TEXT: The
  Ravage of
  Ghorkai
  Gary Gygax and John Creffield
  Open Game Content & Copyright Information
  The Ravage of Ghorkai is ©2002 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work
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  Introduction
  When compiling the Slayer’s Guide to Dragons
  certain portions of this adventure were cut to
  conserve space in the finished book.  Here we
  present those missing parts, they include extra
  background information for the players, a
  challenging combat encounter at Gladespoint, a
  village of hybrid mongrels and a horrid ogre mage
  chieftain.
  The Geography of the
  Area
  First let us recap upon the different geographic
  locations featuring in the adventure.  The Vale of
  Mongrels is detailed below:
  Deselene, the state that lies to the south of the
  Zastvel Mountains
  Gladespoint, a frontier fortress and village of
  Deselene’s northern marches
  Mitersee, capital city of Deselene
  Northfens, a marsh of  about 25 square  miles
  between the forks of the Salls River (area 3)
  Salls River, its eastern and main branch demarks
  Deselene’s northern border
  The Black Chasm of Ghorkai, the indigo dragon (X
  on map), in the Zastvel M.
  Triumph, the town in the Black Chasm (3 on map)
  Vale of Mongrels, formerly Highvale, once a dwarf
  land (area 2)
  Zastvel Mountains, the long mountain range to the
  north of Delelene
  
  2
  Dramatis Personae
  Here we review the protagonists in this drama,
  friends and foes of the brave adventuring party.
  Archpriest Halfren and Chungti are detailed below:
  By mention: The Mother of Witches, the eldest witch
  By mention: Rezelna, daughter of the eldest witch
  By mention: Olgar Obsidian, the slain dwarven
  king of Highvale
  Archpriest Halfren, the ruler of Deselene whose
  palace is in Mitersee
  Kruhesh, the a vile, two-headed half-breed son of
  Ghorkai
  ‘The Choirmaster’ Chungti, the ogre mage
  underlord of the Vale
  Prince Ludfast, Dwarf Chief
  Molu-kol, the half-giant ‘mayor’ of the town of
  Triumph
  Ghorkai, the indigo dragon
  Background for the
  Players
  Read aloud those portions of text hereafter that are
  indicated by bold italic type.
  Your band of adventurous heroes has been
  travelling in the theocratic realm of Deselene, its
  sovereign lord being Archpriest Halfren who rules
  as king.  Upon reaching the capital city of the state,
  the walled city of Mitersee, it became clear to all of
  you quite soon after arrival therein that all was not
  well.  Everywhere folk were sombre, and there was
  suspicion plainly written on the faces of those who
  spoke with you.  No great skill was needed to
  discover the root of this.  Rumours were rife of
  impending invasion by hordes of humanoids and
  lizardmen known to be wreaking havoc currently in
  the northern marches.  The citizens of Mitersee
  were dismayed.  The gathering of the Archpriest’s
  Host would take weeks, and what if the foe
  attacked tomorrow? All strangers were suspect,
  your brave party the more so because of your
  obvious fighting ability and ‘exotic’ nature.
  All of this made you uneasy, so it was decided to
  move on before someone accused you of being agents
  of the enemy, a mob attacked, or officials had your
  party arrested.  As you were preparing to depart,
  though, what should happen but that very thing! A
  platoon of soldiers accompanied by several able-
  looking officers, one likely a cleric and another a
  sorcerer, commanding them.  With considerable
  numbers of armed populace surrounding you, there
  was no question about attempting escape.
  ‘Come with us,’ the captain of the force commanded.
  ‘For what reason?’ came your response.  When the
  reply to your query came, it was sufficiently non-
  threatening to cause you to comply rather than
  fighting to get free:
  ‘Our Sovereign Lord, Archpriest Halfren, has
  commanded your presence before him!’
  In the Palace Citadel
  The heart of Mitersee is the palace citadel, its
  centre the great throne room where your party now
  kneels before the Archpriest.  The ruler of Deselene
  is arrayed in gorgeous robes of royal blue and
  gold, seated on a silver chair of state that is inlaid
  with gold and gems.  He speaks now:
  ‘Arise, strangers, and be at ease.  This is no trial.
  You are brought here in summary manner only
  because of Mitersee’s need, my auguries told me of
  your coming, that you were of good heart, would
  assist Us in this time of peril.’
  You see that the Archpriest is a slight man, elderly,
  but seems to exude vigorous power.  No doubt he is
  strong and active.  Halfren’s grey eyes are full of
  both kindness and purpose as he fixes his gaze
  upon each of you in turn, and you can not fail to
  note the furrows of concern that mark his forehead.
  ‘You are here to assist Mitersee.  Some 60 miles
  north of here are gathered bandits and raiders—
  men and humanoids, all murderous scum! By
  divinations and communing did We learn of your
  coming.  These same auguries made it clear that
  you were the very thing needed at this time—an
  adventuring band composed of heroes who will go
  forth to the marches on Our border and smite the
  marauders there.’
  The Archpriest pauses, smiles at you.  The
  expression, his words and bearing instil confidence
  that he is benign, honest, and truly in need.  He
  seems satisfied that you are not unwilling to listen
  further, continues thus:
  THE RAVAGE OF GHORKAI
  
  3
  ‘I am loathe to require help from those not of my
  realm, so I am requesting your service.  There is
  danger, great peril perhaps, for my own stalwart men
  meant to guard the frontier have been defeated.  If
  you will pledge your swords and abilities to me to
  fight against the foul invaders, then will We give you
  commissions as My agents so as to command even
  nobles if you are in need.  Also will you receive all
  that you need to get you to the north where the foe
  gathers for further incursion into this fair land.  Ah,
  it is dreadful to think of the slaughter and pillage
  they have wrought there.  Will you serve Mitersee
  thus?’
  Of course you accept, but ask many questions in the
  bargain.  There is no force for you to lead now, as
  all the cleric’s men are needed here, where a force
  is to be gathered in case the invaders are too
  numerous for even heroes such as you to manage.
  Your first charge is to gain information, send it
  back via a handful of scouts and messengers who
  will accompany your party.  If possible, you are
  also to slay the leaders of the invading marauders,
  and thus throw the attackers into confusion.  This
  delay will enable the priest-lord to assemble his
  nobles, gather a strong force, and march north.
  Should your party actually be able to deliver a
  severe defeat to the foes of Mitersee, so much the
  better, as the host of the realm can then bring fire
  and sword to the enemy’s land, and kill or drive far
  off all evil sure to be there.
  You will each receive honours from the Archpriest
  himself when you succeed.  Such benisons as
  knighthoods, lesser titles, grand serjeant for
  example, for those of common birth, made citizens
  too.  Each brave defender of his realm will be given
  a silver casket containing 1,000 gold coins.  Of
  course any monetary treasure taken in the process
  of carrying out your commission will be one-half
  your own, the other portion being that of the state.
  Objects of magical sort taken are given freely to
  your party.  Unless such be of the sort that are
  known as artefact or relic, these, of course, being
  claimed as the right of Mitersee to possess.  In such
  unlikely case, other compensation will be given to
  you.
  There is some dark power behind the invasion,
  Archpriest Halfren informs you.  His commune
  spells and other divinations have revealed that
  much, but they have not informed him of the exact
  nature of the evil that is manipulating those who
  ravage and kill.  Perhaps there is some clue
  somewhere, but he is at a loss to discover any such
  information…
  Note that the ranger guide-scouts will remain in the
  vicinity of Gladespoint unless the party follows the
  direct route, tracking the lizardman raiders, as you
  will discover as you read on.
  At Gladespoint
  A small rearguard of lizardmen is still looting in the
  ruins:
  As you come closer to survey the carnage, look for
  survivors, you see that there are a number of
  lizardmen still active, in the process of looting.
  They notice you now, so it will be a fight.
  There are 15 lizardmen total.  One is a druid with
  useful spell ability (7th level), and two others are
  barbarians (level 5), they also have a trained giant
  lizard.
  Those lizardmen with the ride skill use it to control
  the savage giant lizards their tribe keeps as pets and
  guards; these lizards are particularly hefty and
  strong, easily able to bare a lizardman’s weight.
  Lizardman Druid
  Tazyn, female lizardfolk Drd7: CR 8; Size M; HD
  2d8+6 + 7d8+21; hp 78; Init +2 (+2 Dex); Spd 30
  ft.; AC 17 (+2 Dex, +5 Natural); Attack: 2 claws +7
  melee and bite +5 mêlée, or javelin +8/+3 ranged;
  Damage: claw 1d4+1, bite 1d4, or javelin 1d6+1;
  SV Fort +8, Ref +7, Will +8; AL NE; Str 13, Dex 15,
  Con 17, Int 9, Wis 17, Cha 9.
  Skills and feats: Animal empathy +7, Balance +6,
  Concentration +13, Handle animal +9, Hide +2,
  Jump +7, Listen +3, Move silently +2, Spot +6,
  Swim +9; Extend spell, Heighten spell, Multiattack,
  Skill focus (animal empathy).
  Possessions: 4 javelins, potion of fire breath, potion
  of protection from elements (fire)
  Druid Spells Per Day: 0th level: cure minor wounds
  x3, guidance x2, resistance; 1st level: calm animals,
  cure light wounds x3, magic fang; 2nd level:
  barkskin, charm person or animal x2, heat metal;
  3rd-level: cure moderate wounds, poison, summon
  nature’s ally III; 4th level: dispel magic
  THE RAVAGE OF GHORKAI
  
  4
  Lizardman Barbarians (2)
  Gagh, male lizardfolk Bbn5: CR 6; Size M; HD
  2d8+6 + 5d12+15; hp 61; Init +0; Spd 40 ft.; AC 15
  (+5 Natural); Attack: 2 claws +10 melee, bite +8
  melee or javelin +6/+1 ranged; Damage: claw
  1d4+4, bite1d4+2, or javelin 1d6+4; SV Fort +7, Ref
  +4, Will +5; AL NE; Str 18, Dex 11, Con 17, Int 7,
  Wis 15, Cha 10.
  Skills and feats: Balance +7, Jump +10, Listen +2,
  Ride lizard +8, Spot +2, Swim +16; Endurance, Iron
  will, Multiattack.
  Possessions: 2 javelins, potion of heroism
  Tzerg, male lizardfolk Bbn5: CR 6; Size M; HD
  2d8+4 + 5d12+10; hp 64; Init +2 (+2 Dex); Spd 40
  ft.; AC 17 (+2 Dex, +5 Natural); Attack: 2 claws +10
  melee, bite +8 melee, or javelin +8/+3 ranged;
  Damage: claw 1d4+4, bite1d4+2, or javelin 1d6+4;
  SV Fort +6, Ref +6, Will +3; AL NE; Str 18, Dex 15,
  Con 14, Int 4, Wis 15, Cha 9.
  Skills and feats: Balance +6, Craft (raft building)
  +4, Hide +2, Jump +10, Listen +2, Move silently +2,
  Spot +2, Swim +13; Multiattack, Power attack, Run.
  Possessions: 4 javelins, potion of cure serious
  wounds
  Lizardmen: 12
  Lizardfolk: CR 1; Medium-Size Humanoid
  (Aquatic, Reptilian); HD 2d8+2; hp 14 each; Init
  +0; Spd 30 ft.; AC 15 (+5 natural) or 17 (+5 natural,
  +2 large shield); Attack: 2 claws +2 melee (or
  greatclub +2 melee) (1d4+1), bite +0 melee
  (1d10+1), or javelin +1 ranged (1d4); AL N; SV Fort
  +1, Ref +3, Will +0; Str 13, Dex 10, Con 13, Int 9,
  Wis 10, Cha 10.
  Skills and Feats: Balance +4, Jump +7, Swim +9;
  Multiattack.
  Giant Lizard
  Riding Lizard, Giant: CR 3; Large-Size Animal;
  HD 5d8+25; hp 50; Init +1 (Dex); Spd 30 ft., swim
  30 ft.; AC 16 (-1 size, +1 Dex, +5 natural); Attack:
  Bite +10 melee (1d10+7); SA -; SQ -; AL N; SV Fort
  +9, Ref +5, Will +2; Str 25, Dex 13, Con 21, Int 2,
  Wis 12, Cha 2.
  Skills and Feats: Climb +13, Hide +6*, Listen +4,
  Move Silently +5, Spot +4; -.
  *Hide +10 in overgrown areas
  The lizardmen have amassed an assortment of
  weapons and other gear to carry back to the tribe;
  they also have a purse holding 40 pp and a tapestry
  with gold thread worth 400 gp.
  The Mongrel Hamlet
  This place lies in the Vale of the Mongrels.  When
  the party reaches the general area indicated, they
  will discover the community of half-humans,
  humanoids, and other sorts of mongrels.  These are
  savage folk that worship Ghorkai.  Describe it along
  these lines:
  Upon surmounting a long and brushy ridge, you see
  below you a depression between the ridge and the
  rising foothills of the Zastvels to the north.  In this
  hollow, amidst tall weeds and heaps of refuse, is a
  collection of mud huts, ramshackle hovels and log
  cabins crowding each other and the two dirt lanes
  that cross and connect a no-less-rutted but broader
  track that runs east to west in the filthy hamlet.  As
  you observe the place unseen, you note that there
  are perhaps 200 or so inhabitants, mongrels all.
  Surprisingly, most of those you see are females and
  young; there are few able-bodied warriors here.
  There are actually 30 capable hybrid human-
  humanoid warrior-types that will fight the
  adventurers.  For ease of running this encounter, all
  are grouped together in regards their statistics –
  essentially those of bugbears, but without the +3 to
  HD.  They are led by a formidable chief however,
  ‘The Choirmaster’ Chungti, ogre mage, who is
  charged by the dragon to keep the Vale in
  subjugation.  Thus Chungti will fight to the death,
  for if he is defeated and survives the battle Ghorkai
  will kill him.  All who are under his command fear
  the ogre mage greatly.  Chungti is known as ‘The
  Choirmaster’ because he loves to gather prisoners
  together and torture them so they ‘sing’ in
  horrendous ‘chorus’ from his ministrations…
  Ogre Mage, Chungti
  Chungti the ogre mage; CR 8; Large Giant; HD:
  5d8+15; HP: 47; Init: +4 (Improved Initiative);
  Speed: 30 ft, fly 40 ft (good); AC: 21 (-1 size, +5
  natural, +7 chain shirt+3); Attacks: Huge
  greatsword+2  +10 melee, or Mighty composite
  huge longbow +2 ranged; Damage: Huge
  greatsword+2 2d8+10, or Mighty composite huge
  longbow 2d6+4; Face/Reach: 5 ft by 5 ft./10 ft.;
  Special Attacks: Spell-like abilities (At will,
  darkness and invisibility; 1/day, charm person, cone
  of cold, gaseous form, polymorph self, and sleep
  save DC 13 + spell level; cast as 9th level sorcerer;
  Special Qualities: Regeneration 2, SR 18; Saves:
  Fort +7, Ref +1, Will +3; Abilities: Str 23, Dex 10,
  Con 17, Int 14, Wis 14, Cha 17
  Skills and Feats: Concentration +6, Listen +5,
  Spellcraft +4, Spot +5; Improved Initiative
  Possessions: +3 chain shirt, huge +2 greatsword,
  huge mighty composite longbow.
  THE RAVAGE OF GHORKAI
  
  5
  Hybrid Mongrel Warriors (30)
  Mongrel: CR 2; Medium-Size Humanoid
  (Mongrel); HD 3d8; hp 13; Init +1 (Dex); Spd 30 ft.;
  AC 17 (+1 Dex, +3 natural, +2 leather, +1 small
  shield); Attack: Morningstar +4 melee (1d8+2), or
  javelin +3 ranged (1d6+2); SQ Darkvision 60 ft.; AL
  CE; SV Fort +1, Ref +4, Will +1; Str 15, Dex 12, Con
  11, Int 10, Wis 10, Cha 9.
  Skills and Feats: Climb +2, Hide +3, Listen +3,
  Move Silently +6, Spot +3; Alertness.
  If the village is ‘captured’ the adventurers can, by
  demanding information (forcefully and with threat
  and intimidation), get directions to the Black Chasm
  where the dragon dwells.  Of course, the party will
  thus come upon the ‘Town’ of Triumph first.  If any
  inquiries are made in regards to the dwarves that
  once were the guardians of this vale, the party will
  learn from the humanoid mongrels that the caves in
  which the dwarves lived are to the west, at the far
  end of the valley’s northern perimeter.
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  Ghorkai Errata
  Regrettably errors were made when allocating
  Ghorkai’s feats.  Here is the correct list: Aerial
  Sweep, Crash Landing, Flyby, Hover, Snatch, and
  Wingover.  Details of the Aerial sweep and Crash
  Landing feats can be found on page 77 of The
  Slayer’s Guide to Dragons.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/Mongoose/Mongoose - Slayer - Dragons Web Enhancement.pdf