TEXT: HIG5-07 
   
   
   
   
   
  A Deal Gone Cold 
  A One-Round D&D Living Greyhawk®  
  Highfolk Regional Adventure 
  Version 1.0 
  by Richard W. Brown 
  Edited by Brian Nowak and Chris Tulach 
  Reviewed by Chris Tulach 
   
   
  What happens when a new dwarven mining operation breaks open an ancient natural cavern? Not only can the miners 
  get in, but the inhabitants are now free to get out! This is a Highfolk regional adventure for APLs 2 to 6. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at skerrit@wi.rr.com; 
  for LIVING GREYHAWK campaign questions email rpgahq@wizards.com.  
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  character’s 
  animals 
  separately. 
  Animals 
  with 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  A Deal Gone Cold 
   
  Page 2 
  
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Dargas Mor is a city of mountain dwarves located in an 
  enormous cavern north of Highfolk and west of the High 
  Vale. The city has existed for thousands of years and its 
  six clans of mountain dwarves rarely have contact with 
  the surface world. The exception to this is the 
  Hammerstrike clan, which has had members living 
  outside of Dargas Mor for many centuries. The surface-
  dwelling branch of the clan lives in Highfolk, where they 
  craft and sell some of the finest weapons in the city. They 
  specialize in finely crafted adamantine and mithril 
  weapons and armor—for those folk who know where to 
  ask and how to strike a deal with the dwarves. 
   
  Not long ago, the Hammerstrikes acquired half-
  interest in a gold mine owned by a gnome named 
  Ezerthum (introduced in the adventure H1G1-07, High 
  Way, Low Way.) The mining has been difficult—
  somehow, when the deal was struck, the dwarves were 
  granted the lowest levels of the mine. These mines are 
  more dangerous and more difficult to mine than other 
  sections of the complex. The dwarves have tried to make 
  the best of it. 
   
  Recently, however, dwarves in the lowest levels have 
  been attacked or captured. Half a dozen miners are 
  missing, four have been found dead, and three have been 
  injured. Operations in the lowest levels have been 
  suspended. The dwarves and gnomes are fearful of more 
  attacks, and also fear that whatever is down there will 
  find its way to the surface. The gnomes are refusing to 
  help; since the attacks are occurring in the dwarves’ 
  tunnels, the gnomes feel that this is a problem the 
  dwarves should solve themselves. 
  A Deal Gone Cold 
   
  Page 3 
  
   
  What the dwarves don’t know is that their operation 
  recently opened a natural cave far below the surface. This 
  cave leads to an area that was once inhabited by duergar, 
  including a duergar wizard. The wizard had summoned 
  two chraals to serve him, and the creatures lived in his 
  cavern complex. Chraals are ruthless killers whose 
  appearance would suggest that they are constructed of 
  magical ice. The duergar wizard and his fellows departed 
  on a mission but never returned. The chraals have lived 
  below ground for several months, bound to the location 
  established by their master. The arrival of the dwarves has 
  allowed the chraals to enjoy some good hunting. 
   
  The Hammerstrike clan in the city of Highfolk has 
  received word of problems in the mine. They seek a 
  group of adventurers to investigate the disturbances and 
  eliminate the source. 
  Adventure Synopsis 
  The characters encounter Spike Hammerstrike in the 
  streets of Highfolk, attempting to solicit adventurers for 
  a trip to the mines. They are handed a parchment with 
  instructions to meet at the Dead Goblin Inn for more 
  information. 
   
  At the Dead Goblin (introduced in HIG1-03 Of 
  Elven Make), characters receive the full story of the 
  trouble in the mines. They are asked to meet back at the 
  inn at dawn to be teleported to the main road near the 
  mines. 
   
  On the way to the mine, characters encounter 
  several goliaths under attack by feral yowlers. By aiding 
  the goliaths, the characters gain favor with the goliath 
  tribe. 
   
  When they reach the mine, characters have a chance 
  to ask questions of the dwarves, including those who 
  were injured but survived the attacks. They are taken 
  down to the levels where the attacks occurred via a caged 
  elevator, encounter the chraal, and fight the creatures. 
   
  Assuming that the characters are victorious, Delga 
  Keygate arrives from Dargas Mor, bringing the thanks of 
  her people. Characters earn the favor of the Dargas Mor 
  dwarves, and Delga, who is a cleric of Moradin, arranges 
  to transport them back to Highfolk. 
   
  Before the characters depart the mines, two goliaths 
  arrive, curious about the dwarven mines that the 
  adventurers described and hoping to build a trade 
  relationship. The characters can make introductions 
  between the dwarves and goliaths, and they get a sense 
  that a mutually beneficial relationship is being formed. 
  Introduction 
  Read or paraphrase the following: 
  You are enjoying a peaceful day in Highfolk. The sky 
  is clear, the temperatures are comfortable, and only a 
  faint summer breeze stirs the air. 
   
  The morning has been blissfully quiet. After a 
  leisurely lunch, you stroll the streets and browse the 
  vendor stalls in the market. As you turn a corner, you 
  notice a dwarf standing on a crate and calling out to 
  passersby. A number of dwarf merchants live in the 
  city, but this is a rather unusual way for dwarves to 
  advertise. 
   
  As you approach, you notice that the dwarf isn’t 
  soliciting everyone who passes. He sees you, scans 
  you up and down, and calls out, “Ye, there! I got an 
  adventure with yer name on it!” A eather satchel 
  bulging with rolled-up parchments is slung over his 
  shoulder and he grips several more in his muscled 
  hand. He hops off his crate, wav ng a parchment at 
  you. “Take this! Ya won’t want this deal to slip 
  through yer fingers!” He crams the parchment into 
  your hand. 
  l
  i
  Determine whether the characters would recognize the 
  Hammerstrike clan of dwarves that resides in Highfolk. 
  This can be accomplished by asking if anyone is a 
  member of the Hammerstrike Clan or has played an 
  adventure in which the Hammerstrikes have appeared 
  (HIG4-06 Losing the War We’ve Won, HIGA-03 
  Scavenger Hunt). If any characters have encountered the 
  Hammerstrikes previously, inform them that this dwarf 
  appears to be a member of that clan—part of the group 
  that forges and sells fine weapons and armor in Highfolk. 
   
  This dwarf’s appearance is typical for a dwarf, but 
  with brown eyes, an intricately braided beard, and 
  mottled skin the color of brown granite. Several small 
  metal charms dangle in the braids of his beard. He carries 
  no weapon other than a small ax at his belt. He is clearly 
  absorbed in his task of soliciting adventurers. A character 
  who accepts a parchment notices that the dwarf smells of 
  soot and earth. 
   
  Read the following to any character who accepts a 
  parchment: 
  You unroll the parchment and discover a simple 
  message scrawled inside. “Dead Goblin Inn—Mid 
  Afternoon—Bring Yer Adventuring Friends!!” The 
  message is written in charcoal and the parchment is 
  torn into a crooked square. Dwarves are normally 
  meticulous—they must have been in quite a hurry. 
  A Deal Gone Cold 
   
  Page 4 
  
  The dwarf will not answer any questions other than to say 
  that the mission involves “the mines up north.” To any 
  further questions, he simply barks, “Come to the 
  meetin’—all questions will be answered! Ask 
  for Spike—that’s me!” 
  The Dead Goblin Inn 
  Read or paraphrase the following: 
  When you arrive at the Dead Goblin, roughly a dozen 
  other adventurers have gathered in the common 
  room. A frowning dwarf is speaking with a trio of 
  teenagers. After a few moments, the dwarf shakes his 
  head and the threesome rises to leave. He ooks 
  around at the others who have gathered and speaks 
  with a few of them briefly. They remain in their seats 
  and some order ale from the bar maid. 
  l
   
   
  l
  i
  f
   
   
   
  f
   
  The dwarf notices you and bustles over. “Relgar 
  Hammerstrike,” he says, jerking a thumb at himself. 
  “You here about the notice?” Before you realize what 
  is happening, the dwarf has grabbed your hand and is
  pumping your arm. You wonder if you’ll need a cleric 
  to cure his handshake. 
   
  “Ya got a favorite weapon?” he asks. “And are ya 
  any good with it?” 
  This gruff question is the dwarf’s attempt to judge the 
  mettle of the characters. Give the characters a chance to 
  respond to the dwarf’s rude opening remark. Regardless 
  of their reply, Relgar looks at them skeptically then 
  addresses the entire gathering. 
  “We’re 
  talkin’ 
  business here, 
  folks—dangerous 
  business. Somethin’ yer not likely to unnerstand. 
  Why, ya ook as if ye’ve never fought anything 
  tougher than a coupla sewer rats.” He snorts. “I don’t 
  s’pose ya know anyone who can handle what’s 
  menacing our mines?” 
  This is Relgar’s attempt to weed out the weak and goad 
  the characters into offering tales of their exploits—his 
  method of “interviewing” potential adventurers. He 
  tosses insults at the group until the characters feel forced 
  to defend their reputations by rattling off a list of their 
  successes. If necessary, use a few of the following 
  comments from Relgar. 
  “Don’t know why Spike wanted to come here—a 
  group of our own younglings would prob’ly be better 
  to handle the job.” 
  “Never knew humans were so soft. I guess they talk 
  bigger than they stand.” 
  “If whatever’s in our mines is carrying off Dargakind, 
  ye’ll never stand a chance. It’ll eat you for a snack and 
  still be hungry.” 
  After some exchanges between Relgar and the gathered 
  adventurers, Spike arrives. Sensing that Relgar is being 
  far too tough, Spike takes control of the situation and 
  begins to brief the characters. Read or paraphrase the 
  following: 
  “My clan—the Hammerstrikes—owns half- interest 
  in a mine n the Clatspurs. The other half is owned by 
  a gnome named Ezerthum. We struck the deal 
  expecting to get a fair shake. But somehow, the 
  blasted gnomes arranged the deal so we have the 
  lowest levels o  the mines, instead of the whole thing 
  runnin’ fifty-fifty. Still can’t figger out how that 
  happened. 
  “Anyway, in the past week, some members of the 
  clan have disappeared, and some were attacked in the 
  deepest levels of the mine. Several dwarves have been
  found dead. Mining has been suspended in the 
  deepest levels, and of course, we’re worried that 
  whatever is down there will find its way to the 
  surface. 
   
  “We’d go ourselves, but we need to keep the 
  forges runnin’ here.” Spike looks genuinely disgusted 
  that he can’t get away to investigate. “The gnomes 
  ain’t helpin’. They say it’s our branch of the mine so 
  it’s our problem. Like to see what’d happen if the boot 
  was on the other foot,” he snorts. 
  The dwarves offer to teleport the characters to the main 
  road near the mine, which is located in the Clatspurs 
  approximately 150 miles west of Quaalsten. Each 
  adventurer can expect to be paid approximately 100 gp 
  for completing the adventure. 
   
  Below are some questions that characters are likely 
  to ask, as well as the proper responses. Spike takes the 
  lead in answering questions. 
  • 
  What’s lurking down there? 
  Don’t know. Hal  a dozen dwarves are missin’ and 
  several were found dead. 
  • 
  What’s the condition of the dead? 
  Can’t tell what killed most of ‘em. Some have slashes, 
  like claw marks. But on some, there’s no marks—no 
  way to know what killed ‘em. 
  • 
  How far is it to the mines? 
  A Deal Gone Cold 
   
  Page 5 
  
  We’ll teleport you to the main road west of Quaalsten. 
  From there, it’s about a day and a half on foot into the 
  mountains. 
  • 
  Why don’t you just teleport us to the mine? 
  We don’t do magic like that. And Damon, our hired 
  wizard, has never been there, so he can’t make his 
  magic put you in the right place. 
  • 
  Why can’t the dwarves handle the problem? 
  Some are too spooked to go into the mines. Others 
  think magic is at work. The Dargakind are highly 
  suspicious of magic and avoid it at all costs. 
  During the questioning, a few NPC adventurers leave the 
  Dead Goblin, deciding that the job is too dangerous or 
  just not worth it. When all questions have been 
  answered, Spike asks the remaining adventurers if they’re 
  willing to participate. Those who respond in the 
  affirmative are given the rest of the day to gather any 
  necessary supplies and are told to meet back at the Dead 
  Goblin promptly at dawn. They are provided with 
  detailed information about the terrain so they can 
  prepare to set out early the next morning. Read the 
  following text when the group is assembled for magical 
  transport in the morning. 
  You stand with several other adventurers behind the 
  Dead Goblin. The sorcerer named Damon Truflame, 
  leader of the Guildsmen of the High Art, arrives and 
  begins casting a spel  to teleport the group. You guess 
  that the Hammerstrikes are probably paying a small 
  fortune for this service. 
  l
  li
   
  The alleyway spins and disappears and you have 
  the sensation of falling and tumbling. After what feels 
  like a few minutes, your feet strike something solid 
  and your head clears abruptly. Your surroundings tilt 
  crazily and you fall backward, landing on your rump. 
  You can’t be certain, but you think you hear laughter 
  ringing in your ears. 
   
  Shaking your head, you turn to look around and 
  see that you are in the wilds north of Highfolk. To the 
  east, the Vesve Forest spreads as far as the eye can see, 
  and the sun has not yet appeared over the tops of the 
  trees. To the west, the Clatspurs rise sharply. 
  If the characters listened closely to Spike’s directions, 
  they should know that they must follow a trail leading 
  west in order to reach the mines. A DC 10 Survival check 
  allows the party to successfully identify which way is 
  west. If the party fails, they can discover the trail by 
  recognizing that the traffic of heavy wagons and carts 
  from the mine to the road has worn an obvious path. 
   
  Development: Characters may wish to contact the 
  Gnomish Consortium. If they do, the gnomes tell them 
  that trouble has arisen in the dwarves’ levels of the mines 
  and not in their own. They don’t see why they should be 
  involved. They are keeping an active eye to see how this 
  may affect their business. 
   
  When the party proceeds down the path, go to Trek 
  to the Mines. 
  Trek to the Mines  
  Read or paraphrase the following: 
  The journey to the mine is uneventful at first. Late in 
  the morning, however, the characters encounter a 
  life-and-death battle on the trail ahead of them. 
   
  As you trudge along the rocky path, a strange 
  sound reaches your ears. After listening for a few 
  moments, you determine that some type of creatures 
  must be engaged in battle farther up the trail. 
  Something very large is moving about and bellowing 
  in anger—or pain. 
   
  As you peer around an outcropping, you see two 
  enormous but very strange creatures being attacked 
  by catlike beasts. The two humanoids aren’t big 
  enough to be giants, but they certainly aren’t human. 
  Both are more than seven feet tall. They have gray 
  skin mottled with light and dark brown patches, and 
  both are bald. They wear baggy, knee-length breeches 
  made of hide. One of the creatures is on his hands 
  and knees, struggling to rise. Blood trickles from 
  numerous scratches and bite wounds. Two of the 
  catlike creatures lie dead. The humanoid who still 
  stands is swinging a greatsword of enormous size. 
   
  The emaciated creatures have unnaturally large 
  teeth, including saber-tooth fangs. Patchy fur hides 
  portions of their slick black hides, and whip ke tails 
  snake from their bodies. 
  APL 2 (EL 4) 
  Munothu and Klagik: hp 78, 47; see Appendix One. 
  Feral yowlers:  hp 72, 67; see Appendix One. 
  APL 4 (EL 6) 
  Munothu and Klagik: hp 78, 47; see Appendix One. 
  Feral yowlers: hp 94, 94, 22 (weakened yowler unable 
  to yowl); see Appendix One. 
  APL 6 (EL 8) 
  Munothu and Klagik: hp 78, 47; see Appendix One. 
  A Deal Gone Cold 
   
  Page 6 
  
  Feral yowlers:  hp 94, 94, 47, 22 (weakest yowler 
  unable to yowl); see Appendix One. 
  Tactics: The feral yowlers concentrate on the goliaths as 
  their primary enemies. At APL 2 the yowlers attack the 
  goliaths exclusively until the goliaths are out of the 
  combat. Both goliaths rage throughout the combat. 
   
  The goliaths were scouting for a possible migration 
  route and had the bad luck to encounter the feral 
  yowlers. They are grateful and friendly to any 
  adventurers who come to their aid. They speak their own 
  tongue as well as Common and Dwarf. 
   
  Both goliaths stand approximately 7-1/2 feet tall and 
  weigh about 300 pounds. They are extremely muscular 
  and have gray skin mottled with shades of brown. They 
  are bald but have patchy body hair. 
   
  The humanoids wear only knee-length, loose-fitting 
  breeches made of deerskin. Each carries a large pouch 
  made of hide that contains a few personal items (bone 
  objects, knife, some dried food). 
   
  Assuming that the group communicates with the 
  goliaths, the party learns that the goliaths inhabit the 
  Clatspur Mountains and Sepia Uplands. They are 
  nomadic, following food as the seasons change. They are 
  curious about the characters’ journey and interested in 
  information about resources throughout the terrain. 
  They are especially interested when they learn about the 
  characters’ destination; they mention a desire to trade 
  with the dwarves. They are grateful for directions to the 
  mines.  
   
  The goliaths give each character a small token carved 
  of bone. The tokens are round cross-sections cut from the 
  leg bone of a large animal and carved with decorative 
  markings along the outside surface. Because the bone 
  pieces have a hollow center (they resemble enormous 
  beads), they can easily be slipped onto a chain or cord. If 
  the characters ever encounter goliaths again, the tokens 
  signal that the characters have had favorable relations 
  with the goliaths. The goliaths depart to rejoin their tribe. 
   
  The rest of the day’s journey is uneventful. The 
  adventurers should know that they need to camp for the 
  night. By late afternoon, encourage them to start making 
  plans to settle down. 
   
  Allow the characters to set out in the morning and 
  continue toward the mine. The terrain is rugged and 
  rocky, but the trail is easy to follow. Proceed to 
  Ezerthum’s Mines. 
   
  Treasure: The heroes receive Token of the Goliaths 
  from Munothu and Klagik. 
  Ezerthum’s Mines  
  Read or paraphrase the following: 
  After walking for the entire morning you notice a 
  feature up ahead that seems out of place. As you 
  approach, you realize that it is a stone bridge that 
  appears to go nowhere. Not until you reach the edge 
  of the bridge do you realize the extreme necessity of 
  this construct. The bridge spans a gorge about 20 feet 
  wide and about 120 feet deep. It appears to be newly 
  constructed—no more than a year old. 
  Characters are likely to be paranoid about the safety of 
  the bridge, but it is indeed new and very sturdy. They 
  have no difficulty crossing over. Less than an hour later, 
  they reach the mine. Read or paraphrase the following: 
  You travel up a slight rise and discover a sturdy 
  wooden wall stretching before you. A wide wooden 
  double gate stands open and you can enter the 
  compound unchal enged. 
  l
   
   
  ,
  i
  The scene before you is one of perpetual motion. 
  Everywhere, gnomes, a few dwarves, and some 
  humans go about the business of mining. Carts on 
  railed tracks travel back and forth  some filled with 
  rock and some empty. Small wagons, hitched to 
  sturdy ponies, are being filled with baskets and crates. 
  The scene is somewhat comical due to the difference 
  in size between the workers and equipment—some 
  items are scaled for the gnomes while others are 
  scaled to suit the dwarves or humans. Human-sized 
  implements tower over the gnomes while gnome 
  items look like mere toys n the presence of the 
  humans and dwarves. 
   
  The main features of the scene are two gyratory 
  rock crushers. These marvels of engineering stand 
  about as high as a three-story building. Each appears 
  as a conical-shaped container, and a conveyor belt 
  feeds a steady supply of large rocks into the top of the 
  crusher. Within, a smaller cone-shaped device rotates 
  continuously. As rock is dumped between the 
  container and the spinning implement, it is crushed 
  and falls to the bottom of the cone, where it pours out 
  the bottom in a steady stream. The result is that the 
  air is filled with the constant sound of crunching and 
  popping rocks as they are pulverized. 
  Several minutes pass before anyone notices the 
  characters. Eventually, a bored-looking dwarf halts in his 
  tracks and gives the heroes a squint. He addresses the 
  party by drawling, “Whatcha lookin’ at? Don’t 
  think you belong here!” 
  A Deal Gone Cold 
   
  Page 7 
  
   
  When the adventurers explain that they were hired 
  to investigate the disturbances in the mines, the dwarf 
  brightens and introduces himself as Wollop. He invites 
  them to meet Mirk, the dwarf overseer. Mirk has a cabin 
  at the edge of the mining camp. 
   
  Because the dwarves have suspended operations, 
  Mirk is in his cabin, which serves as his home and an 
  office. When the heroes enter, Mirk seems as if he is 
  trying to work but is fidgeting as if preoccupied. 
   
  Mirk is delighted that help has arrived. He answers 
  any questions the characters ask. If the characters ask to 
  meet the dwarves who were injured, Wollop departs to 
  fetch them. 
   
  Mirk has a wealth of information that he shares 
  freely with the heroes. 
  • 
  Half a dozen miners are missing, four have been 
  found dead, and three have been injured. 
  • 
  Three of the dead had no marks on them. The fourth 
  had deep slash marks across his body. 
  • 
  Operations in the lowest levels have been 
  suspended. The gnomes, however, refuse to take any 
  precautions against the danger below. 
  • 
  No one has seen any kind of creature down below. 
  The injured dwarves remember hearing crunching 
  sounds before they were attacked. 
  • 
  The lower mines are accessed by an elevator on 
  chains that is operated with a winch. It is engineered 
  to be operated by one person. During one of the 
  attacks, miners were just reaching the lowest level in 
  the elevator and must have scared away the mystery 
  creature. The area was exceptionally cold and frost 
  was seen covering a nearby wall. On another 
  occasion, the cage was covered in frost when it 
  returned to the main level. 
  • 
  The lower mines have never been damp or plagued 
  with trickling water, but since the attacks have 
  begun, puddles of water have been noticed down 
  below. 
  • 
  A few days before the attacks began, the dwarves 
  broke into a natural cave while tunneling. It led to a 
  rather long passage that ended in a rockslide. The 
  cave and passage showed signs that some sort of 
  creatures had been living there. 
  If the heroes ask to meet with the injured dwarves, they 
  arrive shortly after Mirk sends Wollop to summon them. 
  Their stories are very similar. 
  • 
  The dwarves were attacked from behind. None saw 
  their attacker, but they remember a sound like 
  breaking glass or falling ice shortly before they were 
  struck. 
  • 
  One of them received injuries that looked like 
  slashing claw marks. The others were knocked 
  unconscious. 
  • 
  Two of the dwarves also remember a rush of cold air 
  before they were attacked. 
  While the characters discuss matters with Mirk, a sharp 
  knock is heard at the door. Before anyone has a chance to 
  answer it, the door flies open and a red-faced gnome 
  enters—Ezerthum, the other owner of the mine. He is 
  hopping mad and starts making accusations at Mirk. 
  Read or paraphrase the following: 
  “Th s is all your fault! We never should have let you 
  in on this mine! Because of you, one of my miners is 
  dead. What did you let loose to run around down 
  there and kill my workers?” 
  i
   
   
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  You’re not sure, but you think steam might be 
  starting to escape from Mirk’s ears. He rises, his face 
  purple, and lets the gnome know what he’s thinking. 
  “This was a crummy deal from the start. We bought 
  half-interest and we got the deepest levels of the 
  mine. This was supposed to be a fifty-fifty deal!” Mirk 
  takes a deep breath and bellows at the gnome. “We 
  told you about the danger as soon as we knew 
  something was up. We qui  mining four days ago, but 
  you, Mister Greedy Pants, can’t bear to lose any time. 
  You sent your people nto the mine. This is your fault, 
  not ours.” The dwarf picks up the gnome in two 
  meaty fists and deposits him outside the cabin, then 
  slams the door. 
  After finishing with Mirk, the heroes have a great 
  opportunity to investigate. If they speak with Ezerthum 
  and explain that they are here to eliminate the danger in 
  the mine, he cooperates. He has only sketchy 
  information—Mirk knows more details than anyone—
  but he lets the heroes see the body of the dead gnome if 
  they request a look. Read or paraphrase the following if 
  the heroes desire to see the gnome: 
  You see two humans carrying a stretcher out of the 
  mine. The body upon it is covered with a blanket. 
  Ezerthum stops the men carrying the newest victim 
  and points them to a storage shed. He waves to you to 
  follow h m. 
   
  Inside the shed, the men set down the body and 
  Ezerthum carefully pulls back the blanket. Large 
  slash marks cut across the chest of the deceased 
  A Deal Gone Cold 
   
  Page 8 
  
  gnome, and his skin is pale and waxy. Strangely, his 
  right arm is ice-cold to the touch. 
  Two gnomes skulk timidly near the doorway to the shed, 
  trying to get a look at the dead gnome. If the characters 
  or Ezerthum notice the pair, the frightened gnomes can 
  be coerced into answering questions. Their story is that 
  their friend sneaked onto the elevator, determined to get 
  a look at the beast lurking below. The dwarf operating the 
  elevator had fallen asleep and the gnomes managed to 
  move it themselves. Only moments after he reached the 
  bottom, he began screaming and the gnomes woke the 
  dwarf to rescue him. They were too late. 
   
  The characters can learn little else from the gnomes 
  and dwarves. Their best bet is to descend into the depths 
  of the mines and investigate. Because the heroes arrived 
  at the mines in the early afternoon and spent time 
  gathering information, the dwarves recommend that 
  they rest and begin in the morning. 
   
  The dwarves provide a carefully drawn map of the 
  level on which the attacks occurred. It includes the 
  newly opened area that was believed to be inhabited, as 
  well as the dead-end tunnel. Give the players the map 
  entitled DM and Player Aid #1. 
   
  When the heroes are ready to enter the mine, 
  proceed to Look Out Below!. 
  Look Out Below! 
  Wollop escorts the heroes to the mine entrance. On the 
  way, he offers them a wand of cure light wounds with 20 
  charges and two potions of resist energy (cold) at 
  minimum caster level. These items must be returned, if 
  not used; however, Wollop is willing to sell them to the 
  heroes after the adventure. The entrance to the mine 
  looks like a yawning opening in the earth. Two sets of 
  cart rails lead into darkness. 
   
  Wollop then rides to the lower levels with the 
  characters. At the bottom, he wanders no more than 20 
  feet from the elevator but points out the various tunnels 
  to the characters to help them get their bearings. 
   
  Read or paraphrase the following: 
  Wollop trots along just ahead of you and bustles into 
  the cavern. Inside and to the left, you see a wooden 
  platform and a large metal cage. Two dwarves idle 
  nearby—they operate the elevator. They become 
  attentive when Wol op approaches. 
  l
   
  l
   
  t
  Wol op opens the elevator and gestures for you to 
  enter. He picks up a torch and lights it from a nearby 
  brazier, then steps into the elevator. Once inside, he 
  shouts a command to the pair of dwarves. One of 
  them begins to operate a winch and the elevator 
  slowly descends. The ride is bumpy and jerky and the 
  cage swings slightly. Wollop seems not to notice the 
  ride; you hope that’s a sign that this conveyance is 
  safe. 
  The cage jerks to a halt. Wollop steps out with his 
  lighted torch and ligh s several more torches 
  mounted in the wall. He hands the torch to you, 
  makes sure that you are able to match up your map to 
  the tunnels, then steps back into the elevator. “We’ll 
  send the cage back down in case you need to make a 
  hasty retreat. When you’re ready to come up, hit the 
  gong over here.” He reaches through the bars and hits 
  a small gong. A few moments later, the cage begins to 
  rise. “Good luck!” Wollop calls down. 
  Note to the DM: If you wish to add some drama to this 
  adventure, consider placing a chraal near the elevator at 
  some point and giving it a reason to use its breath weapon 
  (most likely by pursuing the heroes). You may indicate to 
  the players that the extreme cold threatens to weaken the 
  metal of the chains or cage. The result could be a 
  dramatic scare to heighten tension, especially while the 
  characters are inside and attempting to ascend. In reality, 
  the cold will not be enough to snap the chains and drop 
  the cage. 
   
  The cage takes eight rounds to descend from the top 
  of the mine to the bottom. Ascending from the bottom 
  level to the top takes 12 rounds. 
   
  Refer to the map (DM and Player Aid #1) at the end 
  of this adventure. This level has been mined for less than 
  a year, so its tunnels are not very extensive. The elevator 
  halts at the area marked A on the map. Areas B and C 
  have been mined by the dwarves. Allow the characters to 
  explore the tunnels freely. The walls and ceilings are 
  solid rock, primarily granite and gneiss. The tunnels are 
  clean except for the areas currently being mined and an 
  occasional tool that was left behind. 
   
  The newly opened area begins at the end of the long 
  passageway. It has two natural rooms and a short tunnel. 
  In room D, clean-picked animal bones are evident, as well 
  as some broken crockery and an area that was used for a 
  cooking fire.  
   
  In the northwest corner of room D lies a short 
  tunnel. It has recently collapsed, but if the tunnel were 
  cleared, it would lead to the ravine near the mine (the 
  ravine that is spanned by the stone bridge). 
   
  In room D, several stacks of dirty, smelly blankets 
  show evidence that some sort of creatures slept here. A 
  few pieces of clothing lie about—leggings with holes in 
  A Deal Gone Cold 
   
  Page 9 
  
  the knees, a torn tunic, a pair of mismatched wool 
  stockings. The clothing looks as if it would fit a dwarf—
  but something about it tells the heroes that these items 
  were never worn by average dwarves. The clothing 
  actually belonged to a duergar wizard and two duergar 
  henchmen. 
   
  In the northeast corner of room D lies a secret 
  room—room E. It is small and irregularly shaped.  The 
  opening to this room is only 5 feet high and about 3 feet 
  across. A wall of ice about six inches thick covers this 
  opening. From room D, the ice is difficult to detect due to 
  the small size of the opening and the lack of light in the 
  cave. From within the secret room, occupants can easily 
  see through the ice and observe anything happening in 
  room D. Due to the solid rock and the ice, sound cannot 
  pass between the rooms. 
   
  Before the characters have a chance to study the ice 
  wall and attempt to break through it, they are attacked by 
  the chraals. 
  APL 2 (EL 4) 
  Lesser chraal: hp 36; see Appendix One. 
  APL 4 (EL 6) 
  Chraal: hp 84; see Appendix Two. 
  APL 6 (EL 8) 
  Chraals: hp 85, 85; see Appendix Two. 
  Tactics: The chraals can hear the elevator descending. 
  They lie in wait until they hear intruders walking down 
  their tunnel. At APL 2, a single chraal charges the lead 
  hero. It uses its breath weapon only as a last defense. At 
  APL 4, a single chraal uses its breath weapon as its first 
  action then charges the lead character in the next round. 
  At APL 6, one chraal uses its breath weapon and the other 
  charges the lead character in the party. The two chraals 
  then take turns using their breath weapons for the rest of 
  the combat, never breathing in the same round. 
   
  If the characters destroy the ice, they find three 
  dwarves trapped in the secret room. They were captured 
  by the chraals four days earlier. They are cold and hungry 
  but will recover from their ordeal. 
   
  Allow the heroes to proceed with exploring the 
  complex. When 1d4+8 rounds have passed after the fight 
  with the chraals, begin Unexpected Guests. 
   
  Treasure: The following treasure can be found in 
  room D. 
   
  APL 2 -- L: 0 gp; C: 50 gp; M: 274 gp—burrowers 
  saddle (3 gp), pearl of power (1st level) (83 gp), elemental 
  gem (earth) (188 gp). 
   
  APL 4 -- L: 0 gp; C: 50 gp; M: 670 gp— bead of force 
  (250 gp), brooch of shielding (125 gp), burrowers saddle 
  (3 gp), elemental gem (earth) (188 gp), pearl of power (1st 
  level) (83 gp), silversheen (21 gp). 
   
  APL 6 -- L: 0 gp; C: 50 gp; M:  1251 gp— bead of force 
  (250 gp), brooch of shielding (125 gp), burrowers saddle 
  (3 gp), dusty rose prism ioun stone (417 gp), elemental 
  gem (earth) (188 gp), goggles of minute seeing (104 gp), 
  pearl of power (1st level) (83 gp), silversheen (21 gp), 
  wand of magic missile [CL5, 10 charges] (6 gp/charge). 
  Unexpected Guests 
  The party is visited by one or more xorn. These creatures 
  were passing through the ravine and were attracted by 
  the sounds of the battle within the caves. They earth 
  glided through the collapsed tunnel into room D to make 
  their way into the dwarves’ mine. The xorn arrive 1d4+8 
  rounds after the heroes have defeated the chraals. 
   
  The dwarves who were rescued from room E are too 
  weak to participate in the battle. 
  APL 2 (EL 3) 
  Minor xorn: hp 22; see Monster Manual, pages 260-
  261. 
  APL 4 (EL 4) 
  Minor xorn (2): hp 22, 22; see Monster Manual, pages 
  260-261. 
  APL 6 (EL 6) 
  Average xorn: hp 48; see Monster Manual, pages 260-
  261. 
  Tactics: At APL 2, the single xorn is quite arrogant, and 
  attacks the toughest-looking character in the party. At 
  APL 4, the two minor xorn attempt to engage a lightly 
  armored opponent first, preferably a spellcaster. At APL 
  6, the xorn attacks any who come close to melee; 
  otherwise, it goes after spellcasters. 
   
  If a xorn is reduced to less than 10 hit points, it 
  attempts to flee. 
   
  When the characters are finished in the mines, they 
  can return to the surface to heal and recover. The dwarves 
  aid them in healing their injuries, but are unable to 
  restore life to any adventurers who lose their lives. The 
  adventurers receive a heroes’ welcome, especially if they 
  rescued the three trapped dwarves. 
   
  Proceed to Delga and the Goliaths. 
  A Deal Gone Cold 
   
  Page 10 
  
  Delga and Goliaths 
  After defeating the chraals in the mines, the characters 
  earn the thanks of the dwarves. They  also earn the 
  appreciation of Ezerthum the gnome to a certain degree; 
  he still feels that if the dwarves hadn’t been so careless, 
  none of this would have happened, and the heroes came 
  along to clean up their mess. 
   
  The dwarves offer the adventurers a place to stay for 
  the night as well as an impromptu party to celebrate their 
  victory. Just in time for the party, an important visitor 
  arrives from Dargas Mor—Delga Keygate, who is leader 
  of the Council of the Wise and High Ritemaster. She 
  looks like a typical dwarf female and wears a short brown 
  beard. Her green eyes are distinctive among the 
  Dargakind. 
   
  Toward the end of dinner, Delga rises and addresses 
  the assembly. She thanks the heroes on behalf of the 
  Hammerstrike clan and the residents of Dargas Mor and 
  offers them gifts. The party then continues late into the 
  night. 
   
  If the heroes did not tell the goliaths about their 
  destination and give directions to the mine, skip the 
  following scene. 
   
  As the characters prepare to leave the mine, a 
  commotion begins near the wooden gate into the mining 
  compound. If the heroes investigate, they see the 
  following. 
  Half a dozen gnomes and three dwarves are 
  brandishing weapons at two much larger creatures 
  while others run to their aid. The scene is comical—
  the two newcomers stand more than seven feet tall 
  and their weapons are tal er than the gnomes 
  themselves. Yet the tall folk stand back with their 
  hands raised as the short sentries leve  weapons at 
  them. You immediately recognize them as Munothu 
  and Klagik, the goliaths you met on the trail. 
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  The goliaths, following the directions given by the 
  heroes, have arrived. They hope to form a relationship 
  with the dwarves in order to acquire dwarven weapons 
  forged to suit their large size. The adventurers have the 
  opportunity to make introductions between the two 
  groups. If they wish to do so, Mirk and Ezerthum arrive 
  and the goliaths are welcomed into the camp. 
   
  Proceed to Conclusion. 
  Conclusion 
  With the extermination of the creatures in the mines 
  completed, the characters may depart for Highfolk on 
  foot, or they may take advantage of Delga Keygate’s offer 
  to whisk them back to the city. Delga uses a word of 
  recall spell to transport the group to the cellar of the 
  Dead Goblin Inn, which houses a secret shrine of 
  Moradin. The journey is uneventful. When the heroes 
  reach the Dead Goblin, Delga thanks them again. She 
  hands the barkeep a small pouch of coins and tells the 
  heroes that they should order whatever they like. 
  Afterward, they are free to go about their business. 
   
  Before leaving, Delga presents each adventurer with 
  a badge of valor and an apron of resistance. 
   
  As the characters enjoy a hearty lunch, Spike and 
  Relgar arrive to pay them a visit. Spike shakes the hand of 
  each adventurer, while Relgar gives them a gruff nod. 
  “Can’t thank ya enough,” Spike begins. “We had our 
  doubts about sendin’ ya up to the mine, but it seems 
  that you saved the day. If we can ever help ya out, just 
  come and find us down at the forge. We can fix ya up 
  with a really nice weapon if ya want.” Spike winks, 
  then elbows Relgar and clears his throat. 
   
  “Yeah,” he croaks. “You guys pul ed through 
  better than we expected. We’re glad yer not dead and 
  we won’t be losin’ any more dwarves. If ya can think 
  of a way that we can stick it to Ezerthum, just let us 
  know.” He grins a wi d grin and Spike gives him a 
  shove. 
   
  “You know where to find us,” Spike says n 
  farewell. He and Relgar wave and head back out into 
  the street. 
  Treasure: Delga gives the following items to the party. 
   
  APL 2 -- L: 0 gp; C: 100 gp; M: 166 gp—apron of 
  resistance +1 (83 gp), badge of valor (83 gp). 
   
  APL 4 & 6 -- L: 0 gp; C: 100 gp; M: 416 gp—apron of 
  resistance +2 (333 gp), badge of valor (83 gp). 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  A Deal Gone Cold 
   
  Page 11 
  
  Trek to the Mines 
  Defeating the yowlers 
   
  APL2 100 xp; APL4 160 xp; APL6 220 xp 
  Keeping a goliath alive 
   
  All APLs 10 xp per goliath (max 20 xp) 
  Look Out Below! 
  Defeating the chraals 
   
  APL2 120 xp; APL4 180 xp;  
  APL6 240 xp 
  Unexpected Guests 
  Defeating the xorn 
   
  APL2 90 xp; APL4 120 xp; APL6 180 xp 
  Story Award 
  Captured dwarves are rescued. 
   
  APL2 60 xp; APL4 60 xp; APL6 60 xp 
  Discretionary role-playing award 
   
  APL2 90 xp; APL4 135 xp; APL6 180 xp 
  Total possible experience: 
   
  APL2 450 xp; APL4 675 xp;  
  APL6 900 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magical items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are still there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot a body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if he takes the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magical treasure is 
  the hardest to adjudicate, because it is varied and because 
  characters may want to use items during the adventure. 
  Many times characters must cast identify, analyze 
  dweomer, or a similar spell to determine what an item does 
  and how to activate it. Other times they may attempt to use 
  an item blindly. If the magic item is consumable (a potion, 
  scroll, bolts, and so on) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter, add it up. The result is the 
  number of gold pieces a character gains. The character’s 
  total and coin value are increased at the end of the 
  adventure. Write the total in the “GP Gained” field of the 
  adventure certificate. Because this is a Regional adventure, 
  characters may spend Time Units to practice professions or 
  create items immediately after the adventure, so this total 
  may be modified by other circumstances. 
   
  L=Looted gear from enemy; C=Coin, Gems, Jewelry, 
  and other valuables; M=Magical Items. 
  Look Out Below! 
  APL 2: L: 0 gp; C: 50 gp; M: 274 gp. 
  APL 4: L: 0 gp; C: 50 gp; M: 670 gp. 
  APL 6: L: 0 gp; C: 50 gp; M: 1251 gp. 
  Conclusion 
  APL 2: L: 0 gp; C: 100 gp; M: 166 gp. 
  APL 4: L: 0 gp; C: 100 gp; M: 416 gp. 
  APL 6: L: 0 gp; C: 100 gp; M: 416 gp. 
  Total Possible Treasure 
  APL 2: L: 0 gp; C: 150 gp; M: 440 gp—Total: 590 gp (max 
  450 gp) 
  APL 4: L: 0 gp; C: 150 gp; M: 1,086 gp—Total: 1,236 gp 
  (max 900 gp) 
  APL 6: L: 0 gp; C: 150 gp; M: 1,667 gp—Total: 1,817 gp 
  (max 1,350 gp) 
  Special 
  Legendary Deed (5%) – Chraal Killer: Your reputation 
  as one who cleared the mine of foul elemental beasts 
  proceeds you. When this deed is redeemed, dwarven 
  smiths recognize your prowess and offer to temper one of 
  your bladed weapons for free. Tempering grants a +1 
  bonus to weapon damage rolls with this weapon. 
  A Deal Gone Cold 
   
  Page 12 
  
  Additionally, the weapon gains +2 hit points and +1 point 
  of hardness. These effects only last for the course of the 
  adventure in which this deed is recognized. 
  Favor of Delga Keygate: You have performed a valuable 
  service for the Hammerstrike Dwarves and you have 
  earned the favor of Delga Keygate. She presents each 
  adventurer with a badge of valor. You may purchase this 
  item as if you had Adventure access. 
  Favor of Clan Hammerstrike: You are offered one of the 
  following: 
  [  ] Access to purchase an apron of resistance with the 
  Clan Hammerstrike emblem embroidered on it (see 
  below). 
  [  ] Access to purchase one adamantine weapon after a 
  Highfolk regional adventure. Weapon purchased: 
  ______________________________. 
  Apron of Resistance: This item functions identically to a 
  cloak of resistance, except that it takes up the robe/armor 
  body slot. 
  Token of the Goliaths: This gift allows adventure access 
  to one of the following items from the goliath tribe: 
  goliath greathammer, great crossbow, goliath healing kit. 
  Select one and mark “USED” across the favor. The item 
  must be purchased normally. The token always marks 
  you as a friend. 
  Hammerstrike or Dargas Mor Member: If you are 
  currently a member of the Hammerstrike clan or are a 
  Dargas Mor dwarf, select one item (except the wand of 
  cure light wounds) below. You gain regional access to 
  that item. Write in your selection______________. 
  [  ] Influence Point – Gnomish Consortium of 
  Miners, Moneylenders, Merchants, and Gemcutters 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2 
  • 
  Apron of resistance +1 (Regional; see above; 1,000 
  gp) 
  • 
  Badge of valor (Adventure; CV) 
  • 
  Burrower’s saddle (Adventure; Races of Stone) 
  • 
  Elemental gem (earth) (Adventure; DMG) 
  • 
  Pearl of power (1st level) (Adventure; DMG)  
  • 
  Potion of resist energy (cold) (Adventure; CL3; 
  DMG) 
  • 
  Wand of cure light wounds (Adventure; CL1; DMG) 
  APL 4 (all from APL 2 plus the following) 
  • 
  Apron of resistance +2 (Regional; see above; 4,000 
  gp) 
  • 
  Bead of force (Adventure; DMG) 
  • 
  Brooch of shielding (Adventure; DMG) 
  • 
  Silversheen (Adventure; DMG) 
  APL 6 (all from APLs 2–4 plus the following) 
  • 
  Dusty rose prism ioun stone (Adventure; DMG) 
  • 
  Goggles of minute seeing (Adventure; DMG) 
  • 
  Ring of sustenance (Adventure; DMG) 
  • 
  Wand of magic missile (Adventure; CL5; DMG) 
   
  A Deal Gone Cold 
   
  Page 13 
  
  Appendix One – All APLs
  Trek to the Mines 
  Munothu Trailseeker Vathakangaunama: Male goliath 
  Bbn5/Rgr2; CR 8; Medium Monstrous Humanoid; HD 
  5d12+20 plus 2d8+8; hp 70; Init -1; Spd 40 ft.; AC 19, 
  touch 10, flat-footed 19; Base Atk +7; Grp +13; Atk +15 
  melee (3d6+8 plus 1d6 fire/19–20x2, large greatsword) or 
  +6 ranged (2d6+5, greatspear); Full Atk +15/+10 melee 
  (3d6+8/19–20x2 plus 1d6 fire, large greatsword) or +12 
  ranged (2d6+5, greatspear); SA Rage 2/day; SQ Combat 
  style, goliath traits, improved uncanny dodge, trap sense 
  +2, uncanny dodge, favored enemy (magical beasts) +2, 
  wild empathy 1d20+4; AL CG; SV Fort +11, Ref +4, Will 
  +1; Str 20, Dex 8, Con 18, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +5, Hide +5, Intimidate +7, 
  Jump +7, Listen +10, Spot +10, Survival +10; Cleave, 
  Power Attack, Weapon Focus (greatsword).  
   
  Goliath Traits (Ex): Goliaths function as if they 
  were one size category larger. They can make standing 
  long jumps and high jumps as if they were running 
  jumps. Does not take -5 Climb for accelerated Clib 
  checks. 
   
  Rage (Ex): 2/day -- +4 Str, +4 Con, -2 AC, +2 Will 
  saves for 9 rounds. Fatigued afterwards. 
   
  Possession: Giant flaming greatsword +1. This 
  weapon was wielded by Munothu’s great-grandfather, 
  who called it “Avalanche.” Munothu is the first member 
  of his family who has been able to use it in battle in many 
  years. The greatsword is oversized and has the flaming 
  ability, causing an extra 1d6 damage to creatures affected 
  by fire. 
  Klagik Cloudwatcher Mallakkamauvoli: Male goliath 
  Bbn4; CR 5; Medium Monstrous Humanoid; HD 
  4d12+16 plus 1d8+4; hp 47; Init +0; Spd 40 ft.; AC 19, 
  touch 10, flat-footed 19; Base atk +5; Grp +9; Atk +10 
  melee (2d6+5/19–20, greatsword) or +5 ranged (2d6+5, 
  great spear); Full Atk as Atk; SA Rage 1/day; SQ fast 
  movement, goliath traits, trap sense +1, uncanny dodge, 
  AL CG; SV Fort +8, Ref +1, Will +1; Str 18, Dex 10, Con 
  18, Int 14, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +5, Hide +3, Intimidate +3, 
  Jump +7, Listen +5, Spot +5, Survival +7; Cleave, Power 
  Attack, Weapon Focus (greatsword).  
   
  Goliath Traits (Ex): Goliaths function as if they 
  were one size category larger. They can make standing 
  long jumps and high jumps as if they were running 
  jumps. Does not take -5 Climb for accelerated Clib 
  checks. 
   
  Rage (Ex): 2/day -- +4 Str, +4 Con, -2 AC, +2 Will 
  saves for 9 rounds. Fatigued afterwards. 
   
  Possession: Greatsword. 
  Feral Yowler: CR 5; Medium Magical Beast; HD 
  7d10+56; hp varies; Init +7; Spd 50 ft.; AC 16, touch 13, 
  flat-footed 13; Base Atk +7; Grp +11; Atk +11 melee 
  (1d8+6, bite); Full Atk +11 melee (1d8+6, bite) and +6/+6 
  melee (1d6+4, claws); SA Trip, yowl of fear (DC 16); SQ 
  Darkvision 60 ft., fast healing 3, immunities, low-light 
  vision, minor displacement, scent; AL CE; SV Fort +13, 
  Ref +8, Will +4; Str 18, Dex 17, Con 27, Int 7, Wis 14, Cha 
  16. 
   
  Skills and Feats: Hide +13, Listen +5, Move Silently 
  +13, Spot +5; Improved Initiative, Power Attack, Stealthy.  
   
  Trip (Ex): A feral yowler that hits with a bite attack 
  can attempt to trip its opponent (+5 check modifier) as a 
  free action without using a touch attack or provoking 
  attacks of opportunity. If the attempt fails, the opponent 
  cannot react to trip the feral yowler. 
   
  Yowl of Fear (Su): Every 1d4 rounds, a feral yowler 
  can make all creatures within 60 feet of a feral yowler that 
  can hear its yowl make a DC 16 Will save or be shaken 
  for as long as it remains within the area and for 2d4 
  rounds thereafter. A creature that succeeds its saving 
  throw is immune to that feral yowler's yowl for 24 hours. 
  The save DC is Charisma-based. 
   
  Immunities (Ex): Immune to fear, negative energy, 
  and energy drain effects. 
   
  Minor Displacement (Su): Any melee or ranged 
  attack directed at it has a 20% miss chance unless the 
  attacker can locate the beast by some means other than 
  sight. A true seeing effect allows the user to see the 
  beast's position, but see invisibility has no effect. 
  Look Out Below! 
  Lesser Chraal: CR 4; Large Elemental (Cold); HD 
  6d8+24; hp varies; Init +0; Spd 40 ft.; AC 18, touch 13, 
  flat-footed 18; Base Atk +4; Grp +11; Atk +6 melee (1d6+3 
  plus 1d6 cold, claw); Full Atk +6/+6 melee (1d6+3 plus 
  1d6 cold, claws) and +4 melee (2d6+1 plus 1d6 cold, bite); 
  Space/Reach 10 ft./10 ft.; SA Breath weapon, death 
  throes, freeze; SQ DR 5/-, darkvision 60 ft., deflecting 
  cold, elemental traits, immunity to cold, vulnerability to 
  A Deal Gone Cold 
   
  Page 14 
  
  fire; AL NE; SV Fort +9, Ref +2, Will +4; Str 16, Dex 11, 
  Con 18, Int 9, Wis 10, Cha 14. 
   
  Skills and Feats: Listen +3, Search +2, Spot +3; 
  Improved Natural Attack (claw), Iron Will, Multiattack.  
   
  Breath Weapon (Su): 30–foot cone, 1/day, 3d6 cold, 
  Reflex DC 17 half. The save DC is Constitution-based. 
   
  Death Throes (Ex): When killed, a chraal explodes 
  in an immense blast of cold energy that causes 5 points of 
  cold damage and 5 points of piercing damage to anything 
  within 30 feet (Reflex DC 17 half). The save DC is 
  Constitution-based. 
   
  Freeze (Ex): A chraal generates so much cold that a 
  mere touch, including all its attacks, deals an additional 
  +1d6 points of cold damage. Any metallic weapon a chraal 
  might wield in combat also conducts this cold. 
   
  Deflecting Cold (Su): The magical cold radiance 
  that shines from the cracks in a chraal's black ice gives it a 
  measure of defense, providing it with a +2 deflection 
  bonus to Armor Class. 
   
  A Deal Gone Cold 
   
  Page 15 
  
  Appendix Two – New Rules Items
  Feral Yowler 
  from Monster Manual III 
  Medium Magical Beast 
  Hit Dice: 7d10+56 (94 hp) 
  Initiative: +7 
  Speed: 50 ft. (10 squares) 
  Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat 
  footed 13 
  Base Attack/Grapple: +7/+11 
  Attack: Bite +11 melee (1d8+6) 
  Full Attack: Bite +11 melee (1d8+6) and 2 claws +6 melee 
  (1d6+4)  
  Space/Reach: 5 ft. /5 ft.  
  Special Attacks: Trip, yowl of fear  
  Special Qualities: Darkvision 60 ft., fast healing 3, 
  immunities, low-light vision, minor displacement, scent 
  Saves: Fort +13, Ref +8, Will+4 
  Abilities: Str 18, Dex 17, Con 27, lnt 7, Wis 14, Cha 16 
  Skills: Hide +13, Listen +5, Move Silently +13, Spot +5 
  Feats: Improved Initiative, Power Attack, Stealthy 
  Environment: Temperate mountains 
  Organization: Solitary, pair, or pride (6–10) 
  Challenge Rating: 5 
  Treasure: Standard  
  Alignment: Always chaotic evil 
  Advancement: 8–14 HD (Medium); 15–21 HD (Large)  
  Level Adjustment: — 
   
  A hideous creature pads silently toward you on four 
  feet, its blank white eyes fixed in your direction. Patchy 
  fur covers its shrunken, unhealthy black skin only in 
  places, and open sores dot its hide. A feral, narrow, catlike 
  head swings low to the ground, and you see a long, 
  emaciated tail shifting behind the creature as it walks. 
   
  Feral yowlers are the result of extreme experiments 
  in necromantic magic gone awry. Whether originally 
  spawned from displacer beasts or panthers, or concocted 
  from no known beast, the first feral yowlers were warped 
  and twisted by massive amounts of magical energy. 
  Because of these experiments, they not only developed 
  an immunity to necromantic magic, they also gained the 
  abilities that make them such deadly and efficient killers. 
  Feral yowlers are ruthless predators, hunting not only for 
  fun but also for the thrill of the kill. 
   
  A feral yowler measures about 7 feet long and weighs 
  roughly 400 pounds. While they love to yowl, feral 
  yowlers do not actually speak, though some learn to 
  recognize a few simple words of  the goblin language. 
  COMBAT 
  A lone feral yowler always tries to ambush its prey. When 
  it does strike, it begins a battle with its yowl of fear, 
  hoping to distract and weaken its foes. A feral yowler 
  then charges into combat, relying on rapid attacks to 
  bring prey down quickly. 
   
  A feral yowler prefers to fight using its Power Attack 
  feat, typically taking a –3 penalty on its attack rolls and 
  gaining a +3 bonus on damage rolls. 
   
  Trip (Ex): A feral yowler that hits with a bite attack 
  can attempt to trip its opponent (+5 check modifier) as a 
  free action without using a touch attack or provoking 
  attacks of opportunity. If the attempt fails, the opponent 
  cannot react to trip the feral yowler. 
   
  Yowl of Fear (Su): Every 1d4 rounds, a feral yowler 
  can let loose a wailing yowl that strikes fear into the 
  hearts of any who hear it. All creatures within 60 feet of a 
  feral yowler that can hear its yowl are affected. Each 
  creature within the area must make a DC 16 Will save or 
  be shaken for as long as it remains within the area and for 
  2d4 rounds thereafter. A creature that succeeds its saving 
  throw is immune to that feral yowler's yowl for 24 
  hours,.The save DC is Charisma-based. 
   
  Immunities (Ex): Feral yowlers are immune to fear, 
  negative energy, and energy drain effects. 
   
  Minor Displacement (Su): A light-bending glamer 
  continually surrounds a feral yowler, making it hard to 
  surmise the creature's true location. Any melee or ranged 
  attack directed at it has a 20% miss chance unless the 
  attacker can locate the beast by some means other than 
  sight. A true seeing effect allows the user to see the 
  beast's position, but see invisibility has no effect. 
   
  Skills: A feral yowler has a +6 racial bonus on Hide 
  checks and Move Silently checks. 
  A Deal Gone Cold 
   
  Page 16 
  
  Chraal 
  from Monster Manual III 
  Large Elemental (Cold) 
  Hit Dice: 9d8+45 (85 hp) 
  Initiative: +0 
  Speed: 40 ft. (8 squares) 
  Armor Class: 21 (–1 size, +8 natural, +4 deflection), touch 
  13, flat-footed 21 
  Base Attack/Grapple: +6/+15 
  Attack: Claw +10 melee (1d8+5 plus 1d6 cold) 
  Full Attack: 2 claws +10 melee (1d8+5 plus 1d6 cold) and 
  bite +8 melee (2d6+2 plus 1d6 cold)  
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Breath weapon, death throes, freeze  
  Special Qualities: Damage reduction 5/–, darkvision 60 
  ft., deflecting cold, elemental traits, immunity to cold, 
  vulnerability to fire 
  Saves: Fort +11, Ref +3, Will +5 
  Abilities: Str 21, Dex 11, Con 20, Int 9, Wis 10, Cha 14  
  Skills: Listen +4, Search +3, Spot +4 
  Feats: Improved Natural Attack (bite), Improved Natural 
  Attack (claw), Iron Will, Multiattack  
  Environment: Elemental Plane of Water  
  Organization: Solitary  
  Challenge Rating: 6  
  Treasure: None 
  Alignment: Always neutral evil  
  Advancement: 10–18 HD (Large); 19–27 HD (Huge) 
  Level Adjustment: — 
   
  An 8-foot-tall, powerful being seemingly constructed 
  of magical ice confronts you. Jagged spurs and spines 
  form icy ridges along its blue-black, humanoid-shaped 
  body, and cold blue light leaks from eyes, mouth, and 
  joints of its glistening black icy form. Its long, muscled 
  arms end in sharp talons, and its mouth opens to reveal 
  rows of daggerlike teeth. 
   
  When a particularly evil and hateful being perishes 
  on either the Elemental Plane of Air or the Elemental 
  Plane of Water, its life force is sometimes captured by the 
  planar powers and coalesced into a chraal. The chraal 
  retains no knowledge of its past life and exists as a radiant 
  cloud of cold energy trapped inside a monstrous shell of 
  hard, bluish black ice. Some spellcasters who specialize in 
  summoning and controlling extraplanar servants bind 
  chraals to them once they learn of the elementals’ 
  existence. The chraals enjoy such excursions from their 
  home plane, relishing any chance to inflict harm on the 
  living. A chraal summoned and bound to a spellcaster's 
  service that is not given the opportunity to hunt and kill 
  invariably tries to turn against its summoner. 
   
  Chraals are solitary creatures and do not intermingle 
  or procreate. They do not generally attack one another 
  and will sometimes combine their strength to defeat a 
  common enemy before going their separate ways. 
   
  A chraal stands 8 feet tall. Its head rests atop two 
  broad shoulders, and its thick arms end in wicked claws 
  strong enough to crush stone. A chraal weighs between 
  1,000 and 2,000 pounds. 
   
  Chraals cannot speak or communicate in any way, 
  but they have rudimentary intelligence and can be 
  commanded to follow orders under the proper 
  circumstances. 
  COMBAT 
  A chraal is a ruthless killer, relishing the bloodshed of its 
  enemies. It rarely retreats from a fight, attacking until it 
  or its opponent is slain. A chraal nearly always begins a 
  battle with its breath weapon. It focuses its attacks on any 
  creature that exhibits signs that it might have fire (magic 
  or otherwise) at its disposal. A chraal is too impatient to 
  rely on its breath weapons for long, however. It would 
  rather wade into melee, tearing its enemies to pieces with 
  its sharp claws. 
   
  Breath Weapon (Su): 60–foot cone, 3/day, 6d6 cold, 
  Reflex DC 19 half. The save DC is Constitution-based. 
   
  Death Throes (Ex): When killed, a chraal explodes 
  in an immense blast of cold energy that causes 10 points 
  of cold damage and 10 points of piercing damage to 
  anything within 30 feet (Reflex DC 19 half). The save DC 
  is Constitution-based. 
   
  Freeze (Ex): A chraal generates so much cold that a 
  mere touch, including all its attacks, deals an additional 
  +1d6 points of cold damage. Any metallic weapon a 
  chraal might wield in combat also conducts this cold. 
   
  Deflecting Cold (Su): The magical cold radiance 
  that shines from the cracks in a chraal's black ice gives it a 
  measure of defense, providing it with a +4 deflection 
  bonus to Armor Class. 
   
  A Deal Gone Cold 
   
  Page 17 
  
  DM and Player’s Aid #1 
  This is a rough map of the Hammerstrike mine. 
   
  A Deal Gone Cold 
   
  Page 18 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Highfolk/HIG5-07 - A Deal Gone Cold.pdf