TEXT: Frog God 
  Games
  By Michael Curtis
  By Michael Curtis
  In the Time of Shardfall
  In the Time of Shardfall
  
  Frog  
  God 
  Games
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick N. Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Final Boss
  Skeeter Green
  FROG GOD GAMES IS
  Author
  Michael Curtis
  Developers
  Patrick N. Pilgrim
  Producer
  Bill Webb
  Editor
  Jeff Harkness
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Artem Shukaev
  Interior Art
  Andrew Bates, MKUltra Studios
  Cartography
  Alyssa Faden
  Adventures 
  Worth  
  Winning
  ©2017 Frog God Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Frog God Games and the 
  Frog God Games logo is a trademark of Frog God Games. All characters, names, 
  places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a 
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  Product Identity: The following items are hereby identified as Frog God Games 
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  Content is excluded from the above list.
  Quests of Doom 4
  In the Time of Shadfall
  
  2
  Quests of Doom 4
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  in the time of shardfall
  Table of Contents
  Credits ........................................................................ p. 1
  In the Time of Shardfall ..................................................p. 4
  New Monsters ..............................................................p. 16
  Map Appendix .............................................................. p. 17
  Legal Appendix .............................................................p. 24
  
  4
  Quests of Doom 4
  In the Time of Shardfall is a Swords & Wizardry Complete an open 
  “seek and destroy” adventure intended for 4 to 6 characters of 5th to 
  6th level. The adventure involves a relic from the prehistoric past — a 
  mystical prison containing a powerful proto-dragon and other creatures 
  from long ago — that has been flung forward in time to arrive at the 
  characters’ current era. The prison, an enchanted pane of obsidian called 
  the Akaata, fractures upon arrival, breaking into several shards that fall to 
  the land below. Soon, the prehistoric menaces trapped within wander out 
  of their broken prison to threaten the realm. The characters must search for 
  the five shards and destroy them and their former prisoners, then confront 
  the now-free proto-dragon before it recovers its full strength.
  In the Time of Shardfall is set in a small, unnamed area of woods and 
  grassy hills, presumably part of a civilized kingdom or other such locale. 
  In the Lost Lands setting, the adventure occurs in the region known as 
  the Buntesveldt, a fertile strip of savanna that stretches across the Isthmus 
  of Irkiana and separates the wastes of the Vast Desert to the west from the 
  arid lands of the Irkainian Desert to the east. The Buntesveldt is occupied 
  by a series of loosely allied city-states, the southernmost of which are 
  Bliski and Ustran Pazeel serve as ports on the Gulf of Akados and are 
  shown on the Gulf of Akados Region Map. This portion of the Buntesveldt 
  featured in this adventure is the northern extent, however, west of the city-
  state of Stavropol and south of the border between the Buntesveldt and the 
  neighboring Kingdom of Brounthia to the north.
  Adventure Background
  Unguessed eons ago the world of Lloegyr, sometimes referred to as 
  the Lost Lands and once known as Boros, was a very different place. 
  Not only was it rawer and more savage, but it felt the tread of immortal 
  creatures of immense power. The first Great Old Ones arrived from out of 
  the Great Void of Night some 100 million years ago and began to create 
  and breed servitor races and creatures to serve as worshipers, laborers, 
  and food. One of the most powerful among these unbelievable entities 
  was Tsathogga, now a demon lord fed in strength and divine power by 
  the souls of evil mortals, but at the time one of the ancient Great Old 
  Ones that vied for control of the planet and who visited it regularly visa 
  dimensional gateways from his distant realm of N’Kai. The tensions and 
  competition between these impossible entities escalated until the advent 
  of the Primordial Wars some 30 million years ago.
  The Primordial Wars waged across and within Boros for almost 7 
  million years, fought by the proxies of the Great Old Ones—vast beasts, 
  inconceivable horrors, and unhuman races—, and the very face of the 
  world was changed beneath the viciousness of the ceaseless carnage. 
  Tsathogga fared well among the contestants due to the versatility, 
  innovativeness, and relative fecundity of a servitor race he had created 
  early on in his quest for dominion, the tsathar. But one Great Old One 
  called Vounhares Prahl tapped into a source not frequently exploited 
  by the Great Old Ones to draw power and resources; Vounhares Prahl 
  reached out beyond the Material Plane and touched the Elemental Planes. 
  Inspired by the primitive elemental dragons and primal dragons that he 
  found there, Vounhares Prahl created his own species of servitor beast, 
  one of the most terrible creatures to stalk the primeval world. He created 
  Dracosaurus horriblis, the proto-dragon, an apex predator that became 
  known for its fearsome hunger and primitive cunning. And in some of 
  these terrible beasts, Vounhares Prahl invested some of his own being 
  to create intelligent and nigh unstoppable monsters. None was more 
  ferocious that the proto-dragon Ghurazkz. 
  Ghurazkz plagued entire regions with his fury, laying waste to the might 
  of the tsathar and forcing them to huddle in isolated hollows and dark 
  caverns to hide from the powerful proto-dragon, while the great creature 
  decimated entire herds of dinosaurs and pods of shoggoths to satiate his 
  hunger. For a century, Ghurazkz was unassailable in his dominance until 
  Tsathogga saw that his tsathar minions were in dire need of guidance 
  if they were to survive upon the contested planet. To this in Tsathogga 
  called together a secret conclave of the most powerful surviving tsathar 
  sorcerers, witch-doctors, and primeval wizards, a group to whom he gave 
  the secrets of dimensional magic rarely seen in the world at that time. 
  Weaving their magic together, the cabal crafted a massive mirror of raw 
  obsidian harvested from the bowels of a great volcano. This crude but 
  monstrous looking glass was dubbed the Akaata and possessed the power 
  to trap the physical forms of any peering into its glossy face. With the 
  Akaata, the tsathar sorcerers hoped to trap Ghurazkz and end his reign of 
  terror.
  Their scheme succeeded in a manner both far better and far worse 
  than the tsathar anticipated. Though many died luring Ghurazkz to the 
  appointed place and time, the proto-dragon confronted the gleaming 
  mirror and vanished within its inky confines. Inside the obsidian trap, 
  the proto-dragon’s vitality would be absorbed, weakening him until he 
  was eventually drained of life. Unfortunately, much of the land nearby 
  was also absorbed, as well as one unlucky sorcerer. The scaly tyrant 
  was imprisoned, but a swath of the primordial world was gone, its lush 
  vegetation and native species along with it.
  Although their nemesis was imprisoned, the tsathar could feel the 
  containment magic of the Akaata was of finite duration and that even a 
  weakened Ghurazkz might escape once those dweomers finally failed. 
  Unless something was done with the prison, the proto-dragon would 
  ultimately sunder his bonds and escape to rampage once again. To this end, 
  the cabal, using their most powerful and life-draining sorceries, banished 
  the Akaata from their time period, casting it thousands of millennia into 
  the future. The world of the tsathar was saved from the most powerful of 
  the proto-dragon menaces, though even their might and the ultimate fate 
  of the Primordial Wars was rendered largely moot by the arrival of the 
  massive meteor called the Judgment of Xtu that hammered the world and 
  reshaped the face of the planet, ending the Great Old One dominion—at 
  least for the time. But though the tsathar or millions of years past had 
  been saved of Ghurazkz’s menace…perhaps another was doomed by their 
  actions.
  Starting the Adventure
  The adventure begins without prelude, dropping the Akaata and its 
  curious contents almost directly on top of the player characters. For this 
  reason, the adventure can be introduced whenever you desire. The arrival 
  of the Akaata and its subsequent destruction might occur as the characters 
  travel overland through the region. But if the characters are the type to 
  respond to such calamity with a “let the locals handle it” attitude, you 
  might want to begin this adventure when the characters are in a place of 
  more personal importance to them, one they’d be stirred to defend. Given 
  the sparsely defined nature of the area affected by the Akaata’s arrival, it 
  is a simple matter to alter the details of the landscape to better conform to 
  your setting of choice.
  Exploring the Land
  The adventure involves much overland travel and searching, and there 
  is no set order of encounters for the party. It is assumed they discover the 
  first fragment initially, then likely proceed to the second, but the order in 
  which they deal with the other three is dependent on the party’s decisions. 
  It likely takes them several days if not a week to track down and deal with 
  the five fragments and the proto-dragon Ghurazkz. 
  The Referee is encouraged to create his own wilderness encounter table 
  In the Time of Shardfall
  
  5
  in the time of shardfall
  and resolve the chance of random encounters while exploring as stipulated 
  in the rules. The following table, however, is provided for the Referee’s 
  convenience and contains a full listing of prehistoric creatures that have 
  escaped from the Akaata and now prowl the land.
  Table 1: Akaata Escapees Table
  1d20
  Escaped Creature
  1–3
  1d4+2 Utahraptors
  4–6
  1d4 Gronks
  7–9
  1 Triceratops
  10–12
  1d3 Elasmosauruses
  13–15
  1d4 Ankylosaurs
  16–18
  2d6 Pteranodons
  19–20
  1 Tyrannosaurus rex
   
   
  Ankylosaurus: HD 9; AC 0[19]; Atk clubbed tail (3d6); Move 6; 
  Save 6; AL N; CL/XP 9/1100; Special: none. (Monstrosities 120)
  Elasmosaurus: HD 15; AC 7[12]; Atk bite (4d6); Move 1 
  (swim 15); Save 9; AL N; CL/XP 7/600; Special: aquatic. 
  (Monstrosities 122)
  Pteranodon: HD 3; AC 6[13]; Atk beak (1d8); Move 3 (flying 
  15); Save 14; AL N; CL/XP 3/60; Special: none. (see New 
  Monsters)
  Gronk: HD 5; AC 8[11]; Atk weapon (1d8), horn (1d8); Move 12; 
  Save 12; AL N; CL/XP 5/240. (Tome of Horrors Complete 313)
  Triceratops: HD 16; AC 1[18] front, 6[13] back; Atk bite (1d8) 
  and 2 gore (1d12); Move 9; Save 3; CL/XP 17/3500; Special: 
  charge (double horn damage). (Monstrosities 124)
  Tyrannosaurus Rex: HD 18; AC 5[14]; Atk bite (5d8); Move 15; 
  Save 3; CL/XP 19/4100; Special: chew (automatic 3d8 damage 
  after bite). (Monstrosities 125)
  Utahraptor: HD 5; AC 5[14]; Atk bite (1d8), claw (1d6); Move 15; 
  Save 12; AL N; CL/XP 5/240; Special: pounce (20ft leap, successful 
  claw attack does double damage). (see New Monsters)
  Rumors
  In the Time of Shardfall is largely an exploration adventure focusing 
  on the characters’ effort to find and destroy the fragments of the Akaata. 
  As they are likely strangers to the regions (assuming the Referee uses the 
  default introduction), they may wish to learn more about the area to assist 
  their explorations. The following list of rumors provides them with some 
  information to guide them. The most likely source of these rumors are the 
  villagers of Smallcrop (see below), but Serjeant Karrig, Hussar Konnors, or 
  other NPCs of the Referee’s devising could also provide this information.
  Table 2: Rumor Table
  1d6
  Rumor
  1
  Land sharks have occasionally plagued the 
  farmlands surrounding the village of Smallcrop. 
  Those venturing off the road in that area should be 
  careful.
  2
  The Slate Hills contain numerous gorges, gullies, 
  and defiles bearing shallow, swift streams. Almost 
  anything could be hiding in the maze-like highland.
  1d6
  Rumor
  3
  The Slopfield Bog is a foul mire that legend holds was 
  once the site of a great battle. A sinister figure has 
  been sighted moving in the bog mist, working fell 
  magic.
  4
  An gronk tribe dwells in an ancient, abandoned 
  dwarven fortress in the Slate Hills (False)
  5
  The Storm Mountains to the northwest are home to 
  many humanoid tribes. One of the most powerful 
  are the Bone Grinders, a clan of ogrillons who 
  occasionally raid outlying farms.
  6
  Bands of orcs and goblins have been seen leaving 
  the mountains to the northwest in droves as if fleeing 
  from someone or something.
  The Arrival of the Akaata
  The cabal’s magic hurled the obsidian mirror across temporal boundaries 
  and it arrives with a literal bang. The mirror’s abrupt arrival in the future (the 
  characters’ present) places unforgiving physical stress upon the massive object, 
  causing it to fracture and break apart immediately upon its manifestation in 
  the current era. Due to subtle variations in landscape and cosmic position 
  between the time of the Akaata’s banishment and its subsequent arrival, the 
  mirror arrives high in the air, some 1,000 feet above the land below, making 
  it easily seen by the characters and other occupants of the area. The Akaata 
  arrives during the daylight hours, assumedly near midday but you can change 
  its time of arrival if he so desires. At the time of the prison’s arrival, the party 
  is at the position indicated on the overland map.
  The sky above you, clear of clouds and a cerulean blue, 
  suddenly flares bright green, throwing stark shadows 
  around you. Your eyes are drawn upward by this strange 
  phenomenon, and you glimpse a corona of emerald-white 
  light fading in the sky above. In the center of the diminishing 
  ring of light is a dark-colored object that reflects the sunlight 
  like a polished coin. 
  As you watch, the ebon-hued object shatters, transforming 
  into a rain of falling debris. Countless tiny fragments are 
  borne away on the breeze, but your eyes discern as many as 
  five large fragments, their exact size impossible to determine 
  at this distance, fall from the sky, scattering in random 
  directions as they plummet. A moment later, the sound of a 
  tremendous thunderclap slams into you, pushing you back 
  and blasting leaves and branches from the tops of nearby 
  trees. Above you, the sky has returned to its normal color and 
  the corona of light is gone. Far off and from several different 
  directions, you hear the sound of deep, echoing thuds as if 
  heavy objects had fallen to the earth miles away.
   
  
  6
  Quests of Doom 4
  Any character specifically stating he watches the fragments’ descent 
  can automatically determine their rough points of impact (see map). 
  Otherwise, characters have a 75% to determine where the nearest fragment 
  fell (Fragment #1). If they fail the check, they run into a random encounter 
  first before locating the fragment.
  The Five Fragments
  When the Akaata broke apart on arrival, much of the obsidian mirror 
  disintegrated into fine, glossy grit carried away by the wind. There are, however, 
  larger pieces of the enchanted prison that survived and fell to the ground, and 
  it is from the largest of these pieces of debris that danger threatens. With the 
  Akaata’s destruction, the sorcerous containment is broken and the prisoners of 
  the mirror — both intentional and accidental — are free of its confines and 
  wandering forth into the modern timeline. Given the large area of prehistoric 
  landscape absorbed by the Akaata, there is a sizable population of prehistoric 
  creatures that can potentially escape into the current time period.
  Fragment No. 1: Raptorial Insurgence
  The first of the Akaata shards came to rest in a small beech wood not far 
  from the characters’ position. The shattered piece of enchanted obsidian 
  crashed through the canopy and pierced the soft soil. It sticks from the 
  ground like a broken dagger blade in the back of a murder victim. 
  Although the fragment has only recently come to rest, its otherworldly 
  occupants and environment are already spilling out into the current time 
  period. Characters entering the beech wood notice that the grove is 
  unnaturally quiet — no birdsong is heard and no chittering squirrels berate 
  them from the treetops. Thin wisps of mist coil around their ankles, and 
  the air grows noticeably warmer as they approach the fallen shard. These 
  atmospheric alterations are due to the prehistoric climate seeping out of 
  the broken prison and into the current time.
  Locating the first fragment is simple. The rent in the treetops throws 
  sunlight into the otherwise shady wood and is noticeable from a distance. 
  Read the following as the party approaches:
  The sun shines down upon the forest floor through a large 
  hole in the canopy. Broken boughs and fallen leaves litter 
  the ground, as if bent and broken by a titanic wind. In the 
  midst of the open ground beneath the holed forest ceiling is a 
  large, raw-looking slab of glossy black stone. The tremendous 
  piece of glass-like rock, its ebony surface shining as if wet, 
  measures as high as a farmer’s barn and appears about as 
  wide. The soil at the edges of the shiny stone is disturbed 
  and heaped into low piles. It appears as if the black shard fell 
  from the sky above. Tendrils of mist seem to emerge from the 
  stone in tentative fingers probing the clearing around it.
  Unfortunately for the party, there is little time to immediately examine 
  the shard as they are being stalked by a pack of 6 Utahraptors that until 
  recently were trapped in the stone. The six bipedal dinosaurs are stealthily 
  approaching the party. 
  Utahraptors (6): HD 5; HP 35, 32, 31, 29, 27x2; AC 5[14]; Atk 
  bite (1d8), claw (1d6); Move 15; Save 12; AL N; CL/XP 5/240; 
  Special: pounce (20ft leap, successful claw attack does 
  double damage). (see New Monsters)
  Examining the Shard
  Once the dinosaurs are dispatched, the characters can further 
  investigate the fragment. It measures 20ft high and is roughly triangular, 
  being 25ft wide at its base and narrowing to 8ft wide at its jagged tip. 
  The shard is only 5ft thick and is oriented so that its widest surfaces face 
  north and south. It appears to be a giant fragment of ragged obsidian 
  with jagged edges and striated with many small fractures. Thin wisps of 
  mist emerge from its base, seeming to seep from the dark, glossy surface 
  of the stone. 
  The shard appears to be ordinary stone along its northern, eastern, and 
  western faces. The characters can touch it, climb it, or otherwise interact 
  normally with the obsidian surface. Its southward-facing edge, however, 
  is wildly different. 
  The southern face of the shard emits the seeping vapor, and anyone 
  peering into the depths of the stone notices that there appears to be foliage, 
  soil, stones, and even traces of sky lodged deep within the ebony depths of 
  the shard. There is an occasional flash of movement inside the entrapped 
  land, hinting that life dwells within it. The obsidian surface feels softer 
  than normal and gives slightly if exerted against. However, despite all 
  efforts, the stone forms a resolute barrier and it is impossible to force one’s 
  way into the trapped land (but see Referee’s Option below). The seeping 
  Destroying the Shards
  Although each fragment varies in size and location, the process 
  for destroying the shards is the same. Each shard is damaged from 
  the emergence into this world and the subsequent fall. The stone is 
  heavily fractured and is in a fragile state. The party can destroy the 
  shard by inflicting damage on any of its three solid edges (determine 
  the fragment’s orientation randomly if not noted in the text). 
  Attacks against a fragment’s permeable side are diffused by the 
  magical nature of the barrier and cause no damage. Each fragment 
  has AC 5[14] and has 50 hit points. The shards are immune to fire, 
  cold and piercing weapons. Blunt weapons do normal damage. 
  When a fragment is reduced to 50% or fewer hit points, there is 
  a 2-in-6 chance a random prehistoric creature is ejected from the 
  shard, attracted into the current era by the commotion occurring 
  around the fragment. Roll on Table 1 above to determine what 
  creature emerges if this event occurs.
  Reducing the slab to zero hit points causes it to crumble, and 
  produces a blast of escaping magical power. All within 20ft of the 
  slab suffer 10 points of damage (save for half).
  
  7
  in the time of shardfall
  vapor, however, hints that it’s possible for life to emerge from the stone 
  and enter the characters’ world.
  The fragment is part of a mystical prison, but characters cannot identify 
  the nature of its origin. It is obvious to a character making the check that 
  whatever life was once trapped inside the depths of the stone is now free 
  to emerge. There is no telling exactly what or how many creatures lurk 
  within. It is hoped the party concludes the fragments are a danger to the 
  local residents and take steps to eradicate their menace.
  Referee’s Option:  
  Entering the Akaata
  If the Referee wishes to expand on the adventure (or punish the overly 
  curious adventurer who plumbs too deeply into the fragments’ mysteries), 
  any of the Akaata fragments can be entered from its permeable face with 
  the proper magic or effort. The spells dimension door, knock, passwall 
  and possibly other spells (Referee’s discretion) allow the subject to step 
  through the face and enter the land inside. Exiting the fragment is as 
  simple as stepping through the barrier from within.
  The realm inside the Akaata fragments is a prehistoric, primeval 
  land. The land is hot and humid, oversized ferns and palm-like trees 
  grow everywhere, and the sound of monstrous animals moving through 
  the underbrush is ever-present. Travelers within the Akaata have a 25% 
  chance each hour of encountering some of the trapped land’s occupants. 
  Roll on Table 1 above to determine what crosses their paths.
  Characters seeking other exits from the fragment have a 1-in-6 chance 
  each day to locate one of the intact exits (Referee’s choice as to which 
  one). Effectively, the party could resolve some of this adventure from 
  inside the Akaata, seeking out a fragment and then exiting the land at the 
  shard’s location to deal with the fragment and any escaped creature. 
  Fragment No. 2:  
  A Village Under Siege
  The second shard of the Akaata plummeted to the earth in the “klach” 
  of Smallcrop, a tiny independent farmhold located along the main trade 
  road through the region that runs from Queenshold in the north and 
  Alkis Anvil to the south. The fragment destroyed one of the settlement’s 
  home (crushing its occupant to death) and was quickly surrounded by 
  Smallcrop’s residents, curious and mystified at the shiny stone’s abrupt 
  appearance. It wasn’t long before the creatures inside the fragment found 
  their way out, terrifying the poor farmers.
  Smallcrop is now a battleground. Most of the farmers fled the village, 
  but a patrol of Veltrada Council soldiers out of Alkis Anvil happened to 
  be passing through and rallied to the aid of the villagers and is now in 
  a pitched battle with the prehistoric denizens of the Akaata. Sadly, the 
  soldiers are far outclassed by the dinosaurs, and only a scant few still 
  survive. Their only hope lies in the hands of the characters who are 
  (hopefully) up to the task of defeating the dinosaurs and smashing the 
  Akaata fragment.
  As the party approaches Smallcrop, they see a cluster of simple homes 
  arranged along the trade road. Even from a distance, it is obvious that 
  something is amiss. The chimneys of the village homes produce no 
  smoke, a few of the buildings are in a state of collapse, and most tellingly, 
  terrifying roars accompanied by the occasional shout and battle cry carry 
  on the breeze.
  As the party approaches, dark shadows pass over them, momentarily 
  blocking out the sun. This is caused by the flight of 12 pteranodons that 
  have spotted the party and decided to dine upon the characters. The flying 
  dinosaurs swoop down upon the party.
  Pteranodons (12): HD 3; HP 21, 20, 19, 18x3, 16, 14x2, 13x3; AC 
  6[13]; Atk beak (1d8); Move 3 (flying 15); Save 14; AL N; CL/
  XP 3/60; Special: none. (see New Monsters)
  The pteranodons aren’t fearless monsters and attempt to flee if they lose 
  more than half their number.
  After slaying or driving off the pteranodons, the party can approach 
  Smallcrop safely. Read the following as they enter the village:
  This village is composed of roughly two dozen small homes 
  situated into a defensive klach against the ever-present threat 
  of desert raiders. However, the arrangement appears to have 
  been of little help as many of the structures are in ruins and 
  several have collapsed entirely. Those that still stand show 
  signs of damage: holed walls, broken doors, and scorched 
  thatching on their roofs. Broken farm tools and splotches 
  of dried blood are in the dirt road that bisects the village, 
  indicating a recent battle occurred.
  The air is suddenly split by a tremendous bellow — a deep, 
  throaty roar that reverberates throughout the village.  Ahead 
  of you at a distance of some 80 feet, you see a trio of armored 
  men wearing dirty, torn tabards and desperately clutching 
  swords and spears back onto the road. A house near them 
  suddenly explodes into flinders three huge, armor-plated 
  beasts lumber after the men. The four-legged creatures have 
  massive spiked tails that swing aggressively in their wake. 
  One of the beasts pauses and twists its body, whipping its tail 
  furiously. The spiked appendage strikes one of the armored 
  men, sending his broken and bloody form flying.
  The armored men are the only survivors of the patrol and are fighting 
  for their lives. They face 3 ankylosaurs. Their abrupt arrival in a strange 
  world, and the subsequent attacks by the villagers and soldiery who 
  mistook their fearsome appearance as that of dangerous monsters, have 
  driven these normally passive herbivores into a rage. The soldiers once 
  
  8
  Quests of Doom 4
  numbered a dozen and were led by Serjeant Karrig, but now only Karrig 
  and one of his men, Hussar Konnors, survive. They certainly will be 
  slain unless the characters can draw the ankylosaurs’ attention away from 
  them. If the characters join the fight, both men endeavor to assist them, 
  hurling themselves back into the battle.
  Ankylosaurs (3): HD 9; HP 65, 62, 57; AC 0[19]; Atk clubbed 
  tail (3d6); Move 6; Save 6; AL N; CL/XP 9/1100; Special: 
  none. (Monstrosities 120)
  Serjeant Karrig (Ftr5): HP 33 (currently 16); AC 6[13]; Atk 
  longsword (1d8+1) or shortbow x2 (1d6); Move 12; Save 10; 
  AL L; CL/XP 5/240; Special: multiple attacks (5) vs. creatures 
  with 1 or fewer HD, –1[+1] dexterity AC bonus, +2 to hit and 
  damage strength bonus, +1 to hit missile bonus.
  Equipment: leather armor, longsword, shortbow,  
  20 arrows.
  Hussar Konnors: HP 18 (currently 8); AC 5[14]; Atk longsword 
  (1d8); Move 12; Save 14; AL L; CL/XP 3/60; Special: none.
  Equipment: chainmail, longsword.
  Helpful Information
  Defeating the ankylosaurs ends the current threat to Smallcrop. 
  Assuming either Serjeant Karrig or Hussar Konnors survives, they can 
  provide further details on how the situation in the village came to be. 
  They explain their patrol was riding east along the trade road when they 
  witnessed the “uncanny occurrence” in the sky. They watched several 
  of the pieces fall, observing that one appeared to land in the vicinity of 
  Smallcrop. The patrol, which numbered a dozen men, rode to investigate 
  and found the hamlet under attack by tremendous, unknown monsters. 
  One of the creatures, a “big brute of a lizard which walked on two legs,” 
  ate several villagers before the soldiers drove it off. The men were going 
  to pursue the beast, but the “spiked tails” interrupted their attempt and 
  took a terrible toll on their numbers. If Karrig and/or Connor survives 
  the fight, they are willing to ally with the party in pursuit of the escaped 
  dinosaur (see below). 
  After the ankylosaurs are defeated, small groups of villagers begin 
  returning to the ruined village. These residents of Smallcrop fled the 
  village and observed the soldiers battling the dinosaurs. They can provide 
  some of the information above if Karrig or Konnors didn’t survive the 
  battle with the dinosaurs.
  The residents of Smallcrop can also provide clues as to the whereabouts 
  of the other Akaata fragments. Several keen-eyed villagers saw some of 
  the shards fall and can indicate a general area where the characters might 
  search for the rest. The Smallcrop folk inform the party of the following if 
  the characters show interest:
  • One piece appeared to plummet to earth in the vicinity of the Slopfield 
  Bog located to the west.
  • Another fragment fell above the Slate Hills to the northwest.
  • A third shard fell farther to the northwest, beyond the Slate Hills. Both 
  plains and mountains lie in that direction.
  Characters asking for further information are told 1d4 rumors from 
  Table 2: Rumor Table provided at the beginning of the adventure.
  The Fragment
  The second fragment lies within the collapsed walls of a simple 
  crofter’s hut on the north side of the village. Ruined furniture and broken 
  floorboards surround the 20ft-tall, 25ft-wide hunk of enchanted stone. It 
  measures 8ft deep and, like the first fragment, three of its sides are normal 
  stone, while the fourth (facing west) serves as the exit from the mystical 
  prison. Dried blood and a single, broken arm of the corpse pinned beneath 
  the fallen stone extend from underneath the Akaata fragment. Destroying 
  it is accomplished as described above (Destroying the Shards).
  Slaying the ankylosaurs and destroying the fragment results in the 
  residents of Smallcrop hailing the characters as heroes. The villagers take 
  up a collection from among their shattered belongings and reward the 
  party with a monetary gift of 209gp, 813sp, 506cp, a set of silverware 
  (50gp value), and a carved ivory jewelry box (200gp value). 
  Fighting the Terrible Tyrant
  Depending on who is present in the aftermath of the battle, either 
  Karrig, Konnors, or the villagers might ask the party to track down the 
  “big brute” lizard that departed Smallcrop to ensure it doesn’t return. 
  The party could even take on this task themselves if they’re altruistic (or 
  simply bloodthirsty). Tracking the creature is simple: Tremendous tracks 
  measuring 6ft long and 5ft wide, each bearing three claw-tipped toes and 
  a fourth hind toe, lead out of the village and into the farmland south of 
  Smallcrop. The party has no difficulty following them.
  The tracks lead away from the village, crossing tilled fields and open 
  plains. As the characters follow the tracks, they have a 1-in-6 chance 
  (2-in-6 chance for rangers) to notice strange hummocks of dirt running 
  parallel to the trail. These are signs of a bulette on the prowl.
  The trail eventually reaches a small woodland on the edge of the plains. 
  As the party approaches the woods, a tree suddenly crashes to the ground as a 
  tremendous bipedal creature, its dark green flesh covered with striated markings 
  of brown, black, and yellow, emerges from the woods. It opens its toothy jaw 
  and roars at the characters, then begins a lumbering run at them. It is a 
  Tyrannosaurus Rex, and it is hungry.
  Tyrannosaurus Rex: HD 18; HP 115; AC 5[14]; Atk bite (5d8); 
  Move 15; Save 3; CL/XP 19/4100; Special: chew (automatic 
  3d8 damage after bite). (Monstrosities 125)
  Bulette (9HD): HD 9; HP 67; AC –2[21]; Atk bite (4d12) and 2 
  claws (3d6); Move 15 (burrow 3); Save 6; AL N; CL/XP 11/1700; 
  Special: leaping (20ft leap), surprise (4in-6 chance), burrow.
  Combat occurs as normal between the party and the T-rex, but on the 
  third round, a new wrinkle occurs: A bulette stalking the T-rex (and later 
  the party) chooses this moment to strike. It bursts from the earth and leaps, 
  randomly targeting a victim. It is 75% likely to go after the T-rex, but 
  there is a 25% chance it attacks a random character instead. The T-rex and 
  bulette attack until slain, driven by anger and hunger.
  This could be an extremely deadly battle, especially if the bulette 
  targets one of the characters when it first enters the battle. The smartest 
  tactic available to the party is to lure the T-rex and the bulette into fighting 
  one another and then take on the (hopefully) injured survivor of that duel.
  Seeking Reinforcements
  Serjeant Karrig and Hussar Konnors represent an official 
  presence in the realm and theoretically should be able to inform 
  their superiors and summon additional troops to aid in the dinosaur 
  hunt or the search for the fallen fragments. The party might demand 
  the soldiers alert the chain of command and have the local ruler 
  provide military assistance. The Referee is free to allow this, but 
  should increase the difficulty of the later encounters or ensure 
  the escaped monsters mercilessly slaughter the reinforcements as 
  quickly as possible.
  Should the Referee desire the characters remain isolated and 
  forced to be the sole heroes available to deal with the incursion, 
  simply have Karrig or Konnors fail in their efforts. A number of 
  reasons might prevent them from calling reinforcements (an armed 
  insurrection currently has the realm’s soldiery occupied, petty 
  political rivalries prevent any noble from committing his troops, or 
  the message simply never reaches the ruling body due to accident or 
  the messenger being eaten by rampaging dinosaurs, for example). 
  Allow the characters to wait for help for as long as they wish, but as 
  they do, dinosaurs run amok, attacking travelers and perhaps even 
  returning to Smallcrop. Eventually, the characters should be stirred 
  into action when it becomes obvious help isn’t coming.
  
  9
  in the time of shardfall
  Fragment No. 3: Jouktar
  The party might find answers to some of the questions that have been 
  troubling them at the site of the third Akaata shard. One of the sorcerers 
  who helped create the obsidian prison became trapped in the magical 
  mirror when Ghurazkz was lured into viewing it. That sorcerer was 
  Jouktar, a prehistoric tsathar. Jouktar eluded Ghurazkz in a frantic cat-
  and-mouse chase throughout the interior of the Akaata while imprisoned, 
  but, like the ancient and terrible beast, he too is now free. Unfortunately, 
  Jouktar ran across a band of primeval servitor creatures similar to modern 
  gronks when he fled the Akaata and is now battling for his life outside the 
  third fragment.
  This fragment is located among a series of low grassy hills. Numerous 
  grass-lined gullies bearing tricking spring-fed streams wind through 
  the hills before converging to form the creek indicated on the map. In 
  these hills lies the third piece of the Akaata. However, that is not all they 
  contain. Currently, one of the hills’ many gullies is home to a fierce battle 
  between Jouktar and brutish prehistoric creatures.
   Characters heard the sound of crackling lightning and the grunts of battle 
  ringing through the numerous ravines. The noise leads them to the combat.
  A rocky defile winds in between steep-sided hills near 
  the heart of this upland region. A thin, fast-moving rivulet 
  races down its center, the brook’s banks lined with verdant 
  moss and ferns. On the left bank of the rivulet stands a tall, 
  frog-like humanoid, his body covered in a curious robe-like 
  garment that appears woven from plant fibers. It has gray 
  flesh and reddish-gold eyes. 
  On the creek’s right-hand bank is a group of tall, feral
  monsters standing nearly 12 feet tall and covered in dark, 
  matted hair. They wield massive greatclubs and a thick, 
  curved horn extends from their foreheads. With a gesture 
  of one of his unnaturally extended digits, the robe-clad 
  stranger throws a bolt of eldritch power across the stream, 
  striking one of the huge beasts, who howls in pain. The three 
  creatures lunge forward, splashing into the stream to reach 
  their assailant.
  Jouktar the Sorcerer is battling 3 gronks in the gully. He 
  immediately notices the characters unless they take steps to conceal 
  themselves. Jouktar ignores them for the moment, as the gronk are his 
  biggest threat. He concentrates his magic upon them, but keeps a wary 
  eye on the party whenever he can. Jouktar’s robe is woven from strong 
  plant fiber and provides some armor against the claws and teeth of his 
  epoch’s dangerous predators.
  Gronk (3): HD 5; AC 8[11]; Atk weapon (1d8), horn (1d8); 
  Move 12; Save 12; AL N; CL/XP 5/240. (Tome of Horrors 
  Complete 313)
  Jouktar, Tsathar Sorcerer (MU5): HP 16; AC 7[12] or 2[17] 
  (missile) and 4[15] (melee) from shield spell; Atk +1 staff 
  (1d6+1); Move 12; Save 9 (+2, ring); AL N; CL/XP 7/600; 
  Special: leap (30ft horizontal, 10ft vertical), implant egg, 
  slimy (Immune to webs, magic and mundane; wiggle free 
  from confinement). (Tome of Horrors Complete 574)
  Spells: 1st—light, magic missile, shield, sleep; 2nd—
  invisibility, phantasmal force; 3rd—lightning bolt.
  
  10
  Quests of Doom 4
  Equipment: plant-fiber robe, +1 staff, ring of protection 
  +2, wand of cold (12 charges). 
  Communicating with Jouktar
  Jouktar is the only reliable source of information the characters likely 
  have to explain the origin of the fragments and the threat Ghurazkz 
  holds to their time. Unfortunately, learning these facts is a complex 
  matter. As a denizen of a prehistoric time, Jouktar speaks no language 
  currently spoken. Parties may need to rely on gestures and perhaps 
  crude drawings to convey ideas with Jouktar and vice-versa. To simulate 
  this, you could simply roleplay all communication efforts. Neither the 
  players nor Referee can speak and must convey all information through 
  miming or drawn images. Referees depending on this method might 
  consider awarding the party a 900 XP bonus at the end of the adventure 
  for overcoming this difficulty.
  The Fragment
  Although Jouktar is initially hesitant about destroying the fragment 
  he arrived in, he can be persuaded of how important its destruction is to 
  the characters. If convinced, he readily leads the party to the fragment’s 
  location, a shallow bowl-shaped depression about a half-mile away from 
  the site of his battle with the gronks. Jouktar warns the party that there 
  might be more of the creatures around and that they should be cautious 
  — and rightly so! If Jouktar is slain or is not accompanying the party for 
  some reason, the party can follow tracks leading from the gully to the 
  fragment’s resting place.
  A group of the gronks is encamped around the fragment, uncertain of 
  the strange new world and frustrated they can’t seem to get back inside the 
  stone. Read the following when the party arrives at the shard’s location:
  This fragment lies near the center of a wide, bowl-shaped 
  depression situated between three hills. The grass that lined
  the floor of the depression is stamped down and the earth is 
  churned up. Next to the great, 15-foot-tall and 20-foot-wide 
  piece of magical stone is a crowd of monsters identical to the 
  ones you encountered so recently. The hulking, horned brutes 
  squat in the grass, howling and screaming at one another as if 
  in the midst of some bestial debate.
  There are 5 gronks present. Due to their preoccupation, the party 
  can surprise the gronks. Jouktar hangs back in a fight, using his magic 
  strategically to assist the party.
  The gronks have little in the way of wealth, but do carry several 
  incidental treasures. One has a rawhide necklace adorned with a 
  single uncut emerald worth 500gp. Another bears a bracelet of 
  crudely carved ivory worth 200gp. A third possesses a plant fiber 
  sack filled with 12 uncut quartzes (25gp value each) and 6 raw 
  garnets (50gp each).
  Interaction with Jouktar 
  As the sole source of information about the Akaata’s origin, 
  establishing good social relations with Jouktar is important. 
  However, the characters may recognize him as a tsathar and assume 
  him to be hostile. The fact that he does not attack or otherwise 
  act hostilely towards the characters should go a long way towards 
  staying their hands. In addition, Jouktar has never seen humanoids 
  before (they largely do not yet exist in his time) and has no inherent 
  enmity towards them (unlike tsathar in the modern era). If evil 
  is detected for, his alignment is apparent, but it quickly becomes 
  obvious that he has no ill intent towards the characters.
  The following information is provided to help the Referee 
  adjudicate social encounters between Jouktar and the party 
  — assuming they overcome the communication problem (see 
  Communicating with Jouktar).
  If the characters rush to Jouktar’s aid and attack the gronks, he is 
  automatically friendly toward the party. If they failed to assist him 
  during the fight, Jouktar is initially indifferent. His attitude affects 
  his willingness to educate the party about the purpose of the Akaata 
  and how it came to be in their world/time.
  The main things characters can pick up from Jouktar are: I must 
  conduct myself in an honorable fashion so as to not shame myself 
  or my people.Ghurazkz is a terrible threat to all times and places 
  and must be destroyed once and for all.
  • I wish to return home, and if all parts of the Akaata are destroyed, 
  I might lose my only link to my rightful place and time.
  Jouktar eagerly assists the party if they make it clear they intend 
  to destroy Ghurazkz. Convincing him to destroy all the Akaata 
  shards requires some persuasion, but appealing to Jouktar’s sense 
  of honor makes him realize the necessity of their destruction.
  
  11
  in the time of shardfall
  The third fragment measures 15ft in height and 20ft across. It is 6ft deep 
  and faces to the southwest. It can be destroyed as normal.
  A Glimpse of Things to Come
  After the gronks are dispatched, the party may destroy the fragment as 
  normal, but lest they become complacent with the destruction of enchanted 
  prisons, an odd phenomenon occurs as the last points of damage are 
  delivered. When the final attack lands, read the following:
  When the final blow falls upon the shining stone, you 
  brace yourself for the anticipated thunderous reverberations 
  accompanying it destruction. However, as the shard fractures 
  and begins to crumble, you briefly catch sight of something 
  reflected in the ebony depths of the stone. For a mere instant, 
  you see a terrible head with a snub, rounded snout and 
  tremendous burning eyes glaring from the stone. The face 
  appears reptilian, but unlike anything you’ve witnessed or even 
  heard of before. Its skin is more leathery than scaled, its eyes 
  more feral, its teeth and horns somehow sharper. The thing’s 
  eyes seem to bore into you, and a snarl of hate and contempt 
  forms on its toothy maw. A moment later, the visage is gone, 
  and the stone shatters with a thunderous report.
  If Jouktar is present, his face turns ashen with fear. He informs the 
  characters that that creature was Ghurazkz, the monster he and his allies 
  created the Akaata to imprison. However, he can offer no explanation on 
  why Ghurazkz suddenly appeared in the fragment.
  Unknown to Jouktar and the party, Ghurazkz’s imprisonment within 
  the Akaata had a strange side effect. The mirror prison was designed 
  specifically to bind the proto-dragon and drain his life. As such, its magic 
  was specifically keyed to his life force. This caused the proto-dragon to 
  develop an unexpected spiritual connection with the enchanted prison. 
  The destruction of the fragment results in Ghurazkz experiencing a brief 
  psychic connection with the stone’s failing magic. The creature caught a 
  sudden glimpse of the party and is puzzled by the event. In time, Ghurazkz 
  experiences a premonition of danger and takes precautions against 
  invaders (see “Fragment #5: Ghurazkz’s Lair” below).
  Fragment No. 4: The Sticky Pits
  The fourth of the Akaata fragments fell into a dismal swamp known as 
  the Slopfield Bog by the locals. This dreadful mire is home to a sinister 
  figure, Magher the Necromancer. Magher was drawn to the bog by the 
  legends that the marsh was once the site of a titanic battle and the dark, 
  peat-infused waters bear unnumbered corpses and bones of the soldiers 
  who perished in that conflict. Magher has animated some of these mortal 
  remains. The fragment’s arrival, however, has presented him with a new 
  untapped resource.
  A portion of the prehistoric landscape imprisoned in the Akaata 
  contained large primordial tar pits, death traps for some of the ancient 
  world’s titanic animals. When the fragment fell into the bog, that tar 
  began seeping out of the stone, filling a portion of the swamp with sticky 
  matter and the long-submerged bones of creatures that died in the gooey 
  wells. Magher witnessed the fragments fall and investigated the site. He 
  soon spotted the tar-encrusted bones in the pits and used his dark magic 
  to animate the bones to create a new skeletal monster to do his bidding. 
  Pleased with this new source of raw materials, Magher has set up camp 
  on the edge of the tar pits and has claimed the natural asphalt deposits and 
  the fragment as his own. The characters must overcome the necromancer 
  and his undead guardians before they can deal with the shard. Further 
  complicating matters, the fragment lies surrounded by the seeping tar and 
  stinking marsh, making it difficult to reach and destroy.
  The Slopfield Bog lies in a broad depression on the plains to the west 
  of Smallcrop. The myriad streams from the Slate Hills to the north flow 
  into the marsh, feeding its soupy mess. Stunted, dead trees grow along the 
  bog’s southwest verge where the Chorm Forest brushes against its muddy 
  borders. Reeds, still pools tainted dark brown by peat, and low hummocks 
  of yellow grass turn the bog into a maze. Mist and miasmas of gas from 
  rotting organic matter cover the marsh in the morning and twilight hours.
  As the party reaches the edge of the bog, the breeze shifts and they 
  catch a faint smell of tar mixed among the rotting stench of the marsh. 
  Something is definitely amiss in the mire. Finding the fragment is not 
  easy, however, and unless one of the characters can take to the air and 
  perform a flyover of the bog’s expanse, the party must plunge into the 
  depths of the marsh and find the fragment with a tiring, plodding search. 
  Even if a flying character locates the fragment, the rest of the party must 
  still traverse the bog to reach the fragment.
  Searching the Bog
  Locating the fragment requires a prolonged search of the bog. Every 
  hour, the characters have a 5% cumulative chance to discover the Akaata 
  fragment. Each hour, they have a 2-in-6 chance of 
  stumbling across one of the bog’s dangers. Roll on the table below to 
  determine what occurs:
  Table 3: Bog Hazards
  1d6
  Hazard
  1
  1d4 Giant Poisonous Snakes
  2
  1 Giant Crocodile
  3
  2d6 Giant Frogs
  4
  2d4 Zombies
  5
  1 Triceratops Skeleton 
  6
  Quicksand
  Giant Crocodile: HD 6; AC 3[16]; Atk bite (3d6), tail (1d6); 
  Move 9 (swim 12); Save 11; AL N; CL/XP 6/400; Special: none. 
  (Monstrosities 78)
  Giant Frog (large): HD 3; AC 7[12]; Atk bite (1d8); Move 3 (or 
  100ft leap); Save 14; AL N; CL/XP 4/120; Special: leap (100ft), 
  swallow whole (natural 20). (Monstrosities 179)
  Giant Poisonous Snake: HD 4; AC 5[14]; Atk bite (1d3 plus 
  poison); Move 12; Save 13; AL N; CL/XP 6/400; Special: lethal 
  poison. (Monstrosities 440)
  Quicksand: Saving throw to escape. Suffocate in 1d4 rounds 
  if save fails or not rescued. 
  Triceratops Skeleton: HD 9; AC 8[11]; Atk bite (1d8), gore 
  (1d12); Move 9; Save 6; CL/XP 9/1100; Special: charge 
  (double gore damage), immunities (sleep, charm).
  Zombie: HD 2; AC 8[11]; Atk strike (1d8); Move 6; Save 16; AL 
  N; CL/XP 2/30; Special: Immune to sleep and charm.
  The Fragment Site
  Once the characters locate the fragment, they encounter the following:
  The smell of natural asphalt and bitumen is heavy in air, 
  making the bog’s atmosphere even more unpleasant to the 
  nose. Before you, at a distance of some hundred feet away, 
  you see the now-familiar glossy stone of a fallen fragment 
  rising up from the bog. Less than 10 feet of the broken 
  stone is visible; the rest lies submerged in the midst of a 
  50-foot-wide pool of a dark, viscous substance. On the 
  western edge of the black pool is an animal-hide tent, its 
  brown surface covered with painted sigils and decorated 
  with dangling bones that clack together in the breeze. 
   
  
  12
  Quests of Doom 4
  the floor of the depression is stamped down and the earth is 
  churned up. Next to the great, 15-foot-tall and 20-foot-wide 
  piece of magical stone is a crowd of monsters identical to the 
  ones you encountered so recently. The hulking, horned brutes 
  squat in the grass, howling and screaming at one another as if 
  in the midst of some bestial debate.
  There are 6 zombies and a triceratops skeleton here. Magher is 
  present, but is currently resting inside his tent when the characters 
  discover the fragment (unless he is aware of them and is planning an 
  ambush). Given the poor perception of the undead guardians outside it, 
  the characters have a good chance of sneaking up on the tent and spying 
  on the necromancer if they desire. However, if spotted, all the zombies 
  and the triceratops skeleton immediately move to attack and the moans 
  of the peat-preserved zombies alert Magher. He emerges from the tent the 
  following round, ready to defend his new resource.
  Triceratops Skeleton: HD 9; HP 50; AC 8[11]; Atk bite (1d8), 
  gore (1d12); Move 9; Save 6; CL/XP 9/1100; Special: charge 
  (double gore damage), immunities (sleep, charm).
  Zombies (6): HD 2; HP 14, 13x2, 11, 10, 8; AC 8[11]; Atk strike 
  (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: Immune 
  to sleep and charm.
  Magher, Human Necromancer (MU9): HP 30; AC 8[11] or 
  2[17] (missile) and 4[15] (melee) from shield spell; Atk staff 
  of striking (2d6); Move 12; Save 5 (+2, ring); AL N; CL/XP 
  12/2000; Special: +2 save vs. spells, wands and staffs, spells 
  (4/3/3/2/1).
  Spells: 1st—magic missile (x2), protection from good, 
  shield; 2nd—darkness 15ft radius, phantasmal force, 
  web; 3rd—dispel magic, fly, lightning bolt; 4th—
  confusion, dimension door; 5th—animate dead. 
  Equipment: robe of blending, staff of striking, ring of fire 
  resistance, ring of protection +1, scroll of invisibility.
  Magher is a pale, gaunt Erskaelosi male in his late fifties. He dresses 
  in a mottled robe made from the flayed skin of numerous humans and 
  decorated with sigils drawn in old blood and bone chalk. His hair is blond 
  turning gray, and stringy and unkempt. His eyes are the color of yellowing 
  bones. Unpleasant to be around in even the briefest of social situations, 
  Magher has sought the company of the dead his entire life and bears 
  a fierce paranoia of the living. He sees the Akaata fragment as a new, 
  invaluable source of potential power and is unwilling to allow others to 
  claim it. He defends it fiercely. Death, being an old friend, holds no fear 
  for Magher and he dies to protect the fragment.
  Once characters deal with Magher and his servants, they can search the 
  area and the tent. Next to the tent and spread out on several tar-covered 
  blankets are the asphalt-encrusted bones of a Tyrannosaurus rex, the next 
  creature Magher intended to animate. The tent itself holds a sleeping pallet, 
  three woven reed baskets containing hard bread, dried fruit, smoked snake 
  meat, and three filled waterskins, and a small wooden chest bound with 
  iron bands. The chest is locked (Magher has the key tied around his wrist), 
  but not trapped. Inside, however, is a zombie poisonous snake, its poison 
  glands still bearing a powerful toxin.
  Zombie Viper: HD 1d6hp; HP 4; AC 5[14]; Atk bite (1hp 
  plus poison); Move 9; Save 18; AL N; CL/XP 2/30; Special: 
  immunities (sleep, charm), lethal poison (+1 save). 
  (Monstrosities 438)
  The chest contains Magher’s clothing, 135gp, 400sp, 300cp, and a 
  carved quartz skull (250gp value). Hidden among his clothes is a bag of 
  holding containing his spellbook, 61pp, 2547gp, 500sp, a gold bracelet 
  adorned with carved skulls (250gp value), an electrum skullcap (250gp 
  value), and a potion of extra healing.
  Ambushed!
  If Magher is aware of the characters, the necromancer is inside his tent, 
  but peering intently out a hole in the covering, awaiting their arrival so he 
  can spring the nasty surprise he has prepared for them.
  Buried in the mud along the edge of the tar pits are another 6 zombies 
  coated in a thick layer of tar. Any character looking for hidden enemies 
  before entering the area has a 1-in-6 chance of noticing that a portion of 
  the mud seems recently disturbed and can avoid that area. Parties failing 
  to look for hidden opponents are assumed to walk directly over the buried 
  zombies, and they burst from the mud into their midst! 
  Destroying the Fragment
  The fragment rests nearly 30ft inside a 20ft-deep morass of sticky tar, 
  facing north. The characters’ movement is cut in half as they tread through 
  the sticky morass. Anyone attempting to move their normal movement 
  or trying to fight must make a saving throw or become horribly stuck, 
  requiring others to help pull them free. Additionally, the raw petroleum is 
  highly flammable and, if set alight, any creature in the tar takes 1d6 points 
  of fire damage every round until it escapes.
  The characters might have to resort to magic to destroy the fragment 
  and end the prehistoric invasion. Certain spells allow a creature to cross 
  the tar without succumbing to its adhesive properties (fly, for example), 
  while ranged attacks can obliterate the fragment safely from dry ground. 
  One benefit of the tar pits is that any creature drawn through the fragment 
  while the party strives to destroy it likely becomes mired in the tar unless 
  it is a flying creature.
  Fragment No. 5: Ghurazkz’s Lair
  The last and largest piece of the Akaata landed on one of the short 
  mountains that rise in the northwestern section of the region. These 
  
  13
  in the time of shardfall
  mountains, are at the extreme southernmost extent of the Storm Mountains 
  and are home to a number of humanoid tribes who only occasionally leave 
  the mountains to raid. Of all the tribes of this area, the most powerful 
  is a clan of ogrillons known as the Bone Grinders. At least, they were 
  powerful until Ghurazkz arrived and decimated them.
  When the fifth fragment landed on the mountain slope, the proto-dragon 
  swiftly escaped his prison. Although not as cunning as modern dragons, 
  Ghurazkz possesses some intelligence as well as animal savagery. This 
  early example of dragonkind destroyed the fifth fragment to ensure he 
  could not fall victim to it again. Then, following his most primitive 
  instincts, Ghurazkz located a cave farther up on the mountain to serve 
  as his lair. Unfortunately for the Bone Grinders’ tribe, that cavern was 
  their home and the majority of the ogrillon clan was destroyed by the 
  powerful proto-dragon when he claimed their den as his own. The terrified 
  survivors of the massacre now serve Ghurazkz.
  The Shattered Fragment
  The characters’ search, perhaps spurred by rumors learned in Smallcrop, 
  leads them to the the Storm Mountains. A great deal of recent activity is 
  happening in the area, as if numerous creatures were stirred up. The tracks 
  all lead away from the mountains, specifically away from one certain peak. 
  Climbing the suspect peak, the party discovers a crater two miles up the 
  mountainside. The crater measures 50ft in diameter and is blasted into the 
  mountain. Nearby boulders are shattered, and a few scrub trees uprooted. 
  The shockwave produced by destroying one of the Akaata fragments 
  caused the crater. One was here, but someone already destroyed it! 
  A character has a 1-in-6 chance (2-in-6 for rangers or elves) to notice 
  large footprints pressed into the flinty soil. These tracks are nearly 10ft 
  long and 8ft wide, and are of an unknown creature. The tracks bear 
  draconic traits as well as some resemblance to the T-rex tracks outside of 
  Smallcrop (assuming the characters tracked and defeated the T-rex). The 
  tracks lead up the mountainside. If Jouktar is with the party, he identifies 
  the tracks as belonging to Ghurazkz.
  Potential Event: Rock & Roll
  If the party’s search brings them to this area before they discover the 
  third Akaata fragment, this event doesn’t occur. However, if the party is 
  journeying to Ghurazkz’s lair after destroying the third shard, the proto-
  dragon is aware that someone is interested in his affairs. After a few days 
  of deliberating, he commands a group of ogrillons to take up position 
  on the slope leading to his den with orders to deal with any strangers 
  attempting to scale the mountain. 
  Lurking among the boulders and thin trees about a half-mile below the 
  entrance to the lair are 6 ogrillons. If they spot intruders climbing the 
  mountain, they wait until the interlopers are 60ft away and then push three 
  boulders down the mountainside at the trespassers. Any creature climbing 
  the slope must make a saving throw or take 2d8 points of damage from 
  the boulders. They follow this with hurled javelins for as long as possible.
  Ogrillons (6): HD 2; HP 15, 14, 12, 10x2, 9; AC 5[14]; Atk 2 
  strikes (1d4+1) or javelin (1d6); Move 12; Save 16; AL C; 
  CL/XP 2/30; Special: reinforced fists. (The Tome of Horrors 
  Complete 405)
  Equipment: 5 javelins.
  Ghurazkz’s Lair 
  Following the tracks leads the characters a mile farther up the mountain. 
  There, set into a steep rock wall in the mountainside, is a 25ft-wide-by-
  15ft-high cave mouth that smokes with fetid miasmic gases. Cracked 
  stones and the ashes of old but large fires litter the mountain slope 
  surrounding the cave. There is no sound aside from the endless drone of 
  the mountain wind. Many large humanoid footprints are around the old 
  fires, but even more appear to have been erased or walked over by the 
  large draconic tracks leading up from the crater below. There is no sign of 
  movement or illumination inside the cave, which appears to lead deep into 
  the mountain. If the party makes a great deal of noise or commotion while 
  at the cave mouth, the guards at Area 1 are alerted and take measures to 
  ambush the characters.
  General Features
  The caves are natural limestone and filled with many stalagmites and 
  stalactites, columns, and other common cave features. The ceiling once 
  beyond the cave mouth rises to 20+1d6ft throughout, with the exception 
  of Areas 3 and 4 where it is only 10ft to 12ft tall. The sound of dripping 
  water, the occasional falling bit of stone debris, and the chittering of bats 
  is heard inside the cave. Once past Area 2, character also detect the slow, 
  measured breathing of some tremendous beast deep in the cave system. 
  This is the respiration of Ghurazkz. 
  Aside from Areas 3 and 5 (and potentially Areas 4 and 7), little 
  illumination is inside the caves. The ogrillons and Ghurazkz make do with 
  their darkvision. 
  1. Watch Post
  The tunnel leading from the cave entrance bends and 
  widens at this location. Stalactites point down from above, 
  but many of the partnered stalagmites below have been 
  sheered away, leaving stumps like felled trees behind. An 
  8-foot-high pile of stones stands near the left-hand wall, 
  obviously assembled for some unclear purpose.
  Keeping watch over the entrance of the proto-dragon’s lair are 6 
  ogrillons. If they detected the characters entering the cave, they currently 
  hide behind the stone pile, waiting to ambush them with javelins. 
  Otherwise, they are sitting on cut stalagmite rings, eating raw mountain 
  goat and swigging water from great drinking horns.
  Ogrillons (6): HD 2; HP 15, 14, 12, 10x2, 9; AC 5[14]; Atk 2 
  strikes (1d4+1) or javelin (1d6); Move 12; Save 16; AL C; 
  CL/XP 2/30; Special: reinforced fists. (The Tome of Horrors 
  Complete 405)
  Equipment: 5 javelins.
  The ogrillon guards are terrified of their new master and this affects their 
  performance. There is only a 33% chance they send one of the number to 
  Area 5 for reinforcements and to sound an alarm, as they’d rather defeat 
  intruders singlehandedly and please Ghurazkz than seem cowardly (and 
  risk being eaten).
  The guards carry 52ep in treasure between them.
  2. Trapped Crossroads
  Four tunnels meet at this point. The tunnel you’re 
  descending continues to slope down into darkness. To your 
  left, a 5-foot-wide tunnel disappears into a cleft in the rock 
  wall, while a 10-foot-wide passage wanders off to your right. 
  The glow of firelight is visible down this last tunnel.
  This crossroads is trapped with a weighted net hidden among the 
  stalactites overhead. A crude tripwire strung across the passage triggers it. 
  Due to the ogrillons having to disarm and reset the trap as they can come 
  and go, it is simple to deactivate (assuming it’s noticed in the first place).
  Weighted Net Trap
  If triggered, a heavy 15ft-square, woven net falls from above. All 
  creatures in the area beneath it are restrained and those that fail a saving 
  
  14
  Quests of Doom 4
  throw are knocked prone. Scraps of metal hanging from the net clatter 
  together as it falls, alerting the occupants of Area 5 that the trap has been 
  triggered.
  A creature can free itself or another with a successful saving throw. 
  Doing 7 points of damage with a slashing weapon to an area of the net 
  destroys a 5ft-square section and frees a creature within that section.
  If the trap triggers, 6 ogrillons from Area 5 rush to this location, 
  arriving three rounds after the net falls. They seek to kill or capture 
  intruders, attempting to slay any creature not caught in the net first.
  The narrow left-hand tunnel travels a short distance into the cleft in the 
  wall then stops as a series of steps climb upward. The stairs appear to be a 
  mix of naturally occurring ledges and steps carved by hand.
  3. Roper Cave
  The stairs end at the entrance to a smaller side cave. The 
  walls are wet with seeping water, and masses of stalactites 
  and stalagmites cover the floor and ceiling. Patches of moss 
  cling to the wet walls, glowing with a pale, ghostly blue 
  phosphorescence that turns this cave into a fairy garden of 
  subterranean wonder. Another passage appears to exit the 
  cave at the far side.
  In the days just before Ghurazkz’s arrival, a strange number of 
  disappearances began to affect the ogrillon tribe. Several members went 
  missing in the night, their fates unknown to the rest of the clan. Unknown 
  to the ogrillons, a roper recently crept into their caves to prey on the 
  unsuspecting brutes. It hides among the natural stalagmites of this cave.
  Roper (10HD): HD 10; AC 0[19]; Atk tentacle (weakness), 
  bite (2d10); Move 3; Save 5; AL N; CL/XP 11/1700; Special: 
  immune to electricity, resist cold (50%), tentacles grab and 
  cause weakness (50ft radius, 1 attack per round, up to 
  6 tentacles total, lose half strength and held; save resists 
  strength loss), vulnerable to fire (+1 per hit die damage). 
  (Monstrosities 400)
  The roper positions itself just to the left of the exit out of this cave and 
  is indistinguishable from the large stalagmites nearby. It waits until either 
  one large creature or three smaller creatures enter the cave, then attacks 
  with its tendrils.
  A few stray bones and bloodstained hides discarded among the 
  stalagmites of this cave may alert the party to potential danger.
  The roper’s gizzard contains 130pp, 2 bloodstones (50gp value each), 
  a scroll of read languages, a scroll of cure light wounds, and a potion of 
  healing. Also among the bones on the cave floor are 19gp.
  The glowing moss is a natural form of subterranean life and produces 
  dim illumination. The glow fades quickly if the moss is removed from the 
  cave walls.
  4. The Balcony
  A narrow tunnel opens into a smaller grotto lined with 
  teeth-like stone protrusions both above and below. The stone 
  is streaked with gray guano. Patches of pale blue fungus glow 
  softly along the walls. A tunnel exits this cave through the 
  right-hand wall. Numerous small, dark-furred bats cling to 
  the ceiling above.
  If it is daylight outside, add the following:
  The soft glow of diffused sunlight is visible coming from 
  the mouth of the far tunnel.
  The ogrillons seldom visited this cave, and a colony of bats made it 
  their home. They roost here during the day, departing via the exit tunnel in 
  Area 7 to feed at night (and to serve as the occasional meal for Ghurazkz). 
  The bats are harmless, but disturbing them sends them flying out of the 
  cave into Area 7, alerting the proto-dragon that strangers are afoot.
  Creatures wishing to cross the cave without disturbing the colony must 
  make a saving throw to avoid stirring up the animals. 
  The exit tunnel terminates 15ft above the floor of Area 7, providing 
  an exceptional vantage point to observe Ghurazkz’s lair. The stone lip 
  and close walls of the balcony tunnel also provide cover to anyone on 
  the balcony from ranged attacks and Ghurazkz’s breath weapon (half 
  damage).
  5. Ogrillon Den
  A stone-lined fire pit glows in this chamber, the full carcass 
  of a giant mountain goat roasting over the coals. Piles of furs 
  are arranged into large beds scattered about the cavern, and 
  barrels and crates are piled against the walls. About a dozen 
  large hulking creatures with sallow skin, jagged fangs, and 
  sloped, brooding foreheads gather near the fire. A tunnel 
  exits the cave at the back of the space.
  The ogrillons were once a mighty tribe, but now fewer than three dozen 
  remain. Most are present in this chamber, huddling in their fear of the new 
  master and in misery of their diminished state. There are 16 ogrillons 
  here — 10 males and 6 females — unless the trap in Area 2 has been 
  triggered. In that event, only 10 of the creatures are present. Male and 
  female ogrillons have identical stats.
  Ogrillons (16): HD 2; HP 16, 15x2, 14x3, 12x4, 10x3, 9x2, 8; AC 
  5[14]; Atk 2 strikes (1d4+1); Move 12; Save 16; AL C; CL/XP 
  2/30; Special: reinforced fists. (The Tome of Horrors Complete 
  405)
  Two dozen sleeping furs in total are found here. Mixed among the 
  personal belongings (stinking fur clothes, woven bags, wooden utensils, 
  bone combs, etc.) is a collection of personal treasures totaling 267gp.
  The crates contain various plunder stolen in raids down the years. Most 
  Negotiations with the Ogrillons
  The ogrillons defend their home to the death if a fight breaks out, 
  but it is possible to avoid such a confrontation if the characters are 
  clever. The ogrillons serve Ghurazkz only out of fear, and if the 
  party appears powerful enough to deal with the proto-dragon, the 
  brutish humanoids might readily leave the characters to their task. 
  However, the ogrillons need convincing.
  The ogrillons are hostile if the characters attempt to converse 
  with them. For the purposes of a social interaction, the ogrillons 
  have the following characteristics:
  • Free ourselves from the threat of Ghurazkz so we can resume 
  our lives of violence and plunder!This cave is our home! Our tribe 
  lived here for as long as we can remember!
  • We might be fearsome, but Ghurazkz has devoured many of us 
  and we dare not anger him.
  The party might convince the ogrillons to let them deal with the 
  proto-dragon if they appear powerful or if they somehow convince 
  the creatures they can get rid of Ghurazkz. The ogrillons will not 
  assist the characters in taking on Ghurazkz and immediately depart 
  the cave system once the party moves to confront the proto-dragon. 
  At best, the ogrillons tell the characters the secondary path to Area 
  7 (the tunnel at the back of Area 5).
  
  15
  in the time of shardfall
  is trash (horseshoes, bales of wool, rancid foodstuffs, etc.), but one of the 
  crates contains a collection of 3 finely embroidered silk dressing gowns 
  worth 225gp each. The six barrels contain water and vinegary wine.
  6. Champion’s Cave  
  and Tribal Treasury
  A large sleeping pallet of heaped furs occupies the far end 
  of this side grotto. A number of oversized spears and axes 
  hang on the rough cave walls, and a pair of mighty chests 
  bound in iron rest on the far side of the pallet. Two massive 
  figures stir in the darkness, emitting growls and snarls.
  This room is the home of the ogrillon tribe’s nominal leader, Urgchat 
  the Terrible, and his brown bear pet. When Ghurazkz devoured the 
  tribe’s chieftain and shaman, it left a power vacuum that Urgchat readily 
  filled. He lords his position over his terrified tribesmen and is actually 
  pleased with the proto-dragon usurping the ogrillons’ traditional home. 
  Ghurazkz’s arrival has served him well, and he has no desire to see the 
  proto-dragon slain. Characters who negotiate with the ogrillons in Area 
  5 might be sadly mistaken to believe all the tribe want Ghurazkz dead.
  Urgchat the Terrible, Ogrillon Leader: HD 7; HP 51; AC 5[14]; 
  Atk battleaxe (1d8+2) or 2 strikes (1d4+1); Move 12; Save 
  9; AL C; CL/XP 7/600; Special: reinforced fists. (The Tome of 
  Horrors Complete 405)
  Equipment: battleaxe.
  Bear, Grizzly: HD 6; HP 43; AC 6[13]; Atk 2 claws (1d6), bite 
  (1d10); Move 9; Save 11; AL N; CL/XP 6/400; Special: hug (if 
  both claws hit, 2d6 additional damage). (Monstrosities 37)
  The chests are locked and contain the tribe’s treasure. Ghurazkz is 
  unfamiliar with minted coins and similar riches, claiming only what raw 
  gemstones and gold ore the tribe possessed to make his hoard. The rest 
  of the ogrillons’ riches are in the two chests. Chest #1 holds 765cp and 
  4017sp. Chest #2 contains 2211gp and 90pp.
  7. Ghurazkz’s Lair
  If it is daylight when the party reaches this area, the cavern is in bright 
  illumination from sunlight filtering down through the opening in the roof. 
  Otherwise, it is in darkness.
  A massive cavern lies at the bottom of the wide, winding 
  tunnel. The ceiling rises some 30 feet above the rough floor, 
  which is littered with broken stalagmites. A faint draught 
  wafts through the subterranean chamber, blowing from a 
  large tunnel mouth set high up on the cavern roof. 
  Curled into a coil and covering a large portion of the 
  cavern’s far end is a tremendous beast. Its olive-colored 
  skin is covered with dark brown, green, and yellow stripes 
  and bears numerous scars from old wounds. A smattering 
  of armored plates adorns its short snout and rounded brow. 
  Leathery wings lie flat upon its broad back, and a pair of 
  stubby forearms lie curled along its smooth side.
  This is Ghurazkz, the only living proto-dragon in the modern age. 
  During his own era, he was a living calamity, but his imprisonment in 
  the Akaata sapped him of his strength and power. Here he rests, slowly 
  recovering his lost vitality until ready to challenge the world once again. 
  Unless defeated soon, he will grow to become the most ferocious creature 
  in the modern world.
  Ghurazkz (Gray Dragon): HD 9; HP 67; AC 2[17]; Atk 2 claws 
  (1d8) and bite (2d6); Move 21 (fly 60, swim 15); Save 6; AL 
  C; CL/XP 12/2000; Special: breath weapon (line of fire, 2d6), 
  spells (4/2). (Tome of Horrors 4 64)
  Spells: 1st—charm person, detect magic, magic missile 
  (x2); 2nd—detect invisibility, web. 
  As a proto-dragon, Ghurazkz resembles a mixture of dragon, 
  Tyrannosaurus rex, and pteranodon. His head is more dinosaur than 
  dragon, and he has short forelimbs. His wings are those of a leathery bird 
  rather than bat, and he bears the coloration of a dinosaur. 
  Ghurazkz hoard is small, largely composed of the natural treasures 
  he admired among the ogrillons’ treasures. Located behind his place of 
  rest in the cave are a hunk of unrefined silver (4000sp value), 3 large 
  gold nuggets (250gp value each), 3 pieces of amber (100gp value each), 
  4 pieces of jade (100gp value each), 2 amethysts (100gp value each) and 
  a set of horseshoes of speed.
  Battling Ghurazkz
  Depending on events before the characters reach this area, Ghurazkz 
  may or may not be aware of their presence. If the guards at Area 1 sent 
  one of their number to warn the proto-dragon or if the characters stirred 
  up the bat colony in Area 4, Ghurazkz knows they are here and is feigning 
  slumber, hoping to lure them closer to affect as many as possible with his 
  burning breath attack.
  If the party was stealthy or managed to prevent Ghurazkz from being 
  warned, the proto-dragon is truly resting. He is not fully asleep, but merely 
  resting as he regains his vitality. Nevertheless, he is at a disadvantage to 
  detect intruders sneaking into the cavern.
  If the party appears too powerful or is overly large, or once the proto-
  dragon suffers more than half his hit points of damage, he decides to take 
  the fight outside of the lair. Ghurazkz springs to the roof tunnel, climbing 
  the winding passage to escape outside the cave system. It takes him two 
  rounds to navigate the tunnel, during which time he cannot attack. Once 
  he reaches the end of the tunnel, he takes to the air, circling the peak and 
  awaiting the characters to either pursue him from the roof tunnel or to exit 
  the cave mouth. Once in the open, he uses his breath attack to his best 
  advantage.
  Ghurazkz does not battle to the death. If reduced to fewer than 20 hit 
  points, the proto-dragon attempts to fly off to seek out a new lair to go to 
  ground and recoup his strength. If he survives his initial encounter with 
  the party, he’ll harbor a fierce hatred for them, and the characters are 
  certain to run across the proto-dragon again in the future.
  Concluding the Adventure
  The party successfully concludes this adventure if they destroy the 
  Akaata fragments and slay Ghurazkz. Any other surviving dinosaurs 
  
  16
  Quests of Doom 4
  eventually die off, victims to the alien climate in a world not their own. 
  The characters are free to pursue new adventures knowing the threat of 
  the past is at an end.
  The fate of Jouktar is left in the Referee’s hands. Permanently stranded 
  in the current era, the ancestor of tsathar-kind will try to part company as 
  soon as possible in order to seek out more of his own kind, likely hearing 
  rumors of many trapped in stasis beneath the ruins of nearby Tsen and 
  lacking only the acquisition of the legendary Sword of Air to set them free 
  (see LL3: Sword of Air by Frog God Games for details).
  If Ghurazkz escaped, the proto-dragon finds a new lair and secrets 
  himself away. Over time, Ghurazkz heals any wounds he suffered from 
  battling the party and then begins to recover the strength he lost during 
  his imprisonment in the Akaata, becoming a more formidable foe. Unless 
  the characters seek out the proto-dragon soon, they discover he has grown 
  terrible, and to battle Ghurazkz again might easily end in their doom. An 
  entire new campaign might revolve around finding a means to destroy a 
  reinvigorated Ghurazkz or finding a means to banish him from the current 
  time period. 
  Appendix: New Monsters
  Pteranodon
  Hit Dice: 3
  Armor Class: 6[13]
  Attacks: bite (1d8)
  Saving Throw: 14
  Special: none
  Move: 3/15 (flying)
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level: 3/60
  This flying reptile has a 30ft wingspan, but weighs a mere 40 lbs. It 
  attacks with a serrated beak.
  Pteranodon: HD 3; AC 6[13]; Atk beak (1d8); Move 3 (flying 
  15); Save 14; AL N; CL/XP 3/60; Special: none. 
  Utahraptor
  Hit Dice: 5
  Armor Class: 5[14]
  Attacks: bite (1d8), claw (1d6)
  Saving Throw: 12
  Special: pounce
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1, 1d4+2
  Challenge Level: 5/240 
  This aggressive dinosaur is a pack hunter that uses a 9in sickle-shaped 
  curved claw on each foot to bring down prey. Utahraptors stand 12ft tall 
  at the shoulder, and are about 20ft long from snout to tail. Proto-feathers 
  cover their bodies, with colors ranging from browns and tans to a bright 
  red head crest. The raptor is incredibly agile, able to leap 20ft to slam 
  into its prey. If it hits with a claw attack after a leap, it deals double claw 
  damage. 
  Utahraptor: HD 5; AC 5[14]; Atk bite (1d8), claw (1d6); Move 
  15; Save 12; AL N; CL/XP 5/240; Special: pounce (20ft leap, 
  successful claw attack does double damage). 
  
  17
  in the time of shardfall
  
  18
  Quests of Doom 4
  
  19
  in the time of shardfall
  
  20
  Quests of Doom 4
  
  21
  in the time of shardfall
  
  22
  Quests of Doom 4
  
  23
  in the time of shardfall
  
  24
  Quests of Doom 4
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Green. 
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Quests of Doom 4: In the Time of Shardfall © 2017, Frog God Games, LLC; Author: 
  Michael Curtis.
  
  25
  in the time of shardfall
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-420-4
  In the Time of Shardfall is an open “seek and destroy” adventure for Swords & Wizardry 
  Complete intended for 4 to 6 characters of 5th to 6th level. The adventure involves a 
  relic from the prehistoric past — a mystical prison containing a powerful proto-dragon 
  and other creatures from long ago — that has been flung forward in time to arrive at 
  the characters’ current era. The prison, an enchanted pane of obsidian called the Akaata, 
  fractures upon arrival, breaking into several shards that fall to the land below. Soon, the 
  prehistoric menaces trapped within wander out of their broken prison to threaten the realm. 
  The characters must search for the five shards and destroy them and their former prisoners, 
  then confront the now-free proto-dragon before it recovers its full strength.
  In the Time of Shardfall
  In the Time of Shardfall
  QoD4b
  QoD4b
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Quests of Doom (SW)/Quests of Doom 4 (SW)/QoD4 In The Time of Shardfall (SW).pdf