; SQ darkvision 
  60 ft., light sensitivity, fast movement; AL NE; SV Fort 
  +2, Ref +4, Will +0; Str 10, Dex 18, Con 10, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +10, 
  Move Silently +6, Profession (miner) +2, Search +6, Spot 
  +2; Weapon Focus (shortbow).  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small shortbow, small spear, studded 
  leather armor, potion of cure light wounds. 
   
  �Kobold Sorcerer Sor1; CR 1; Small humanoid 
  (reptilian); HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +0; Grp -4; Atk +1 melee 
  (1d6, small spear) or +3 ranged (1d6/19-20, small light 
  crossbow); Full Atk +1 melee (1d6, small spear) or +3 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +1, Ref 
  +2, Will +2; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  16. 
   
  Skills and Feats: Concentration +5, Craft (trapmaking) 
  +3, Hide +6, Move Silently +2, Profession (miner) +2, 
  Search +3; Combat Casting. 
   
  Sorcerer Spells Known (5/4; base DC = 13 + spell level): 
  0-acid splash, daze, mage hand, resistance; 1st—mage armor, 
  magic missile. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: small spear, small light crossbow, potion of 
  cure light wounds 
   
  �Kobold 
  ClericClr1—Kurtulmak; 
  CR 
  1; 
  Small 
  humanoid (reptilian); HD 1d8+1; hp 9; Init +1; Spd 30 ft.; 
  AC 17, touch 12, flat-footed 16; Base Atk +0; Grp -4; Atk 
  +1 melee (1d4, small shortspear) or +2 ranged (1d6, small 
  light crossbow); Full Atk +1 melee (1d4, small shortspear) 
  or +2 ranged (1d6, small light crossbow); SA spells; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref 
  +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +5, Craft (trapmaking) 
  +2, Heal +4, Hide +4, Move Silently +3, Profession 
  (miner) +5, Search +2; Combat Casting.  
   
  Cleric Spells Prepared: (3/2+1; base DC = 13 + spell 
  level); 0- guidance, resistance, virtue; 1st- bless, divine favour, 
  protection from good*. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level.  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small short spear, 
  small light crossbow, potion of cure light wounds. 
   
  Encounter 5—The Lair of the Blue Skulls 
  �Kobold Sorcerer male kobold Sor2; CR 2; Small 
  humanoid (reptilian); HD 2d4+2; hp 9; Init +2; Spd 30 ft.; 
  AC 14, touch 14, flat-footed 12; Base Atk +1; Grp -3; Atk 
  +2 melee (1d6, small spear) or +4 ranged (1d6/19-20, 
  small light crossbow); Full Atk +2 melee (1d6, small 
  spear) or +4 ranged (1d6/19-20, small light crossbow); SA 
  spells; SQ darkvision 60 ft., light sensitivity; AL LE; SV 
  Fort +1, Ref +2, Will +3; Str 10, Dex 14, Con 12, Int 12, 
  Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +6, Craft (trapmaking) 
  +3, Hide +6, Move Silently +2, Profession (miner) +2, 
  Search +3; Combat Casting. 
   
  Sorcerer Spells Known (6/5; base DC = 13 + spell level): 
  0—acid splash, daze, ghost sound, mage hand, resistance; 1st—
  mage armor, magic missile. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: small spear, small light crossbow, potion 
  of cure moderate wounds. 
   
  �Kobold Barbarian Bbn1; CR 1; Small humanoid 
  (reptilian); HD 1d12; hp 12; Init +4; Spd 40 ft.; AC 20, 
  touch 15, flat-footed 16; Base Atk +1; Grp -4; Atk +2 melee 
  (1d6, small spear) or +7 ranged (1d4/x3, small shortbow); 
  Full Atk +2 melee (1d6, small spear) or +7 ranged 
  
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  (1d4/x3, small shortbow); SA rage 1/day; SQ darkvision 
  60 ft., light sensitivity, fast movement; AL NE; SV Fort 
  +2, Ref +4, Will +0; Str 10, Dex 18, Con 10, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +10, 
  Move Silently +6, Profession (miner) +2, Search +6, Spot 
  +2; Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small shortbow, small spear, studded 
  leather armor, potion of cure light wounds. 
   
  �Kobold Rogue Rog1; CR 1; Small humanoid (reptilian); 
  HD 1d6; hp 6; Init +4; Spd 30 ft.; AC 20, touch 15, flat-
  footed 16; Base Atk +0; Grp -4; Atk +1 melee (1d6/x3, 
  small longspear) or +6 ranged (1d4/x3, small shortbow); 
  Full Atk +1 melee (1d6/x3, small longspear) or +6 ranged 
  (1d4/x3, small shortbow);  SA Sneak attack +1d6; SQ 
  Darkvision 60 ft., light sensitivity, trapfinding; AL LE; SV 
  Fort +0, Ref +6, Will +0; Str 10, Dex 18, Con 10, Int 10, 
  Wis 10, Cha 9. 
   
  Skills and Feats: Balance +8, Climb +4, Craft 
  (trapmaking) +2, Hide +12, Jump +4, Listen +4, Move 
  Silently +8, Profession (miner) +2, Search +2, Spot +4, 
  Tumble +8; Weapon Focus (shortbow).  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small shortbow, small longspear, studded 
  leather armor, potion of cure light wounds. 
   
  �Kobold Cleric male kobold Clr1 – Kurtulmak; CR 1; 
  Small humanoid (reptilian); HD 1d8+1; hp 9; Init +1; Spd 
  30 ft.; AC 17, touch 12, flat-footed 16; Base Atk +0; Grp -4; 
  Atk +1 melee (1d4, small shortspear) or +2 ranged (1d6, 
  small light crossbow); Full Atk +1 melee (1d4, small 
  shortspear) or +2 ranged (1d6, small light crossbow); SA 
  spells; SQ darkvision 60 ft., light sensitivity; AL LE; SV 
  Fort +3, Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, 
  Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +4, Craft (trapmaking) 
  +2, Heal +4, Hide +4, Move Silently +3, Profession 
  (miner) +5, Search +2; Combat Casting.  
   
   
  Cleric Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0—guidance, resistance, virtue; 1st- bless, divine favour, 
  protection from good*.  
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level.  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small short spear, 
  small light crossbow, potion of cure light wounds. 
   
  Encounter 7: The Chamber of the Landsheart 
  �Guradhalah: male former human Clr4 – Nerull; CR 6; 
  Medium undead (augmented humanoid) (incorporeal); 
  HD 4d12; hp 33; Init +1; Spd fly 30 ft. (perfect); AC 12, 
  touch 12, flat-footed 11 or 16, touch 12, flat-footed 14; 
  Base Atk +3; Grp +3; Atk +4 melee (+3 melee vs ethereal 
  targets), (1d6 + 1d4 ability drain, incorporeal touch) or +4 
  melee (2d4+1/x4, +1 ghost touch scythe); Full Atk +4 melee, 
  (1d6, corrupting touch) or +4 melee (2d4+1/x4, +1 ghost 
  touch scythe); SA corrupting touch, draining touch, 
  frightful moan, manifestation, SQ rejuvenation, turn 
  resistance +4; AL NE; SV Fort +4, Ref +2, Will +7; Str 10, 
  Dex 12, Con -, Int 12, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +7, Hide +16, Listen 
  +18, Search +11, Spot +11; Combat Casting, Fly-by Attack, 
  Martial Weapon Proficiency (scythe). 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—guidance (x2), resistance (x2), virtue; 1st—
  command, divine favour, doom, protection from good*, shield of 
  faith; 2nd—hold person, death knell*, silence, spiritual weapon. 
   
  * domain spell; Domains: Death: death touch, melee 
  touch attack, once per day; Evil: cast evil spells at +1 level. 
   
  Frightful Moan (Ex): As a standard action, a ghost 
  can emit a moan causing all living creatures to make a DC 
  15 Will save or be panicked for 2d4 rounds.  
   
  Possessions: Scale mail (ethereal), +1 ghost touch scythe. 
  
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  APL 6 
  Encounter 1—Fear of Flying 
  �Griffon Riders: male or female human War2; CR 1; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; 
  Grp +4; Atk +5 melee (1d8+2/19-20, longsword); Full Atk 
  +5 melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; 
  SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat, Weapon Focus 
  (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  �Catharadh: female human Ftr2; CR 2; Medium 
  humanoid (human); HD 2d10+2; hp 18; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; Grp +4; 
  Atk +5 melee (1d8+2/19-20, longsword); Full Atk +5 
  melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; SV 
  Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +6, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat, Ride-by Attack, 
  Weapon Focus (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  Encounter 3 – Rolling Rocks  
  �Kobold BarbarianBbn1; CR 1; Small humanoid 
  (reptilian); HD 1d12; hp 12; Init +4; Spd 40 ft.; AC 20, 
  touch 15, flat-footed 16; Base Atk +1; Grp -3; Atk +2 melee 
  (1d6, small spear) or +7 ranged (1d4/x3, small shortbow); 
  Full Atk +2 melee (1d6, small spear) or +7 ranged 
  (1d4/x3, small shortbow); SA rage 1/day; SQ darkvision 
  60 ft., light sensitivity, fast movement; AL NE; SV Fort 
  +2, Ref +4, Will +0; Str 10, Dex 18, Con 10, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +10, 
  Move Silently +6, Profession (miner) +2, Search +6, Spot 
  +2; Weapon Focus (shortbow).  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small shortbow, small spear, studded 
  leather armor, potion of cure light wounds. 
   
  �Kobold Sorcerer Sor1; CR 1; Small humanoid 
  (reptilian); HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +0, Grp -4, Atk +1 melee 
  (1d6, small spear) or +3 ranged (1d6/19-20, small light 
  crossbow); Full Atk +1 melee (1d6, small spear) or +3 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +1, Ref 
  +2, Will +2; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  16. 
   
  Skills and Feats: Concentration +5, Craft (trapmaking) 
  +3, Hide +4, Move Silently +2, Profession (miner) +2, 
  Search +3; Combat Casting. 
   
  Sorcerer Spells Known (5/4; base DC = 13 + spell level): 
  0- acid splash, daze, mage hand, resistance; 1st- mage armor, 
  magic missile.  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Small spear, small light crossbow, potion 
  of cure light wounds. 
   
  �Kobold Cleric Clr1 - Kurtulmak; CR 1; Small 
  humanoid (reptilian); HD 1d8+1; hp 9; Init +1; Spd 30 ft.; 
  AC 17, touch 12, flat-footed 16; Base Atk +0; Grp -4;, Atk 
  +1 melee (1d4, small shortspear) or +2 ranged (1d6, small 
  light crossbow); Full Atk +1 melee (1d4, small shortspear) 
  or +2 ranged (1d6, small light crossbow); SA spells; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref 
  +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Concentration +4, Craft (trapmaking) 
  +2, Heal +4, Hide +4, Move Silently +3, Profession 
  (miner) +5, Search +2; Combat Casting. 
   
  Cleric Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0—guidance, resistance, virtue; 1st—bless, divine 
  favour, protection from good*. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small short spear, 
  small light crossbow, potion of cure light wounds. 
   
  Encounter 5 – The Lair of the Blue Skulls  
  �Kobold Sorcerer Sor4; CR 4; Small humanoid 
  (reptilian); HD 4d4+12; hp 25; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +2; Grp -2; Atk +3 melee 
  (1d6, small spear) or +5 ranged (1d6/19-20, small light 
  crossbow); Full Atk +3 melee (1d6, small spear) or +5 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +4, Ref 
  +3, Will +4; Str 10, Dex 14, Con 16, Int 12, Wis 10, Cha 
  19. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Craft 
  (trapmaking) +3, Hide +6, Move Silently +2, Profession 
  (miner) +2, Search +3; Combat Casting, Improved 
  Initiative. 
   
  Sorcerer Spells Known (6/7/4; base DC = 14 + spell 
  level): 0—acid splash, daze, ghost sound, mage hand, ray of 
  frost, resistance; 1st—mage armor, magic missile, ray of 
  enfeeblement; 2nd— web. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, small light crossbow, potion 
  of cure serious wounds. 
   
  �Kobold Barbarian Bbn2; CR 2; Small humanoid 
  (reptilian); HD 2d12; hp 19; Init +4; Spd 40 ft.; AC 21, 
  touch 15, flat-footed 21; Base Atk +2; Grp -2; Atk +3 melee 
  (1d6, small spear) or +8 ranged (1d4/x3, small shortbow); 
  Full Atk +3 melee (1d6, small spear) or +8 ranged 
  (1d4/x3, small shortbow); SA rage 1/day; SQ darkvision 
  60 ft., light sensitivity, fast movement, uncanny dodge; 
  AL NE; SV Fort +3, Ref +4, Will +0; Str 10, Dex 18, Con 
  10, Int 10, Wis 10, Cha 9. 
  
  COR4-15 War of the Dust 
   
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  Skills and Feats: Craft (trapmaking) +2; Hide +11, 
  Move Silently +6, Profession (miner) +2, Search +6, Spot 
  +3; Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus 
  even if flat-footed or struck by invisible attacker.  
   
  Possessions: Small shortbow, small spear, studded 
  leather armor +1, potion of cure moderate wounds. 
   
  �Kobold Rogue Rog2; CR 2; Small humanoid (reptilian); 
  HD 2d6; hp 10; Init +4; Spd 30 ft.; AC 21, touch 15, flat-
  footed 17; Base Atk +1; Grp -3; Atk +2 melee (1d6/x3, 
  small longspear) or +7 ranged (1d4/x3, small shortbow); 
  Full Atk +2 melee (1d6/x3, small longspear) or +7 ranged 
  (1d4/x3, small shortbow);  SA sneak attack +1d6; SQ 
  darkvision 60 ft., light sensitivity, trapfinding, evasion; 
  AL LE; SV Fort +0, Ref +7, Will +0; Str 10, Dex 18, Con 
  10, Int 10, Wis 10, Cha 9. 
  Skills and Feats: Balance +9, Climb +5, Craft 
  (trapmaking) +2, Hide +13, Jump +5, Listen +5, Move 
  Silently +9, Profession (miner) +2, Search +2, Spot +5, 
  Tumble +9; Weapon Focus (shortbow).  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Evasion (Ex): Takes no damage for Reflex saves for 
  half damage.  
  Possessions: Small shortbow, small longspear, studded 
  leather armor +1, potion of cure moderate wounds. 
   
  �Kobold Cleric Clr2 - Kurtulmak; CR 2; Small 
  humanoid (reptilian); HD 2d8+2; hp 15; Init +1; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +1; Grp -3; 
  Atk +2 melee (1d4, small shortspear) or +3 ranged (1d6, 
  small light crossbow); Full Atk +2 melee (1d4, small short 
  spear) or +3 ranged (1d6, small light crossbow); SA spells; 
  SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +4, 
  Ref +1, Will +6; Str 10, Dex 12, Con 12, Int 10, Wis 16, 
  Cha 9. 
   
  Skills and Feats: Concentration +5, Craft (trapmaking) 
  +2, Heal +5, Hide +4, Move Silently +3, Profession 
  (miner) +5, Search +2; Combat Casting. 
   
  Cleric Spells Prepared (4/3+1; base DC = 13 + spell 
  level): 0—guidance (x2), resistance, virtue; 1st—bless, divine 
  favour, protection from good*, summon monster I. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small shortspear, 
  small light crossbow, potion of cure moderate wounds. 
   
  Encounter 7: The Chamber of the Landsheart  
  �Guradhalah: male former human (ghost) Clr4—
  Nerull; CR 6; Medium undead (augmented humanoid) 
  (incorporeal); HD 4d12; hp 33; Init +1; Spd fly 30 ft. 
  (perfect); AC 12, touch 12, flat-footed 11 or 16, touch 12, 
  flat-footed 14; Base Atk +3; Grp +3; Atk +4 melee (+3 
  melee vs ethereal targets), (1d6 + 1d4 ability drain, 
  incorporeal touch) or +4 melee (2d4+1/x4, +1 ghost touch 
  scythe); Full Atk +4 melee, (1d6, corrupting touch) or +4 
  melee (2d4+1/x4, +1 ghost touch scythe); SA Corrupting 
  touch, draining touch, frightful moan, manifestation, SQ 
  rejuvenation, turn resistance +4; AL NE; SV Fort +4, Ref 
  +2, Will +7; Str 10, Dex 12, Con -, Int 12, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +7, Hide +16, Listen 
  +18, Search +11, Spot +11; Combat Casting, Fly-by Attack, 
  Martial Weapon Proficiency (scythe). 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0- guidance (x2), resistance (x2), virtue; 1st- command, 
  divine favour, doom, protection from good*, shield of faith; 2nd - 
  hold person, death knell*, silence, spiritual weapon. 
   
  * domain spell; Domains: Death: death touch, melee 
  touch attack, once per day; Evil: cast evil spells at +1 level; 
   
  Frightful Moan (Ex): As a standard action, a ghost 
  can emit a moan causing all living creatures to make a DC 
  15 Will save or be panicked for 2d4 rounds.  
   
  Possessions: Scale mail (ethereal), +1 ghost touch scythe. 
   
  
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  APL 8 
  Encounter 1—Fear of Flying  
  �Crylanyzantiir adult white dragon; CR 10; Large 
  dragon (cold); HD 18d12+72; hp 189; Init +0; Spd 60 ft., 
  burrow 30ft., fly 200 ft. (poor), swim 60 ft.; AC 26, touch 
  9, flat-footed 26; Base Atk +18; Grp +28; Atk +24 melee 
  (2d6+6, bite); Full Atk +24 melee (2d6+6, bite), +21 melee 
  (1d8+3, 2 claws), +21 melee (1d6+3, 2 wings), +21 melee 
  (1d8+3, tail slap); Space/Reach 10ft./5ft. (10 ft. with bite); 
  SA breath weapon, frightful presence, spell-like abilities, 
  spells, tail sweep; SQ darkvision 120 ft.; ice walking, 
  immunity to cold, sleep and paralysis, low-light vision, 
  blindsense 60 ft., keen senses, vulnerability to fire, DR 
  5/magic, SR 18; AL CE; SV Fort +15, Ref +11, Will +11; 
  Str 23, Dex 10, Con 19, Int 10, Wis 11, Cha 12. 
   
  Skills and Feats: Concentration +11, Escape Artist +7, 
  Intimidate +8, Listen +21, Hide +7, Move Silently +7, 
  Search +21, Spot +21, Spellcraft +7, Swim +13; Combat 
  Casting, Fly-by Attack, Hover, Multiattack, Power Attack, 
  Weapon Focus (bite), Wingover. 
   
  Sorcerer Spells Known (5/4; base DC = 11 + spell level): 
  0—acid splash, flare, ray of frost, resistance; 1st—mage armor, 
  ray of enfeeblement. CL 1st. 
   
  Breath Weapon (Su): 40 ft. cone, damage 6d6 cold, 
  Reflex DC 23 half. 
   
  Frightful Presence (Ex): 180 ft. radius, HD 17 or less, 
  Will DC 20 negates. 
   
  Icewalking (Ex): As the spider climb spell, but the 
  surfaces the dragon climbs must be icy; always in effect. 
   
  Spell-Like Abilities: 3/day—fog cloud, gust of wind (as 
  6th-level sorcerer). 
   
  �Griffon Riders: male or female human War2; CR 1; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; 
  Grp +4; Atk +5 melee (1d8+2/19-20, longsword); Full Atk 
  +5 melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; 
  SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat Weapon Focus 
  (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  �Catharadh: female human Ftr2; CR 2; Medium 
  humanoid (human); HD 2d10+2; hp 18; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; Grp +4; 
  Atk +5 melee (1d8+2/19-20, longsword); Full Atk +5 
  melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; SV 
  Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +6, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat, Ride-by Attack, 
  Weapon Focus (longsword). 
   
  Possessions: Studded leather armor, longsword.  
   
  Encounter 3 —Rolling Rocks 
  �Kobold Barbarian Bbn2; CR 2; Small humanoid 
  (reptilian); HD 2d12; hp 19; Init +4; Spd 40 ft.; AC 21, 
  touch 15, flat-footed 21; Base Atk +2; Grp -2; Atk +3 melee 
  (1d6, small spear) or +8 ranged (1d4/x3, small shortbow); 
  Full Atk +3 melee (1d6, small spear) or +8 ranged 
  (1d4/x3, small shortbow); SA rage 1/day; SQ darkvision 
  60 ft., light sensitivity, fast movement, uncanny dodge; 
  AL NE; SV Fort +3, Ref +4, Will +0; Str 10, Dex 18, Con 
  10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +11, 
  Move Silently +6, Profession (miner) +2, Search +6, Spot 
  +3; Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus 
  even if flat-footed or struck by invisible attacker.  
   
  Possessions: Small shortbow, small spear, +1 studded 
  leather armor, potion of cure moderate wounds. 
   
  �Kobold Sorcerer Sor2; CR 2; Small humanoid 
  (reptilian); HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +1; Grp -3; Atk +2 melee 
  (1d6, small spear) or +4 ranged (1d6/19-20, small light 
  crossbow); Full Atk +2 melee (1d6, small spear) or +4 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  Darkvision 60 ft., light sensitivity; AL LE; SV Fort +1, Ref 
  +2, Will +3; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  16. 
   
  Skills and Feats: Concentration +6, Craft (trapmaking) 
  +3, Hide +6, Move Silently +2, Profession (miner) +2, 
  Search +3; Combat Casting. 
   
  Sorcerer Spells Known (6/5; base DC = 13 + spell level): 
  0—acid splash, daze, ghost sound, mage hand, resistance; 1st—
  mage armor, magic missile. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, small light crossbow, potion 
  of cure moderate wounds. 
   
  �Kobold Cleric Clr2—Kurtulmak; CR 2; Small 
  humanoid (reptilian); HD 2d8+2; hp 15; Init +1; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +1; Grp -3; 
  Atk +2 melee (1d4, small shortspear) or +3 ranged (1d6, 
  small light crossbow); Full Atk +2 melee (1d4, small short 
  spear) or +3 ranged (1d6, small light crossbow); SA spells; 
  SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +4, 
  Ref +1, Will +6; Str 10, Dex 12, Con 12, Int 10, Wis 16, 
  Cha 9. 
   
  Skills and Feats: Concentration +6, Craft (trapmaking) 
  +2, Heal +5, Hide +4, Move Silently +3, Profession 
  (miner) +5, Search +2; Combat Casting. 
   
  Cleric Spells Prepared (4/3+1; base DC = 13 + spell 
  level): 0—guidance (x2), resistance, virtue; 1st- bless, divine 
  favour, protection from good*, summon monster I.  
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small shortspear, 
  small light crossbow, potion of cure moderate wounds. 
   
  
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  Encounter 5 – The Lair of the Blue Skulls 
  �Kobold Sorcerer Sor6; CR 6; Small humanoid 
  (reptilian); HD 6d4+18; hp 37; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +3; Grp -1; Atk +4 melee 
  (1d6, small spear) or +6 ranged (1d6/19-20, small light 
  crossbow); Full Atk +4 melee (1d6, small spear) or +6 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +5, Ref 
  +4, Will +5; Str 10, Dex 14, Con 16, Int 12, Wis 10, Cha 
  19. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (trapmaking) +3, Hide +7, Move Silently +2, Profession 
  (miner) +2, Search +3; Brew Potion, Combat Casting, 
  Improved Initiative. 
   
  Sorcerer Spells Known (6/7/6/4; base DC = 14 + spell 
  level): 0- acid splash, daze, detect magic, ghost sound, mage 
  hand, ray of frost, resistance; 1st- mage armor, magic missile, ray 
  of enfeeblement, shield; 2nd - Melf's acid arrow, web; 3rd - 
  fireball. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, small light crossbow, wand of 
  fireball (5th), potion of cure serious wounds. 
   
  �Kobold Barbarian Bbn3; CR 3; Small humanoid 
  (reptilian); HD 3d12; hp 25; Init +4; Spd 40 ft.; AC 21, 
  touch 15, flat-footed 21; Base Atk +3; Grp -1; Atk +4 melee 
  (1d6, small spear) or +9 ranged (1d4/x3, small shortbow); 
  Full Atk +4 melee (1d6, small spear) or +9 ranged 
  (1d4/x3, small shortbow); SA Rage 1/day; SQ darkvision 
  60 ft., light sensitivity, fast movement, uncanny dodge, 
  trap sense +1; AL NE; SV Fort +3, Ref +5, Will +1; Str 10, 
  Dex 18, Con 10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +12, 
  Move Silently +6, Profession (miner) +2, Search +6, Spot 
  +4; Dodge, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus if 
  flat-footed or struck by invisible attacker. 
   
  Trap Sense (Ex): +1 Reflex and +1 AC bonus to avoid 
  traps.  
   
  Possessions: small shortbow, small spear, +1 small 
  studded leather armor, potion of cure serious wounds. 
   
  �Kobold Rogue Rog4; CR 4; Small humanoid (reptilian); 
  HD 4d6; hp 18; Init +4; Spd 30 ft.; AC 21, touch 15, flat-
  footed 17; Base Atk +3; Grp -1; Atk +8 melee (1d3/1920, 
  small dagger) or +9 ranged (1d4/x3, small shortbow); Full 
  Atk +8 melee (1d3/1920, small dagger)) or +8 ranged 
  (1d4/x3, small shortbow); SA sneak attack +2d6; SQ 
  darkvision 60 ft., light sensitivity, trapfinding, evasion, 
  uncanny dodge, trap sense +1; AL LE; SV Fort +1, Ref +8, 
  Will +1; Str 10, Dex 19, Con 10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +11, Climb +7, Craft 
  (trapmaking) +2, Hide +15, Jump +7, Listen +7, Move 
  Silently +11, Profession (miner) +2, Search +2, Spot +7, 
  Tumble +11; Weapon Finesse, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell. 
   
  Evasion (Ex): Takes no damage for Reflex saves for 
  half damage. 
   
  Trap Sense (Ex): +1 to Reflex saves and AC vs traps.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus 
  when flat-footed or attacked by invisible attacker. 
   
  Possessions: Small shortbow, small dagger, +1 studded 
  leather armor, potion of cure serious wounds. 
   
  �Kobold Cleric, Clr4 - Kurtulmak; CR 4; Small 
  humanoid (reptilian); HD 4d8+4; hp 25; Init +5; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +3; Grp -1; 
  Atk +4 melee (1d4, small shortspear) or +5 ranged (1d6, 
  small light crossbow); Full Atk +4 melee (1d4, small short 
  spear) or +5 ranged (1d6, small light crossbow); SA spells; 
  SQ darkvision 60 ft., light sensitivity; AL LE; SV Fort +4, 
  Ref +2, Will +6; Str 10, Dex 12, Con 12, Int 10, Wis 17, 
  Cha 9. 
   
  Skills and Feats: Concentration +7, Craft (trapmaking) 
  +2, Heal +7, Hide +4, Move Silently +3, Profession 
  (miner) +5, Search +5; Combat Casting, Improved 
  Initiative.  
   
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0- guidance (x2), resistance, virtue (x2); 1st- bless, divine 
  favour, protection from good*, shield of faith, summon monster 
  I; 2nd - aid*, hold person, sound burst, silence. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small shortspear, 
  small light crossbow, potion of cure serious wounds. 
   
  Encounter 7: The Chamber of the Landsheart 
  �Guradhalah male former human (ghost) Clr7—Nerull; 
  CR 
  9; 
  Medium 
  undead 
  (augmented 
  humanoid) 
  (incorporeal); HD 7d12; hp 54; Init +1; Spd fly 30 ft. 
  (perfect); AC 12, touch 12, flat-footed 11 or 16, touch 12, 
  flat-footed 14; Base Atk +5; Grp +5; Atk +6 melee (+5 
  melee vs ethereal targets), (1d6 + 1d4 ability drain, 
  incorporeal touch) or +6 melee (2d4+1/x4, +1 ghost touch 
  scythe); Full Atk +6 melee, (1d6, corrupting touch) or +6 
  melee (2d4+1/x4, +1 ghost touch scythe); SA Corrupting 
  touch, draining touch, frightful moan, manifestation; SQ 
  incorporeal, rejuvenation, turn resistance +4; AL NE; SV 
  Fort +5, Ref +3, Will +8; Str 10, Dex 12, Con -, Int 12, Wis 
  17, Cha 16. 
   
  Skills and Feats: Concentration +7, Hide +19, Listen 
  +18, Search +11, Spot +14; Ability Focus (frightful moan), 
  Combat Casting, Fly-by Attack, Martial Weapon 
  Proficiency (scythe). 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 
  13 + spell level): 0—guidance (x2), resistance (x2), virtue (x2); 
  1st—command (x2), divine favour, doom, protection from 
  good*, shield of faith; 2nd—hold person, death knell*, owl's 
  wisdom, silence, spiritual weapon; 3rd—blindness/deafness, 
  dispel magic, magic circle against good*; 4th—summon 
  monster IV, unholy blight*. 
   
  * domain spell; Domains: Death: death touch, melee 
  touch attack, once per day; Evil: cast evil spells at +1 level; 
  
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  Frightful Moan (Ex): As a standard action, a ghost 
  can emit a moan causing all living creatures to make a DC 
  18 Will save or be panicked for 2d4 rounds.  
   
  Possessions: Scale mail (ethereal), +1 ghost touch scythe. 
  
  COR4-15 War of the Dust 
   
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  APL 10 
  Encounter 1—Fear of Flying 
  �Crylanyzantiir mature adult white dragon: CR 12; 
  Huge dragon (cold); HD 21d12+105; hp 241; Init +0; Spd 
  60 ft., burrow 30ft., fly 200 ft. (poor), swim 60 ft.; AC 28, 
  touch 8, flat-footed 28; Base Atk +21; Grp +37; Atk +28 
  melee (4d6+8, bite); Full Atk +28 melee (4d6+8, bite), +25 
  melee (2d6+4, 2 claws), +25 melee (1d8+4, 2 wings), +25 
  melee (2d6+4, tail slap); Space/Reach 15ft./10ft. (15 ft. 
  with bite); SA Breath weapon, frightful presence, crush, 
  spell-like abilities, spells, tail sweep; SQ darkvision 120 
  ft.; ice walking, immunity to cold, sleep and paralysis, 
  low-light vision, blindsense 60 ft., keen senses, 
  vulnerability to fire, DR 10/magic, SR 20; AL CE; SV Fort 
  +17, Ref +12, Will +13; Str 27, Dex 10, Con 21, Int 12, Wis 
  13, Cha 12. 
   
  Skills and Feats: Concentration +16, Escape Artist +9, 
  Intimidate +11, Listen +25, Hide +10, Move Silently +10, 
  Search +25, Spot +25, Spellcraft +11, Swim +17; Combat 
  Casting, Fly-by Attack, Hover, Improved Natural Attack 
  (bite), Multiattack, Power Attack, Weapon Focus (bite), 
  Wingover. 
   
  Sorcerer Spells Known: (6/6; base DC = 11 + spell level); 
  0—acid splash, flare, ray of frost, resistance; 1st—mage armor, 
  magic missile, ray of enfeeblement. CL 3rd. 
   
  Breath Weapon (Su): 50 ft. cone, damage 7d6 cold, 
  Reflex DC 25 half. 
   
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+12 points of bludgeoning damage, 
  and must suceed on a DC 25 to avoid being pinned; 
  grapple bonus +37. 
   
  Frightful Presence (Ex): 210 ft. radius, HD 20 or less, 
  Will DC 20 negates. 
   
  Icewalking (Ex): As the spider climb spell, but the 
  surfaces the dragon climbs must be icy; always in effect.  
   
  Spell-Like Abilities: 3/day—fog cloud, gust of wind (as 
  7th level sorcerer). 
   
  �Griffon Riders: male or female human War2; CR 1; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; 
  Grp +4; Atk +5 melee (1d8+2/19-20, longsword); Full Atk 
  +5 melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; 
  SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat Weapon Focus 
  (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  �Catharadh: female human Ftr2; CR 2; Medium 
  humanoid (human); HD 2d10+2; hp 18; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; Grp +4; 
  Atk +5 melee (1d8+2/19-20, longsword); Full Atk +5 
  melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; SV 
  Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +6, Jump +6, Ride +8; 
  Improved Initiative, Mounted Combat, Ride-by Attack, 
  Weapon Focus (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  Encounter 2: A Fell Voice on the Air  
  �Frost Giant Cleric Clr4—Thrym; CR 11; Large giant 
  (cold); HD 14d8+70 plus 4d8+20; hp 176; Init -1; Spd 40 
  ft.; AC 22, touch 8, flat-footed 22; Base Atk +13; Grp +26; 
  Atk +24 melee (3d6+10/x3, +1 Large greataxe) or +12 
  ranged (2d6+9, rock); Full Atk +24/+19/+14 melee 
  (3d6+10/x3, +1 Large greataxe) or +12 ranged (2d6+9, rock); 
  Space/Reach 10ft./10ft.; SA rock throwing; SQ rock 
  catching, 
  immunity 
  to 
  cold, 
  low-light 
  vision, 
  vulnerability to fire; AL CE; SV Fort +18, Ref +18, Will 
  +24; Str 29, Dex 9, Con 21, Int 10, Wis 16, Cha 11. 
   
  Skills and Feats: Climb +17, Concentration +15, Heal 
  +13, Intimidate +2, Jump +17, Spot +11; Brew Potion, 
  Cleave, Combat Casting, Great Cleave, Improved 
  Overrun, Power Attack, Weapon Focus (greataxe). 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—guidance (x2), resistance, virtue (x2); 1st—bless, 
  divine favour, entropic shield; inflict light wounds*, protection 
  from good; 2nd—hold person, resist energy, silence, spiritual 
  weapon*. 
   
  * domain spell; Domains: Destruction: once per day 
  smite a foe with a +4 attack roll bonus and +4 damage; 
  War: Martial Weapon Proficiency and Weapon Focus in 
  greataxe. 
   
  Rock Throwing (Ex): A frost giant can hurl rocks of 
  40-50 lbs. Up to 5 range increments of 120 ft.  
   
  Rock Catching (Ex): A frost giant can catch Small, 
  Medium and Large rocks or projectiles of similar shape 
  by making a Reflex save (DC 15, 20, 25 respectively for 
  Small Medium, Large plus any magical bonus on the 
  projectile).  
   
  Possessions: Large chainmail +1, +1 Large greataxe, 3 
  potions of cure serious wounds, holy symbol of Thrym 
  (white double-headed greataxe), jade statuette (60 gp) 
   
  Encounter 3—Rolling Rocks  
  �Kobold Barbarian Bbn3; CR 3; Small humanoid 
  (reptilian); HD 3d12; hp 25; Init +4; Spd 40 ft.; AC 21, 
  touch 15, flat-footed 21; Base Atk +3; Grp -; Atk +4 melee 
  (1d6, small spear) or +9 ranged (1d4/x3, small shortbow); 
  Full Atk +4 melee (1d6, small spear) or +9 ranged 
  (1d4/x3, small shortbow); SA rage 1/day; SQ darkvision 
  60 ft., light sensitivity, fast movement, uncanny dodge, 
  trap sense +1; AL NE; SV Fort +3, Ref +5, Will +1; Str 10, 
  Dex 18, Con 10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +12, 
  Move Silently +6, Profession (miner) +2, Search +6, Spot 
  +4; Dodge, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus if 
  flat-footed or struck by invisible attacker. 
   
  Trap Sense (Ex): +1 Reflex and +1 AC bonus to avoid 
  traps.  
  
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  Possessions: Small shortbow, small spear, small studded 
  leather armor +1, potion of cure serious wounds. 
   
  �Kobold Sorcerer Sor3; CR 3; Small humanoid 
  (reptilian); HD 3d4+3; hp 13; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +1; Grp -3; Atk +2 melee 
  (1d6, small spear) or +4 ranged (1d6/19-20, small light 
  crossbow); Full Atk +2 melee (1d6, small spear) or +4 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  Darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref 
  +3, Will +3; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  16. 
   
  Skills and Feats: Concentration +7, Craft (trapmaking) 
  +3, Hide +6, Move Silently +2, Profession (miner) +2, 
  Search +3; Combat Casting, Improved Initiative. 
   
  Sorcerer Spells Known (6/5; base DC = 13 + spell level): 
  0—acid splash, daze, ghost sound, mage hand, resistance; 1st—
  mage armor, magic missile, silent image. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, small light crossbow, potion 
  of cure serious wounds. 
   
  �Kobold Cleric Clr3—Kurtulmak; CR 3; Small 
  humanoid (reptilian); HD 3d8+3; hp 21; Init +5; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +2; Grp -2; 
  Atk +3 melee (1d4, small shortspear) or +4 ranged (1d6, 
  small light crossbow); Full Atk +3 melee (1d4, small short 
  spear) or +4 ranged (1d6, small light crossbow); SA spells; 
  SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, 
  Ref +2, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, 
  Cha 9. 
   
  Skills and Feats: Concentration +6, Craft (trapmaking) 
  +2, Heal +6, Hide +4, Move Silently +3, Profession 
  (miner) +5, Search +2; Combat Casting, Improved 
  Initiative. 
   
  Cleric Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—guidance (x2), resistance, virtue; 1st—bless, divine 
  favour, protection from good*, summon monster I; 2nd—aid*, 
  hold person, silence. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level;  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, Small shortspear, 
  Small light crossbow, potion of cure serious wounds. 
   
  Encounter 5—The Lair of the Blue Skulls  
  �Kobold Sorcerer Sor8; CR 8; Small humanoid 
  (reptilian); HD 8d4+24; hp 49; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +4; Grp +0; Atk +5 
  melee (1d6, small spear) or +7 ranged (1d6/19-20, small 
  light crossbow); Full Atk +5 melee (1d6, small spear) or 
  +7 ranged (1d6/19-20, small light crossbow); SA spells; 
  SQ darkvision 60 ft., light sensitivity; AL LE; SV Fort +5, 
  Ref +4, Will +6; Str 10, Dex 14, Con 16, Int 12, Wis 10, 
  Cha 20. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Craft 
  (trapmaking) +3, Hide +7, Move Silently +2, Profession 
  (miner) +2, Search +3; Brew Potion, Combat Casting, 
  Improved Initiative. 
   
  Sorcerer Spells Known (6/7/7/6/4; base DC = 15 + spell 
  level): 0—acid splash, daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance; 1st—mage armor, 
  magic missile, ray of enfeeblement, shield, summon monster I; 
  2nd—darkness, melf's acid arrow, web; 3rd—dispel magic, 
  fireball; 4th—greater invisibility.  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, small light crossbow, wand of 
  fireball (5th), potion of cure serious wounds. 
   
  �Kobold Barbarian male kobold Bbn5; CR 5; Small 
  humanoid (reptilian); HD 5d12; hp 39; Init +4; Spd 40 ft.; 
  AC 21, touch 15, flat-footed 21; Base Atk +5; Grp +1; Atk 
  +6 melee (1d6, small spear) or +12 ranged (1d4+1/x3, +1 
  Small shortbow); Full Atk +6 melee (1d6, small spear) or 
  +12 ranged (1d4+1/x3, +1 Small shortbow); SA rage 2/day; 
  SQ darkvision 60 ft., light sensitivity, fast movement, 
  improved uncanny dodge, trap sense +1; AL NE; SV Fort 
  +4, Ref +5, Will +1; Str 10, Dex 19, Con 10, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +13, 
  Move Silently +8, Profession (miner) +2, Search +6, Spot 
  +5; Dodge, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus if 
  flat-footed or struck by invisible attacker. 
   
  Trap Sense (Ex): +1 Reflex and +1 AC bonus to avoid 
  traps. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked. 
   
  Possessions: +1 Small shortbow, Small spear, Small 
  studded leather armor +1, potion of cure serious wounds. 
   
  �Kobold Rogue Rog6; CR 6; Small humanoid (reptilian); 
  HD 6d6; hp 26; Init +8; Spd 30 ft.; AC 20, touch 15, flat-
  footed 20; Base Atk +4; Grp +0; Atk +9 melee (1d3/19-20, 
  small dagger) or +11 ranged (1d4+1/x3, +1 small shortbow); 
  Full Atk +9 melee (1d3/19-20, small dagger) or +11 
  ranged (1d4+1/x3, +1 small shortbow); SA sneak attack 
  +3d6; SQ Darkvision 60 ft., light sensitivity, trapfinding, 
  evasion, uncanny dodge, trap sense +2; AL LE; SV Fort +2, 
  Ref +9, Will +2; Str 10, Dex 19, Con 10, Int 10, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Balance +13, Climb +9, Craft 
  (trapmaking) +2, Hide +17, Jump +9, Listen +9, Move 
  Silently +13, Profession (miner) +2, Search +2, Spot +9, 
  Tumble +13; Improved Initiative, Weapon Finesse , 
  Weapon Focus (shortbow).  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Evasion (Ex): Takes no damage for Reflex saves for 
  half damage. 
   
  Trap Sense (Ex): +2 to Reflex saves and AC vs traps. 
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus 
  when flat-footed or attacked by invisible attacker.  
  
  COR4-15 War of the Dust 
   
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  Possessions: +1 Small shortbow, Small dagger, Small 
  studded leather armor +1, potion of cure serious wounds. 
   
  �Kobold Cleric Clr6—Kurtulmak; CR 6; Small 
  humanoid (reptilian); HD 6d8+6; hp 38; Init +5; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +4; Grp +0; 
  Atk +5 melee (1d4, small shortspear) or +6 ranged (1d6, 
  small light crossbow); Full Atk +5 melee (1d4, small short 
  spear) or +6 ranged (1d6, small light crossbow); SA spells; 
  SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +5, 
  Ref +3, Will +8; Str 10, Dex 13, Con 12, Int 10, Wis 17, 
  Cha 9. 
   
  Skills and Feats: Concentration +9, Craft (trapmaking) 
  +2, Heal +7, Hide +5, Move Silently +3, Profession 
  (miner) +5, Search +5; Combat Casting, Dodge, Improved 
  Initiative.  
   
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level): 0—guidance (x2), resistance (x2), virtue; 1st—
  bless, divine favour, obscuring mist, protection from good*, 
  summon monster I; 2nd—aid*, hold person, silence, sound 
  burst, summon monster II; 3rd—deeper darkness, dispel magic, 
  magic circle against good*, searing light. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small shortspear, 
  small light crossbow, wand of cure light wounds, potion of 
  cure serious wounds. 
   
  Encounter 7: The Chamber of the Landsheart 
  �Guradhalah—Ghost Cleric former human Clr9—
  Nerull; CR 11; Medium undead (augmented humanoid) 
  (incorporeal); HD 9d12; hp 68; Init +5; Spd fly 30 ft. 
  (perfect); AC 12, touch 12, flat-footed 11 or 16, touch 12, 
  flat-footed 14; Base Atk +6; Grp +6; Atk +7 melee (+6 
  melee vs ethereal targets), (1d6 + 1d4 ability drain, 
  incorporeal touch) or +8 melee (2d4+2/x4, +2 ghost touch 
  scythe); Full Atk +7/+2 melee, (1d6, corrupting touch) or 
  +8/+3 melee (2d4+2/x4, +2 ghost touch scythe); SA 
  corrupting touch, draining touch, horrific appearance, 
  manifestation; 
  SQ 
  incorporeal, 
  rejuvenation, 
  turn 
  resistance +4; AL NE; SV Fort +6, Ref +4, Will +10; Str 10, 
  Dex 12, Con -, Int 12, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +9, Hide +21, Listen 
  +19, Search +12, Spot +15; Ability Focus (horrific 
  appearance), Combat Casting, Fly-by Attack, Improved 
  Initiative, Martial Weapon Proficiency (scythe).  
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/ 3+1/1+1; base 
  DC = 14 + spell level): 0—guidance (x2), resistance (x2), 
  virtue (x2); 1st—command (x2), divine favour, doom, 
  protection from good*, shield of faith; 2nd—hold person, death 
  knell*, eagle's splendor, owl's wisdom, silence, spiritual weapon; 
  3rd—bestow curse, blindness/deafness, dispel magic (x2), magic 
  circle against good*; 4th—divine power, spell immunity, 
  summon monster IV, unholy blight*; 5th - flame strike, slay 
  living*. 
   
  * domain spell; Domains: Death: death touch, melee 
  touch attack, once per day; Evil: cast evil spells at +1 level; 
   
  Horrific Appearance (Su): All living creatures 
  within 60 ft. must make DC 19 Fortitude save or take 1d4 
  Strength, 1d4 Dexterity and 1d4 Constitution damage.  
   
  Possessions: Scale mail (ethereal), +2 ghost touch scythe. 
   
   
  
  COR4-15 War of the Dust 
   
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  APL12 
  Encounter 1 - Fear of Flying  
  �Crylanyzantiir old white dragon; CR 15; Huge dragon 
  (cold); HD 24d12+120; hp 276; Init +0; Spd 60 ft., burrow 
  30ft., fly 200 ft. (poor), swim 60 ft.; AC 31, touch 8, flat-
  footed 31; Base Atk +24; Grp +41; Atk +33 melee (4d6+9, 
  bite); Full Atk +33 melee (4d6+9, bite), +30 melee (2d6+4, 
  2 claws), +30 melee (1d8+4, 2 wings), +30 melee (2d6+4, 
  tail slap); Space/Reach 15ft./10ft. (15 ft. with bite); SA 
  breath weapon, frightful presence, crush, spell-like 
  abilities, spells, tail sweep; SQ darkvision 120 ft., ice 
  walking, immunity to cold, sleep and paralysis, low-light 
  vision, blindsense 60 ft., keen senses, vulnerability to fire, 
  DR 10/magic, SR 21; AL CE; SV Fort +19, Ref +14, Will 
  +15; Str 29, Dex 10, Con 21, Int 12, Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +19, Escape Artist +12, 
  Intimidate +14, Listen +28, Hide +13, Move Silently +13, 
  Search +28, Spot +28, Spellcraft +14, Swim +22; Combat 
  Casting, Fly-by Attack, Hover, Improved Natural Attack 
  (bite), Multiattack, Power Attack, Snatch, Weapon Focus 
  (bite), Wingover. 
   
  Sorcerer Spells Known: (6/7/4; base DC = 11 + spell 
  level); 0—acid splash, detect magic, flare, ray of frost, resistance, 
  touch of fatigue; 1st—mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd—Melf's acid arrow, mirror image. 
  CL 5th. 
   
  Breath Weapon (Su): 50 ft. cone, damage 8d6 cold, 
  Reflex DC 27 half. 
   
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+12 points of bludgeoning damage, 
  and must succeed on a DC 27 to avoid being pinned; 
  grapple bonus +41. 
   
  Frightful Presence (Ex): 240 ft. radius, HD 23 or less, 
  Will DC 23 negates. 
   
  Icewalking (Ex): As the spider climb spell, but the 
  surfaces the dragon climbs must be icy; always in effect.  
   
  Freezing Fog (Sp): 3/day—as solid fog, plus causes ice 
  to form on any surface touched by fog, creating effect of 
  grease spell.  
   
  Spell-Like Abilities: 3/day—fog cloud, gust of wind (as 
  8th level sorcerer). 
   
  �Griffon Riders: male or female human War2; CR 1; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; 
  Grp +4; Atk +5 melee (1d8+2/19-20, longsword); Full Atk 
  +5 melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; 
  SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat Weapon Focus 
  (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  �Catharadh: female human Ftr2; CR 2; Medium 
  humanoid (human); HD 2d10+2; hp 18; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; Grp +4; 
  Atk +5 melee (1d8+2/19-20, longsword); Full Atk +5 
  melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; SV 
  Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +6, Jump +6, Ride +8; 
  Improved Initiative, Mounted Combat, Ride-by Attack, 
  Weapon Focus (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  Encounter 2: A Fell Voice on the Air  
  �Frost Giant Cleric: Clr6—Thrym: CR 12; Large giant 
  (cold); HD 14d8+70 plus 6d8+30; hp 196; Init -1; Spd 40 
  ft.; AC 23, touch 8, flat-footed 23; Base Atk +14; Grp +28; 
  Atk +25 (+27 vs humans) melee (3d6+10(+12) plus 2d6 vs 
  humans/x3, +1 Large human bane greataxe) or +13 ranged 
  (2d6+9, rock); Full Atk +25/+20/+15 (+27/+22/+17 vs 
  humans) melee (3d6+10(+12) plus 2d6 vs humans/x3, +1 
  Large human bane greataxe) or +13 ranged (2d6+9, rock); 
  Space/Reach 10ft./10ft.; SA rock throwing; SQ rock 
  catching, 
  immunity 
  to 
  cold, 
  low-light 
  vision, 
  vulnerability to fire; AL CE; SV Fort +20, Ref +19, Will 
  +26; Str 29, Dex 9, Con 21, Int 10, Wis 16, Cha 11. 
   
  Skills and Feats: Climb +17, Concentration +17, Heal 
  +13, Intimidate +2, Jump +17, Spot +13; Brew Potion, 
  Cleave, Combat Casting, Great Cleave, Improved Bull 
  Rush, Improved Overrun, Power Attack, Weapon Focus 
  (greataxe). 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level): 0—guidance (x2), resistance, virtue (x2); 1st—
  bless, divine favour, entropic shield; inflict light wounds*, 
  protection from good; 2nd—hold person(x2), resist energy, 
  silence, spiritual weapon*; 3rd—bestow curse, dispel magic, 
  magic vestment*. 
   
  * domain spell; Domains: Destruction: once per day 
  smite a foe with a +4 attack roll bonus and +6 damage; 
  War: Martial Weapon Proficiency and Weapon Focus in 
  greataxe. 
   
  Rock Throwing (Ex): A frost giant can hurl rocks of 
  40-50 lbs. Up to 5 range increments of 120 ft.  
   
  Rock Catching (Ex): A frost giant can catch Small, 
  Medium and Large rocks or projectiles of similar shape 
  by making a Reflex save (DC 15, 20, 25 respectively for 
  Small Medium, Large plus any magical bonus on the 
  projectile).  
   
  Possessions: Large chainmail +2, +1 Large human bane 
  greataxe, potion of cure moderate wounds, holy symbol of 
  Thrym (white double-headed greataxe), jade statuette (60 
  gp). 
   
  Encounter 3—Rolling Rocks  
  �Kobold Barbarian Bbn5: CR 5; Small humanoid 
  (reptilian); HD 5d12; hp 39; Init +4; Spd 40 ft.; AC 21, 
  touch 15, flat-footed 21; Base Atk +5; Grp +1; Atk +6 
  melee (1d6, Small spear) or +12 ranged (1d4+1/x3, +1 
  Small shortbow); Full Atk +6 melee (1d6, Small spear) or 
  +12 ranged (1d4+1/x3, +1 Small shortbow); SA rage 2/day; 
  SQ darkvision 60 ft., light sensitivity, fast movement, 
  improved uncanny dodge, trap sense +1; AL NE; SV Fort 
  +4, Ref +5, Will +1; Str 10, Dex 19, Con 10, Int 10, Wis 10, 
  Cha 9. 
  
  COR4-15 War of the Dust 
   
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  Skills and Feats: Craft (trapmaking) +2; Hide +13, 
  Move Silently +8, Profession (miner) +2, Search +6, Spot 
  +5; Dodge, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus if 
  flat-footed or struck by invisible attacker. 
   
  Trap Sense (Ex): +1 Reflex and +1 AC bonus to avoid 
  traps.  
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked except by a rogue of at least 9th level. 
   
  Possessions: +1 Small shortbow, Small spear, Small 
  studded leather armor +1, potion of cure serious wounds. 
   
  �Kobold Sorcerer Sor5; CR 5; Small humanoid 
  (reptilian); HD 5d4+5; hp 21; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +2; Grp -2; Atk +3 melee 
  (1d6, small spear) or +5 ranged (1d6/19-20, small light 
  crossbow); Full Atk +3 melee (1d6, small spear) or +5 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  Darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref 
  +3, Will +4; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  17. 
   
  Skills and Feats: Concentration +9, Craft (trapmaking) 
  +2, Hide +7, Move Silently +2, Profession (miner) +2, 
  Search +3; Combat Casting, Improved Initiative. 
   
  Sorcerer Spells Known (6/7/5; base DC = 13 + spell 
  level): 0—acid splash, daze, ghost sound, mage hand, ray of 
  frost, resistance; 1st—mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd—Melf's acid arrow, web.  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, Small light crossbow, wand of 
  fireball (5th), potion of cure serious wounds. 
   
  �Kobold Cleric Clr5—Kurtulmak; CR 5; Small 
  humanoid (reptilian); HD 5d8+5; hp 33; Init +5; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +3; Grp -1; 
  Atk +4 melee (1d4, small shortspear) or +5 ranged (1d6, 
  small light crossbow); Full Atk +4 melee (1d4, small short 
  spear) or +5 ranged (1d6, small light crossbow); SA spells; 
  SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +4, 
  Ref +2, Will +7; Str 10, Dex 12, Con 12, Int 10, Wis 17, 
  Cha 9. 
   
  Skills and Feats: Concentration +8, Craft (trapmaking) 
  +2, Heal +6, Hide +5, Move Silently +3, Profession 
  (miner) +5, Search +2; Combat Casting, Improved 
  Initiative. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—guidance (x2), resistance (x2), virtue; 1st—
  bless, divine favour, obscuring mist, protection from good*, 
  summon monster I; 2nd—aid*, hold person, silence, summon 
  monster II; 3rd—dispel magic, magic circle against good*, 
  searing light. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, small shortspear, 
  small light crossbow, wand of cure light wounds, potion of 
  cure serious wounds. 
   
  Encounter 5—The Lair of the Blue Skulls  
  �Kobold Sorcerer Sor10; CR 10; Small humanoid 
  (reptilian); HD 10d4+30; hp 61; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +5; Grp +1; Atk +6 
  melee (1d6, small spear) or +8 ranged (1d6/19-20, small 
  light crossbow); Full Atk +6 melee (1d6, small spear) or 
  +8 ranged (1d6/19-20, small light crossbow); SA spells; 
  SQ darkvision 60 ft., light sensitivity; AL LE; SV Fort +6, 
  Ref +6, Will +7; Str 10, Dex 14, Con 16, Int 12, Wis 10, 
  Cha 20. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Craft 
  (trapmaking) +3, Hide +8, Move Silently +2, Profession 
  (miner) +2, Search +3; Brew Potion, Combat Casting, 
  Improved Initiative, Spell Focus (evocation). 
   
  Sorcerer Spells Known (6/7/7/7/6/4; base DC = 15 + 
  spell level; evocation: DC 16 + spell level): 0—acid splash, 
  daze, detect magic, flare, ghost sound, mage hand, ray of frost, 
  read magic, resistance; 1st—mage armor, magic missile, ray of 
  enfeeblement, shield, summon monster I; 2nd—darkness, melf's 
  acid arrow, spider climb, web; 3rd—dispel magic, fireball, haste; 
  4th—greater invisibility, well of fire; 5th—wall of force. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Small spear, small light crossbow, wand of 
  fireball (5th), potion of cure serious wounds. 
   
  �Kobold Barbarian Bbn7; CR 7; Small humanoid 
  (reptilian); HD 7d12; hp 51; Init +4; Spd 40 ft.; AC 20, 
  touch 15, flat-footed 20; Base Atk +7; Grp +3; Atk +9 
  melee (1d6, Small spear) or +14 ranged (1d4+1/x3, +1 
  Small shortbow); Full Atk +9/+4 melee (1d6, Small spear) 
  or +14/+9 ranged (1d4+!/x3, +1 Small shortbow); SA rage 
  2/day; SQ darkvision 60 ft., light sensitivity, fast 
  movement, improved uncanny dodge, trap sense +2; DR 
  1/-; AL NE; SV Fort +5, Ref +6, Will +2; Str 10, Dex 19, 
  Con 10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +14, 
  Move Silently +10, Profession (miner) +2, Search +6, Spot 
  +6; Dodge, Mobility, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus if 
  flat-footed or struck by invisible attacker. 
   
  Trap Sense (Ex): +2 Reflex and +2 AC bonus to avoid 
  traps.  
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked except by a rogue of at least 11th level. 
   
  Possessions: +1 Small shortbow, Small spear, Small 
  studded leather armor +1, potion of cure serious wounds. 
   
  �Kobold Rogue Rog8; CR 8; Small humanoid (reptilian); 
  HD 8d6; hp 32; Init +9; Spd 30 ft.; AC 21, touch 14, flat-
  footed 16; Base Atk +6; Grp +2; Atk +12 melee (1d3/19-20, 
  Small dagger) or +14 ranged (1d4+1 plus 1d6 fire/x3, +1 
  Small flaming shortbow); Full Atk +12/+7 melee or +14/+9 
  ranged (1d4+1 plus 1d6 fire/x3, +1 small flaming shortbow); 
  
  COR4-15 War of the Dust 
   
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  SA sneak attack +4d6; SQ darkvision 60 ft., light 
  sensitivity, trapfinding, evasion, trap sense +2, improved 
  uncanny dodge; AL LE; SV Fort +2, Ref +9, Will +2; Str 
  10, Dex 20, Con 10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +16, Climb +11, Craft 
  (trapmaking) +2, Hide +20, Jump +11, Listen +11, Move 
  Silently +16, Profession (miner) +2, Search +2, Spot +11, 
  Tumble +16 Improved Initiative, Weapon Finesse , 
  Weapon Focus (shortbow).  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Evasion (Ex): Takes no damage for Reflex saves for 
  half damage. 
   
  Trap Sense (Ex): +2 to Reflex saves and AC vs traps. 
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus 
  when flat-footed or attacked by invisible attacker. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked except by a rogue of at least 12th level.  
  Possessions: +1 Small flaming shortbow, Small dagger, Small 
  studded leather armor +1, potion of cure serious wounds. 
   
  �Kobold Cleric Clr8—Kurtulmak; CR 8; Small 
  humanoid (reptilian); HD 8d8+8; hp 51; Init +5; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +6; Grp +2; 
  Atk +7 melee (1d4, small shortspear) or +8 ranged (1d6, 
  small light crossbow); Full Atk +7/+2 melee (1d4, small 
  short spear) or +8/+3 ranged (1d6, small light crossbow); 
  SA spells; SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +6, Ref +4, Will +10; Str 10, Dex 13, Con 12, Int 
  10, Wis 18, Cha 9. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (trapmaking) +6, Heal +8, Hide +6, Move Silently +3, 
  Profession (miner) +5, Search +6; Combat Casting, 
  Dodge, Improved Initiative. 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 
  13 + spell level): 0—guidance (x2), resistance (x2), virtue (x2); 
  1st—bless, divine favour, obscuring mist, protection from good*, 
  summon monster I (x2); 2nd—aid*, hold person (x2), silence, 
  summon monster II; 3rd—blindness/deafness, dispel magic, 
  magic circle against good*, protection from energy, searing light; 
  4th—divine power, freedom of movement, summon monster 
  IV, unholy blight*. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, Small shortspear, 
  Small light crossbow, wand of cure light wounds, potion of 
  cure serious wounds. 
   
  Encounter 7: The Chamber of the Landsheart 
  �Guradhalah Ghost Clr11—Nerull; CR 13; Medium 
  undead (augmented humanoid) (incorporeal); HD 11d12; 
  hp 80; Init +5; Spd fly 30 ft. (perfect); AC 12, touch 12, 
  flat-footed 11 or 16, touch 12, flat-footed 14; Base Atk +8; 
  Grp +8; Atk +9 melee (+8 melee vs ethereal targets), (1d6 
  + 1d4 ability drain, incorporeal touch) or +10 melee 
  (2d4+2/x4, +2 ghost touch scythe); Full Atk +9/+4 melee, 
  (1d6, corrupting touch) or +10/+5 melee (2d4+2/x4, +2 
  ghost touch scythe); SA corrupting touch, draining touch, 
  horrific appearance, manifestation, SQ incorporeal, 
  rejuvenation, turn resistance +4; AL NE; SV Fort +7, Ref 
  +4, Will +11; Str 10, Dex 12, Con -, Int 12, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +11, Hide +21, Listen 
  +21, Search +12, Spot +15; Ability Focus (horrific 
  appearance), Combat Casting, Fly-by Attack, Improved 
  Initiative, Martial Weapon Proficiency (scythe).  
   
  Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/ 2+1/1+1; 
  base DC = 14 + spell level): 0—guidance (x2), resistance (x2), 
  virtue (x2); 1st—command (x2), divine favour, doom(x2), 
  protection from good*, shield of faith; 2nd—hold person, death 
  knell*, eagle's splendor, owl's wisdom, silence, spiritual weapon; 
  3rd—bestow curse, blindness/deafness, dispel magic (x2), magic 
  circle against good*; 4th—divine power, spell immunity (x2), 
  summon monster IV, unholy blight*; 5th—flame strike, slay 
  living*, wall of stone; 6th—antilife shell, create undead*. 
   
  * domain spell; Domains: Death: death touch, melee 
  touch attack, once per day; Evil: cast evil spells at +1 level. 
   
  Horrific Appearance (Su): All living creatures 
  within 60 ft. must make DC 20 Fortitude save or take 1d4 
  Strength, 1d4 Dexterity and 1d4 Constitution damage.  
   
  Possessions: Scale mail (ethereal), +2 ghost touch scythe. 
  
  COR4-15 War of the Dust 
   
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  APL 14 
  Encounter 1 - Fear of Flying 
  �Crylanyzantiir very old white dragon; CR 17; Huge 
  dragon (cold); HD 27d12+162; hp 337; Init +0; Spd 60 ft., 
  burrow 30ft., fly 200 ft. (poor), swim 60 ft.; AC 34, touch 
  8, flat-footed 34; Base Atk +27; Grp +45; Atk +36 melee 
  (4d6+10, bite); Full Atk +36 melee (4d6+10, bite), +33 
  melee (2d6+5, 2 claws), +33 melee (1d8+5, 2 wings), +33 
  melee (2d6+5, tail slap); Space/Reach 15ft./10ft. (15 ft. 
  with bite); SA breath weapon, frightful presence, crush, 
  spell-like abilities, spells, tail sweep; SQ darkvision 120 
  ft., ice walking, immunity to cold, sleep and paralysis, 
  low-light vision, blindsense 60 ft., keen senses, 
  vulnerability to fire, DR 15/magic, SR 23; AL CE; SV Fort 
  +21, Ref +15, Will +17; Str 31, Dex 10, Con 23, Int 14, Wis 
  15, Cha 14. 
   
  Skills and Feats: Concentration +26, Escape Artist +18, 
  Intimidate +21, Listen +32, Hide +19, Move Silently +19, 
  Search +32, Spot +32, Spellcraft +21, Swim +29; Blind-
  Fighting, Combat Casting, Fly-by Attack, Hover, 
  Improved Natural Attack (bite), Multiattack, Power 
  Attack, Snatch, Weapon Focus (bite), Wingover. 
   
  Sorcerer Spells Known: (6/7/4; base DC = 12 + spell 
  level); 0—acid splash, detect magic, flare, light, ray of frost, 
  resistance, touch of fatigue; 1st—mage armor, magic missile, ray 
  of 
  enfeeblement, 
  shield, 
  shocking 
  grasp; 
  2nd—
  blindness/deafness, melf's acid arrow, mirror image; 3rd—
  dispel magic, lightning bolt, sleet storm. CL 7th. 
   
  Breath Weapon (Su): 50 ft. cone, damage 9d6 cold, 
  Reflex DC 29 half. 
   
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+15 points of bludgeoning damage, 
  and must succeed on a DC 29 to avoid being pinned; 
  grapple bonus +45. 
   
  Frightful Presence (Ex): 270 ft. radius, HD 26 or less, 
  Will DC 25 negates. 
   
  Icewalking (Ex): As the spider climb spell, but the 
  surfaces the dragon climbs must be icy; always in effect.  
   
  Freezing Fog (Sp): 3/day—as solid fog, plus causes ice 
  to form on any surface touched by fog, creating effect of 
  grease spell. 
   
  Spell-Like Abilities: 3/day—fog cloud, gust of wind (as 
  9th level sorcerer). 
   
  APL 16 (EL 18) 
  �Crylanyzantiir; ancient white dragon; CR 18; Huge 
  dragon (cold); HD 30d12+180; hp 375; Init +0; Spd 60 ft., 
  burrow 30ft., fly 200 ft. (poor), swim 60 ft.; AC 37, touch 
  8, flat-footed 37; Base Atk +30; Grp +49; Atk +40 melee 
  (4d6+11, bite); Full Atk +40 melee (4d6+11, bite), +37 
  melee (2d6+5, 2 claws), +37 melee (1d8+5, 2 wings), +37 
  melee (2d6+5, tail slap); Space/Reach 15ft./10ft. (15 ft. 
  with bite); SA breath weapon, frightful presence, crush, 
  spell-like abilities, spells, tail sweep; SQ darkvision 120 
  ft., ice walking, immunity to cold, sleep and paralysis, 
  low-light vision, blindsense 60 ft., keen senses, 
  vulnerability to fire, DR 15/magic, SR 24; AL CE; SV Fort 
  +23, Ref +17, Will +19; Str 33, Dex 10, Con 23, Int 14, Wis 
  15, Cha 14. 
   
  Skills and Feats: Concentration +30, Escape Artist +22, 
  Intimidate +25, Listen +35, Hide +23, Move Silently +23, 
  Search +35, Spot +35, Spellcraft +25, Swim +34; Blind-
  Fighting, Cleave, Combat Casting, Fly-by Attack, Great 
  Cleave, 
  Hover, 
  Improved 
  Natural 
  Attack 
  (bite), 
  Multiattack, Power Attack, Snatch, Weapon Focus (bite), 
  Wingover. 
   
  Sorcerer Spells Known: (6/7/7/6/4; base DC = 12 + 
  spell level); 0—acid splash, detect magic, flare, light, open, ray 
  of frost, resistance, touch of fatigue; 1st—mage armor, magic 
  missile, ray of enfeeblement, shield, shocking grasp; 2nd—
  blindness/deafness, melf's acid arrow, mirror image, scorching 
  ray; 3rd—deep slumber, dispel magic, lightning bolt, sleet 
  storm; 4th—greater invisibility, ice storm. CL 9th. 
   
  Breath Weapon (Su): 50 ft. cone, damage 10d6 cold, 
  Reflex DC 31 half. 
   
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+15 points of bludgeoning damage, 
  and must succeed on a DC 31 to avoid being pinned; 
  grapple bonus +49. 
   
  Frightful Presence (Ex): 300 ft. radius, HD 29 or less, 
  Will DC 27 negates. 
   
  Icewalking (Ex): As the spider climb spell, but the 
  surfaces the dragon climbs must be icy; always in effect.  
   
  Freezing Fog (Sp): 3/day—as solid fog, plus causes ice 
  to form on any surface touched by fog, creating effect of 
  grease spell.  
   
  Spell-Like Abilities: 3/day—fog cloud, gust of wind, 
  wall of ice (as 10th level sorcerer). 
   
  �Griffon Riders: male or female human War2; CR 1; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 16; Base Atk +2; 
  Grp +4; Atk +5 melee (1d8+2/19-20, longsword); Full Atk 
  +5 melee (1d8+2/19-20, longsword); SA —; SQ —; AL N; 
  SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat Weapon Focus 
  (longsword). 
   
  Possessions: Studded leather armor, longsword. 
   
  �Catharadh: female human Ftr2; CR 2; Medium 
  humanoid; HD 2d10+2; hp 18; Init +6; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 16; Base Atk +2; Grp +4; Atk +5 
  melee (1d8+2/19-20, longsword); Full Atk +5 melee 
  (1d8+2/19-20, longsword); SA —; SQ —; AL N; SV Fort 
  +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Handle Animal +6, Jump +6, Ride +9; 
  Improved Initiative, Mounted Combat, Ride-by Attack, 
  Weapon Focus (longsword) 
   
  Possessions: Studded leather armor, longsword. 
   
  Encounter 2: A Fell Voice on the Air 
  �Frost Giant Cleric Clr10—Thrym; CR 14; Large giant 
  (cold); HD 14d8+70 plus 10d8+50; hp 236; Init -1; Spd 40 
  ft.; AC 22, touch 8, flat-footed 22; Base Atk +17; Grp +31; 
  Atk +29 (+31 vs humans) melee (3d6+11(+13) plus 2d6 vs 
  humans/x3, +1 large humanbane greataxe) or +16 ranged 
  
  COR4-15 War of the Dust 
   
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  (2d6+10, 
  rock); 
  Full 
  Atk 
  +29/+24/+19/+14 
  (+31/+26/+21/+16 vs humans) melee (3d6+11(+13) plus 
  2d6 vs humans/x3, +1 large humanbane greataxe) or +16 
  ranged (2d6+10, rock); Space/Reach 10ft./10ft.; SA rock 
  throwing; SQ rock catching, immunity to cold, low-light 
  vision, vulnerability to fire; AL CE; SV Fort +22, Ref +20, 
  Will +28; Str 30, Dex 9, Con 21, Int 10, Wis 16, Cha 11. 
   
  Skills and Feats: Climb +18, Concentration +25, Heal 
  +15, Intimidate +2, Jump +20, Spot +15; Awesome Blow, 
  Brew Potion, Cleave, Combat Casting, Great Cleave, 
  Improved Bull Rush, Improved Overrun, Power Attack, 
  Weapon Focus (greataxe). 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/ 3+1/2+1; base 
  DC = 13 + spell level): 0—guidance (x2), resistance (x2), 
  virtue (x2); 1st—bless, divine favour, entropic shield; inflict 
  light wounds (x2)*, protection from good; 2nd—hold person 
  (x2), resist energy, shield of faith, silence, spiritual weapon*; 
  3rd—blindness/deafness, bestow curse, dispel magic, magic 
  vestment*; 4th—divine power*, poison, spell immunity; 5th—
  mass inflict light wounds, flame strike*, righteous might.  
   
  * domain spell; Domains: Destruction: once per day 
  smite a foe with a +4 attack roll bonus and +10 damage; 
  War: Martial Weapon Proficiency and Weapon Focus in 
  greataxe. 
   
  Rock Throwing (Ex): A frost giant can hurl rocks of 
  40-50 lbs. Up to 5 range increments of 120 ft.  
   
  Rock Catching (Ex): A frost giant can catch Small, 
  Medium and Large rocks or projectiles of similar shape 
  by making a Reflex save (DC 15, 20, 25 respectively for 
  Small Medium, Large plus any magical bonus on the 
  projectile).  
   
  Possessions: Large chainmail +2, +1 Large humanbane 
  greataxe, potion of cure serious wounds, holy symbol of 
  Thrym (white double-headed greataxe), jade statuette (60 
  gp). 
   
  �Frost Giant (6): hp 113; see Monster Manual. 
   
  Encounter 3 – Rolling Rocks 
   
  �Kobold Barbarian Bbn7; CR 7; Small humanoid 
  (reptilian); HD 7d12; hp 51; Init +4; Spd 40 ft.; AC 20, 
  touch 15, flat-footed 20; Base Atk +7; Grp +3; Atk +8 
  melee (1d6, Small spear) or +14 ranged (1d4+1/x3, +1 
  Small shortbow); Full Atk +8/+3 melee (1d6, Small spear) 
  or +14/+9 ranged (1d4+!/x3, +1 Small shortbow); SA rage 
  2/day; SQ darkvision 60 ft., light sensitivity, fast 
  movement, improved uncanny dodge, trap sense +2; DR 
  1/-; AL NE; SV Fort +5, Ref +6, Will +2; Str 10, Dex 19, 
  Con 10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +14, 
  Move Silently +10, Profession (miner) +2, Search +6, Spot 
  +6; Dodge, Mobility, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus if 
  flat-footed or struck by invisible attacker. 
   
  Trap Sense (Ex): +2 Reflex and +2 AC bonus to avoid 
  traps.  
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked except by a rogue of at least 11th level. 
   
  Possessions: +1 Small shortbow, Small spear, Small 
  studded leather armor +1, potion of cure serious wounds. 
   
  �Kobold Sorcerer Sor7; CR 7; Small humanoid 
  (reptilian); HD 7d4+7; hp 29; Init +6; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 12; Base Atk +3; Grp -1; Atk +4 melee 
  (1d6, small spear) or +6 ranged (1d6/19-20, small light 
  crossbow); Full Atk +4 melee (1d6, small spear) or +6 
  ranged (1d6/19-20, small light crossbow); SA spells; SQ 
  Darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref 
  +4, Will +4; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  17. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Craft 
  (trapmaking) +2, Hide +8, Move Silently +2, Profession 
  (miner) +2, Search +3; Combat Casting, Improved 
  Initiative, Point Blank Shot. 
   
  Sorcerer Spells Known (6/7/7/5; base DC = 13 + spell 
  level): 0—acid splash, daze, ghost sound, mage hand, message, 
  ray of frost, resistance; 1st—expeditious retreat, mage armor, 
  magic missile, ray of enfeeblement, silent image; 2nd—
  darkness, melf's acid arrow, web; 3rd —dispel magic, lightning 
  bolt. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, Small light crossbow, wand of 
  fireball (5th), potion of cure serious wounds. 
   
  �Kobold Cleric Clr7—Kurtulmak; CR 7; Small 
  humanoid (reptilian); HD 7d8+7; hp 45; Init +5; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +4; Grp +0; 
  Atk +5 melee (1d4, small shortspear) or +6 ranged (1d6, 
  small light crossbow); Full Atk +5 melee (1d4, small short 
  spear) or +6 ranged (1d6, small light crossbow); SA spells; 
  SQ darkvision 60 ft., light sensitivity; AL LE; SV Fort +5, 
  Ref +3, Will +8; Str 10, Dex 13, Con 12, Int 10, Wis 17, 
  Cha 9. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Craft 
  (trapmaking) +2, Heal +6, Hide +6, Move Silently +3, 
  Profession (miner) +5, Search +2; Combat Casting, 
  Dodge, Improved Initiative.  
   
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 
  13 + spell level): 0- guidance (x2), resistance (x2), virtue (x2); 
  1st—bless, divine favour, obscuring mist, protection from good*, 
  summon monster I (x2); 2nd—aid*, hold person (x2), silence, 
  summon monster II; 3rd—dispel magic, magic circle against 
  good*, protection from energy, searing light; 4th—divine power, 
  unholy blight*. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Studded leather armor, Small shortspear, 
  Small light crossbow, wand of cure light wounds, potion of 
  cure serious wounds. 
   
  Encounter 5 – The Lair of the Blue Skulls 
  �Kobold Sorcerer Sor12; CR 12; Small humanoid 
  (reptilian); HD 12d4+36; hp 73; Init +6; Spd 30 ft.; AC 14, 
  
  COR4-15 War of the Dust 
   
  Page 53 
   
  touch 14, flat-footed 12; Base Atk +6, Grp +3, Atk +7 
  melee (1d6, small spear) or +9 ranged (1d6/19-20, small 
  light crossbow); Full Atk +7/+2 melee (1d6, small spear) 
  or +9/+3 ranged (1d6/19-20, small light crossbow); 
  Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +7, Ref +7, Will +8; Str 10, Dex 
  14, Con 16, Int 12, Wis 10, Cha 21. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +16, 
  Craft 
  (trapmaking) +3, Hide +9, Move Silently +2, Profession 
  (miner) +2, Search +2; Brew Potion, Combat Casting, 
  Improved Initiative, Spell Focus (evocation), Greater 
  Spell Focus (evocation). 
   
  Spells Known: (6/7/7/7/7/6/3; base DC = 15 + spell 
  level; evocation: DC 17 + spell level); 0—acid splash, daze, 
  detect magic, flare, ghost sound, ray of frost, read magic, 
  resistance, virtue; 1st—mage armor, magic missile, ray of 
  enfeeblement, shield, summon monster I; 2nd—darkness, melf's 
  acid arrow, mirror image, spider climb, web; 3rd—dispel magic, 
  fireball, haste, lightning bolt; 4th—greater invisibility, ice 
  storm, wall of fire; 5th—cloudkill, wall of force; 6th—chain 
  lightning. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small spear, small light crossbow, wand of 
  fireball (5th), potion of cure serious wounds,  
   
  �Kobold Barbarian, Bbn9; CR 9; Small humanoid 
  (reptilian); HD 9d12; hp 63; Init +5; Spd 40 ft.; AC 21, 
  touch 16, flat-footed 20; Base Atk +9; Grp +5; Atk +10 
  melee (1d6, small spear) or +16 ranged (1d4+1 plus 1d6 
  fire/x3, +1 small flaming shortbow); Full Atk +10/+5 melee 
  (1d6, small spear) or +16/+11 ranged (1d4+1 plus 1d6 
  fire/x3, +1 small flaming shortbow); SA rage 3/day; SQ 
  darkvision 60 ft., light sensitivity, fast movement, 
  improved uncanny dodge, trap sense +3; DR 1/-; AL NE; 
  SV Fort +6, Ref +8, Will +3; Str 10, Dex 20, Con 10, Int 10, 
  Wis 10, Cha 9. 
   
  Skills and Feats: Craft (trapmaking) +2; Hide +16, 
  Move Silently +13, Profession (miner) +2, Search +6, Spot 
  +7; Dodge, Mobility, Weapon Focus (shortbow). 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus if 
  flat-footed or struck by invisible attacker. 
   
  Trap Sense (Ex): +3 Reflex and +3 AC bonus to avoid 
  traps. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked except by a rogue of at least 13th level. 
   
  Possessions: +1 Small flaming shortbow, Small studded 
  leather armor +1, potion of cure serious wounds. 
   
  �Kobold Rogue Rog8; CR 8; Small humanoid (reptilian); 
  HD 8d6; hp 32; Init +9; Spd 30 ft.; AC 21, touch 14, flat-
  footed 16; Base Atk +6; Grp +2; Atk +12 melee (1d3/x19-
  20, small dagger) or +14 ranged (1d4+1 plus 1d6 fire/x3, 
  +1 small flaming shortbow); Full Atk +12/+7 melee or 
  +14/+9 ranged (1d4+1 plus 1d6 fire/x3, +1 small flaming 
  shortbow); SA sneak attack +4d6; SQ darkvision 60 ft., 
  light sensitivity, trapfinding, evasion, trap sense +2, 
  improved uncanny dodge; AL LE; SV Fort +2, Ref +9, 
  Will +2; Str 10, Dex 20, Con 10, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +16, Climb +11, Craft 
  (trapmaking) +2, Hide +20, Jump +11, Listen +11, Move 
  Silently +16, Profession (miner) +2, Search +2, Spot +11, 
  Tumble +16 Improved Initiative, Weapon Finesse 
  (longspear), Weapon Focus (shortbow).  
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Evasion (Ex): Takes no damage for Reflex saves for 
  half damage. 
   
  Trap Sense (Ex): +2 to Reflex saves and AC vs traps. 
   
  Uncanny Dodge (Ex): Retains AC Dexterity bonus 
  when flat-footed or attacked by invisible attacker. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked except by a rogue of at least 12th level. 
   
  Possessions: +1 Small flaming shortbow, Small dagger, 
  Small studded leather armor +1, potion of cure serious wounds. 
   
  �Kobold Cleric Clr8—Kurtulmak; CR 8; Small 
  humanoid (reptilian); HD 8d8+8; hp 51; Init +5; Spd 30 
  ft.; AC 17, touch 12, flat-footed 16; Base Atk +6; Grp +2; 
  Atk +7 melee (1d4, small shortspear) or +8 ranged (1d6, 
  small light crossbow); Full Atk +7/+2 melee (1d4, small 
  short spear) or +8/+3 ranged (1d6, small light crossbow); 
  SA spells; SQ Darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +6, Ref +4, Will +10; Str 10, Dex 13, Con 12, Int 
  10, Wis 18, Cha 9. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (trapmaking) +6, Heal +8, Hide +6, Move Silently +3, 
  Profession (miner) +5, Search +6; Combat Casting, 
  Dodge, Improved Initiative.  
   
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 
  13 + spell level): 0—guidance (x2), resistance (x2), virtue (x2); 
  1st—bless, divine favour, obscuring mist, protection from good*, 
  summon monster I (x2); 2nd—aid*, hold person (x2), silence, 
  summon monster II; 3rd—blindness/deafness, dispel magic, 
  magic circle against good*, protection from energy, searing light; 
  4th—divine power, freedom of movement, summon monster 
  IV, unholy blight*. 
   
  * domain spell; Domains: Luck: Re-roll one roll once 
  per day; Evil: cast evil spells at +1 level. 
   
  Light Sensitivity (Ex): Kobolds are dazzled by bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Small studded leather armor, Small 
  shortspear, Small light crossbow, wand of cure light 
  wounds, potion of cure serious wounds. 
   
  Encounter 7: The Chamber of the Landsheart 
  �Guradhalah Ghost Clr13—Nerull; CR 15; Medium 
  undead (augmented humanoid) (incorporeal); HD 13d12; 
  hp 92; Init +5; Spd fly 30 ft. (perfect); AC 12, touch 12, 
  flat-footed 11 or 16, touch 12, flat-footed 14; Base Atk +9; 
  Grp +9; Atk +10 melee (+9 melee vs ethereal targets), (1d6 
  + 1d4 ability drain, incorporeal touch) or +12 melee 
  (2d4+3/x4, +3 ghost touch scythe); Full Atk +11/+6 melee, 
  (1d6, corrupting touch) or +12/+7 melee (2d4+3/x4, +3 
  ghost touch scythe); SA corrupting touch, draining touch, 
  horrific appearance, manifestation, SQ incorporeal, 
  
  COR4-15 War of the Dust 
   
  Page 54 
   
  rejuvenation, turn resistance +4; AL NE; SV Fort +8, Ref 
  +5, Will +12; Str 10, Dex 12, Con -, Int 12, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +13, Hide +21, Listen 
  +21, Search +12, Spot +17; Ability Focus (malevolence), 
  Augment Summoning, Combat Casting, Fly-by Attack, 
  Improved 
  Initiative, 
  Martial 
  Weapon 
  Proficiency 
  (scythe).  
   
  Cleric 
  Spells 
  Prepared 
  (6/6+1/6+1/5+1/5+1/ 
  3+1/2+1/1+1; base DC = 14 + spell level): 0—guidance (x2), 
  resistance (x2), virtue (x2); 1st—command (x2), divine favour, 
  doom(x2), protection from good*, shield of faith; 2nd—hold 
  person, deeper darkness, death knell*, eagle's splendor, owl's 
  wisdom, silence, spiritual weapon; 3rd—bestow curse, 
  blindness/deafness, dispel magic (x2), magic circle against good*, 
  protection from energy; 4th—divine power, spell immunity 
  (x2), summon monster IV (x2), unholy blight*; 5th—flame 
  strike, greater command, slay living*, wall of stone; 6th—
  antilife shell, blade barrier, create undead*; 7th—blasphemy*, 
  summon monster VII 
   
  * domain spell; Domains: Death: death touch, melee 
  touch attack, once per day; Evil: cast evil spells at +1 level. 
   
  Malevolence (Su): Once per round manifested ghost 
  can attempt to merge with living creature as per magic jar 
  (caster level 13th), DC 20 Will save to resist.  
   
  Possessions: Scale mail (ethereal), +3 ghost touch scythe. 
   
  �Advanced Stone Golem: CR 13; Huge Construct; HD 
  25d10+30; hp 167; Init -2; Spd 20 ft.; AC 28, touch 7, flat-
  footed 28; Base Atk +16; Grp +36; Atk +26 melee (4d8+13, 
  slam); Full Atk +26 melee (4d8+13, 2 slams); Space/Reach 
  15 ft./15 ft.; SA slow; SQ construct traits, DR 
  10/adamantine, darkvision 60 ft., immunity to magic, 
  low-light vision; AL N; SV Fort +6, Ref +4, Will +7; Str 37, 
  Dex 7, Con -, Int -, Wis 11, Cha 1  
   
  Slow (Su): Once every two rounds the golem can use 
  the slow effect as per the spell with a range of 10 ft. and a 
  duration of 7 rounds; Will DC 22 negates. The save DC is 
  Constitution-based. 
   
  Immunity to Magic (Ex): Immune to any spell or 
  spell-like ability that allows spell resistance. Transmute 
  rock to mud slows a stone golem for 2d6 rounds, no save; 
  transmute mud to rock heals all lost hit points; stone to flesh 
  negates damage reduction and magical immunity for 1 
  full round. 
   
  
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  APPENDIX 2: TACTICAL AERIAL MOVEMENT 
  This information is reprinted from the Dungeon Master’s Guide for your convenience. 
   
  Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of 
  its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of 
  falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the 
  ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. 
  Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to 
  recover on its next turn. 
   
  Hover: The ability to stay in one place while airborne.  
   
  Move Backward: The ability to move backward without turning around. 
   
  Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward. 
   
  Turn: How much the creature can turn after covering the stated distance. 
   
  Turn in Place: A creature with good or average maneuverability can use some of its speed to turn in place. 
   
  Maximum Turn: How much the creature can turn in any one space. 
   
  Up Angle: The angle at which the creature can climb. 
   
  Up Speed: How fast the creature can climb. 
   
  Down Angle: The angle at which the creature can descend. 
   
  Down Speed: A flying creature can fly down at twice its normal flying speed. 
   
  Between Down and Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and 
  before climbing. Any flier can begin descending after a climb without an intervening distance of level flight. 
  Table: Maneuverability 
    
  Maneuverability 
    
  Average 
  Poor 
  Minimum forward speed 
  Half 
  Half 
  Hover 
  No 
  No 
  Move backward 
  No 
  No 
  Reverse 
  No 
  No 
  Turn 
  45º/5 ft. 
  45º/5 ft. 
  Turn in place 
  +45º/–5 ft. 
  No 
  Maximum turn 
  90º 
  45º 
  Up angle 
  60º 
  45º 
  Up speed 
  Half 
  Half 
  Down angle 
  Any 
  45º 
  Down speed 
  Double 
  Double 
  Between down and up 
  5 ft. 
  10 ft. 
  
  COR4-15 War of the Dust 
   
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  APPENDIX 3: ALTITUDE, WEATHER, AND COLD EFFECTS 
  High-Altitude Effects 
  High altitude can be extremely fatiguing—or sometimes deadly—to creatures that aren’t used to it. Cold becomes 
  extreme, and the lack of oxygen in the air can wear down even the most hardy of warriors. 
   
  Acclimated Characters: Creatures accustomed to high altitude generally fare better than lowlanders. Any creature with 
  an Environment entry that includes mountains is considered native to the area, and acclimatized to the high altitude. 
  Characters can also acclimatize themselves by living at high altitude for a month. Characters who spend more than two 
  months away from the mountains must reacclimatize themselves when they return. Undead, constructs, and other 
  creatures that do not breathe are immune to altitude effects. 
   
  Altitude Zones 
  Low Peak or High Pass (5,000 to 15,000 feet): All non-acclimatized creatures labor to breathe in the thin air at this altitude. 
  Characters must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued.  
   
  A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything 
  that would normally cause fatigue causes the fatigued character to become exhausted.  
   
  An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of 
  complete rest, an exhausted character becomes fatigued.  
   
  The fatigue ends when the character descends to an altitude with more air. Acclimatized characters do not have to 
  attempt the Fortitude save.  
   
  Altitude-Adjusted Temperature: As temperature decreases with altitude, lower the Baseline Daytime Temperature by 
  10 degrees Fahrenheit. 
   
  High Peak (more than 15,000 feet): At these elevations, creatures are subject to both high altitude fatigue (as described 
  above) and altitude sickness, whether or not they’re acclimatized to high altitudes. Altitude sickness represents long-
  term oxygen deprivation, and it affects mental and physical ability scores. After each 6-hour period a character spends at 
  an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of 
  damage to all ability scores. Creatures acclimatized to high altitude receive a +4 competence bonus on their saving 
  throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon 
  these dangerous elevations.  
  Altitude-Adjusted Temperature: lower the Baseline Daytime Temperature by 20 degrees Fahrenheit. 
   
  Weather Effects 
  Each day the PCs spend in the mountains, roll on the Random Weather Table to see what weather conditions they face 
  that day. To speed up play, it may be helpful to roll up these effects before beginning the scenario.  
   
  Random Weather Table 
  d% 
  Weather Conditions 
  01–70 
  Cold, calm 
  71–80 
  Heat wave (01–30) or cold snap (31–100) 
  81–90 
  Snow 
  91–99 
  Snowstorm 
  100 
  Blizzard 
   
  Cold, calm 
  Wind speeds are light (0 to 10 mph); 
  Baseline Daytime Temperature: 2d20 degrees Fahrenheit;  
  Altitude-Adjusted Daytime Temperature: deduct Altitude Adjustment from Baseline Daytime Temperature (see Altitude 
  Effects above);  
  Altitude-Adjusted Nighttime Temperature: deduct (1d10+9) degrees Fahrenheit from Altitude Adjusted Daytime 
  Temperature. 
   
  Cold Snap or Heat Wave 
  Lowers (raises) previous Altitude-Adjusted Daytime Temperature by 10° F. 
   
  
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  Snow 
  Falling snow has a 50% chance of extinguishing small, unprotected flames, such as candles, reduces visibility ranges by 
  half and results in a –4 penalty on Ranged weapon attacks, Listen, Spot and Search checks.  
   
  It costs 2 squares of movement to enter a snow-covered square.  
   
  Snow lasts for 2d4 hours. A day of snowfall leaves 1d6 inches of snow on the ground.  
   
  Snowstorm 
  The combined effects of snow and wind reduces visibility ranges by three quarters, imposing a –8 penalty on Spot, 
  Search, and Listen checks. 
   
  Snowstorms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 
  penalty on attack rolls.  
   
  They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such 
  as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. 
  Creatures caught in the area must make a DC 18 Fortitude save or face the effects based on the size of the creature (see 
  Table: Wind Effects). 
   
  Snowstorms leave 1d6 inches of snow on the ground afterward (see Snow above).  
   
  Snowstorms decrease the Altitude Adjusted Temperature by 1d10+5 degrees Fahrenheit due to wind chill effects.  
   
  Snowstorms last for 2d4–1 hours. 
   
  Blizzard 
  Very high winds and heavy snow reduce visibility to zero, making Spot, Search, and Listen checks and all ranged 
  weapon attacks impossible.  
   
  Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused.  
  Creatures caught in the area must make a DC 20 Fortitude save or face the effects based on the size of the creature (see 
  Table: Wind Effects).  
   
  The combination of high winds, heavy snow (1d3 feet), and bitter cold make blizzards deadly for all who are 
  unprepared for them.  
   
  Blizzards decrease the Altitude Adjusted Temperature by 2d10+5 degrees Fahrenheit due to wind chill effects. 
   
  Blizzards last for 1d3 days. 
   
  Heavy Snow 
   
  Heavy snow has the same effects as normal snowfall, but also obscures all sight, including darkvision, beyond 5 
  feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).  
  A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered 
  with heavy snow. 
   
  Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4×5 feet deep, especially in and 
  around objects big enough to deflect the wind—a cabin or a large tent, for instance.  
   
  There is a 10% chance that a heavy snowfall is accompanied by lightning. Lightning can pose a hazard to characters 
  without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour 
  period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice. 
   
  Wind Effects Table 
  Wind Force 
  Ranged 
  Attacks 
  Normal/Siege 
  Weapons1 
  Creature Size2  
  Wind Effect on 
  Creatures 
  Fort 
  Save 
  DC 
  Snowstorm 
  Impossible/–4 
  Small or smaller 
  Blown away 
  18 
   
   
  Medium 
  Knocked down 
   
   
   
  Large or Huge 
  Checked 
   
   
   
  Gargantuan 
  or 
  Colossal 
  None 
   
  Blizzard 
  Impossible/impossible 
  Medium or smaller 
  Blown away 
  20 
   
   
  Large 
  Knocked down 
   
   
   
  Huge 
  Checked 
   
   
   
  Gargantuan 
  or 
  Colossal 
  None 
   
   
  
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  Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 
  1d6×10 feet. 
   
  Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal 
  damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to 
  battering and buffeting. 
   
  Cold Effects 
  Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character 
  gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of 
  nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.  
  A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as 
  fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. 
   
  Cold Weather (below 40° F): An unprotected character (ie not wearing winter clothing or protected by other means 
  such as magic) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal 
  damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this 
  bonus to other characters as well as per the skill Description). 
   
  Severe Cold or Exposure (below 0° F): An unprotected character must make a Fortitude save once every 10 minutes 
  (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the 
  Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well 
  (see the skill description). Characters wearing winter clothing only need check once per hour for cold and exposure 
  damage. 
   
  Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must 
  make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal 
  armor or coming into contact with very cold metal are affected as if by a chill metal spell. Spells may be used to absorb or 
  prevent the damage caused by extreme cold.  
   
  Ice Effects 
  Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance 
  and Tumble checks increases by +5. Characters in prolonged contact with ice may run the risk of taking damage from 
  severe cold (see above). 
   
  If making a move action, the DC to successfully move through the area is 5. Double moving through such an area 
  requires a successful DC 10 Balance check. Failure indicates that the individual has fallen over.  
   
  Combatants may also charge in such conditions but must make a DC 10 Balance check for each multiple or 
  (fraction thereof) of their normal move that they charge. 
   
  A Balance check suffers the effects of any Armor Check penalty the PC may be suffering. 
   
  Characters in prolonged contact with ice run the risk of taking damage from severe cold. 
  
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  APPENDIX 4—BRIDHELEH 
  Cohort: Bridheleh, female human Rgr2. Having been saved from the Lost City of Tostenhca by the bearer, Bridheleh 
  serves said bearer as a cohort. See Appendix 4 for stats. 
   
  Bridheleh, Tenha mercenary, Rgr2. 
   
  Appearance: Bridheleh is in her mid-twenties. She has auburn hair bobbed at the shoulder and the bronzed 
  complexion of a Tenha. She is dressed in the bloodied remains of her winter clothing, since her armor and other 
  equipment stolen by the kobolds. The kobolds have taken are her eyes—burning them out with a hot iron. 
   
  Character: Bridheleh is traumatized by her capture and asks the PCs, even if she knows they work for a rival faction, 
  to protect her and not to leave her to die in Tostenhca. Even if she discovers the PCs work for a rival faction, she has 
  little choice but to trust them. During a quiet moment, Bridheleh asks the PCs why they chose to serve the faction they 
  are working for. However, she neither preaches at them nor changes her own opinion—she simply wants to know their 
  motives. 
   
  �Bridheleh, Rgr2: CR 2; Medium humanoid (human); HD 2d8+2; hp 15; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 
  16; Base Atk +2, Grp +4, Atk +4 melee (1d8+2/19-20, longsword) or +5 ranged (1d8/x3, longbow); Full Atk +4 melee 
  (1d8+2/19-20, longsword) or +5 ranged (1d8/x3, longbow); SA —; SQ wild empathy +2, favoured enemy (giant) +2; AL 
  N; SV Fort +4, Ref +5, Will +3; Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Handle Animal +5 (5 ranks), Hide +6 (5 ranks), Listen +8 (5 ranks), Move Silently +5 (5 ranks), Ride 
  +9 (5 ranks), Spot +8 (5 ranks), Survival +8 (5 ranks); Point Blank Shot, Rapid Shot (B), Track, Weapon Focus (longbow). 
   
  Possessions: Studded leather armor, longsword, longbow, 20 arrows. 
   
  
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  DM’S MAPS 
   
  
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  PLAYER’S HANDOUT 1 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-15 War of the Dust (3E).pdf