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.  
   
  CORSP4-02 
   
   
   
   
   
  Dragon Lore Prophecies 
  A Lead-in Adventure to CORS4-02 Here There 
  be Dragons 
   
  A D&D LIVING GREYHAWK
  ® 
  Special Adventure 
  by Kevin Lawson, David LoTempio, Rich Marflak, 
  Shawn Merwin, William Muench, and Charles Peacock 
  Circle Edit: David Christ 
   
  This mini-scenario, which supports APLs 2-18, is a lead-in to the Living Greyhawk Special Event CorS4-02 Here There 
  Be Dragons, premiering at Origins 2004 in June.  The mini-scenario should be played with Living Greyhawk characters 
  based on the campaign’s normal guidelines.  However, the characters playing this mini-scenario receive no wealth or 
  experience points (no AR) for playing, nor do any of the consequences of the mini-scenario count toward that character. 
  It should be played for fun, offering some background information, clues, and a hook into the Origins LG special.  This 
  mini-scenario and Here There Be Dragons refer to places and events in the LG series “Windows to the Serpent’s Soul.”  
  It is not required that the players be familiar or play that series, but doing so may add some enjoyment and continuity to 
  the Special and this lead-in. 
  
  Dragon Lore Prophecies 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  This Event is Not Reported 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Dragon Lore Prophecies 
   
  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 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This Adventure does not cost any Time Units. 
   
  Adventure Background 
  In the Land of Black Ice, a small village, called 
  Farthenmoor by the inhabitants, has grown up around a 
  set of hot springs.  These springs provide enough warmth 
  and water to sustain life.  The village has been able to 
  survive 
  in 
  part 
  because 
  of 
  the 
  great 
  wyrm 
  Aggeborealus, who 
  offers the village 
  protection 
  from 
  ravaging predators 
  in 
  return 
  for 
  tributes.  Several 
  years ago, a red 
  dragon 
  named 
  Preethryma 
  learned 
  of 
  a 
  dragon-lore 
  prophecy claiming 
  that 
  a 
  young 
  dragon, born of a 
  red mother and a 
  male dragon native 
  to that area, would rise to power in the Land of Black Ice 
  and create an empire to rival the great human kingdoms 
  of Oerth.  With this prophecy in mind, she flew north 
  and mated with Aggeborealus.  Preethryma planned to 
  raise the young dragon, thus assuring herself a long and 
  luxurious life in the comfort and safety of this prophesied 
  empire.  Aggeborealus had other plans though, 
  attempting to kill Preethryma and whisking away the 
  young hatchling to be raised by some kobold followers 
  until such a time when the young one was powerful 
  enough to be used as a tool in furthering Aggeborealus’ 
  own goals.  Since that time, each of the dragons (and 
  their many followers) has been playing a cat-and-mouse 
  game, trying to gain more followers and more treasure to 
  use in an effort outwit the other two. 
   
  Adventure Summary 
  A Keoish noble, Stoakdor Redlee Neheli, has need for 
  information on a mysterious village located in the fabled 
  Land of Black Ice.  He will either directly or indirectly 
  contact the PCs about embarking on an expedition to this 
  village.  Once they have agreed to undertake this mission, 
  the PCs learn of the rumors about the dragon-lore 
  prophecy and the possibilities of fantastic wealth there—
  assuming it is true that dragons lair in the region, of 
  course.  After getting information about the village, the 
  PCs are attacked by an offspring of the red dragon 
  Preethryma.  She has learned that a written copy of the 
  dragon-lore prophecy has been placed in the Great 
  Library of Greyhawk, and she has asked one of her 
  offspring, a half-red dragon dwarf, to destroy it along 
  with anyone who may know about it.  If the PCs can 
  
  Dragon Lore Prophecies 
   
  Page 4 
  successfully defeated Preethryma’s spawn, they can find 
  more information at the library. 
   
  DMs Notes 
  You have been presented with two introductions.  The 
  first should be used if any of the players have successfully 
  completed Cor4-01 Shedding Scales and have taken the 
  oath asked of them by Stoakdor Redlee Neheli in that 
  module.  The second introduction can be used if none of 
  the PCs have played that module or if they left that 
  module on shaky footing with Stoakdor Redlee Neheli. 
   
  Also, this scenario contains just one combat encounter.  
  While some suggested tactics have been provided, you 
  should feel free to tweak the encounter to make it an 
  appropriate challenge for the PCs at your table.  The 
  difficulty level at the higher APLs should be an accurate 
  reflection of the deadly encounters that await the PCs in 
  the Land of Black Ice. 
   
  Introduction A: An Oath 
  [Summary: Assuming at least one of the players at the 
  table has successfully completed Cor4-01 Shedding 
  Scales, Holphin Redlee Neheli, the primary NPC in that 
  mod, contacts the PCs and asks them to confer with a 
  human named Lanicaster Schnee about a rumored 
  settlement in the Land of Black Ice.] 
  The action begins in Greyhawk City, where the PCs are 
  resting comfortable at the Black Dragon Inn (or whatever 
  inn/tavern you wish to set the introduction).  Read or 
  paraphrase the following: 
  The sweltering heat of Greyhawk City has turned 
  oppressive in the last three days.  Even the hardiest 
  folks seek relief in the shade.  The windows of the 
  Black Dragon Inn, located in the Clerkburg Quarter 
  of Greyhawk City, are thrown wide open to allow the 
  faint cooling breeze of early evening to waft through 
  the common room.  Although the traffic in and out of 
  the inn has been constant, the Suel human now 
  entering attracts your attention.  Stoakdor Redlee 
  Neheli, whom some of you remember from your 
  expedition into the Rushmoors on his behalf, spots 
  you and waves a greeting in your direction, but he 
  walks to the barkeep instead of approaching you. 
  Unless the PCs interrupt, Stoakdor asks the barkeep if he 
  may rent out a private room for an hour, laying a pouch 
  of gold coins on the table.  Seeing the pouch, the barkeep 
  nods enthusiastically and points to a door off the 
  common room.  Stoakdor then waves to the PCs again, 
  pointing to that door, and then exiting the common 
  room through the door. 
  Assuming the PCs follow Stoakdor into the private room, 
  read or paraphrase the following: 
  In the private chamber is a large oak table surrounded 
  by sturdy chairs.  Stoakdor runs his hands through 
  his reddish-blonde hair and then motions you all to 
  take a seat. 
  [Stoakdor greets the PCs who have earned the “Favor of 
  the Redlee Family” by name.  He asks these PCs to 
  introduce their companions if he does not know them.] 
  Stoakdor nods at your party, appraising you.  Finally 
  he speaks.  “For those of you who bravely assisted my 
  family in the Shelspring Barony, you know our 
  plight.  Since last we spoke, I have learned a bit more 
  about an area which seems to figure prominently in 
  our barony’s unhappy situation: the Land of Black Ice. 
   Actually, I haven’t learned much about the land 
  itself, but I have heard from one of my informants 
  that a man has recently returned from that place.  He 
  spoke of a village located deep in that area.  
  Unfortunately the man seems to have been killed, but 
  I was able to locate his brother, who supposedly 
  learned a bit about what his brother knew.  I need you 
  to first speak with this human—Lanicaster Schnee—
  and then journey to the Land of Black Ice to learn if 
  this village truly does exist.  If it does, find out more 
  about it and the area surrounding.  I do not need you 
  to investigate anything else in particular.  Simply 
  gather information on the village and its environs and 
  the report back to me.  So little is known about this 
  area that even that little bit will be doing our cause 
  the greatest of services. 
   
  Stoakdor pauses here to take questions from the PCs.  
  Here is other information Stoakdor can reveal, based on 
  PC questions and conversation: 
  • 
  The informant who told him about man returning 
  from the Land of Black Ice (whose name is Jedibo 
  Schnee) is a low-level librarian at the Great Library of 
  Greyhawk named Rilethan. 
  • 
  Stoakdor does not know how Jedibo Schnee died.  
  He just heard about his death hours ago upon his 
  arrival in Greyhawk City.  Two days ago Jedibo 
  Schnee was alive and well. 
  • 
  Lanicaster is waiting for the party in an old theatre in 
  the Clerkburg District near the shrine to Lydia.  
  Lanicaster is a very short human of Flan and 
  Oeridian descent.  The PCs can meet him there in 
  the next hour. 
  
  Dragon Lore Prophecies 
   
  Page 5 
  • 
  Lanicaster has been paid by a servant of Stoakdor to 
  turn over all information that his brother may have 
  gained.  The man is reported to be very nervous but 
  willing to talk. 
  • 
  Stoakdor has to return to the Shelspring Barony in 
  Keoland this very evening.  The PCs should get the 
  information from Lanicaster and then act on it when 
  they can.  They can return to the Great Library and 
  leave their report on their findings with Rilethan. 
  • 
  Stoakdor cannot offer any rewards for the PCs work; 
  however, he will remind them that so little is known 
  of the Land of Black Ice that even if the PCs don’t 
  find any treasure there, they can learn information 
  which can certainly be sold to sages for a handsome 
  reward.  He vows not to interfere with the PCs on 
  this matter.  As long as they share what they learn 
  with him, for his own private use, they can sell 
  information.  They are also welcome to do any other 
  adventuring they wish while in the Land of Black 
  Ice. 
  • 
  None of the divinations (both arcane and divine) 
  that Stoakdor has attempted have succeeded.  It 
  seems as though the Land of Black Ice is hidden by 
  more than just geographic location. 
   
  If the PCs have any more questions, Stoakdor answers 
  them to the best of his abilities.  When the business is 
  concluded, he wishes the PCs well and leaves.  He goes 
  back to his inn, packs up his few items, and leaves the 
  city.  Then he teleports back to Redlee Manor in Keoland. 
   
  Introduction B: A Challenge 
  [Summary: If none of the PCs played Cor4-01 Shedding 
  Scales, a young female bard will approach them.  She 
  claims to be working for a Keoish noble who is looking 
  for explorers to travel to and scout an area within the 
  Land of Black Ice.  If they wish to take this mission, they 
  can meet a man named Lanicaster Schnee, who can give 
  them more information on the settlement.] 
  The action begins in Greyhawk City, where the PCs are 
  resting comfortable at the Black Dragon Inn (or whatever 
  inn/tavern you wish to set the introduction).  Read or 
  paraphrase the following: 
  The sweltering heat of Greyhawk City has turned 
  oppressive in the last three days.  Even the hardiest 
  folks seek relief in the shade.  The windows of the 
  Black Dragon Inn, located in the Clerkburg Quarter 
  of Greyhawk City, are thrown wide open to allow the 
  faint cooling breeze of early evening to waft through 
  the common room.  Although the traffic in and out of 
  the inn has been constant, a female Suel human 
  enters the inn and moves directly to your table.  She 
  is young and attractive, wearing a holy symbol of an 
  open palm from which sprays forth a rainbow.  [A DC 
  15 Knowledge: Religion check informs a PC this is a 
  symbol of Lydia.]  She looks at your faces around the 
  table, nods, and speaks.  “I have heard that you are 
  seekers of adventure.  Is this so?” 
  She continues, assuming the PCs at some point answer in 
  the affirmative. 
  “I wish to speak to you all about an opportunity for 
  exploration of a land which most people only speak of 
  as legendary.  Would you hear my offer?” 
  Again, unless the PCs refuse, she continues. 
  “Excellent.  Wait here a moment while I secure a 
  private chamber.”  The young woman asks the 
  barkeep if she may rent out a private room for an 
  hour, laying a pouch of gold coins on the table.  
  Seeing the pouch, the barkeep nods enthusiastically 
  and points to a door off the common room.  The 
  young woman waves to the PCs, pointing to that door 
  and then exiting the common room through it. 
  The woman is a 22-year-old Lydian bard named Liefrynn. 
   She has been asked by Stoakdor Redlee Neheli to find a 
  trustworthy band of adventurers to undertake a trip to 
  the Land of Black Ice.  The mission would be simply to 
  investigate the rumored existence of a village there.  
  Assuming the PCs follow Liefrynn into the private room, 
  read or paraphrase the following: 
  In the private chamber is a large oak table surrounded 
  by sturdy chairs.  The young woman smoothes her red 
  tunic and takes a seat.  She nods at your party, 
  appraising you.  Finally she speaks.  “My employer, 
  who wishes to remain anonymous for his own 
  reasons, has an offer for you.  He has recently learned 
  that an explorer has returned from an extended 
  journey to the Land of Black Ice.  The man spoke of a 
  village located deep in that largely unexplored area.  
  Unfortunately the man seems to have been killed, but 
  I was able to locate his brother, who supposedly 
  learned a bit about what his brother knew.  I need you 
  to first speak with this human—Lanicaster Schnee—
  and then journey to the Land of Black Ice to learn if 
  this village truly does exist.  If it does, find out more 
  about it and the area surrounding.  I do not need you 
  to investigate anything else in particular.  Simply 
  gather information on the village and its environs and 
  the report back to me.  So little is known about this 
  area that even that little bit will be doing my 
  employer the greatest of services. 
   
  
  Dragon Lore Prophecies 
   
  Page 6 
  She pauses here to take questions from the PCs.  Here is 
  other information Liefrynn can reveal, based on PC 
  questions and conversation: 
   
  • 
  The informant who told her about man returning 
  from the Land of Black Ice (whose name is Jedibo 
  Schnee) is a low-level librarian at the Great Library of 
  Greyhawk named Rilethan. 
  • 
  She does not know how Jedibo Schnee died.  She 
  just heard about his death hours ago upon her arrival 
  in Greyhawk City.  Three days ago Jedibo was alive 
  and well. 
  • 
  Lanicaster will be waiting for the party in an old 
  theatre in the Clerkburg District near the shrine to 
  Lydia.  Lanicaster is a very short human of Flan and 
  Oeridian descent.  The PCs can meet him there in 
  the next hour. 
  • 
  Lanicaster has been paid by Liefrynn to turn over all 
  information that his brother may have gained.  The 
  man very nervous but willing to talk. 
  • 
  Her employer cannot offer any rewards at this time 
  for the PCs work; however, she will remind them 
  that so little is known of the Land of Black Ice that 
  even if the PCs don’t find any treasure there, they 
  can learn information which can certainly be sold to 
  sages for a handsome reward.  As long as they share 
  what they learn with her, for her master’s private 
  use, they can sell the information.  They are also 
  welcome to do any other adventuring they wish 
  while in the Land of Black Ice. 
  • 
  None of the divinations (both arcane and divine) 
  that her master has attempted have succeeded.  It 
  seems as though the Land of Black Ice is hidden by 
  more than just geographic location. 
  • 
  If she is somehow compelled to tell who her 
  employer is, she reveals it to be Stoakdor Redlee 
  Neheli, Chancellor of the Shelspring Barony in 
  Keoland.  He believes the Land of Black Ice has 
  something to do with a curse that had befallen his 
  barony. 
   
  If the PCs have any more questions, Liefrynn answers 
  them to the best of her abilities.  When the business is 
  concluded, she wishes the PCs well and leaves.  She goes 
  back to her inn and practices with her lyre, and that 
  evening she performs at two taverns in the Clerkburg 
  Quarter. 
   
  Encounter 1: Marionettes 
  [Summary:  The PCs meet Lanicaster Schnee in an old 
  theatre that has been converted for use by marionette 
  troupes.  The PCs arrive in time to see a bowdlerized 
  puppet-show version of the Vecna story being played out 
  for children as a morality tale.  In the middle of the show, 
  Lanicaster approaches the PCs and tells them all he 
  knows about the village of Farthenmoor in the Land of 
  Black Ice.  He was never there himself, but his brother 
  was.  His brother was killed recently, but he gave 
  Lanicaster a map pointing the way to the village.  The 
  brother also donated some of his old journals about his 
  travels to the Greyhawk Library.] 
   
  The theatre where the PCs are supposed to meet 
  Lanicaster is easily located in the Clerkburg Quarter.  It is 
  a small building that has obviously seen better days, but is 
  still in good shape and functional as a theatre.  Inside the 
  building, four rows of benches sit in front of the stage.  A 
  rickety set of stairs in the corner to the right of the main 
  doors leads up to a small balcony.  Read or paraphrase the 
  following description: 
   
  The interior of the theatre looks similar to the 
  outside: nothing lavish, but utilitarian.  At the front 
  of the theatre, just before the stage, a marionette’s box 
  has been erected.  About two-dozen children sit in the 
  front two rows, staring at the puppet show in rapt 
  fascination.  Six adults of various races sit further 
  back watching the show.  One of the adults, a female 
  half-elf, has a raven sitting on her shoulder.  The 
  raven stares at you as you enter the theatre. 
   
  The raven and the half-elf are just a wizard and her 
  familiar, but they only came to watch the puppet show 
  while waiting for a bard’s performance to being at a 
  nearby tavern.  Give the PCs a chance to look around, ask 
  questions about the layout of the theatre, and get 
  paranoid.  If you really want to have fun, call for initiative 
  as the PCs enter the theatre.  If the PCs remain calm and 
  don’t ask rashly, drop out of initiative. 
   
  After the PCs have acted, and assuming they don’t cause a 
  ruckus, continue with the description of the puppet 
  show: 
   
  A loud pop from the front of the theatre causes a few 
  of the younger children to shriek in alarm.  A loud 
  baritone voice from behind the marionette stage 
  shouts, “There once was a powerful sorcerer who 
  ruled a far-off land.  His followers liked him because 
  he kept the alligators from eating them.”  Down from 
  the sky floats a marionette looking like an average 
  
  Dragon Lore Prophecies 
   
  Page 7 
  middle-aged human dressed in a robe covered with 
  arcane symbols: the perfect stereotype of a sorcerer.  
  “The sorcerer ruled his followers, and they gave him 
  gifts.”  Other marionettes enter the stage, bringing 
  flowers and packages and various trinkets.  “Soon 
  though, the sorcerer grew tired of the gifts.  He only 
  wanted more power.  He began to search for magic 
  that would give him more power than anyone else in 
  the Flanaess.”  Down from the sky comes a huge 
  creature made of whispy gauze.  It appears to be 
  draconic in form.  “The sorcerer found very terrible 
  and evil magic, and instead of turning away from 
  what he knew would be bad, he let his desire for 
  power overcome him.”  The gauzy dragon wraps 
  around the sorcerer marionette, and both fly up into 
  the sky, out of sight.  Then there is another boom 
  followed by more screams.  The marionette that 
  comes down out of the sky wears the same clothes as 
  the sorcerer, but the marionette is hideously 
  disfigured, missing an eye and a hand, face twisted in 
  an evil smirk.  “The sorcerer gained his power, but the 
  ugliness he let into his heart also scarred his body, 
  making him into a monster.” 
   
  “Quite a tale for children, eh?” says a voice right 
  behind you.  An extremely short human looks at you 
  with a look that is hard to read.  “I assume you’re the 
  ones who want to know what my brother found in the 
  frozen north.  Let’s talk up in the balcony.” 
   
  The human is Lanicaster Schnee, the man the PCs are 
  supposed to meet.  He leads them up the stairs and to the 
  balcony, where they can talk openly without being 
  overheard.  He had in his hand a followed up piece of 
  paper, which he hands to the PCs once they are settled.  
  Show the PCs Player Handout 1. 
   
  “This is the map that my brother made of the Land of 
  Black Ice.  He was a thrill-seeker.  He went there 
  because people told him he would be a fool to try.  He 
  kept a journal of his travels, but he wasn’t much of a 
  scholar.  Barely literate, really.  When he returned a 
  few days ago, he donated his journal to the Great 
  Library, but he kept this map for himself.  Just three 
  days ago he gave it to me and told me to keep it safe, 
  because he thought maybe he was in danger.  He 
  must have left the city immediately, because his 
  corpse was found not long after that to the south of 
  the city.  Butchered pretty badly with an axe, or so I 
  was told by the city watch.  Take the map.  I don’t 
  want it anymore. 
   
  If asked, Lanicaster can relay the following information: 
   
  • 
  Jedibo’s body has been burned and his ashes 
  scattered in the Cairn Hills.  It’s what he would have 
  wanted. 
  • 
  Lanicaster had little contact with Jedibo after 
  the man returned from the Land of Black Ice.  He 
  only talked to him long enough to learn of the map 
  and the journal—and to get the idea that Jedibo felt 
  he was in some sort of danger. 
  • 
  Lanicaster wants nothing else to do with this.  
  He is afraid that he might be in danger too. 
   
  After the PCs have taken the map and finished with any 
  questions they might have for Lanicaster, he wishes the 
  PCs well and leaves the theatre. 
   
  Encounter 2: A Red-Scaled Dwarf 
  [Summary: As the PCs leave the theatre, a mob of 
  terrified citizens rushes past them.  In the fracas, one of 
  the red dragon Preethryma’s many offspring, a half-
  dragon dwarf, attempts to slay the PCs to keep them from 
  going on the mission and learning of the dragon lore 
  prophecy.  A letter from Preethryma to the half-dragon 
  gives the PCs some clues about what they might face in 
  the Land of Black Ice.  See Appendix 1 for stats on the 
  half-dragon dwarf Krolzrahg (and his bard accomplice at 
  higher APLs).] 
   
  As the PCs leave the theatre, or when they move into a 
  public area, read or paraphrase the following: 
   
  Night has now fallen on Greyhawk City.  In the 
  shadowy street outside the theatre, a variety of 
  cityfolk move in different directions.  Some are 
  dressed as if planning for a night on the town.  Others 
  are beggars, hoping to gain a coin or two from the 
  wealthy passers-by.  To the right of the theatre, a 
  juggler in tossing flaming torches into the air.  Up 
  the street to the left, a minstrel is plucking a lute and 
  singing a bouncy tune to a large group that has 
  stopped to listen.   
   
  A young Oeridian lad, perhaps 7 years old, approaches 
  you.  He is holding a parchment rolled and sealed in 
  wax.  “I was instructed to give you this.  The lovely 
  lady who sent me said that it was extremely urgent.”  
  [The boy tries to leave.  If the PCs stop him, he will stay 
  around to answer questions.  He only knows that a 
  beautiful elven woman stopped him in the street and 
  asked him to deliver this message to a group fitting the 
  PCs description.  She knew where they were going to be. 
   The lad is an apprentice for the Scribe’s Guild and is 
  often asked to deliver messages.] 
  
  Dragon Lore Prophecies 
   
  Page 8 
  If the PCs open the parchment, read the following: 
  Unrolling the parchment, you see what appears to be 
  a letter.  The script is in an alphabet unfamiliar to 
  you. 
   
  The letter is a ploy to trick the PCs into standing still for a 
  few seconds, giving Krolzrahg (and Stanislav at higher 
  APLs) the chance to cast buff spells and get into position. 
  Let the PCs use skill checks, magic, etc. to try to read the 
  unintelligible letter.  After a couple of rounds, read the 
  following: 
   
  Suddenly, the group that was listening to the bard, as 
  if in unison, screams in terror and runs in your 
  direction. 
   
  See the “Theatre and Environs Map” in Appendix 2 for 
  details of the theatre and the surrounding area.  Exactly 
  what is happening in this encounter depends on the APL. 
   At APL 2-6, Krolzrahg has hired this group of people 
  (actors, beggars, thieves, and the like) to pretend being 
  scared and run past the PCs.  This offers him some 
  concealment and a distraction as he approaches.  At APL 
  8-12, Krolzrahg has hired the group as in the previous 
  example, but he comes at the PCs invisibly from a 
  different direction.  At APL 14-18, Krolzrahg’s bard 
  accomplice Stanislav has enchanted the crowd and 
  frightened them with a scare spell, causing them to run 
  away from him.  The bard then assists Krolzrahg in the 
  battle  Further information on the battle can be found in 
  the Tactics section of this encounter. 
  Creatures:  Krolzrahg has been following Lanicaster for 
  two days, waiting for the opportunity to attack him and 
  take the map.  He has also been using an accomplice to 
  scry on various Lanicaster.  Krolzrahg knows Lanicaster is 
  meeting someone at the theatre to give them the map.  At 
  APL 14+, Stanislav the bard is working with Krolzrahg.  
  The bard is not Krolzrahg’s friend, but he understands 
  the great power and wealth that could come his way if he 
  joins forces with the half-dragon. 
  APL 2 (EL 3) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr1; hp 14; 
  see Appendix 1. 
   
  APL 4 (EL 5) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr3; hp 34; 
  see Appendix 1. 
   
  APL 6 (EL 7) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr5; hp 54; 
  see Appendix 1. 
  APL 8 (EL 10) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr8; hp 84; 
  see Appendix 1. 
   
  APL 10 (EL 12) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr10; hp 
  104; see Appendix 1. 
   
  APL 12 (EL 14) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr12; hp 
  124; see Appendix 1. 
   
  APL 14 (EL 17) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr14; hp 
  144; see Appendix 1. 
  �Stanislav: Male Human Brd14; hp 78; see Appendix 1. 
   
  APL 16 (EL 19) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr16; hp 
  164; see Appendix 1. 
  �Stanislav: Male Human Brd16; hp 88; see Appendix 1. 
   
  APL 18 (EL 21) 
  �Krolzrahg: Male Half-Red Dragon Dwarf Ftr18; hp 
  184; see Appendix 1. 
  �Stanislav: Male Human Brd18; hp 98; see Appendix 1. 
   
  Tactics:  Tactics vary based on the APL: 
  APL 2-6 – Krolzrahg will try to blend in with the crowd.  
  When he is 30 feet away and moving toward the PCs 
  within the crowd, give the PCs a Spot check.  Anyone 
  who beats a DC of 10 sees a heavily armored dwarf with 
  weapons drawn among the crowd.  They will be able to 
  act in the surprise round.  Krolzrahg will charge the 
  nearest PC in the first round of combat.  Krolzrahg has 
  already used his breath weapon for the day at APL 2 and 
  4. 
  APL 8-12 – As the PCs exit the theatre, interact with the 
  boy, and read the letter, Krolzrahg buffs.  As the crowd 
  moves past the PCs, Krolzrahg will move invisibly from 
  an alley and attack a PC.  Give the PCs a Listen check.  
  PCs who beat a DC 15 will know that someone in armor 
  is approaching.  PCs who beat a DC 35 will be able to 
  pinpoint exactly where he is.   
  APL 14-18 – As the PCs exit the theatre, interact with the 
  boy, and read the letter, Krolzrahg and Stanislav will buff. 
   Greater invisibility and greater heroism should be the 
  first spells cast, followed by the bard song inspire 
  greatness.  Krolzrahg will then move up to the PCs and 
  prepare to attack as the crowd rushes past.  Stanislav has a 
  variety of options, all of which he will do invisibly.  His 
  bard songs can further enhance Krolzrahg, and the feat 
  
  Dragon Lore Prophecies 
   
  Page 9 
  lingering song will make those enhancements last even 
  after he stops singing.  Using the feat subsonics he can 
  use bard songs without being heard.  He can cast 
  enchantments on the PC fighter-types.  He can use his 
  scrolls to damage the PCs.  Using his ring of the ram, he 
  can attempt to bull rush a PC through Krolzrahg’s 
  threatened areas, provoking attacks of opportunity from 
  the half-dragon.  His greater dispel magic spells can 
  depower PCs, counterspell, or remove harmful spells cast 
  on Krolzrahg.  If run properly, Stanislav should make this 
  encounter extremely frustrating, as he should be hard to 
  find and has many options to foil the PCs’ battle tactics. 
  Treasure:  The PCs can take items from Krolzrahg (and 
  his bard accomplice).  They also find the letter to 
  Krolzrahg from Preethryma (see Player Handout 2).  Of 
  course, this mini-module doesn’t count toward official LG 
  play, so the PCs may not keep any treasure from this 
  encounter. 
  Developments: The letter should contain all the 
  information the PCs need to know.  Questioning 
  Krolzrahg reveals no more information.  Questioning 
  Stanislav reveals that the bard used scrying to keep tabs 
  on both Jedibo and Lanicaster.  Stanislav simply helped 
  Krolzrahg because the half-dragon was so powerful and 
  destined for greatness. 
   
  Encounter 3: The Prophecy 
  [Summary:  At the Greyhawk Library, the PCs can view 
  the journals of the elder Schnee brother.  In the journals 
  is included the full text of the dragon-lore prophecy.] 
   
  The PCs may wish to act on the information provided by 
  Lanicaster and seek out the Journal of Jedibo Schnee.  
  They can go to the Great Library of Greyhawk, where 
  admission is free but no weapons are allowed.  Feel free 
  to add role-playing encounters to this as you wish, but in 
  the end the PCs are shown to a cluttered room full of as-
  yet uncategorized books.  After several hours of 
  searching, the PCs find Jedibo’s journal.  Give the PCs 
  Player Handout 3. 
   
  Conclusion 
  After gathering all the information they have available, 
  the PCs may prepare to leave for the Land of Black Ice.  
  During their preparations—whether it be in a tavern, or 
  at a shop, or elsewhere—they overhear some average 
  Greyhawk resident talking to another: 
   
  “Had the strangest dream last night, I did.  Even 
  stranger because I never remember my dreams, but 
  this one is as clear as Gnomish firewater to me.  I was 
  standing in some strange land, with ice and hills as far 
  as I could see.  Only the ice was this strange blue 
  color.  I wasn’t dressed for the weather, and suddenly 
  I was trapped in a block of ice.  Then my skin turned 
  deep blue-black, and I wasn’t cold any longer.  I was 
  flying through the air, and I flew over this blue icy 
  land like I owned it.  Then I flew down into an icy 
  cave in the ground, and I was surrounded by more 
  treasure than even the bards sing about.  Gold, 
  platinum, gems, magical doodads all over the place.  
  Then I woke up because my cat was licking me.” 
   
  The two men laugh and go about their business.  If the 
  PCs question the man, he is suspicious of them and can’t 
  tell them any more.  He is just a simple man from 
  Greyhawk who happened to be visited by the Serpent. 
   
  --End--
  
  Dragon Lore Prophecies 
   
  Page 10 
  Appendix 1: NPCS 
  APL 2 – EL 3 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr1; CR 3; 
  Medium Dragon (Augmented Humanoid), HD 1d10+4; 
  hp 12; Init +1 (Dex); Spd 20 ft.; AC 19, touch 11, ff 18 (+1 
  Dex, +4 natural, +2 scale mail); Base Attack/Grapple 
  +1/+7; Attack dwarven waraxe +7 melee (1d10+9, x3) or 
  claw +7 melee (1d4+6); Full Attack dwarven waraxe +7 
  melee (1d10+9, x3) and bite +2 melee (1d6+3); 
  Space/Reach: 5 ft./5 ft.; SA breath weapon; SQ +2 on 
  saves vs. spells, spell-like abilities and poison, +1 racial 
  attack bonus against orcs and goblinoids; darkvision 60’; 
  immune to fire, sleep, and paralysis; low-light vision; 
  stability; AL CE; SV Fort +6, Ref +1, Will +2; Str 23, Dex 
  12, 
  Con 
  18, 
  Int 
  12, 
  Wis 
  14, 
  Cha 
  8. 
   
  Skills and Feats: Climb +4 (+6), Intimidate +4 
  (+3), Jump +4 (+6); Cleave, Power Attack.  (Skill totals are 
  in 
  parentheses.) 
   
  Possessions: Scale mail, dwarven waraxe, potion 
  of cure light wounds. 
  APL 4 – EL 5 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr3; CR 5; 
  Medium Dragon (Augmented Humanoid), HD 3d10+12; 
  hp 34; Init +1 (Dex); Spd 20 ft.; AC 21, touch 11, ff 20 (+1 
  Dex, +4 natural, +6 banded mail); Base Attack/Grapple 
  +3/+9; Attack masterwork dwarven waraxe +11 melee 
  (1d10+9, x3) or claw +9 melee (1d4+6); Full Attack 
  masterwork dwarven waraxe +11 melee (1d10+9, x3) and 
  bite +4 melee (1d6+3); Space/Reach: 5 ft./5 ft.; SA breath 
  weapon; SQ +2 on saves vs. spells, spell-like abilities and 
  poison; +1 racial attack bonus against orcs and goblinoids; 
  darkvision 60’; immune to fire, sleep, and paralysis; low-
  light vision; stability; AL CE; SV Fort +8, Ref +3, Will +4; 
  Str 23, Dex 12, Con 18, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +6 (+7), Intimidate +6 
  (+5), Jump +6 (+7); Cleave, Improved Sunder, Power 
  Attack, Weapon Focus (dwarven waraxe).  (Skill totals are 
  in 
  parentheses.) 
   
  Possessions: 
  Masterwork 
  banded 
  mail, 
  masterwork dwarven waraxe, potion of cure moderate 
  wounds, cloak of resistance +1. 
  APL 6 – EL 7 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr5; CR 7; 
  Medium Dragon (Augmented Humanoid), HD 5d10+20; 
  hp 54; Init +1 (Dex); Spd 20 ft.; AC 24, touch 11, ff 23 (+1 
  Dex, +4 natural, +8 full plate, +1 ring); Base 
  Attack/Grapple +5/+12; Attack +1 dwarven waraxe +14 
  melee (1d10+13, x3) or claw +12 melee (1d4+7); Full 
  Attack +1 dwarven waraxe +14 melee (1d10+13, x3) and 
  bite +7 melee (1d6+3); Space/Reach: 5 ft./5 ft.; SA breath 
  weapon; SQ +2 on saves vs. spells, spell-like abilities and 
  poison; +1 racial attack bonus against orcs and goblinoids; 
  darkvision 60’; immune to fire, sleep, and paralysis; low-
  light vision; stability; AL CE; SV Fort +9, Ref +3, Will +4; 
  Str 24, Dex 12, Con 18, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +8 (+10), Intimidate +8 
  (+7), Jump +8 (+10); Cleave, Improved Sunder, Power 
  Attack, Weapon Focus (dwarven waraxe), Weapon 
  Specialization (dwarven waraxe).  (Skill totals are in 
  parentheses.) 
   
  Possessions: Masterwork full plate, +1 dwarven 
  waraxe, potion of cure moderate wounds, cloak of 
  resistance +1, ring of protection +1. 
  APL 8 – EL 10 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr8; CR 10; 
  Medium Dragon (Augmented Humanoid), HD 8d10+32; 
  hp 84; Init +1 (Dex); Spd 20 ft.; AC 24, touch 11, ff 23 (+1 
  Dex, +4 natural, +8 full plate, +1 ring); Base 
  Attack/Grapple +8/+15; Attack +2 dwarven waraxe +18 
  melee (1d10+14, x3) or claw +15 melee (1d4+7); Full 
  Attack +2 dwarven waraxe +18/+13 melee (1d10+14, x3) 
  and bite +10 melee (1d6+3); Space/Reach: 5 ft./5 ft.; SA 
  breath weapon; SQ +2 on saves vs. spells; spell-like 
  abilities and poison; +1 racial attack bonus against orcs 
  and goblinoids; darkvision 60’; immune to fire, sleep, and 
  paralysis; low-light vision; stability; AL CE; SV Fort +12, 
  Ref +5, Will +8; Str 25, Dex 12, Con 18, Int 12, Wis 14, 
  Cha 
  8. 
   
  Skills and Feats: Climb +11 (+13), Intimidate 
  +11 (+10), Jump +11 (+13); Cleave, Great Cleave, 
  Improved Overrun, Improved Sunder, Iron Will; Power 
  Attack, Weapon Focus (dwarven waraxe), Weapon 
  Specialization (dwarven waraxe).  (Skill totals are in 
  parentheses.) 
   
  Possessions: Masterwork full plate, +2 dwarven 
  waraxe, potion of cure serious wounds, potion of 
  invisibility, potion of bear’s endurance, cloak of 
  resistance +2, ring of protection +1. 
   
  APL 10 – EL 12 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr10; CR 12; 
  Medium 
  Dragon 
  (Augmented 
  Humanoid), 
  HD 
  10d10+40; hp 104; Init +1 (Dex); Spd 20 ft.; AC 26, touch 
  11, ff 25 (+1 Dex, +4 natural, +9 full plate +1, +2 ring); Base 
  Attack/Grapple +10/+17; Attack +2 thundering dwarven 
  waraxe +22 melee (1d10+16, 19-20/x3) or claw +17 melee 
  (1d4+8); Full Attack +2 thundering dwarven waraxe 
  +22/+17 melee (1d10+16, 19-20/x3) and bite +12 melee 
  
  Dragon Lore Prophecies 
   
  Page 11 
  (1d6+4); Space/Reach: 5 ft./5 ft.; SA breath weapon; SQ 
  +2 on saves vs. spells, spell-like abilities and poison; +1 
  racial attack bonus against orcs and goblinoids; 
  darkvision 60’; immune to fire, sleep, and paralysis; low-
  light vision; stability; AL CE; SV Fort +13, Ref +6, Will +9; 
  Str 25 (27), Dex 12, Con 18, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +13 (+16), Intimidate 
  +13 (+12), Jump +13 (+16); Cleave, Great Cleave, Greater 
  Weapon Focus (dwarven waraxe), Improved Critical 
  (dwarven waraxe), Improved Overrun, Improved Sunder, 
  Iron Will, Power Attack, Weapon Focus (dwarven 
  waraxe), Weapon Specialization (dwarven waraxe).  (Skill 
  totals 
  are 
  in 
  parentheses.) 
   
  Possessions: +1 full plate, +2 thundering 
  dwarven waraxe, potion of cure serious wounds, potion of 
  invisibility, potion of bear’s endurance, cloak of 
  resistance +2, ring of protection +2, gauntlets of ogre 
  power. 
  APL 12 – EL 14 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr12; CR 14; 
  Medium 
  Dragon 
  (Augmented 
  Humanoid), 
  HD 
  12d10+48; hp 124; Init +1 (Dex); Spd 20 ft.; AC 27, touch 
  11, ff 26 (+1 Dex, +4 natural, +10 full plate +2, +2 ring); 
  Base Attack/Grapple +12/+21; Attack +2 thundering 
  dwarven waraxe +26 melee (1d10+19, 19-20/x3) or claw 
  +22 melee (1d4+10); Full Attack +2 thundering dwarven 
  waraxe +26/+21/+16 melee (1d10+19, 19-20/x3) and bite 
  +17 melee (1d6+5); Space/Reach: 5 ft./5 ft.; SA breath 
  weapon; SQ +2 on saves vs. spells, spell-like abilities and 
  poison; +1 racial attack bonus against orcs and goblinoids; 
  darkvision 60’; immune to fire, sleep, and paralysis; low-
  light vision; stability; AL CE; SV Fort +14, Ref +7, Will 
  +10; Str 26 (30), Dex 12, Con 18, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +15 (+19), Intimidate 
  +15 (+14), Jump +15 (+19); Cleave, Diehard, Endurance, 
  Great Cleave, Greater Weapon Focus (dwarven waraxe), 
  Improved Critical (dwarven waraxe), Improved Overrun, 
  Improved Sunder, Iron Will, Power Attack, Weapon 
  Focus 
  (dwarven 
  waraxe), 
  Weapon 
  Specialization 
  (dwarven waraxe).  (Skill totals are in parentheses.) 
   
  Possessions: +2 full plate, +2 thundering 
  dwarven waraxe, potion of cure serious wounds, potion of 
  invisibility, potion of bear’s endurance, cloak of 
  resistance +2, ring of protection +2, belt of giant strength 
  +4, boots of speed. 
  APL 14 – EL 17 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr14; CR 16; 
  Medium 
  Dragon 
  (Augmented 
  Humanoid), 
  HD 
  14d10+56; hp 144; Init +2 (Dex); Spd 20 ft.; AC 30, touch 
  11, ff 29 (+1 Dex, +6 natural, +11 full plate +3, +2 ring); 
  Base Attack/Grapple +14/+23; Attack +3 thundering 
  adamantine dwarven waraxe +29 melee (1d10+22, 19-
  20/x3) or claw +24 melee (1d4+10); Full Attack +3 
  thundering 
  dwarven 
  waraxe 
  +29/+24/+19 
  melee 
  (1d10+22, 19-20/x3) and bite +19 melee (1d6+5); 
  Space/Reach: 5 ft./5 ft.; SA breath weapon; SQ +2 on 
  saves vs. spells, spell-like abilities and poison; +1 racial 
  attack bonus against orcs and goblinoids; darkvision 60’; 
  immune to fire, sleep, and paralysis; low-light vision; 
  stability; AL CE; SV Fort +16, Ref +9, Will +11; Str 26 (30), 
  Dex 
  14, 
  Con 
  18, 
  Int 
  13, 
  Wis 
  14, 
  Cha 
  8. 
   
  Skills and Feats: Climb +17 (+21), Intimidate 
  +17 (+16), Jump +17 (+21); Cleave, Combat Reflexes, 
  Diehard, Great Endurance, Great Cleave, Greater 
  Weapon Focus (dwarven waraxe), Greater Weapon 
  Specialization (dwarven waraxe), Improved Critical 
  (dwarven waraxe), Improved Overrun, Iron Will, Power 
  Attack, Weapon Focus (dwarven waraxe), Weapon 
  Specialization (dwarven waraxe).  (Skill totals are in 
  parentheses.) 
   
  Possessions: +3 full plate, +3 thundering 
  dwarven waraxe, potion of cure serious wounds, potion of 
  bear’s endurance, potion of haste, cloak of resistance +3, 
  ring of freedom of movement, ring of protection +2, belt 
  of giant strength +4, amulet of natural armor +2, winged 
  boots. 
   
  �Stanislav: Male Human Brd14; CR 14; Medium 
  Humanoid, HD 14d6+14; hp 78; Init +4 (Dex); Spd 30 ft.; 
  AC 20, touch 14, ff 16 (+4 Dex, +6 +2 mithral chain shirt); 
  Base Attack/Grapple +10/+9; Attack +1 rapier +10 melee 
  (1d6, 18-20/x2); Full Attack +1 rapier +10/+5 melee (1d6, 
  18-20/x2); Space/Reach: 5 ft./5 ft.; SA spells; SQ bardic 
  music; AL CN; SV Fort +5, Ref +15, Will +12; Str 8, Dex 
  18, 
  Con 
  12, 
  Int 
  12, 
  Wis 
  12, 
  Cha 
  24. 
   
  Skills and Feats: Bluff +17 (+24), Concentration 
  +17 (+18), Escape Artist +17 (+21), Move Silently +17 
  (+26), Perform (vocal) +17 (+24), Perform (stringed 
  instrument) +17 (+24), Tumble +17 (+21), Use Magic 
  Device +17 (+24); Greater Spell Focus: Enchantment, 
  Iron Will, Lightning Reflexes, Lingering Song, Spell 
  Focus: Enchantment, Subsonics.  (Skill totals are in 
  parentheses.) 
   
  Possessions: +1 rapier, +2 silent moves mithral 
  chain shirt, cloak of charisma +4, gloves of dexterity +4, 
  ring of the ram, scroll of maximized scorching ray (caster 
  level 11), scroll of blade barrier, scroll of spell immunity 
  (caster level 9). 
   
  Spells Known: (Sor 4/5/5/4/4/2; base DC = 17 + 
  spell level; Enchantment spells DC = 19 + spell level): 0 – 
  [detect magic, light, mage hand, message, read magic, 
  summon instrument]; 1
  st – [expeditious retreat, grease, 
  remove fear, Tasha’s hideous laughter]; 2
  nd – [calm 
  emotions, glitterdust, mirror image, scare]; 3
  rd – 
  
  Dragon Lore Prophecies 
   
  Page 12 
  [confusion, cure serious wounds, scrying, slow]; 4
  th – 
  [dimension door, dominate person, greater invisibility, 
  hold monster]; 5
  th – [greater dispel magic, greater 
  heroism, song of discord] 
   
  APL 16 – EL 19 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr16; CR 18; 
  Medium 
  Dragon 
  (Augmented 
  Humanoid), 
  HD 
  16d10+64; hp 164; Init +2 (Dex); Spd 20 ft.; AC 30, touch 
  11, ff 29 (+1 Dex, +6 natural, +11 full plate +3, +2 ring); 
  Base Attack/Grapple +16/+25; Attack +4 thundering 
  adamantine dwarven waraxe +32 melee (1d10+23, 19-
  20/x3) or claw +26 melee (1d4+10); Full Attack +4 
  thundering 
  dwarven 
  waraxe 
  +32/+27/+22 
  melee 
  (1d10+23, 19-20/x3) and bite +20 melee (1d6+5); 
  Space/Reach: 5 ft./5 ft.; SA breath weapon; SQ +2 on 
  saves vs. spells, spell-like abilities and poison; +1 racial 
  attack bonus against orcs and goblinoids; darkvision 60’; 
  immune to fire, sleep, and paralysis; low-light vision; 
  stability; AL CE; SV Fort +17, Ref +12, Will +12; Str 26 
  (30), Dex 14, Con 18, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +19 (+23), Intimidate 
  +19 (+18), Jump +19 (+23); Cleave, Combat Expertise, 
  Combat Reflexes, Diehard, Endurance, Great Cleave, 
  Greater Weapon Focus (dwarven waraxe), Greater 
  Weapon Specialization (dwarven waraxe), Improved 
  Critical (dwarven waraxe), Improved Overrun, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (dwarven waraxe), Weapon Specialization (dwarven 
  waraxe). 
   
  (Skill 
  totals 
  are 
  in 
  parentheses.) 
   
  Possessions: +3 full plate, +4 thundering 
  dwarven waraxe, potion of cure serious wounds, potion of 
  bear’s endurance, potion of haste, cloak of resistance +3, 
  ring of freedom of movement, ring of protection +2, belt 
  of giant strength +4, amulet of natural armor +2, winged 
  boots, pale lavender ellipsoid ioun stone (20 spell levels). 
  �Stanislav: Male Human Brd16; CR 16; Medium 
  Humanoid, HD 16d6+16; hp 88; Init +4 (Dex); Spd 30 ft.; 
  AC 20, touch 14, ff 16 (+4 Dex, +6 +2 mithral chain shirt); 
  Base Attack/Grapple +12/+11; Attack +1 rapier +12 melee 
  (1d6, 18-20/x2); Full Attack +1 rapier +12/+7/+2 melee 
  (1d6, 18-20/x2); Space/Reach: 5 ft./5 ft.; SA spells; SQ 
  bardic music; AL CN; SV Fort +6, Ref +16, Will +13; Str 8, 
  Dex 
  18, 
  Con 
  12, 
  Int 
  12, 
  Wis 
  12, 
  Cha 
  24. 
   
  Skills and Feats: Bluff +19 (+26), Concentration 
  +19 (+20), Escape Artist +19 (+23), Move Silently +19 
  (+28), Perform (vocal) +19 (+26), Perform (stringed 
  instrument) +19 (+26), Tumble +19 (+23), Use Magic 
  Device +19 (+26); Combat Casting, Greater Spell Focus: 
  Enchantment, Iron Will, Lightning Reflexes, Lingering 
  Song, Spell Focus: Enchantment, Subsonics.  (Skill totals 
  are 
  in 
  parentheses.) 
   
  Possessions: +1 rapier, +2 silent moves mithral 
  chain shirt, cloak of charisma +4, gloves of dexterity +4, 
  ring of the ram, scroll of maximized scorching ray (caster 
  level 11), scroll of blade barrier, scroll of spell immunity 
  (caster level 9). 
   
  Spells Known: (Sor 4/6/6/4/4/3/1; base DC = 17 + 
  spell level; Enchantment spells DC = 19 + spell level): 0 – 
  [detect magic, light, mage hand, message, read magic, 
  summon instrument]; 1
  st – [disguise self, expeditious 
  retreat, grease, remove fear, Tasha’s hideous laughter]; 2
  nd 
  – [calm emotions, glitterdust, mirror image, scare]; 3
  rd – 
  [confusion, cure serious wounds, scrying, slow]; 4
  th – 
  [dimension door, dominate person, greater invisibility, 
  hold monster]; 5
  th – [greater dispel magic, greater 
  heroism, mass suggestion, song of discord]; 6
  th – [greater 
  scrying, Otto’s irresistible dance] 
   
  APL 18 – EL 21 
  �Krolzrahg: Male Half-Dragon Dwarf Ftr18; CR 20; 
  Medium 
  Dragon 
  (Augmented 
  Humanoid), 
  HD 
  18d10+72; hp 184; Init +2 (Dex); Spd 20 ft.; AC 33, touch 
  11, ff 32 (+1 Dex, +7 natural, +12 full plate +4, +3 ring); 
  Base Attack/Grapple +18/+27; Attack +4 thundering 
  flaming burst adamantine dwarven waraxe +35 melee 
  (1d10+24, 19-20/x3) or claw +29 melee (1d4+11); Full 
  Attack +4 thundering flaming burst dwarven waraxe 
  +35/+30/+25/+20 melee (1d10+24, 19-20/x3) and bite +24 
  melee (1d6+5); Space/Reach: 5 ft./5 ft.; SA breath 
  weapon; SQ +2 on saves vs. spells, spell-like abilities and 
  poison; +1 racial attack bonus against orcs and goblinoids; 
  darkvision 60’; immune to fire, sleep, and paralysis; low-
  light vision; stability; AL CE; SV Fort +18, Ref +13, Will 
  +13; Str 27 (33), Dex 14, Con 18, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +21 (+27), Intimidate 
  +21 (+20), Jump +21 (+27); Cleave, Combat Expertise, 
  Combat Reflexes, Diehard, Endurance, Great Cleave, 
  Greater Weapon Focus (dwarven waraxe), Greater 
  Weapon Specialization (dwarven waraxe), Improved 
  Critical (dwarven waraxe), Improved Overrun, Improved 
  Sunder, Improved Trip, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (dwarven waraxe), Weapon 
  Specialization (dwarven waraxe).  (Skill totals are in 
  parentheses.) 
   
  Possessions: +4 full plate, +4 thundering flaming 
  burst dwarven waraxe, 3 potions of cure serious wounds, 
  potion of bear’s endurance, potion of haste, cloak of 
  resistance +3, ring of freedom of movement, ring of 
  protection +3, belt of giant strength +6, amulet of natural 
  armor +3, winged boots, pale lavender ellipsoid ioun 
  stone (20 spell levels), lantern of revealing. 
  
  Dragon Lore Prophecies 
   
  Page 13 
  �Stanislav: Male Human Brd18; CR 18; Medium 
  Humanoid, HD 18d6+18; hp 98; Init +4 (Dex); Spd 30 ft.; 
  AC 20, touch 14, ff 16 (+4 Dex, +6 +2 mithral chain shirt); 
  Base Attack/Grapple +13/+12; Attack +1 rapier +13 melee 
  (1d6, 18-20/x2); Full Attack +1 rapier +13/+8/+3 melee 
  (1d6, 18-20/x2); Space/Reach: 5 ft./5 ft.; SA spells; SQ 
  bardic music; AL CN; SV Fort +9, Ref +17, Will +14; Str 8, 
  Dex 
  18, 
  Con 
  12, 
  Int 
  12, 
  Wis 
  12, 
  Cha 
  26. 
   
  Skills and Feats: Bluff +21 (+29), Concentration 
  +21 (+22), Escape Artist +21 (+25), Move Silently +21 
  (+30), Perform (vocal) +21 (+29), Perform (stringed 
  instrument) +21 (+29), Tumble +21 (+25), Use Magic 
  Device +21 (+29); Combat Casting, Greater Spell Focus: 
  Enchantment, Great Fortitude, Iron Will, Lightning 
  Reflexes, Lingering Song, Spell Focus: Enchantment, 
  Subsonics. 
   
  (Skill 
  totals 
  are 
  in 
  parentheses.) 
   
  Possessions: +1 rapier, +2 silent moves mithral 
  chain shirt, cloak of charisma +6, gloves of dexterity +4, 
  ring of the ram, scroll of maximized scorching ray (caster 
  level 11), scroll of blade barrier, scroll of spell immunity 
  (caster level 9). 
   
  Spells Known: (Sor 4/6/6/5/5/4/3; base DC = 18 + 
  spell level; Enchantment spells DC = 20 + spell level): 0 – 
  [detect magic, light, mage hand, message, read magic, 
  summon instrument]; 1
  st – [disguise self, expeditious 
  retreat, grease, remove fear, Tasha’s hideous laughter]; 2
  nd 
  – [calm emotions, glitterdust, mirror image, scare, sound 
  burst]; 
  3
  rd 
  – 
  [confusion, 
  cure 
  serious 
  wounds, 
  displacement, scrying, slow]; 4
  th – [dimension door, 
  dominate person, greater invisibility, hold monster]; 5
  th – 
  [greater dispel magic, greater heroism, mass suggestion, 
  song of discord]; 6
  th – [greater scrying, greater shout, 
  Otto’s irresistible dance] 
  
  Dragon Lore Prophecies 
   
  Page 14 
  Appendix Two: New Material 
   
  New Feats from Song and Silence 
  Lingering Song [General]:  Your bardic music stays 
  with the listener long after the last note has died away. 
  Prerequisite: Bardic music ability. 
  Benefit: If you use bardic music to inspire competence, 
  inspire courage, or inspire greatness, the effects last twice 
  as long as they otherwise would. 
  Normal: Inspire courage and inspire greatness last as 
  long as the bard sings, plus an additional 5 rounds 
  thereafter.  Inspire confidence lasts 2 minutes. 
   
  Subsonics [General]: Your music can affect even those 
  who do not consciously hear it. 
  Prerequisite: Bardic music ability, 10+ ranks in Perform. 
  Benefit: You can music so softly that opponents do not 
  notice it, yet your allies still gain all the usual benefits 
  from your bardic music.  Similarly, you can affect 
  opponents within range of your music, and unless they 
  can see you performing or have some other means of 
  discovering it, they cannot determine the source of the 
  effect.
   
   
   
  
  Dragon Lore Prophecies 
   
  Page 15 
   
  Appendix Three: Map of Theatre and Environs 
   
  
  Dragon Lore Prophecies 
   
  Page 16 
   
  Player Handout 1 – Jedibo’s Map of the Land of Black Ice 
   
   
  
  Dragon Lore Prophecies 
   
  Page 17 
  Player Handout 2 – Letter from Preethryma to Krolzrahg (in Draconic) 
   
  My Dwarfkin Krolzrahg, 
   
  I have heard of your unfortunate ouster from your clan.  The fools don’t appreciate your power and superior heritage.  
  When the time is right, you and I shall go back there and remind them why we placed you as their leader in the first 
  place. 
   
  Until that time, however, I have an incredible opportunity to share with you.  I have found a new lair in the Black 
  Barrens, far north of the lands plagued by humans and their ilk.  I know it sounds strange that one such as me could 
  survive here, but I have found a most lovely volcano in which to lair.  It is far superior to the one where your clan 
  resides. 
   
  I have plans for this area—plans far beyond anything to which even dragons could hope to aspire.  My plans so far move 
  smoothly toward fruition, save for a couple minor inconveniences.  You I call upon to remove one of those. 
   
  A human who foolishly wandered into the area around my lair escaped.  He spoke with another humanoid creature that 
  knows a bit of my plans.  The meddling human kept a book in which he wrote down certain bits of information.  One of 
  my followers learned that this human most assuredly scribbled notes which, if found by the wrong parties, could cause 
  even more inconveniences. 
   
  I charge you, my son, to find this human.  Destroy him and any notes he may have taken regarding this land or me.  His 
  name is Jedibo Schnee, and my contacts tell me he is currently heading toward Greyhawk City in the humanoid-
  infested lands.  Once you have rid us of him, his information, and anyone he may have shared his information with, 
  come to the Black Barrens, above the Evergreen Forest and near the Warm Seas.  Your dragon heritage will tell you 
  where I lair.  Together, we will rain fiery death upon our foes and fulfill our draconic destiny. 
   
  Don’t ever forget that I am, 
   
  Your Matron, 
   
  Preethryma 
   
  
  Dragon Lore Prophecies 
   
  Page 18 
   
  Player Handout 3 – Relevant Excerpts from the Journal of Jedibo Schnee 
  7 Planting CY 592 
  Past thru Duntreedin yesturday.  Bout some warm clothes and suplys.  Really cold heer.  Herts.  Going to 
  skurt the northern edge of the Burneel Wood and mabee find animels to eet.  Dout why I do this. 
   
  22 Reaping CY 592 
  Kobulds evereeware up heer.  Sum are blue and black skined.  Think sum saw me, but ignord me for sum 
  reeson.  Hurd them talking to humen in comon about villege cald Ferthenmore.  Must be geting close to 
  Darmidge Seas. 
   
  3 Harvester CY 592 
  Found vilege.  Very strang.  No one wood take my gold, but tradded tindurtwegs and oil for fud.  Hot watur 
  makes land farmible heer.  Stil cold but does not hert.  Lots of strang creeters heer.  Blue things.  Man with to 
  heds.  Litle one talkd to me about dragoon profesee. 
   
  17 Ready’reat CY 592 
  Lejends tru.  Darmidge Seas warm.  Saw lots of fish.  Saw larj blak fling creeter. 
   
  3 Fireseek CY 593   
  Larj creeter blak dragoon.  Saw it many tims.  Watcht it eet big white fury creeter.  Scarry but awsum sit. 
   
  28 Coldeven CY 593 
  Bak in vilege.  Haf to sta heer and get beter.  Feling sik.  Farm for mayer for fud. 
   
  22 Wealsun CY 593 
  Saw red dragoon wil farmeng.  Aat hurd of cows.  Roostd them with fir breeth.  Mayer sez red dragoon bad 
  and shuld be kild.  No one wiling to go kil it. 
   
  9 Sunsebb CY 593 
  Left vilege.  Feling beter.  See more kobulds.  Going bak to Greyhawk.  Lots to tel. 
   
  
  Dragon Lore Prophecies 
   
  Page 19 
  This part of the dragoon profesee litl one wrot for me 
   
  Within the land that Wicked cannot rule 
  Built on the pyre of the Serpent’s crowning jewel 
  When peace does reign between the north and south 
  And ghostly foes do spout from Tenha’s mouth 
  A scaly one shall rise up from the ice 
  To make the weaker races pay the price 
  For worshipping the ones who bound their sire. 
  The dame shall forge her whelp’s power in fire 
  While angry drake does seek to make him heel. 
  For in that time will come beings of zeal 
  Who hold the key to halting Serpent’s power 
  And finding means to quell the icy shower 
  Of Doom on all who rejoice in the Sun 
  Though they may be destroyed before they’re done. 
  The strongest is the weakest at the time 
  Though moving ice protects him in his rime. 
  The dame though trapped is trapping all who come— 
  Her guards are likely ground beneath her thumb. 
  The master of them all just sits in wait 
  Expecting not to share the Serpent’s fate. 
  A little one who dreams will point the way 
  For Dreams rule in the realm of Serpent’s sway. 
   
   
  
  Dragon Lore Prophecies 
   
  Page 20 
  Puppet Show— 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/CORSP4-02 - Dragon Lore Prophecies.pdf