TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URC8−05 
   
   
   
   
  Into the Darkness 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  County of Urnst Regional Adventure 
  Version 1.7 
  by D’Anne Rooney 
   
  Circle Reviewers: Colleen Simpson  
  Reviewers: JP Chapleau 
  Playtesters: Patrick Anderson, Sean Clark, Brian Glose, Tom Japhet, Leonard Logan and Don Shriver 
   
  For the past year or two, rumors have circulated concerning the Black Man of the Swamp. Now, it has been proven that 
  his sinister plans for the County have begun, and an all out war has been declared Those in power are not willing to wait 
  for the Black Man to make his final move; they choose to send the fight to him. Part two of the Dusk Falls on the 
  County series and Part Four of the War in the Fennelmore.  
   
  This adventure is the culmination of both War in the Swamp and Dusk falls upon the County Series. 
  It is recommended that the following scenarios be played first, URC7-05 Through the Gloaming, URC7-M05: Down on the 
  Bayou part 1, URC7-09 Blood on the Bayou and URC7-M09 Mad Dane’s Hunt.  
   
  This event will be of special interest to members of House Gellor, Knights of the Swan, and anyone with a score to settle 
  with the Black Man in the Swamp. A one-round Regional adventure set in the Archbarony of Fennelmore in the 
  County of Urnst for characters level 4-15 (APLs 6-14). 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Draconomicon [Andy Collins, Skip Williams, James Wyatt], Dungeonscape [Jason Bulmahn and Rich Burlew], 
  Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J Finch, Gwendolyn FM Kestrel, Rich Redman, 
  Matthew Sernett, Chris Thomasson, P Nathan Toomey], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike 
  McArtor].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  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, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  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 rule 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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session 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). You 
  need one copy of this for each participating player. 
   
   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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 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. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URC8-05 Into the darkness 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  ROUNDS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  The Archbarony of Fennelmore in the County of Urnst. 
  All regional characters pay 12 gp per round and all non-
  regional characters pay 24 gp per round for Adventurer’s 
  Standard Upkeep. Rich and Luxury Upkeep cost 75 gp 
  per round for regional characters and 150 gp per round 
  for non-regional characters. Characters that fail to pay at 
  least Standard Upkeep 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 adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  The PCs are not meant to fight the Black Man during this 
  adventure. 
   
  Please be aware of the Regional Race Rules outlined 
  in Appendix 3 of this adventure; these may very well 
  come into play. 
   
  Take note of anyone who has received the Notice of 
  the Black Man of the Swap. This notice has been given in 
  several 597 CY adventures. These PCs will be specifically 
  targeted by the minions of the Black Man. 
   
  Take note of anyone who has received favors from 
  either the Knights of the Swan, from Lord Gellor, or from 
  Lady Cezia, as well as those who are part of the Gellor 
  household. 
   
  Also note anyone who has played URC7-08 Alive! and 
  rescued Nimar from the extra-planar prison. 
   
  RUNNING THE SWAMP QUICK & EASY 
  A quick note from the editor on how to run the swamp.  
  1. The Swim DCs are 5 everywhere in the Swamp, 
  except in a quicksand square. The waters are still 
  everywhere. 
  2. Draw a map with islands those areas are dry and the 
  PCs can move on those without problem. 
  3. Next to the islands, draw 5-10 feet of shallows these 
  areas are shallow. They prevent five-foot steps and 
  charges, but otherwise do not hamper movement. 
  4. Every other square should be rolled using the 
  random square terrain in Appendix 3. Until a PC 
  goes there, the only way to know is to probe the area.  
  5. There is a thick canopy about 20 feet above the water 
  line.  
  6. The area is filled with mists and visibility is not 
  possible beyond your battle mat.  
   
  KOBOLDS CRS 
  Kobolds with levels in NPC classes have a CR equal to 
  their character level -3. 
   
  RELATIONS WITH THE BLACK MAN 
  Ask which PC has the Enmity, Notice or Ire of the Black 
  Man, from previous county adventures. URC7-05 Through 
  the Gloaming, URC7-M05 Down on the Bayou, URC7-I06 
  War In the Fennelmore, URC7-M09 Mad Dane’s Hunt. 
   
  It is important since these PCs are favored targets of 
  ALL the creatures in this adventure. 
   
  WILL SAVE 
  In preparation for the encounter with the Black Man 
  (Encounter 6), we recommend you get 5 Will saves from 
  each of the PCs. That way they do not know that every 
  time they attack the Black Man or the elven woman with 
  him that something is amiss until they succeed at the 
  save. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  In URC7-05 Through the Gloaming, several adventurers 
  became aware of tolls being taken in the Fennelmore 
  swamp along the Floating Road. Additionally, they 
  discovered the location to the ruins of Daern’s Fortress, 
  which is now being used by the Black Man of the Swamp 
  as his headquarters. 
   
  Rumors have abounded for the past year concerning 
  this mysterious man and his intentions regarding the 
  County of Urnst. It was even rumored that he had a 
  female black dragon working with him to wreak havoc 
  along the border of the Fennelmore. 
   
  In the summer of 597CY, this young female dragon 
  launched an assault on the town of New Dosselford with 
  URC8-05 Into the darkness 
   
  Page 2 
  
  the aid of multitudes of humanoids, including a 
  particularly powerful war troll named Brushnak, who had 
  been terrorizing the region for the past couple of years 
  (Aelinvudd series). 
   
  The attacks on County settlements have been 
  escalating for quite some time with all the blame being 
  laid at the feet of the Black Man. 
   
  WAR IN THE FENNELMORE 
  During URC7-I06 War in the Fennelmore (Brookfest 2007 
  Interactive), Stone Battle fell to the forces of the Black 
  Man who has enslaved the population and begun 
  plundering the town.  
   
  Brushnak, the war troll, has become the local 
  commander of the town and has ordered his Duergar to 
  rebuild the city. He has also created undead creatures 
  from the bodies of the dead to reinforce his own troops. 
  The population is enslaved and many have been sent into 
  the swamp never to be seen again while others are put to 
  work in town under Duergar and kobold overlords. The 
  city and her remaining inhabitants are pacified by the 
  evil creatures. 
    
  Carxanoireth (or Carxa), the female dragon, has 
  returned to the swamp. 
   
  Unfortunately, Archbaron Agnard Gellor was 
  captured by a pleasure demon with a trap the soul spell 
  and has not been seen since. 
   
  Colonel Rinald Gellor has taken over the reigns of 
  the Archbarony and has moved his base of operations to 
  High Mardreth. There, he is gathering an army to retake 
  Stone Battle with the help of the Countess and her army. 
   
  Eastmarch and Vinewind will not help (because 
  Lord Duncombe is stuck in the Duchy of Artonsamy to 
  support Duke Gellor, and the Torquann support him 
  most of all).  
   
  Towns and villages along the borders of the 
  Fennelmore have been overrun and enslaved. Both 
  Nesserwatch and Keep Thoria have fallen to the forces of 
  the Black Man with Keep Thoria serving as a kobold lair 
  for the Darkpool tribe. 
   
  Lord Nimar Chrysale Gellor, once the mayor of the 
  destroyed Dosselford and resident of New Dosselford, 
  has been tasked by the Countess to gather a small group 
  of adventurers to gather information from the swamp 
  and examine the exact location of the Black Man’s 
  sunken fortress. 
   
  LORD NIMAR 
  After his regency, Nimar happily returned home to New 
  Dosselford. There, he continued his research on the 
  mystical areas of the County. He turned his eye to the 
  Fennelmore Swamp, where a number of ruins attributed 
  to the hero-goddess Daern were believed to have been 
  swallowed by the morass. 
   
  Using his magical abilities, he was able to discover 
  that some ancient evil had reawakened in the swamp. He 
  further discovered that the man in charge had hired a 
  pair of assassins to murder Contessa Elone in 596CY. 
   
  Before he was able to do anything to prevent the 
  assassination, Nimar was captured by the drow of House 
  Rilyn’Virr and banished to a prison plane, since killing 
  him would have triggered alarms and warnings. 
   
  Nimar believes (wrongfully) that Lord Underley is 
  behind his current banishment. He also believes that 
  Lord Underley is working with the drow (not quite false). 
   
  ADVENTURE SUMMARY 
  Introduction The PCs receive a summons from Nimar 
  and travel to Geralenn 
   
  1: A meeting of Minds The PCs meet the 
  renowned wizard and receive a mission of great import to 
  the County 
   
  2: Daern’s Fortress Arriving at the hidden fortress 
  in the swamp, the PCs find it guarded by minions of the 
  Black Man 
   
  3: The Halls of Daern The halls of the fortress are 
  treacherous travel 
   
  4: Help Us Please! Prisoners of the Black Man beg 
  to be released from their prison cells 
   
  5: The Black Man The PCs find the Black Man of 
  the swam and come to a dreadful realization 
   
  6: Duskmaw’s Mercy Having been defeated by the 
  Kobolds, the PCs must beg Duskmaw for their lives. Only 
  one gets out alive. 
   
  Conclusion If they live, the PCs return to report to 
  Lord Nimar. 
   
  INTRODUCTION 
  Before beginning the adventure, give PCs who Hail From 
  Fennelmore Player Handout 0: Word on the Street. 
   
  Summer clings to the County of Urnst as light rain 
  accompanies you throughout your travels to the 
  town of Geralenn, just north of the Fennelmore 
  swamp. 
   
  Several days ago, you received a summons from 
  someone you thought perhaps was long gone; Lord 
  Nimar Chrysale Gellor. His letter ordered you to 
  meet him at his new house  
   
  Some of the PCs may know who Lord Nimar is and 
  others may have heard of him. Give the PCs a DC 15 
  Knowledge (local – NMR, or nobility) check (the DC is 
  10 for County of Urnst PCs) to know the following 
  information, which is included in Player Handout 1. 
   
  Upon entering the city of Geralenn, you notice that 
  the military presence here is greater than usual due 
  to the withdrawal of troops from Stone Battle. The 
  three roses of House Gellor can be seen on every 
  building. 
   
  The expressions on the face of the people are 
  empty, bordering on hopelessness. 
   
  URC8-05 Into the darkness 
   
  Page 3 
  
  WORD ON THE STREET 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check at the DCs 
  listed below. They gain all the information at the lower 
  DC’s as well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +4). 
   
  PCs who “Hail from Fennelmore” automatically 
  know up to and including DC 15. To get more 
  information, they need to make a check. This 
  information has been copied in Player Handout 0. 
   
  • 
  DC 1 Our dear Lord Agnard was captured by some 
  devil-woman! He must be saved, and quickly! 
   
  • 
  DC 2 Sir Rinald Gellor has taken command in his 
  father’s absence. 
   
  • 
  DC 3 Sir Rinald and his sister Lady Cezia have 
  moved their capital to High Mardreth.  
   
  • 
  DC 5 The city of Stone Battle was seized by the 
  forces of the Black Man of the Swamp before the 
  onset of winter. 
   
  • 
  DC 6 Brushnak, the war troll is the commander of 
  the Black Man’s forces holding Stone Battle. 
   
  • 
  DC 8 The remaining citizens of Stone Battle have 
  been enslaved and any dead left behind have been 
  turned into undead to serve in the evil forces. 
   
  • 
  DC 9 Lizardfolk Druids have changed most roads 
  leading to Stone Battle into marshland and have 
  grown plants to block access to the city. 
   
  • 
  DC 10 The dragon that attacked Stone Battle has not 
  been seen since the city fell. Some say she has 
  returned to the swamp. 
   
  • 
  DC 12 Sir Rinald narrowly escaped an assassination 
  attempt by a drow during the battle of Stone Battle. 
  He managed to escape only because of brave 
  adventurers who refused to let the assassin get close 
  enough to do her dirty work. It was said the assassin 
  was dressed in House Teken’afin colors. 
   
  • 
  DC 13 Lady Renee Camis-Rouge, head of the 
  Knights of the Swan from Stone Battle is also here in 
  Geralenn.  
   
  • 
  DC 14 Lord Agnard was captured by a pleasure devil 
  with a trap the soul gem. 
   
  • 
  DC 15 Lady Cezia Gellor is here in Geralenn and 
  looking for adventurers to go into the swamp on an 
  important mission. 
   
  • 
  DC 18 Countess Rachel is concerned about this 
  attack on County residents and is working with Lord 
  Nimar Gellor and Lady Cezia in a new effort to 
  obtain more information about the Black Man. 
   
  • 
  DC 20 The Black Man is said to own the dagger that 
  holds Contessa Elone’s soul. Poor woman! Some of 
  us know it was he who hired the drow assassins to 
  murder the late Countessa. And he was probably the 
  hand behind the death of her son and daughter. 
   
  • 
  DC 22 Keep Thoria was taken the same day as the 
  forces of the Black Man moved on Stone Battle. It is 
  said that her commander was at a party in Radigast 
  instead of defending his keep. 
   
  • 
  DC 
  24 
  Nesserwatch 
  another 
  keep 
  in 
  the 
  Fennelmore along the Nesser River was utterly 
  destroyed by the forces of the Black Man as well. 
   
  • 
  DC 25 It seems the Black Man is taking out all 
  fortified positions around the swamp and plans to 
  take out all military cities before moving on Radigast 
  City herself. 
   
  1: A MEETING OF MINDS  
  As you are escorted into the private dining room, 
  you notice there are three people already there.  
   
  An older man with dark hair that is turning gray 
  sits at the far end of the table. He nods as you enter 
  and waves a hand at the other chairs as an indication 
  that you should sit. 
   
  Sitting to his right is a young, plump woman 
  dressed in the garments of a cleric of Pelor, and to 
  the man’s left is a noble-looking woman wearing the 
  green sash of the Knights of the Swan. 
   
  “Thank you for answering my summons. Many 
  of you know me, but for those who do not, I am 
  Nimar Chrysale Gellor. The lady to my right is Lady 
  Cezia Gellor, daughter of Archbaron Agnard Gellor 
  of Fennelmore and this lady to my left is Lady Renee 
  Camis-Rouge, Her Noble Brilliancy’s head knight in 
  Stone Battle. We have called you here because we, 
  and I mean the County, is in need of your assistance. 
   
  “As you know, the Black Man of the Swamp has 
  finally made his move against the County. Stone 
  Battle is under his iron fist and he has his eyes on 
  more cities. This cannot go on any longer and I 
  propose that you take the fight to him. I need you to 
  travel to this place,” he takes out a map and places it 
  on the table before you. 
   
  Give the players Handout 2: The Harpy’s Map.  
   
  “This was taken off one of the Black Man’s minions 
  last year. We have reason to believe this map is 
  URC8-05 Into the darkness 
   
  Page 4 
  
  accurate and that this monster is holed up in a ruin 
  called Daern’s Fortress.”  
   
  “It was heavily guarded but, with him stationing 
  most of his minions in Stone Battle, as well as Keep 
  Thoria, I believe you have a good chance to get 
  inside the fortress.” 
   
  “Enter the fortress, find the Black Man and 
  destroy him if you can. If you can’t make sure one of 
  you returns to tell us about what you saw.” 
   
  “If you agree, I will teleport you close to the 
  fortress on the morrow.” 
   
  Lord Nimar has a crusty English accent. In addition, he 
  has a perverse regard for females, and often stares at those 
  in the group while talking, even if responding to a 
  question from a male. However, he really prefers to look 
  and not to touch (they might distract him unduly from 
  his work). If there are no female characters in the party, 
  he looks at Lady Cezia and Lady Renee. 
   
  He is nice enough, but tends to have a distracted air 
  while listening to people. He does not mince words and 
  does not hesitate to interrupt people to cut to the heart of 
  what they are saying, while up to that point not seeming 
  to pay attention at all. While not precisely arrogant, he is 
  a powerful sorcerer and is used to people respecting him, 
  despite his slightly batty air.  
   
  Lady Renee is straight to the point and all business, a 
  stereotypical Knight of the Swan. 
   
  Lady Cezia is a round bundle of sunshine. She is 
  friendly and compassionate. 
   
  Of course, it is likely that the PCs have some 
  questions for Lord Nimar. He has the below answers. 
   
  • 
  What is Daern’s Fortress? Give the players 
  Handout 3: Daern’s Fortress. (Lady Cezia) This fortress 
  was built generations ago by the Aerdy and 
  dedicated to one of their war heroes; Daern. 
   
  • 
  How long do we have to get to this place and 
  find the Black Man? (Lady Renee) Act as fast you 
  can, I would like to give Her Noble Brilliancy 
  information for our assault on Stone Battle. 
   
  • 
  Do you have any idea as to how many of his 
  forces will be left behind to guard him? (Lord 
  Nimar) No, we do not, but it will be considerably 
  less than what he had last summer and I know you 
  are capable of bypassing them. 
   
  • 
  What is our reward for doing this? (All of them) 
  To save the County of course. 
   
  • 
  What can you tell us about what we might face? 
  (Lady Renee) The Black Man has two major generals: 
  Carxa the black dragon and Brushnak the troll 
  warlord. Since he has Brusnak commanding Stone 
  Battle, chances are you will not see him at least, but 
  there are others of his type patrolling the swamps. 
  We are not sure where Carxa is because she keeps 
  moving around all the time. We also know that the 
  Black man has been working with many of the 
  fiends from the Swamp and we believe he has 
  established 
  friendly 
  ties 
  with 
  the 
  archdevil 
  Elphegor, so be prepared for such enemies as well. 
   
  • 
  Is there anything you can give us to help us with 
  this mission? No, you are on your own once you 
  enter the swamp. 
   
  • 
  Is the Countess aware of your plan? Yes, she is. 
  The time gained by you will enable her and Lord 
  Darius to gather our forces for a push against the 
  Black Man’s army in Stone Battle. 
   
  • 
  How do we get back? (Lady Cezia) The church of 
  Pelor will cast a word of recall upon one of you that 
  will you back to the temple of Pelor here in 
  Geralenn. 
   
  Once the question and answer period is done, Nimar 
  takes his leave telling the PCs that he will see them the 
  next morning. 
   
  2: DAERN’S FORTRESS 
  You arrive at your destination after you were 
  teleported into the swamp.  
   
  Through the foliage ahead, you see the edge of 
  what must have been a magnificent fortress peeking 
  through the entangling vines with wet mosses 
  crawling over it. The air smells of rot and moisture 
  with faint acidic undertones. 
   
  The fortress is also heavily guarded by more 
  creatures that look draconic in nature. 
   
  THE GUARDS AT THE FRONT DOOR 
  The guards are on high alert, fully expecting a group of 
  adventurers to show up. They have been warned by the 
  Black Man to keep on alert. 
   
  This encounter starts 50 feet from the entrance of 
  the fortress; magical protections will not allow them to 
  teleport any closer than 50 feet from the site. In addition, 
  an anticipate teleport is active in the area and the guards are 
  notified of any such activity. There is no surprise on 
  either side.  
   
  Allow the PCs time to plan a strategy for gaining 
  entrance to the fortress. If they decide to bypass this 
  encounter completely by using magic of any type other 
  than teleportation, they meet these same guards on the 
  inside of the fortress, at a time and location of your 
  choosing, but not while they are dealing with another 
  encounter. 
   
  Teleportation and plane-traveling (such as blink, 
  dimension door, plane shift, summoning and teleport) magic 
  do not work in the vicinity of Daern’s fortress due to a 
  dimensional lock CL 19 that covers the entire area. Lord 
  Nimar teleports the PCs just outside the area, so the PCs do 
  URC8-05 Into the darkness 
   
  Page 5 
  
  not have to worry about it. Unknown to Nimar, the Black 
  Man’s chamber is not under that effect. 
   
  See DMs Map 2 for the area of the fortress. 
   
  APL 6 (EL 7) 
   
  �Dracotaur: large dragon; hp 28; Appendix 1 
   
  �Kobold Sniper (3): hp 42 each; Appendix 1 
   
  APL 8 (EL 9) 
   
  �Ambush Drake: medium dragon; hp 73; 
  Appendix 1 
   
  �Dracotaur: large dragon; hp 28; Appendix 1 
   
  �Kobold Sniper (3): hp 56 each; Appendix 1 
   
  APL 10 (EL 11) 
   
  Ambush Drake: medium dragon; hp 73; 
  Appendix 1 
   
  �Dracotaur Rager: large dragon barbarian 4; hp 80; 
  Appendix 1 
   
  �Kobold Sniper (3): hp 70 each; Appendix 1 
   
   
  APL 12 (EL 13) 
   
  �Black Ambush Drake (2): medium dragon; hp 
  80; Appendix 1 
   
  �Dracotaur 
  Lieutenant 
  (2): 
  large 
  dragon 
  barbarian 6; hp 106; Appendix 1 
   
  �Kobold Sniper (3): hp 70 each; Appendix 1 
   
    
  APL 14 (EL 15) 
   
  �Advanced Ambush Drake (2): medium dragon; 
  hp 212; Appendix 1 
   
  �Dracotaur Captain (2): large dragon barbarian 8; 
  hp 130; Appendix 1 
   
  �Kobold Sniper (4): hp 70 each; Appendix 1 
   
    
  APL 16 (EL 19) 
   
  �Advanced Ambush Drake (4): medium dragon; 
  hp 212; Appendix 1 
   
  �Dracotaur Commander (2): 
  large dragon 
  barbarian 12; hp 130; Appendix 1 
   
  �Kobold Sniper (8): hp 70 each; Appendix 1 
   
   
  Tactics: The dracotaurs charge in and try to inflict as 
  much damage as they can. They favor centaurs and 
  attempt to kill them on-sight. 
   
  The kobolds start and remain separated to avoid 
  being caught in most area of effect spells (they are not in 
  “fireball formation”). They focus their fire whenever 
  possible, and obey commands from the dracotaurs. 
   
  TALKING TO THE KOBOLDS 
  If the PCs capture one of the kobolds, the kobolds 
  initially keeps screaming out pro-Tiamat war chants. If 
  Intimidated or compelled into being Friendly through 
  magic (such as charm person), the kobold knows the 
  following. 
   
  They are initially hostile. 
   
  • 
  These kobolds are from the Darkpool tribe who lives 
  in the eastern part of the swamp. This is the first 
  time they come to this place. 
   
  • 
  They have never been inside. 
   
  • 
  Their shaman, a kobold called Kitink, is not here and 
  should come and get them to build his fortress. 
   
  • 
  Kitink is devoted to Tiamat. 
   
  • 
  They have orders to prevent anyone from entering 
  the keep. 
   
  • 
  The Black Man has a many concubines, all of whom 
  shall bear him offsprings. 
   
  • 
  The Black Man is somewhere inside, but they don’t 
  know where. 
   
  • 
  They never met the Black Man 
   
  TALKING TO THE DRACOTAURS 
  The dracotaurs refuse to talk and fight if given half a 
  chance. If Intimidated or compelled into being Friendly 
  through magic (such as charm person), the dracotaurs 
  know the following. 
   
  They are initially hostile. 
   
  • 
  The kobolds are not from here, they have been 
  brought as reinforcements since most of the kobolds 
  have been sent north to fight the humans. 
   
  • 
  They have never been inside beyond room #1, where 
  they met with the Black Man who ordered them to 
  protect the entrance. 
   
  • 
  They worship Tiamat. 
   
  • 
  The Black Man is somewhere inside, but they don’t 
  know where. 
   
  • 
  They have not seen him in a while.  
   
  • 
  They do not know of his true nature, they saw a man 
  with skin of black. 
   
  3: THE HALLS OF DAERN 
  Once past the guards at the entrance, it is up to the PCs to 
  find their way through the halls of the fortress. See DM 
  Map 3 for reference. 
  URC8-05 Into the darkness 
   
  Page 6 
  
   
  The fortress is trapped, of course, and the traps are in 
  differing rooms depending on the trap. Traps for each 
  APL are listed in the encounter areas below.  
   
  For example, if an encounter area has a trap for APL 
  6, but not for any APL above it, then you would only run 
  the APL 6 group through the trap and it would effectively 
  not be there for the other APLs. 
   
  DM’S GUIDELINE 
  These traps are rather complex. If you are not well-
  prepared, take a few moments now and review the traps, 
  their functioning, effects, and ways to disable them. 
   
  Have fun seeing the PCs worry about the traps and 
  what they THINK the traps are. Do not rush them, but 
  do not let them waste too much time either in un-trapped 
  rooms. 
   
  ROOM 1: THE ENTRYWAY 
  You find yourself in the entryway to Daern’s 
  Fortress; there is nothing much here but evidence of 
  the decay of the fortress, leavings from the guards 
  who camped here during their watches, and two 
  doors that lead out of the room. 
   
  There is no light anywhere in the fortress, therefore, 
  determine the light source, if any, that the PCs are using.  
   
  ROOM 2: FALLING SPIKES (DISABLED) 
  This 30-foot-square chamber looks to be in better 
  condition than the previous room, and the tiles of 
  sun bursts on the floor appear to be slightly 
  pockmarked, but intact. 
   
  The trap in this room has been disarmed and the PCs may 
  pass through the room without incident; however, you 
  can allow DC 21 Search checks to discover the trap, 
  which caused spikes to fall from the ceiling and pound 
  the room, has been disarmed. 
   
  ROOM 3: THE DRAGON BREATHES 
  This 35-foot-long hall is flanked on each side by 
  three alcoves. Opposite the only entrance is a 
  towering statue of a black dragon on a raised 
  platform. A Stone block with a sealed lid sits in the 
  center of the room, just in front of the black dragon 
  statue.  
   
  The trap in this room is for APL 6 and 8 only, all others 
  may pass through the room without incident; however, 
  you can allow Search checks to discover the trap that was 
  here has been disarmed. 
   
  The block in the center covers a passageway out of 
  the chamber that exits in room 4. 
    
  APL6−8 
  The block moves when the trap is disarmed or with a 
  successful DC 30 Strength check. The trap is activated 
  when the PCs approach to within 5 feet of the stone 
  block. The trap has two possible effects.  
   
  To determine these effects, roll a percentile; 50 and 
  above results in the columns and 1 to 49 results in the 
  acid gas 
   
  If you roll 50 or above, the stone columns descend 
  from the ceiling and pound four of the six alcoves 
  (determined by rolling a d6 four times, rerolling any 
  duplicates) 
   
  If you roll 1-49, the room fills with acidic gas that 
  streams from the gaping maw of a stylized black dragon.  
   
  Only one effect is active each round. 
   
  APL 6 (EL 8) 
   
  �Dragon Hammer Trap: CR8; trigger detection 
  (alarm); automatic reset; Column dropping from ceiling 
  (pounds 4 of six alcoves randomly with each activation, 
  +10 melee, 6d6 bludgeoning, in each of four alcove) OR 
  jet of acid (6d6 acid, DC24 Reflex half); Search DC 24; 
  Disable Device DC 29 (each column or the dragon).  
   
  Each column has AC 18, hardness 8; hp 20. The 
  dragon has AC 18, hardness 8; hp 28. 
   
  Destroying the dragon will neutralize that particular 
  part of the trap. Destroying any column prevents that 
  column from pounding the particular alcove it is in. 
   
  APL 8 (EL 10) 
   
  �Dragon Hammer Trap: CR10; trigger detection 
  (alarm); automatic reset; Column dropping from ceiling 
  (pounds 4 of six alcoves randomly with each activation, 
  +14 melee, 6d6 bludgeoning, in each of four alcove) OR 
  jet of acid (6d6 acid, DC24 Reflex half); Search DC 29; 
  Disable Device DC 29 (each column or the dragon).  
   
  Each column has AC 18, hardness 8; hp 20. The 
  dragon has AC 18, hardness 8; hp 28. 
   
  Destroying the dragon will neutralize that particular 
  part of the trap. Destroying any column prevents that 
  column from pounding the particular alcove it is in. 
   
  ROOM 4: BLADES OF DEATH 
  This chamber, entered through the passageway from 
  the previous room, is 60-feet long and 20-feet wide. 
  The tiles here vary between stars with green centers 
  and another design in a checkerboard pattern. The 
  only other exit from this room is on the opposite 
  side.  
   
  The trap in this room is for APL 10 and 12 only, all others 
  may pass through the room without incident; however, 
  you can allow Search checks to discover the trap that was 
  here has been disarmed. Additionally, the door at the end 
  of the room is unlocked. 
   
  APL 10−12 
  Along each long wall, twelve large slots run from floor to 
  ceiling, one every 5 fleet. The trap is activated when the 
  first PC reaches the center of the room. Razor-sharp 
  blades attached to 12 pendulums in the ceiling swing 
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  across the room, attacking every square in the room. 
  Anyone in the room can attempt a DC 20 Spot check to 
  notice the pendulums emerging from the wall slots and 
  act in the surprise round. Since the blades activate when 
  the first PC reaches the center of the room, you should 
  consider the blades to have “won initiative.” Have the PCs 
  roll for initiative to act during the round after the blades 
  activate. 
   
  The door on the opposite side of the chamber is 
  securely locked. 
   
   
  �Locked Strong Wooden Door: Open Lock DC 
  40; hardness 5; hit points 20; break DC 23 
   
   
  Attached to one of the pendulums is a key that opens 
  the door. Noticing the key requires a successful DC 25 
  Spot check, and grabbing the key requires a successful 
  DC 25 Dexterity check or Sleight of Hand check. Anyone 
  who fails a check to grab the key takes damage from the 
  pendulum (only once per round). If the pendulum with 
  the key is destroyed, the key is easily recovered.  
   
  APL 10 (EL 12) 
   
  �Razor Pendulums Trap: CR12; trigger detection 
  (true seeing); automatic reset; 12 pendulum blades (+19 
  melee, 7d6 slashing, attacks all creatures in 5ft by 20ft 
  row); Search DC 29; Disable Device DC 35 (only possible 
  on the ceiling, 20ft above).  
   
  Each pendulum has AC 20; hp 20. Destroying the 
  pendulum prevents the pendulum from activating in that 
  row. 
   
  APL 12 (EL 14 (with trap in Room 5)) 
   
  �Razor Pendulums Trap: CR12; trigger detection 
  (true seeing); automatic reset; 12 pendulum blades (+10 
  Initiative, +19 melee, 7d6 slashing, attacks all creatures in 
  5ft by 20ft row); Search DC 29; Disable Device DC 35 
  (only possible on the ceiling, 20ft above).  
   
  Each pendulum has AC 20; hp 20. Destroying the 
  pendulum prevents the pendulum from activating in that 
  row. 
   
  ROOM 5: FACE THE PIT  
  Once the PCs leave the pendulum room and move down 
  the corridor toward room 5, there is a possibility that they 
  will find the secret passage that leads to room 9.  
   
  THE SECRET DOOR 
  Finding the secret door requires a DC20+APL Search 
  check.  
   
  If the PCs head through there immediately they 
  miss out on part of the adventure. Have the kobolds in 
  room 6 call out for help. 
   
  If the PCs proceed forward continue with the rest of 
  this room. 
   
  If the PCs insist on going through, then proceed 
  immediately to Room 9 in Encounter 5. 
   
  Once they have explored all the rooms in the 
  dungeon, and begin to Search extensively, they find this 
  door automatically. This is the climax of the adventure 
  and the series and the PCs should not be robbed of this 
  moment. Remember the Black Man WANTS to see and 
  mock them. 
   
  THE PIT ROOM 
   
  If this happens, the kobolds will ambush the party as 
  they leave the fortress by attacking them in room 1. 
   
  Upon reaching this room, you see that unlike the 
  others, this one is circular in shape and has a large 
  pit in the center of it with a narrow ledge around the 
  sides.  
   
  The exit door sits on the opposite side of the 
  room, across the pit. Mounted in the ceiling is a 
  large brooding stone face. 
   
  The trap in this room is for APL 12, 14 and 16 only, all 
  others may pass through the room without incident; 
  however, you can allow Search checks to discover the 
  trap that was here has been disarmed. There is also a 
  series of planks laid across the pit to allow easy crossing 
  for those below the APLs for this trap. 
   
  APL12−16 
  This trap combines a deep pit full of spikes with a greater 
  dispel magic effect. The room is a circular room. The pit is 
  100 feet deep, and its walls are very smooth (successful 
  DC 25 Climb check to scale).  
   
  Anyone who enters the space of the pit, whether 
  flying, climbing, or jumping, triggers the trap and is 
  subjected to a greater dispel magic cast from the stone 
  face. If the stone face is targeted by a spell, It uses the 
  same greater dispel magic to attempt to counter the spell 
  (CL 20th). Items are also targeted with a successful dispel 
  meaning these items are rendered inactive for a minute. 
   
  At APLs 14 and 16, there is a secondary effect that 
  also hits anyone who triggers the dispelling pit trap. 
   
  Walking around the pit without falling in requires a 
  DC 15 Balance check. Anyone who fails the check is 
  considered to activate the trap. PCs who fail by more than 
  5 fall into the pit. 
   
  Note that the pit is not considered part of the trap 
  and therefore is not counted in the EL of the trap. 
  (Anyway its CR5 is not sufficient to count in the 
  calculation.) 
   
   
  �Pit (100ft deep): mechanical; location trigger; 
  100 ft. deep (10d6, fall); Search DC Automatic. 
   
  APL 12 (EL 14 (with trap in Room 5)) 
   
  �Dispelling Pit Trap: CR 10; trigger detection 
  (true seeing); automatic reset; spell effect (greater dispel 
  magic, CL20th); Search DC 35; Disable Device DC 35. 
   
  �Energy Drain Trap: CR 10; magic device; 
  activation trigger (dispelling pit trap activated); automatic 
  URC8-05 Into the darkness 
   
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  reset; Atk +14 ranged touch; spell effect (energy drain, 
  17th-level wizard, 2d4 negative levels for 24 hours, DC 23 
  Fortitude save negates); Search DC 34; Disable Device DC 
  34. 
   
  APL 14 and 16 (EL 16 (with trap in Room 7)) 
   
  �Dispelling Pit Trap: CR10; trigger detection (true 
  seeing); automatic reset; spell effect (greater dispel magic, 
  CL20th); Search DC 35; Disable Device DC 35. 
   
  �Empowered Heightened reciprocal gyre Trap: 
  CR13; activation trigger (dispelling pit trap activated); 
  automatic reset; spell effect (Empowered Heightened 
  reciprocal gyre spell DC26 Will Half); Search DC 35; 
  Disable Device DC 35. 
   
  �Energy Drain Trap: CR 10; magic device; 
  activation trigger (dispelling pit trap activated); automatic 
  reset; Atk +14 ranged touch; spell effect (energy drain, 
  17th-level wizard, 2d4 negative levels for 24 hours, DC 23 
  Fortitude save negates); Search DC 34; Disable Device DC 
  34. 
   
  ROOM 6: THE PRISONERS 
  Once the PCs enter this room by passing either through 
  the pit room (Room 5) or by the secret door in the Ice 
  Room (Room 7), go to Encounter 4: Help us Please! 
   
  ROOM 7: WATCH YOUR STEP  
  This cold, 50-foot-square chamber is covered in a 
  thin sheet of ice. On the opposite side of the room is 
  a door with chips of ice lying around it. 
   
  For all: crossing the floor here at more than half speed 
  requires a DC 15 Balance check. Those who fail the check 
  slip and fall prone on the ice. 
   
  APL 14−16 
  The trap is activated when anyone approaches to within 
  10 feet of the block of ice. 
   
  APL 14 and EL 16 (with trap in Room 5)) 
   
  �Empowered Heightened cone of cold Trap: 
  CR14; magic device; proximity trigger (alarm within 10 
  feet of block of ice); spell effect (Empowered Heightened 
  cone of cold; 14th-level wizard, 14d6 x 1.5 cold, DC30 Reflex 
  save half damage); Search DC 24; Disable Device DC 29. 
   
  ROOM 8: MIRROR, MIRROR 
  This 
  50-foot-square 
  chamber 
  is 
  coated 
  in 
  shimmering silver foil that reflects the light emitted 
  from large silver mirrors in each corner. A 10-foot 
  section of floor in the center of the room contains a 
  trapdoor with four locks.  
   
   
  Beyond the trapdoor is a passage way that leads back to 
  Room 4.  
   
   
   
  �Lock (4): good quality; hardness 8; hp 80; AC 5; 
  Break DC 23, Open Lock 35. 
   
   
  The kobolds have not yet completed this trap; however, 
  they have left behind some small-sized trap-making tools 
  under the trapdoor (that leads nowhere). 
   
  ROOM 9: THE BLACK MAN WAITS 
  Once the PCs find this room via the secret door in the 
  hallway between Room 4 and Room 5, go to Encounter 5: 
  The Black Man of the Swamp. 
   
  4: HELP US PLEASE! 
  Upon reaching this room, the first thing that you 
  notice is that it is lined with cells closed by barred 
  doors. 
   
  Further inspection reveals that each tiny cell is 
  full of kobolds.  
   
  As soon as they see you, they begin to cry out, 
  “Mercy on us, travelers! Please help us! The Black 
  Man is keeping us captive and plans to eat us!” 
   
  These kobolds have been converted to the worship of 
  Tiamat by a kobold evangelist and then convinced by the 
  Black Man that they would be better off serving him. 
  Their spoken intention is to convince the PCs to release 
  them and point them to safety. They tell any lie to get the 
  PCs to trust them.  
   
  There are 2 kobolds in each small cell. In addition, 
  the room has an antimagic field on it, caster level 20, which 
  negates any spellcasting or pre-cast spells. This increases 
  the encounter by 1. The antimagic field is suppressed by 
  the doors and only extends into the corridor when one of 
  the doors is opened (but the field is always active in the 
  cells).  
   
  If the PCs do not let the kobolds out, they let 
  themselves out after the PCs leave the room and follow 
  them to the next room to attack them there. 
   
  Some of the lies they might tell are listed below. The 
  DC on a Sense Motive check is APL+10. 
   
  • 
  How long have you been in here? We have been 
  here for the past two weeks. Each day, one of us has 
  been taken away. 
   
  • 
  Where have your companions been taken? We 
  do not know; they never come back. 
   
  • 
  What will you do if we let you out? We will 
  escape into the swamp and head for our tribelands, 
  in the west. 
   
  • 
  Will you help us if we free you? Yes, but you must 
  find our equipment first since it was all taken from 
  us. 
   
  URC8-05 Into the darkness 
   
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  • 
  How many guards have you seen? About three or 
  four large green dragon-like creatures, black skinned 
  kobolds and green skinned kobolds. The kobolds are 
  usually the ones who come to feed us. 
   
  APL 6 (EL 9) 
   
  �Kobold (6): Male and female kobold warrior 
  4/monk 3; hp 51 each; Appendix 1 
   
  APL 8 (EL 11) 
   
  �Kobold (6): Male and female kobold warrior 
  4/monk 5; hp 65 each; Appendix 1 
   
  APL 10 (EL 13) 
   
  �Kobold (6): Male and female kobold warrior 
  4/monk 7; hp 79 each; Appendix 1 
   
  APL 12 (EL 15) 
   
  �Kobold (6): Male and female kobold warrior 
  4/monk 9; hp 93 each; Appendix 1 
   
  APL 14 (EL 17) 
   
  �Kobold (6): Male and female kobold warrior 
  4/monk 11; hp 107 each; Appendix 1 
   
  APL 16 (EL 19) 
   
  �Kobold (6): Male and female kobold warrior 
  4/monk 13; hp 138 each; Appendix 1 
   
  Tactics: The kobolds do their best to use their feats and 
  surround one opponent at a time, starting with the soft 
  bodies. The kobolds use subdual damage instead of lethal 
  because they are under orders to bring any trespassers to 
  Duskmaw for questioning; it’s hard to question someone 
  who is dead. 
   
  Because of the Swarmfighting feat, two kobolds can 
  occupy a single 5 foot square and not be considered 
  squeezing. 
   
  Development: If all of the PCs are rendered 
  unconscious by the kobolds, proceed to Encounter 6.  
   
  TALKING TO THE KOBOLDS 
  If the PCs capture one of the kobolds, the kobold initially 
  keeps screaming out pro-Tiamat war chants. If 
  Intimidated or compelled into being Friendly through 
  magic (such as charm person), the kobold says the 
  following. 
  • 
  They came to the County from swamps in the west 
  because they heard that kobolds were thriving in the 
  Swamp 
   
  • 
  They have met with a kobold shaman of great power 
  called Kitink who showed them the glory and power 
  of Tiamat. 
   
  • 
  They have been placed here to bring adventurers to 
  the Black Man (they only saw the Black Man, not as 
  his draconic self and can describe him as a man with 
  a skin of obsidian). 
   
  • 
  The Black Man has a many concubines, all of whom 
  shall bear him offspring. 
   
  • 
  The Black Man lives in a dark chamber. (They can 
  show the PCs where the secret door leading to the 
  Black Man is). The kobold have no problem going 
  with the PCs. 
   
  5: THE BLACK MAN 
  The only entrance to the chamber that the Black Man has 
  made as his home is through the secret door between 
  Rooms 4 and 5.  
   
  Finding the secret door requires a DC20+APL Search 
  check.  
   
  If the PCs head through there immediately they 
  miss out on part of the adventure. Have the kobolds in 
  room 6 call out for help. 
   
  If the PCs proceed forward continue with the rest of 
  this room. 
   
  If the PCs insist on going through, then proceed 
  immediately to Room 9 in Encounter 5. 
   
  Once they have explored all the rooms in the 
  dungeon, and begin to Search extensively, they find this 
  door automatically. This is the climax of the adventure 
  and the series and the PCs should be robbed of this 
  moment. Remember the Black Man WANTS to see and 
  mock them. 
   
  The dimension lock that affects the surrounding of the 
  ruins do not affect this room (Duskmaw needs his allies 
  to come in and out). 
   
   
  ***The PCs are not meant to fight the Black Man 
  in this adventure.*** 
   
   
  If PCs find the passageway, read or paraphrase the 
  following. 
   
  As you pass down the short hall behind the secret 
  door, you feel the floor slope downward many feet 
  before you enter an immense room tiled in a deep, 
  blood red marble with four large pillars holding up 
  the ceiling above your heads. The dank, steamy room 
  reeks of methane and foul water.  
   
  Here and there, slimy bones jut from the putrid 
  sludge that covers the floor. A tiny crayfish snaps its 
  claws at you, and its beady little eyes follow your 
  every movement. You step on what feels like rotting 
  wood, and nearly fall over when a skull bobs to the 
  surface. The lower jaw is missing, and a good part of 
  the upper half appears to have been sheared away. 
  Muck oozes from the empty sockets, as if it were 
  crying . . . even in death. 
  URC8-05 Into the darkness 
   
  Page 10 
  
   
  In the north east corner of the room, the floor 
  has broken away to allow a pool of swamp water to 
  form there that is deeper than the water in which 
  you now stand. 
   
  “Ah… the game is afoot and the bold 
  adventurers arrive to slay the monster,” says a deep 
  tone dripping with sarcasm. “You dare much to 
  attempt to bring the fight to me…. and with so few 
  in number.”  
   
  A chuckle echoes around the immense room 
  sending chills down your spine. From around one of 
  the pillars emerges a man with dark obsidian-like 
  skin and a beautiful, pregnant elven woman.  
   
  “Unfortunately, I have no time to spare for you 
  pitiful fools at the moment. You are merely flies 
  caught in the web.” 
   
  The man and the woman are both illusions cast via a 
  major image. The Black Man merely wants to toy with the 
  adventurers at this time and to gauge their power. 
   
  The real Black Man is beyond the room, hidden 
  behind a series of illusonary walls with a contingent of 
  drow and blackspawn raiders, as well as more dracotaurs.  
   
  This would be the time for you to ask for initiative 
  because the figure of the Black Man begins to move as if 
  casting a spell. 
   
  Allow the PCs to attack the Black Man and his 
  partner for a couple of rounds before giving them a Will 
  save versus the illusion DC 22. 
   
  Once they have determined they are facing an 
  illusion, the Black Man and his contingent of followers 
  enter the room. 
   
  You see forms moving toward you through the 
  darkness of the room; however, this time, the elven 
  woman walking beside the man, although extremely 
  beautiful, has skin as dark as his, if not darker. A 
  wicked smile plays about her ruby lips as she looks 
  each of you over in turn. 
   
  At this time, those who have played any of the Chasing the 
  Darkness series recognize Shi’raena Teken’afin, high 
  priestess of Lolth. 
   
  The Black Man lightly claps his hands in applause, 
  “Very well done adventurers, but not well enough,” 
  he says with sneer. “Now that we have had a chance 
  to play, it is time to show you what you really are up 
  against.” 
   
  At the nod of his head, the wall behind him 
  dissolves into nothingness revealing a squad of 
  drow women holding great axes, spider-bodied 
  creatures with the torso and heads of men, twenty or 
  more blackspawn raiders, and at least that many 
  more dracotaurs. 
   
   
  Walking toward you, the Black Man’s shape 
  begins to change, rippling and growing to a size that 
  nearly reaches the ceiling. His evil green eyes sink 
  into deep sockets, and two great horns form from 
  his forehead, curling downward along his elongated 
  jaw line. The flesh of his face appears to have 
  partially deteriorated, as if burnt by acid. Acidic 
  slime drools from his menacing grin, dissolving the 
  surface of the marble tiles as each drop hits. Giant 
  wings unfurl from his back and his head snakes 
  forward. 
   
  It seems the black man is a gargantuan black 
  dragon!!!  
   
  His tone drips with evil venom as he says to you, 
  “I am Duskmaw and I have been here for hundreds 
  of years. This is my home! Get out now, or you will 
  die. Bring word to Nimar of my return. The time is 
  now for your useless County to tremble under my 
  dark claws. Prepare to be enslaved!” 
   
  As the dragon changes shape, all PCs are subject to the 
  frightful presence DC 33 Will save. Any PC of 4th level 
  or less immediately flees in panic for 4d6 rounds. (A 
  panicked creature must drop anything it holds and flee at 
  top speed from the source of its fear, as well as any other 
  dangers it encounters, along a random path. It can’t take 
  any other actions. In addition, the creature takes a -2 
  penalty on all saving throws, skill checks, and ability 
  checks. If cornered, a panicked creature cowers. A 
  panicked creature can use special abilities, including 
  spells, to flee; indeed, the creature must use such means if 
  they are the only way to escape.) These characters 
  automatically avoid the dragon breath. 
   
  Any PC of 4th level or higher that fails the save is 
  shaken for 4d6 rounds. (A shaken character takes a -2 
  penalty on attack rolls, saving throws, skill checks, and 
  ability checks.) 
   
  The PCs have one full round to flee the room. If the 
  PCs decide to stay even after they have been told to leave, 
  Duskmaw breathes on them, the reflex save for the 
  breath weapon is DC 36 for half damage and it is shaped 
  like a cone, not a line. Damage is 96 points of acid due to 
  Maximized Breath. 
   
  PCs who flee in panic, hear the following as they run 
  from the room. 
   
  “Run away little mice… The chase makes the prize 
  that much sweeter!” chuckles Duskmaw and his 
  venomous voice echoes about the chamber.  
   
  For those PCs who made the save versus the Fear Aura 
  and choose to leave before the dragon breathes, read or 
  paraphrase the following. 
   
  The dragon turns away and fades into the darkness, 
  but you hear the same voice chuckling from the 
  darkness, “Yes indeed, the game is in play and the 
  pawns are moving. Tell Nimar that I really enjoy the 
  treasures my minions gathered from his home…” 
   
  PCs who decide to stay and fight are decimated by 
  Duskmaw and his forces in the room. PCs that die this 
  way are unrecoverable and can only be brought back to 
  life via a true resurrection spell. 
  URC8-05 Into the darkness 
   
  Page 11 
  
   
  Proceed to the Conclusion. 
   
  6: DUSKMAW’S MERCY 
  Before running this boxed text, determine who has the 
  least number of Enmity/Ire/Notice of the Black Man. 
  The Black Man chooses to let one of the PCs go.  
   
  The PCs are in the anti-magic fields cells where they 
  faced the kobolds. 
    
  You awaked tied and locked in one of the cells where 
  you faced the kobolds earlier. Your equipment has 
  been taken from you. Before you, stands a man with 
  dark obsidian-like skin dressed elegantly in black 
  silks, and a beautiful, pregnant, jet-black skinned 
  elven woman wearing an amulet depicting an elven-
  faced spider. 
   
  “Well, dear… it seems the brave and mighty 
  adventurers have failed to smite me…”says the 
  Black Man. 
   
  “Like flies to a web…” replies Shi’raena 
  Teken’afin, High Priestess of Lolth. 
   
  “Don’t squirm, those restraints will hold you; 
  there is no escape… Though I wish to let one of you 
  go to bring a message to Nimar… Let the groveling 
  begin… Why should I let *YOU* go instead of your 
  friends?” 
   
  The following contest focuses only on PCs who have the 
  LEAST amount of Enmities/Ire/Notice of the Black Man. 
  Allow the PCs to make opposed rolls against each other 
  using the skill of their choice; Bluff, Diplomacy, or 
  Intimidate. The Black Man chooses whoever wins. If one 
  such PC has any influence with House Teken’afin he may 
  expend that favor to win the contest. If more than one PC 
  expends their favor, then only those PCs get to partake in 
  the opposed skill check 
   
  If only one PC qualifies, then no contest of skill is 
  required. 
   
  Once the PCs have argued with the Black Man, and 
  the survivor has been decided, proceed. 
   
  “It will be… YOU” says the Black Man pointing at 
  [selected PC]. “Take this to Nimar… I’m sure he’ll 
  enjoy it as much as I.” 
   
  The Black Man’s shape begins to change, 
  rippling and growing to a size that nearly reaches 
  the ceiling. His evil green eyes sink into deep 
  sockets, and two great horns form from his 
  forehead, curling downward along his elongated jaw 
  line. The flesh of his face appears to have partially 
  deteriorated, as if burnt by acid. Acidic slime drools 
  from his menacing grin, dissolving the surface of 
  the marble tiles as each drop hits. Giant wings 
  unfurl from his back and his head snakes forward. 
  Where a moment later stood a human male, now 
  stands a gargantuan black dragon! 
   
  Opening the doors to the cells, the Black Man 
  proceeds to devour your friends as Shi’raena 
  Teken’afin looks on with glee, reveling in the horror 
  of the scene and your reaction. 
   
  Finally, having consumed the rest of your party, 
  the Black Man turns you. His tone drips with evil 
  venom as he says to you, “I am Duskmaw and I have 
  been here for hundreds of years. This is my home! 
  Get out now, or you will die. Bring word to Nimar of 
  my return. The time is now for your useless County 
  to tremble under my dark claws. Prepare to be 
  enslaved!” 
   
  “Run away little mouse… The chase makes the 
  prize that much sweeter! I won’t be merciful 
  twice…” chuckles Duskmaw as his venomous voice 
  echoes about the chamber.  
   
  Proceed to the Conclusion. 
   
  CONCLUSION 
  If the PCs failed or do not report to Nimar, proceed to 
  “Failure”. Run this conclusion even if the PCs were 
  defeated by the kobolds and most of them were eaten by 
  Duskmaw. As long as one of the PCs return and reports, 
  run this conclusion. 
   
  Upon your return to Nimar’s house in Geralenn, You 
  are shown in as Lord Nimar gets dressed and Lady 
  Cezia is summoned to hear your report. Lord 
  Nimar’s servants get busy preparing a warm meal for 
  you with some local wines and spirits. 
  Both listen to your words intently. As you relate 
  your tale, both ask many questions about the Black 
  Man’s forces, his defenses, and other dangers. They 
  are both very interested in what you have done. 
   
  “We focused on that little black one,” Nimar 
  says with a frown. “We never considered that she 
  might be trying to find a mate! It all makes sense 
  now! Black female dragons are notorious for their 
  aggressiveness in attracting potential mates. This 
  must be why she has spearheaded all of these 
  attacks; she wanted to impress the Black Man, or I 
  suppose now we should call him Duskmaw.”  
   
  Nimar stays silent for a moment.  
   
  Lady Cezia begins “My dreams now make 
  sense… the black, reptilian yoke I saw crushing 
  Stone Battle were not those of kobolds, but of that 
  big black dragon!” 
   
  The rotund woman shudders. “Father Pelor 
  shine upon us!” She then asks you about the coming 
  attack on Stone Battle. “You need to help us free 
  those poor unfortunates souls held captive there 
  and to retake the city…” 
   
  Suddenly, Nimar interrupts “OF COURSE! She 
  is having a clutch of eggs! Not only do we have to 
  contend with Duskmaw, but I’m sure Carxa has lain 
  the next generation of menace! Clever beast! Clever, 
  clever beast…” The former regent of the County 
  explodes in laughter.  
   
  URC8-05 Into the darkness 
   
  Page 12 
  
  P 
  FAILURE 
  roceed to “Epilogue”. 
  Run this conclusion if none of the PCs report back to 
  Nimar. 
   
  Nimar stood around pacing. Sitting nearby, the 
  plump Lady Cezia tried uselessly to calm the 
  sorcerer. 
   
  “They should have returned by now. Where are 
  they?” Nimar kept saying, looking out the window. 
  “I guess the Black Man is more resourceful than I 
  thought and they’ve been…” 
   
  The eyes of both the priestess and the sorcerer 
  came to rest on a single spider hanging from a single 
  strand in the center of the room. 
   
  From the spider the image of a lovely, heavily 
  pregnant drow female appears, forming into 
  Shi’reana Teken’afin, high priestess of Lolth. 
  “Greetings little flies… it seems your minions have 
  failed you… and us.” 
   
  “Duskmaw wishes for me to send you his 
  regards and remind you that he has been the master 
  of these lands for longer than you can trace your 
  useless human ancestry.” 
   
  The shape morphs into that of a very large black 
  dragon. His evil green eyes sink into deep sockets, 
  and two great horns form from his forehead, curling 
  downward along his elongated jaw line. The flesh of 
  his face appears to have partially deteriorated, as if 
  burnt by acid. Acidic slime drools from his 
  menacing grin. “Nimar… I am Duskmaw! I ruled 
  this land and soon your kind will bow to me and call 
  me master!”  
   
  The image then disappears, leaving Lady Cezia 
  and Lord Nimar stunned. 
   
  “Of course! Carxa carries this dragon’s… This 
  Duskmaw’s clutch of black dragons… I got so 
  focused on her that I forgot she might already have a 
  mate! Clever beast!” 
   
  The former regent of the County explodes in 
  laughter. 
   
  Proceed to “Epilogue”. 
   
  EPILOGUE 
  Outside the walls of Geralenn, the Knights of the 
  Swan are busy bringing order to the army forming. 
  The Black Bull of the Countess flies over a central 
  tent while banners of Houses Dane, Gellor and the 
  minor houses and knights complete the multi-
  colored mosaic. The army of Urnst has gathered. 
  Displaced peasant levies join the knights. 
   
  In Trigol, Her Noble Brilliancy’s brother, Sir 
  Rotham Duncombe of the Knights of the Swan, is 
  gathering knights, refugees, and a multi-religious 
  army, to mount up on a flotilla of ships. They 
  prepare to sail down the Franz River to assault Keep 
  Thoria and the eastern Fennelmore.  
   
  In Brotton, Sir Carrick Gellor, Knight Exemplar 
  of the Knights of the Swan, gathers a mercenary 
  army recruited from many of the smaller houses in 
  the County and backed by merchant groups. Word is 
  that his army will make the push to Stone Battle 
  itself. 
   
  The Bull, the Swan, and the Black Dragon of the 
  Swamp are about to clash, winner takes all. 
   
  Proceed to “AR Rewards”. 
   
  AR REWARDS 
  • 
  PCs who return and report their findings to Lord 
  Nimar and Lady Cezia receive “Lord Nimar’s Favor”, 
  “Lady Cezia’s Favor” and “Lady Renee’s Favor” AR 
  rewards. 
  • 
  County PCs who report to Nimar and Cezia receive 
  the “Word From the Countess” AR reward. 
  • 
  PCs who meet the Black Man receive the “Notice of 
  the Black Man” AR reward. 
  • 
  PCs who fail to report in receive the “I Failed the 
  County” AR Award. 
  • 
  If after being defeated by the kobolds, PCs who were 
  eaten by Duskmaw receive the “Dragon Cuisine” AR 
  Reward. 
  • 
  If after being defeated by the kobolds, the PC who 
  was allowed to leave receives the “Run Away, Little 
  Mouse” AR Reward. 
  URC8-05 Into the darkness 
   
  Page 13 
  
  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. 
   
  2: THE GUARDS AT THE FRONT DOOR 
  Bypass the guards 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
  APL 16  
  570 XP 
   
  3: THE HALLS OF DAERN 
  Encounter the Traps 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  4: HELP US PLEASE! 
  Meet some kobolds  
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  STORY AWARD 
  PCs discover that the Black Man is Duskmaw, a black 
  dragon 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  TOTAL POSSIBLE EXPERIENCE 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 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 magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take 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. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  ENCOUNTER 2: DAERN'S FORTRESS  
   
  APL 6: Coin: 76gp; Magic 1,232gp; +1 chain shirt x3 
  (104gp each); +1 large green dragonhide leather (110gp); +1 
  large shortspear (192gp); +1 light crossbow x3 (195gp each); 
  darkwood heavy shield (34gp); Total: 1,308gp. 
   
  APL 8: Coin: 76gp; Magic 1,232gp; +1 chain shirt x3 
  (104gp each); +1 large green dragonhide leather (110gp); +1 
  large shortspear (192gp); +1 light crossbow x3 (195gp each); 
  darkwood heavy shield (34gp); Total: 1,308gp. 
   
  APL 10: Coin: 76gp; Magic 3,048gp; +1 chain shirt x3 
  (104gp each); +1 corrosive lt crossbow x3 (695gp each); +1 
  hand axe (192gp); +1 large battle axe (193gp); +1 large 
  mithral chain shirt (267gp); Total: 3,124gp. 
   
  APL 12: Coin: 76gp; Magic 4,449gp; +1 corrosive lt 
  crossbow x3 (695gp each); +1 hand axe x2 (192gp each); +1 
  large battle axe x2 (193gp each); +1 large mithral chain shirt 
  URC8-05 Into the darkness 
   
  Page 14 
  
  URC8-05 Into the darkness 
   
  Page 15 
  x2 (267gp each); +2 chain shirt x3 (354gp each); Total: 
  4,525gp. 
   
  APL 14: Coin: 101gp; Magic 9,399gp; +1 animated 
  darkwood heavy shield x2 (784gp each); +1 corrosive lt 
  crossbow x4 (695gp each); +1 hand axe x2 (192gp each); +1 
  large mithral chain shirt (moderate fortification) x2 (933gp 
  each); +2 chain shirt x4 (354gp each); +2 large battle axe x2 
  (693gp each); Total: 9,500gp. 
   
  APL 16: Coin: 201gp; Magic 14,761gp; +1 animated 
  darkwood heavy shield x2 (784gp each); +1 corrosive lt 
  crossbow x8 (695gp each); +1 hand axe x2 (192gp each); +3 
  large mithral chain shirt (moderate fortification) x2 (1,517gp 
  each); +2 chain shirt x8 (354gp each); +2 large battle axe x2 
  (693gp each); Total: 14,962gp. 
   
  TREASURE CAP 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  APL 14: 6,600 gp 
   
  APL 16: 9,900 gp 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 6: 1308 gp 
   
  APL 8: 1,308 gp 
   
  APL 10: 3,124 gp 
   
  APL 12: 4,525 gp 
   
  APL 14: 9,500 gp 
   
  APL 16: 14,962 gp 
   
  ADVENTURE RECORD ITEMS 
  �Lord Nimar’s Favor: This counts as one (1) influence 
  point with Lord Nimar or House Gellor. Cross off once 
  used. 
   
  �Lady Cezia’s Favor: This favor gives you one (1) 
  influence point with House Gellor or the Church of 
  Pelor. In addition, if you have five (5) or more favors for 
  this house or the church (any country), you may trade 
  them in for a one time free raise dead spell cast on your 
  body (including component). Cross off once used. 
   
  �Lady Renee’ Favor: This counts as one (1) influence 
  point with the Knights of the Swan or the Countess. You 
  may exchange this influence point to upgrade one 
  weapon with the bane: aberration, dragon, or humanoid 
  (reptilian)  All normal costs and prerequisites must be 
  met. Cross off once used. 
   
  �Word from the Countess: (County PCs only) You 
  may join any ONE county meta-org (except home 
  owners) that you qualify for, waiving all TUs and gold 
  cost for one year. You may not obtain a refund for meta-
  orgs paid. Cross off once used. 
   
  �Notice of the Black Man You have drawn the notice 
  of the Black Man. In all future adventures where the 
  Black Man or his followers are present, you are the 
  primary target. 
   
  �I Failed the County: This award counts as an infamy 
  point. Immediately lose any and all Influence points and 
  favors with Lord Nimar, Lady Cezia Gellor, and House 
  Gellor. You may negate the infamy point (but not the loss 
  of Influences), by spending two influence points with the 
  Countess or one influence point with House Gellor. 
   
  �Dragon Cuisine: You have been devoured by 
  Duskmaw. Your body is unrecoverable. You can only be 
  brought back to life through a true resurrection spell. 
   
  �Run Away, Little Mouse: Duskmaw let you escape to 
  tell Nimar of his return. He won’t give you the chance to 
  escape twice. 
   
  ITEM ACCESS 
  APLs 6 and 8 
  • 
  Green dragon hide armor (Adventure; DMG; 
  1,320gp) 
  • 
  darkwood heavy shield (Adventure; DMG; 407gp) 
   
  APLs 10 and 12 (all of APLs 6-8 plus) 
  • 
  +1 corrosive light crossbow (Adventure; MIC; 8,335gp) 
  • 
  +1 mithral chain shirt (Adventure; DMG; 2,100gp) 
   
  APL 14 (all of APLs 6-12 plus) 
  • 
  +1 animated darkwood heavy shield (Adventure; DMG; 
  9,407gp) 
  • 
  # +1 mithral moderate fortification chain shirt 
  (Adventure; DMG; 10,100gp) 
  • 
  cloak of elemental protection (Adventure; MIC; 1,000gp) 
   
  APL 16 (all of APLs 6-14 plus) 
  • 
  #+3 
  mithral 
  moderate 
  fortification 
  chain 
  shirt 
  (Adventure; DMG; 17,100gp) 
  
  APL 6 
   
  2: DAERN’S FORTRESS 
  KOBOLD SNIPER (3) 
  CR 3 
  Male Kobold Fighter 2 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +3; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 20, touch 14, flat-footed 17 
    (+1 size, +3 Dex, +5 armor, +1 natural) 
  hp 42 (6 HD);  
  Fort +8, Ref +4, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +8/+3 (1d6) or 
  Ranged +1 light crossbow +12/+7 (1d6+1/19-20) or 
  Ranged +1 light crossbow +10/+10/+5 (1d6+1/19-20) or 
  Base Atk +6; Grp +2  
  Atk Options Point-Blank Shot, Precise Shot, Rapid Shot 
  Combat Gear +1 light crossbow, +1 chain shirt, 
  masterwork spear, many bolts 
  Abilities Str 10, Dex 17, Con 12, Int 12, Wis 10, Cha 8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, Rapid 
  Reload (light crossbow), Weapon Focus (light 
  crossbow)  
  Skills Climb +9, Ride +12, Swim +7,  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  DRACOTAUR 
  CR 3 
  Monster Manual III p 42-43 
  NE large dragon 
  Init +1; Senses darkvision 60 ft., low-light vision; Listen 
  +6, Spot +6 
  Languages Draconic 
  AC 21, touch 15, flat-footed 17 
   (-1 size, +1 Dex, +2 armor, +3 shield, +5 natural) 
  hp 28 (3HD);  
  Immune magic sleep, paralysis 
  Fort +9, Ref +5, Will +5 
  Speed 50 ft. in +1 green dragonhide leather armor (10 
  squares), base movement 50ft 
  Melee +1 shortspear +7(1d8+5/x3) and bite +1 (1d8+2) 
  and tail slap +1(1d8+6) or  
  Melee shortspear +7(1d8+4/x3) and bite +1 (1d8+2) and 
  tail slap +1(1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Special Actions Spit Fire +4 ranged touch attack (2d6) 
  Combat Gear +1 green dragonhide leather armor, 
  darkwood heavy shield, +1 shortspear, potion cure 
  light wounds (2) 
  Abilities Str 18, Dex 12, Con 16, Int 13, Wis 11, Cha 13 
  Feats Armor Proficiency (light), Iron Will 
  Skills Balance +5, Intimidate +7, Jump +16, Knowledge 
  (arcana) +4, Listen +6, Sense Motive +6, Spell Craft 
  +6, Spot +6, Survival +6, Swim +8, Use Magic Device 
  + 7  
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot spit 
  again for 1 minute. The dracotaur’s spittle is a sticky 
  adhesive substance that ignites when exposed to air, 
  much like alchemists fire. This glob of fiery spittle is 
  treated as a ranged touch attack with a range 
  increment of 20 feet. 
   
   A direct hit deals 2d6 points of fire damage. Every 
  creature within 5 feet of the point where the spittle hits 
  takes 1d4 points of fire damage from the splash. 
  Unlike alchemists fire, a dracotaur’s spittle does not 
  continue to burn. 
  Skills Because of their tails, dracotaurs have a +4 racial 
  bonus on Balance, Jump, and Swim checks. 
   
  4: HELP US PLEASE 
  KOBOLDS (6) 
  CR 4 
  LE small humanoid (reptilian), warrior 4/ monk 3  
  Init +2; Senses Darkvision 60 ft, Listen +2, Spot +2 
  Languages Common, draconic 
  AC 16, touch 15, flat-footed 12 
   (+1 Size,+2 Dex, +10 class, +2 monk, +1 natural) 
  hp 51(6HD);  
  Fort +7, Ref +6, Will +6 (+8 vs Enchantment); Evasion;  
  Weakness Light sensitivity 
  Speed 40 ft.(8 squares) 
  Melee unarmed strike +9/+4(1d4+1) or 
   
  flurry of blows +7/+7/+2 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Atk Options Stunning Fist (3/day, DC15), 
  Swarmfighting** (+1 to attack for every ally that 
  threatens the same target up to +4); 
  Abilities Str 12, Dex 14, Con 11, Int 10, Wis 14, Cha 8 
  SQ Flurry of Blows, Unarmed Strike, Evasion, Still Mind 
  Feats Combat ReflexesB , Improved Toughness**, 
  Stunning FistB, Swarmfighting**, Weapon Focus 
  (unarmed strike) 
  Skills Balance +4, Climb +3, Hide +8,Jump +12, Swim 
  +8, Tumble +14 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  URC8-05 Into the darkness 
   
  Page 16 
  
   
  APL 8 
   
  2: DAERN’S FORTRESS 
  AMBUSH DRAKE 
  CR 5 
  Male Ambush Drake 
  *from Monster Manual 3 
  NE Medium Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 73 (7 HD);  
  Immune paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +9, Ref +7, Will +5 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +10 (1d8+3 plus poison) and 2 claws +8  
  (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Special Actions Breath weapon, poison 
  Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9  
  Feats Alertness, Improved Initiative, Multiattack 
  Skills Hide +16, Listen +12, Move Silently +12, Spot 
  +12, 
  Possessions: potion of resist energy (fire) 
  Breath Weapon (Su) 30-foot cone, once every 1d4 
  rounds, slow (duration 7 rounds), Will DC 17 negates. 
  Ambush drakes are immune to the breath weapon of 
  other ambush drakes. The DC is Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 17, initial and 
  secondary damage 1d6 Dex. The DC is Constitution-
  based. 
  Telepathic Link (Ex) Ambush drakes share a common 
  consciousness, enabling them to communicate 
  telepathically with other ambush drakes. A group of 
  ambush drakes with 30 feet of each other are in 
  constant contact. If one is aware of a particular 
  danger, they all are. If one group is not flat-footed, 
  none of them are. No ambush drake in the group is 
  considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks. 
   
  KOBOLD SNIPER (3) 
  CR 5 
  Male Kobold Fighter 4 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 21, touch 15, flat-footed 17 
    (+1 size, +4 Dex, +5 armor, +1 natural) 
  hp 56 (8 HD);  
  Fort +9, Ref +6, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +10/+5 (1d6) or 
  Ranged +1 light crossbow +15/+10 (1d6+3/19-20 +1d6 
  acid) or 
  Ranged +1 light crossbow +13/+13/+8 (1d6+3 /19-
  20+1d6 acid)  
  Base Atk +8; Grp +4  
  Atk Options Point-Blank Shot, Precise Shot, Rapid Shot 
  Combat Gear +1 light crossbow, +1 chain shirt, 
  masterwork spear, many bolts 
  Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, Rapid 
  Reload (light crossbow), Weapon Focus (light 
  crossbow), Weapon Specialization (light crossbow),  
  Skills Climb +11, Ride +15, Swim +9,  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  DRACOTAUR 
  CR 3 
  Monster Manual III p 42-43 
  NE large dragon 
  Init +1; Senses darkvision 60 ft., low-light vision; Listen 
  +6, Spot +6 
  Languages Draconic 
  AC 21, touch 15, flat-footed 17 
   (-1 size, +1 Dex, +2 armor, +3 shield, +5 natural) 
  hp 28 (3HD);  
  Immune magic sleep, paralysis 
  Fort +9, Ref +5, Will +5 
  Speed 50 ft. in +1 green dragonhide leather armor (10 
  squares), base movement 50ft 
  Melee +1 shortspear +7(1d8+5/x3) and bite +1 (1d8+2) 
  and tail slap +1(1d8+6) or  
  Melee shortspear +7(1d8+4/x3) and bite +1 (1d8+2) and 
  tail slap +1(1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Special Actions Spit Fire +4 ranged touch attack (2d6) 
  Combat Gear +1 green dragonhide leather armor, 
  darkwood heavy shield, +1 shortspear, potion cure 
  light wounds (2) 
  Abilities Str 18, Dex 12, Con 16, Int 13, Wis 11, Cha 13 
  Feats Armor Proficiency (light), Iron Will 
  Skills Balance +5, Intimidate +7, Jump +16, Knowledge 
  (arcana) +4, Listen +6, Sense Motive +6, Spell Craft 
  +6, Spot +6, Survival +6, Swim +8, Use Magic Device 
  + 7  
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot spit 
  again for 1 minute. The dracotaur’s spittle is a sticky 
  adhesive substance that ignites when exposed to air, 
  much like alchemists fire. This glob of fiery spittle is 
  treated as a ranged touch attack with a range 
  increment of 20 feet. 
   
   A direct hit deals 2d6 points of fire damage. Every 
  creature within 5 feet of the point where the spittle hits 
  takes 1d4 points of fire damage from the splash. 
  URC8-05 Into the darkness 
   
  Page 17 
  
  Unlike alchemists fire, a dracotaur’s spittle does not 
  continue to burn. 
  Skills Because of their tails, dracotaurs have a +4 racial 
  bonus on Balance, Jump, and Swim checks. 
   
  4: HELP US PLEASE 
  KOBOLDS (6) 
  CR 6 
  LE small humanoid (reptilian), warrior 4/ monk 5  
  Init +2; Senses Darkvision 60 ft, Listen +2, Spot +2 
  Languages Common, draconic 
  AC 17, touch 15, flat-footed 12 
   (+1 Size,+2 Dex, +1 class, +2 Wis, +1 natural) 
  hp 65(9HD);  
  Fort +8, Ref +7, Will +7 (+9 vs Enchantment); Evasion;  
  Weakness Light sensitivity 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +10/+5(1d8+1) or 
   
   flurry of blows +9/+9/+4 (1d8+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +4 
  Atk Options Stunning Fist (3/day, DC16), 
  Swarmfighting** (+1 to attack for every ally that 
  threatens the same target up to +4); 
  Abilities Str 12, Dex 14, Con 11, Int 10, Wis 15, Cha 8 
  SQ Flurry of Blows, Unarmed Strike, Evasion, Still Mind, 
  Slow Fall (20 ft), Ki Strike, Purity of Body 
  Feats Alertness, Combat ReflexesB , Improved Natural 
  Attack (unarmed strike), Improved Toughness**, 
  Stunning FistB, Swarmfighting**, Weapon Focus 
  (unarmed strike) 
  Skills Balance +4, Climb +3, Hide +12,Jump +12, Move 
  Silent +4, Swim +8, Tumble +16 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  URC8-05 Into the darkness 
   
  Page 18 
  
  APL 10 
   
  2: DAERN’S FORTRESS 
  AMBUSH DRAKE 
  CR 5 
  Male Ambush Drake 
  *from Monster Manual 3 
  NE Medium Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 73 (7 HD);  
  Immune paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +9, Ref +7, Will +5 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +10 (1d8+3 plus poison) and 2 claws +8  
  (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Special Actions Breath weapon, poison 
  Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9  
  Feats Alertness, Improved Initiative, Multiattack 
  Skills Hide +16, Listen +12, Move Silently +12, Spot 
  +12, 
  Possessions: potion of resist energy (fire) 
  Breath Weapon (Su) 30-foot cone, once every 1d4 
  rounds, slow (duration 7 rounds), Will DC 17 negates. 
  Ambush drakes are immune to the breath weapon of 
  other ambush drakes. The DC is Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 17, initial and 
  secondary damage 1d6 Dex. The DC is Constitution-
  based. 
  Telepathic Link (Ex) Ambush drakes share a common 
  consciousness, enabling them to communicate 
  telepathically with other ambush drakes. A group of 
  ambush drakes with 30 feet of each other are in 
  constant contact. If one is aware of a particular 
  danger, they all are. If one group is not flat-footed, 
  none of them are. No ambush drake in the group is 
  considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks. 
   
  KOBOLD SNIPER (3) 
  CR 7 
  Male Kobold Fighter 6 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 21, touch 15, flat-footed 19 
    (+1 size, +4 Dex, +5 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +12/+7 (1d6) or 
  Ranged +1 corrosive light crossbow +20/+15 
  (1d6+8/19-20+1d6 acid) or 
  Ranged +1 corrosive light crossbow +18/+18/+13 
  (1d6+8/19-20 +1d6 acid) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear +1 corrosive light crossbow, +1 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper**, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Specialist** 
  (piercing), Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization (light 
  crossbow),  
  Skills Climb +11, Ride +15, Swim +9,  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  DRACOTAUR RAGER 
  CR 7 
  Monster Manual III p 42-43 
  NE large dragon barbarian 4 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +10, Spot +7 
  Languages Draconic 
  AC 21, touch 11, flat-footed 21; Uncanny Dodge 
   (-1 size, +2 Dex, +5 armor, +5 natural) 
  hp 80 (7HD);  
  Immune magic sleep, paralysis 
  Fort +14, Ref +7, Will +6 
  Speed 60ft. in +1 mithral chain shirt (12squares), base 
  movement 60ft. 
  Melee (Two-Weapon Fighting) +1 battleaxe +12/+7 
  (2d6+8/x3) and +1 handaxe +12 (1d6+4) and bite +6 
  (1d8+3) and tail slap +6(1d8+6) or 
  Melee +1 battleaxe +14/+9 (2d6+8/x3) and bite +6 
  (1d8+3) and tail slap +6(1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions Spit Fire +9 ranged touch attack (2d6) 
  Combat Gear +1 mithral chain shirt, +1 battle axe, +1 
  hand axe, potion cure serious wounds (2) 
  Abilities Str 24, Dex 15, Con 20, Int 10, Wis 12, Cha 12 
  SQ Fast Movement, Illiteracy, Rage (2x/day), Trap 
  Sense (+1) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting 
  Skills Balance +6, Intimidate +11, Jump +28, 
  Knowledge (arcana) +6, Listen +10, Sense Motive 
  +7, Spell Craft +6, Spot +7, Survival +10, Swim +9, 
  Use Magic Device + 7  
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot spit 
  again for 1 minute. The dracotaur’s spittle is a sticky 
  adhesive substance that ignites when exposed to air, 
  much like alchemists fire. This glob of fiery spittle is 
  URC8-05 Into the darkness 
   
  Page 19 
  
  treated as a ranged touch attack with a range 
  increment of 20 feet. 
   
   A direct hit deals 2d6 points of fire damage. Every 
  creature within 5 feet of the point where the spittle 
  hits takes 1d4 points of fire damage from the splash. 
  Unlike alchemists fire, a dracotaur’s spittle does not 
  continue to burn. 
  Skills Because of their tails, dracotaurs have a +4 racial 
  bonus on Balance, Jump, and Swim checks. 
  Power Up Suite Rage (12 rounds): AC 19 (touch 9, 
  flat-footed 19); hp 94; Atk +15 melee (2d6+10/x3, +1 
  battleaxe); Full Atk +14/+9 melee (2d6+10/x3, +1 
  battleaxe) and +13 (1d8+5/x3, +1 handaxe) and +8 
  melee (1d8+4. bite) and +8 melee (1d8+13, tail slap); 
  SV Fort +14, Will +9; Str 28, Con 24. Skills: Jump 
  +30, Swim +11. At the end of his rage, the dracotaur 
  barbarian is fatigued for the remainder of the 
  encounter. 
   
  4: HELP US PLEASE  
   
  KOBOLDS (6) 
  CR 8 
  LE small humanoid (reptilian), warrior 4/ monk 7  
  Init +2; Senses Darkvision 60 ft, Listen +2, Spot +2 
  Languages Common, draconic 
  AC 17, touch 16, flat-footed 12 
   (+1 Size,+2 Dex, +1 class, +2 Wis, +1 natural) 
  hp 79(11HD);  
  Fort +9, Ref +8, Will +8 (+10 vs Enchantment); 
  Evasion;  
  Weakness Light sensitivity 
  Speed 50 ft. (10 squares) 
  Melee unarmed strike +13/+8(1d8+1) or 
   
  flurry of blows +12/+12/+7 (1d8+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +6 
  Atk Options Stunning Fist (3/day, DC17), 
  Swarmfighting** (+1 to attack for every ally that 
  threatens the same target up to +4); 
  Abilities Str 12, Dex 14, Con 11, Int 10, Wis 15, Cha 8 
  SQ Flurry of Blows, Unarmed Strike, Evasion, Still Mind, 
  Slow Fall (30 ft), Ki Strike, Purity of Body, Wholeness 
  of Body (14 hps) 
  Feats Alertness, Combat ReflexesB , Improved DisarmB, 
  Improved Natural Attack (unarmed strike), Improved 
  Toughness**, Stunning FistB, Swarmfighting**, 
  Weapon Finesse, Weapon Focus (unarmed strike) 
  Skills Balance +4, Climb +3, Hide +14,Jump +16, Move 
  Silent +6, Swim +8, Tumble +18 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  URC8-05 Into the darkness 
   
  Page 20 
  
  APL 12 
   
  2: DAERN’S FORTRESS 
  BLACK AMBUSH DRAKE (2) 
  CR 7 
  Male Half-Black Dragon Ambush Drake 
  *from Monster Manual 3 
  NE Medium Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  telepathic link 30ft; Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 22, touch 12, flat-footed 20 
   (+2 Dex, +10 natural) 
  hp 80 (7 HD);  
  Immune acid, paralysis, sleep 
  Resist Fire 10 (up to 30); SR 16 
  Fort +10, Ref +7, Will +5 
  Speed 40 ft., fly 30 ft. (poor); 
  Melee bite +14 (1d8+7 plus poison) and 2 claws +12  
  (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +14  
  Special Actions Breath weapon (acid), breath weapon 
  (slow), poison 
  Abilities Str 24, Dex 15, Con 20, Int 9, Wis 10, Cha 11  
  SQ  
  Feats Alertness, Improved Initiative, Multiattack 
  Skills Hide +16, Listen +12, Move Silently +12, Spot 
  +12, Tumble +7 
  Possessions: potion of resist energy (fire) 
  Breath Weapon (acid) (Su) 60-foot cone, once per day, 
  6d8 acid, Reflex DC 15 negates.  
  Breath Weapon (slow) (Su) 30-foot cone, once every 
  1d4 rounds, slow (duration 7 rounds), Will DC 18 
  negates. Ambush drakes are immune to the breath 
  weapon of other ambush drakes. The DC is 
  Constitution-based. 
  Poison (Ex) Injure, Fortitude DC 18, initial and 
  secondary damage 1d6 Dex. The DC is Constitution-
  based. 
  Telepathic Link (Ex) Ambush drakes share a common 
  consciousness, enabling them to communicate 
  telepathically with other ambush drakes. A group of 
  ambush drakes with 30 feet of each other are in 
  constant contact. If one is aware of a particular 
  danger, they all are. If one group is not flat-footed, 
  none of them are. No ambush drake in the group is 
  considered flanked unless all are. 
  Skills Ambush drakes have +4 racial bonus on Hide 
  checks.  
   
  KOBOLD SNIPER (3) 
  CR 7 
  Male Kobold Fighter 6 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
    (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +12/+7 (1d6) or 
  Ranged +1 corrosive light crossbow +20/+15 (1d6+8/19-
  20+1d6 acid) or 
  Ranged +1 corrosive light crossbow +18/+18/+13 
  (1d6+8/19-20 +1d6 acid) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid Shot 
  Combat Gear +1 corrosive light crossbow, +2 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper**, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Specialist** 
  (piercing), Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization (light 
  crossbow),  
  Skills Climb +11, Ride +15, Swim +9,  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  DRACOTAUR LIEUTENANT (2) 
  CR 9 
  NE large dragon barbarian 6 
  Init +2; Senses darkvision 60 ft; Listen +13, Spot +8 
  Languages Draconic 
  AC 22, touch 12, flat-footed 22; Improved Uncanny 
  Dodge, Uncanny Dodge 
   (-1 size, +3 Dex, +5 armor, +5 natural) 
  hp 106 (9HD);  
  Immune magic sleep, paralysis 
  Fort +19, Ref +13, Will +12 
  Speed 60ft. in +1 mithral chain shirt (12squares), base 
  movement 60ft., other movement mode ft.; 
  Melee +1 battleaxe +17/+12 (2d6+8/x3) or and bite +10 
  (1d8+3) and tail slap +10 1d8+6) 
  Melee (Two-Weapon Fighting) +1 battleaxe +15/+10 
  (2d6+8/x3) and +1 handaxe +14  (1d8+4) and bite +8 
  (1d8+3) and tail slap +8 1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +20 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions Spit Fire +10 ranged touch attack (2d6) 
  Combat Gear +1 mithral chain shirt, +1 battleaxe, +1 
  handaxe, potion cure serious wounds (2) 
  Abilities Str 24, Dex 16, Con 20, Int 10, Wis 12, Cha 12 
  SQ Fast Movement, Illiteracy Dodge, Rage (2x/day), 
  Trap Sense (+2) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting, 
  Weapong Focus (battleaxe) 
  Skills Balance +6, Intimidate +13, Jump +30, 
  Knowledge (arcana) +7, Listen +13, Sense Motive +7, 
  Spell Craft +8, Spot +8, Survival +11, Swim +14, Use 
  Magic Device + 7  
  Fast Movement (Ex) A barbarian’s land speed is faster 
  than the norm for his race by +10 feet. This benefit 
  URC8-05 Into the darkness 
   
  Page 21 
  
  applies only when he is wearing no armor, light armor, 
  or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn.  
  Illiteracy Barbarians are the only characters who do not 
  automatically know how to read and write. A barbarian 
  may spend 2 skill points to gain the ability to read and 
  write all languages he is able to speak.  
  Improved Uncanny Dodge (Ex) At 5th level and higher, 
  a barbarian can no longer be flanked. This defense 
  denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  barbarian levels. If a character already has uncanny 
  dodge from a second class, the character 
  automatically gains improved uncanny dodge instead, 
  and the levels from the classes that grant uncanny 
  dodge stack to determine the minimum level a rogue 
  must be to flank the character.  
  Rage (Ex): Twice per day, this dracotaur rager can enter 
  a state of fierce rage that lasts 10 rounds. At the end 
  of his rage, the dracotaur barbarian is fatigued for the 
  remainder of the encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, Sense 
  Motive, Spellcraft, Spot, Survival, Swim, and Use 
  Magic Device. Because of their tails, dracotaurs have 
  a +4 racial bonus on Balance, Jump, and Swim 
  checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot spit 
  again for 1 minute. The dracotaur’s spittle is a sticky 
  adhesive substance that ignites when exposed to air, 
  much like alchemists fire. This glob of fiery spittle is 
  treated as a ranged touch attack with a range 
  increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemists fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a +2 
  bonus on Reflex saves and a +2 dodge bonus to AC 
  against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to do 
  so. It retains its Dexterity bonus to AC even if it is 
  caught flat- footed or struck by an invisible attacker. 
  However, it still loses its Dexterity bonus to AC if 
  immobilized. 
  Power Up Suite: Rage (12 rounds): AC 19, touch 10, 
  flat-footed 19; hp 124; Melee +1 battleaxe +19/+14 
  (2d6+10/x3) and bite +12 (1d8+4) and tail slap +12 
  (1d8+9) OR +1 battleaxe +17/+12 (2d6+10/x3) and +1 
  handaxe +16  (1d8+5) and bite +10 (1d8+4) and tail 
  slap +10 1d8+9); Fort +21, Will +14; Str 28, Con 24; 
  Jump +32, Swim +16 
   
  4: HELP US PLEASE 
  KOBOLDS (6) 
  CR 10 
  LE small humanoid (reptilian), warrior 4/ monk 9  
  Init +2; Senses Darkvision 60 ft, Listen +7, Spot +3 
  Languages Common, draconic 
  AC 18, touch 17, flat-footed 12 
   (+1 Size,+2 Dex, +1 class, +3 Wis, +1 natural) 
  hp 93(12HD);  
  Fort +10, Ref +9, Will +10 (+12 vs Enchantment); 
  Improved Evasion;  
  Weakness Light sensitivity 
  Speed 60 ft. (12 squares) 
  Melee unarmed strike +14/+9 (1d10+1) or 
  flurry of blows +14/+14/+9 (1d10+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +7 
  Atk Options Stunning Fist (3/day, DC19), 
  Swarmfighting** (+1 to attack for every ally that 
  threatens the same target up to +4); 
  Abilities Str 12, Dex 14, Con 11, Int 10, Wis 16, Cha 8 
  SQ Flurry of Blows, Unarmed Strike, Evasion, Still Mind, 
  Slow Fall (40 ft), Ki Strike, Purity of Body, Wholeness 
  of Body (18 hps), Improved Evasion 
  Feats Alertness, Combat ReflexesB , Improved DisarmB, 
  Improved Natural Attack (unarmed strike), Improved 
  Toughness**, Stunning FistB, Swarmfighting**, 
  Weapon Finesse, Weapon Focus (unarmed strike) 
  Skills Balance +4, Climb +3, Hide +16,Jump +20, Listen 
  +7, Move Silent +8, Swim +8, Tumble +20 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  URC8-05 Into the darkness 
   
  Page 22 
  
  APL 14 
   
  2: DAERN’S FORTRESS 
  ADVANCED AMBUSH DRAKES (2) CR 11 
  From Monster Manual 3 
  NE Large Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  Listen +22, Spot +22 
  Languages Common, Draconic, telepathic link 30ft 
  AC 19, touch 11, flat-footed 17 
    (-1 size, +2 Dex, +8 natural) 
  hp 212 (17 HD); regeneration/fast healing; DR  
  Immune paralysis, sleep 
  Resist Fire 10 (up to 30) SR 16 
  Fort +16, Ref +12, Will +10 
  Speed 40 ft. (8 squares), fly 30ft (poor) 
  Melee bite +24 (2d6+8 plus poison) and claws 
  +22/+22/+17/+17 (2d6+4/19-20, x2) 
  Space 10ft.; Reach 10 ft. 
  Base Atk +17; Grp +29  
  Special Actions Breath weapon 
  Abilities Str 26, Dex 14, Con 22, Int 7, Wis 10, Cha 9 
  Feats Alertness, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Multiattack, 
  Rapidstrike** (claw)  
  Skills Hide +22, Listen +22, Move Silently +22, Spot 
  +22,  
  Possessions: potion of resist energy (fire) 
  Breath Weapon (Su) 30ft cone once every 1d4 rounds, 
  slow (duration 7 rounds) Will DC 19 negates. Ambush 
  drakes are immune to the breath weapon of other 
  ambush drakes. The save DC is Constitution-based. 
  Poison (Ex) Injury, Fortitude DC19, initial and secondary 
  damage 1d6 Dex. The save DC is Constitution-based. 
  Telepathic Link (Ex) Ambush drakes share a common 
  consciousness, enabling them to communicate 
  telepathically with other ambush drakes. A group of 
  ambush drakes within 30 feet of each other are in 
  constant contact. If one is aware of a particular 
  danger, they all are. If one in the group is not flat-
  footed, none of them are. No ambush drake in the 
  group is considered flanked unless all are. 
  Skills Ambush drakes has +4 racial bonus to hide 
  checks 
   
  KOBOLD SNIPER (4) 
  CR 7 
  Male Kobold Fighter 6 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
    (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +12/+7 (1d6) or 
  Ranged +1 corrosive light crossbow +20/+15 (1d6+8/19-
  20+1d6 acid) or 
  Ranged +1 corrosive light crossbow +18/+18/+13 
  (1d6+8/19-20 +1d6 acid) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid Shot 
  Combat Gear +1 corrosive light crossbow, +2 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper**, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Specialist** 
  (piercing), Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization (light 
  crossbow),  
  Skills Climb +11, Ride +15, Swim +9,  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  DRACOTAUR CAPTAIN (2) CR 11 
  NE large dragon barbarian 8 
  Init +3; Senses darkvision 60 ft.; Listen +15, Spot +12 
  Languages Draconic 
  AC 25, touch 13, flat-footed 25; Improved Uncanny 
  Dodge, Uncanny Dodge 
   (+3 Dex, +5 armor, +5 natural, +3 shield) 
  hp 130 (11HD); DR 1/- 
  Immune magic sleep, paralysis 
  Fort +20, Ref +14, Will +12 
  Speed 60 ft. in +1 mithral chain shirt (moderate 
  fortification), (12squares), base movement 60ft. 
  Melee +2 battleaxe +20/+15/+10 (2d6+12/x3) and bite 
  +12 (1d8+3) and tail slap +12 1d8+7) 
  Melee +2 battleaxe +18/+13/+8 (2d6+9/x3) and  +1 
  handaxe +16 (1d8+4) and bite +10 (1d8+3) and tail 
  slap +10 1d8+7) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +22 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions Spit Fire +13 (2d6) 
  Combat Gear +1 mithral chain shirt (moderate 
  fortification),, +1 animated darkwood shield, potion 
  cure serious wounds (2), +2 battle axe, +1 handaxe 
  Abilities Str 24, Dex 16, Con 20, Int 10, Wis 12, Cha 12 
  SQ Fast Movement, Illiteracy, Rage (3x/day), Trap 
  Sense (+2) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting, 
  Weapong Focus (battleaxe) 
  Skills Balance +7, Intimidate +14, Jump +32, 
  Knowledge (arcana) +7, Listen +15, Sense Motive +7, 
  Spell Craft +7, Spot +12, Survival +10, Swim +16, 
  Use Magic Device + 7 
  Damage Reduction (Ex) At 7th level, a barbarian gains 
  Damage Reduction. Subtract 1 from the damage the 
  barbarian takes each time he is dealt damage from a 
  weapon or a natural attack. At 10th level, and every 
  three barbarian levels thereafter (13th, 16th, and 19th 
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  URC8-05 Into the darkness 
   
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  level), this damage reduction rises by 1 point. 
  Damage reduction can reduce damage to 0 but not 
  below 0.  
  Fast Movement (Ex) A barbarian’s land speed is faster 
  than the norm for his race by +10 feet. This benefit 
  applies only when he is wearing no armor, light armor, 
  or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn.  
  Illiteracy Barbarians are the only characters who do not 
  automatically know how to read and write. A barbarian 
  may spend 2 skill points to gain the ability to read and 
  write all languages he is able to speak.  
  Improved Uncanny Dodge (Ex) At 5th level and higher, 
  a barbarian can no longer be flanked. This defense 
  denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  barbarian levels. If a character already has uncanny 
  dodge from a second class, the character 
  automatically gains improved uncanny dodge instead, 
  and the levels from the classes that grant uncanny 
  dodge stack to determine the minimum level a rogue 
  must be to flank the character.  
  Rage (Ex): Three times per day, this dracotaur rager can 
  enter a state of fierce rage that lasts 10 rounds. At the 
  end of his rage, the dracotaur barbarian is fatigued for 
  the remainder of the encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, Sense 
  Motive, Spellcraft, Spot, Survival, Swim, and Use 
  Magic Device. Because of their tails, dracotaurs have 
  a +4 racial bonus on Balance, Jump, and Swim 
  checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot spit 
  again for 1 minute. The dracotaur’s spittle is a sticky 
  adhesive substance that ignites when exposed to air, 
  much like alchemists fire. This glob of fiery spittle is 
  treated as a ranged touch attack with a range 
  increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemist’s fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a +2 
  bonus on Reflex saves and a +2 dodge bonus to AC 
  against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to do 
  so. It retains its Dexterity bonus to AC even if it is 
  caught flat- footed or struck by an invisible attacker. 
  However, it still loses its Dexterity bonus to AC if 
  immobilized. 
  Power Up Suite: Rage (12 rounds) AC 23, touch 11, 
  flat-footed 23; hp 152 Melee +2 battleaxe 
  +22/+17/+12 (2d6+15/x3) and bite +14 (1d8+4) and 
  tail slap +14 (1d8+9) OR +2 battleaxe +20/+15/+10 
  (2d6+11/x3) and +1 handaxe +18 (1d8+5) and bite 
  +12 (1d8+4) and tail slap +12 (1d8+9); Fort +22, Will 
  +14; Str 28, Con 24; Jump +34, Swim +18 
   
  4: HELP US PLEASE 
  KOBOLDS (6) 
  CR 12 
  LE small humanoid (reptilian), warrior 4/ monk 11  
  Init +2; Senses Darkvision 60 ft, Listen +9, Spot +3 
  Languages Common, draconic 
  AC 19, touch 18, flat-footed 12 
   (+1 Size,+2 Dex, +2 class, +3 Wis, +1 natural) 
  hp 107(14HD);  
  Fort +11, Ref +10, Will +11; (+13 vs Enchantment) 
  Improved Evasion;  
  Weakness Light sensitivity 
  Speed 60 ft. (12 squares) 
  Melee unarmed strike +16/+11/+6 (1d10+1) 
  flurry of blows +15/+15/+15/+10/+5 (1d10+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +9 
  Atk Options Stunning Fist (3/day, DC20), 
  Swarmfighting** (+1 to attack for every ally that 
  threatens the same target up to +4); 
  Abilities Str 12, Dex 14, Con 11, Int 10, Wis 16, Cha 8 
  SQ Flurry of Blows, Unarmed Strike, Evasion, Still Mind, 
  Slow Fall (50 ft), Ki Strike (lawful), Purity of Body, 
  Wholeness of Body (22 hps), Improved Evasion, 
  Diamond Body, Greater Flurry 
  Feats Alertness, Combat ReflexesB, Deflect Arrows, 
  Improved DisarmB, Improved Natural Attack (unarmed 
  strike), Improved Toughness**, Stunning FistB, 
  Swarmfighting** ,Weapon Finesse, Weapon Focus 
  (unarmed strike) 
  Skills Balance +4, Climb +3, Hide +18,Jump +22, Listen 
  +9, Move Silent +10, Swim +8, Tumble +22 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  
  APL 16 
   
  2: DAERN’S FORTRESS 
  ADVANCED AMBUSH DRAKES (4) CR 11 
  From Monster Manual 3 
  NE Large Dragon 
  Init +6; Senses darkvision 60ft, low-light vision, scent, 
  Listen +22, Spot +22 
  Languages Common, Draconic, telepathic link 30ft 
  AC 19, touch 11, flat-footed 17 
    (-1 size, +2 Dex, +8 natural) 
  hp 212 (17 HD); regeneration/fast healing; DR  
  Immune paralysis, sleep 
  Resist Fire 10 (up to 30) SR 16 
  Fort +16, Ref +12, Will +10 
  Speed 40 ft. (8 squares), fly 30ft (poor) 
  Melee bite +24 (2d6+8 plus poison) and claws 
  +22/+22/+17/+17 (2d6+4/19-20, x2) 
  Space 10ft.; Reach 10 ft. 
  Base Atk +17; Grp +29  
  Special Actions Breath weapon 
  Abilities Str 26, Dex 14, Con 22, Int 7, Wis 10, Cha 9 
  Feats Alertness, Improved Critical (claw), Improved 
  Initiative, Improved Natural Attack (claw), Multiattack, 
  Rapidstrike** (claw)  
  Skills Hide +22, Listen +22, Move Silently +22, Spot 
  +22,  
  Possessions: potion of resist energy (fire) 
  Breath Weapon (Su) 30ft cone once every 1d4 rounds, 
  slow (duration 7 rounds) Will DC 19 negates. Ambush 
  drakes are immune to the breath weapon of other 
  ambush drakes. The save DC is Constitution-based. 
  Poison (Ex) Injury, Fortitude DC19, initial and secondary 
  damage 1d6 Dex. The save DC is Constitution-based. 
  Telepathic Link (Ex) Ambush drakes share a common 
  consciousness, enabling them to communicate 
  telepathically with other ambush drakes. A group of 
  ambush drakes within 30 feet of each other are in 
  constant contact. If one is aware of a particular 
  danger, they all are. If one in the group is not flat-
  footed, none of them are. No ambush drake in the 
  group is considered flanked unless all are. 
  Skills Ambush drakes has +4 racial bonus to hide 
  checks 
   
  KOBOLD SNIPER (8) 
  CR 7 
  Male Kobold Fighter 6 Warrior 4 
  LE Small Humanoid (Dragonblood, Reptilian) 
  Init +4; Senses Darkvision 60ft; Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 15, flat-footed 18 
    (+1 size, +4 Dex, +6 armor, +1 natural) 
  hp 70 (10 HD);  
  Fort +10, Ref +7, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +12/+7 (1d6) or 
  Ranged +1 corrosive light crossbow +20/+15 (1d6+8/19-
  20+1d6 acid) or 
  Ranged +1 corrosive light crossbow +18/+18/+13 
  (1d6+8/19-20 +1d6 acid) 
  Base Atk +10; Grp +6  
  Atk Options Point-Blank Shot, Precise Shot, Rapid Shot 
  Combat Gear +1 corrosive light crossbow, +2 chain 
  shirt, masterwork spear, many bolts 
  Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 8 
  Feats Crossbow Sniper**, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Ranged Weapon Specialist** 
  (piercing), Rapid Reload (light crossbow), Weapon 
  Focus (light crossbow), Weapon Specialization (light 
  crossbow),  
  Skills Climb +11, Ride +15, Swim +9,  
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  DRACOTAUR COMMANDER (2) 
  CR 15 
  NE large dragon barbarian 12 
  Init +3; Senses Darkvision 60 ft, Low-light vision Listen 
  +18, Spot +7 
  Languages Draconic 
  AC 27, touch 12, flat-footed 27 improved uncanny 
  dodge, uncanny dodge 
   (+-1 Size, +3 Dex, +7 armor, +3 shield, +5 natural) 
  hp 185(15HD); DR 2/- 
  Immune Magic sleep and paralysis 
  Fort +16, Ref +10, Will +10 
  Speed 60 ft. in +3 mithral chain shirt (moderate 
  fortification) (12 squares), base movement 60 ft 
  Melee (Two-Weapon Fighting) +1battleaxe 
  +20/+15/+10(2d6+8/x3) and+1 handaxe +19 (1d8+4) 
  and bite +21 (1d8+3) and tail slap +16 (1d8+3) or 
  Melee +1 battleaxe +22/+17/+12 (2d6+8) and bite +21 
  (1d8+3) and tail slap +16 (1d8+3) or 
  Ranged Spit fire +17 (2d6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +26 
  Special Actions Greater Rage 
  Combat Gear +3 mithral chain shirt (moderate 
  fortification), +1 battleaxe, +1 handaxe, +1 animated 
  darkwood shield, potions cure serious wounds (2) 
  Abilities Str 25, Dex 16Con 20, Int 10, Wis 12, Cha 12 
  SQ Fast movement, Trap sense +3, Uncanny dodge, 
  Improved Uncanny Dodge, Damage Reduction 
  Feats Armor Proficiency (light), Iron Will, Power Attack, 
  Two-Weapon Fighting, Weapon Focus (battleaxe), 
  Improved Bullrush, Awesome Blow 
  Skills Balance +6, Intimidate +19, Jump +35,Knowledge 
  (arcana) +17, Listen +18, Sense Motive +7, Spellcraft 
  +6, Spot +7, Survival +18, Swim +12, Use Magic 
  Device +10  
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot spit 
  again for 1 minute. The dracotaur’s spittle is a sticky 
  adhesive substance that ignites when exposed to air, 
  much like alchemists fire. This glob of fiery spittle is 
  URC8-05 Into the darkness 
   
  Page 2 
  
  treated as a ranged touch attack with a range 
  increment of 20 feet. 
  A direct hit deals 2d6 points of fire damage. Every 
  creature within 5 feet of the point where the spittle hits 
  takes 1d4 points of fire damage from the splash. 
  Unlike alchemist’s fire, a dracotaur’s spittle does not 
  continue to burn. 
  Skills Because of their tails, dracotaurs have a +4 racial 
  bonus on Balance, Jump, and Swim checks. 
  Power Up Suite Rage (11 Rounds): AC 22 (touch 10, 
  flat-footed 22); hp 230; Atk +1 battleaxe +25/+20/+15 
  melee (2d6+16/x3); Full Atk +1 battleaxe +23/+18/+13 
  (2d6+16/x3) and +1 handaxe +22 (1d8+6/x3,) and 
  bite +24 melee (1d8+5) and tail slap +19 melee 
  (1d8+5,); SV Fort +19, Will +13; Str 31, Con 26. 
  Skills: Jump +38, Swim +15. At the end of his rage, 
  the dracotaur barbarian is fatigued for the remainder 
  of the encounter. 
   
  4: HELP US PLEASE 
  KOBOLDS (6) 
  CR 14 
  LE small humanoid (reptilian), warrior 4/ monk 13  
  Init +2; Senses Darkvision 60 ft, Listen +11, Spot +3 
  Languages Common, draconic 
  AC 19, touch 18, flat-footed 12 
   (+1 Size,+2 Dex, +2 class, +3 Wis, +1 natural) 
  hp 138(16HD);  
  SR 23 
  Fort +13, Ref +11, Will +12 (+14 vs Enchantment); 
  Improved Evasion;  
  Weakness Light sensitivity 
  Speed 70 ft. (14 squares) 
  Melee unarmed strike +17/+12/+7 (2d6+1) 
  flurry of blows +17/+17/+17/+12/+7 (2d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +10 
  Atk Options Stunning Fist (3/day, DC21), 
  Swarmfighting** (+1 to attack for every ally that 
  threatens the same target up to +4);  
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 16, Cha 8 
  SQ Flurry of Blows, Unarmed Strike, Evasion, Still Mind, 
  Slow Fall (60 ft), Ki Strike (lawful), Purity of Body, 
  Wholeness of Body (18 hps), Improved Evasion, 
  Diamond Body, Greater Flurry, Abundant Step, 
  Diamond Soul 
  Feats Alertness, Combat ReflexesB, Deflect Arrows, 
  Improved DisarmB, Improved Natural Attack (unarmed 
  attack), Improved Toughness**, Stunning FistB, 
  Swarmfighting** ,Weapon Finesse, Weapon Focus 
  (unarmed strike) 
  Skills Balance +4, Climb +3, Hide +20,Jump +24, Listen 
  +11, Move Silent +12, Swim +8, Tumble +24 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  URC8-05 Into the darkness 
   
  Page 2 
  
  URC8-05 Into the darkness 
   
  Page 3 
  APPENDIX 2: NEW RULES ITEMS
  FEATS 
  CLOSE−QUARTERS FIGHTING [GENERAL] 
  You are skill at fighting at close range, and resisting 
  grapple attempts. 
   
  Prerequisites: Base Attack +3. 
   
  Benefits: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that would normally 
  bypass the attack. If you deal damage with this attack, the 
  enemy fails to start the grapple, unless it has the 
  Improved Grapple feat or a special ability such as 
  improved grab. If the enemy has such an ability, you may 
  add the damage you deal as a bonus on your opposed 
  check to resist being grappled. This feat does not give you 
  an extra attack of opportunity during a round or allow 
  you to make an attack of opportunity when you would be 
  denied one for being surprised, helpless, or in a similar 
  situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any type of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek. He takes an 
  attack of opportunity, hits, and deals 10 points of damage 
  to the creature. Tordek then adds a +10 to his opposed 
  check to resist being grappled. 
   
  Normal: 
  Creatures 
  with 
  Improved 
  Grapple, 
  improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when attempting to start 
  a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his bonus fighter feats. 
   
  Source: Complete Warrior 97 
   
  CROSSBOW SNIPER 
  You are skilled in lining up accurate, deadly shots with 
  your crossbow. Perhaps you add extra custom-made 
  sights to your weapon or you have learned to maximize 
  the stability and precision the weapon offers. 
   
  Prerequisite: Proficiency with hand, heavy, or light 
  crossbow, Weapon Focus with hand, heavy or light 
  crossbow, base attack bonus +1. 
   
  Benefit: When using a crossbow for which you have 
  the Weapon Focus feat, you gain a bonus on damage rolls 
  equal to ½ your Dexterity bonus. 
   
  If you have the skirmish or sneak attack ability, the 
  maximum range at which you can make such attacks 
  increases to 60feet when you are using a crossbow for 
  which you have the Weapon Focus feat. 
   
  Special: A fighter may select Crossbow Sniper as 
  one of his fighter’s bonus feats. 
   
  Source: Player Handbook II 78 
   
  IMPROVED TOUGHNESS 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD, (such as by losing a level) you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  RANGED WEAPON MASTERY 
  You have mastered a wide range of weapons. Your training with 
  one specific weapon now extends to other weapons of a similar 
  sort. 
   
  Prerequisite: Proficiency with selected weapons, 
  Weapon 
  Focus 
  with 
  selected 
  weapon, 
  Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a ranged 
  weapon that deals this type of damage. When using any 
  melee weapon that has the damage type you select, you 
  gain a +2 bonus on attack rolls and a +2 bonus on damage 
  rolls. In addition, you increase its range increment by 
  20feet. 
   
  Special: You can select this feat more than once, 
  each time. Each time, you can select a new damage type. 
   
  A fighter may select Ranged Weapon Mastery as one 
  of his fighter bonus feats. 
    
  Source: Player Handbook II 82 
   
  RAPIDSTRIKE 
  You can attack more than once with a natural weapon. 
   
  Prerequisites: Dex 9, one of more pairs of natural 
  weapons, aberration, dragon, elemental, magical beast or 
  plant type, base attack bonus +10. 
   
  Benefit: If you have a pair of natural weapons, such 
  as two claws, or two slams, you can make one extra attack 
  with one of those weapons at a -5 penalty. A creature with 
  multiple limbs qualifies for this feat as well, such as a 
  creature with three arms and three claw attacks. 
   
  Normal: Without this feat, you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair of 
  natural weapons you have. 
   
  Source: Draconomicon 73 
   
  SWARMFIGHTING 
  You and allies with this feat can coordinate melee attacks 
  against a single target and are adept at fighting side by 
  side in close quarters. 
   
  Prerequisites: Small size, Dex 13, base attack bonus 
  +1. 
   
  Benefit: You can occupy the same 5-foot square in 
  combat with any other allied Small creature that also 
  
  possesses the Swarmfighting feat at no penalty. When 
  you engage a Medium or larger creature in melee and at 
  least one other ally with the Swarmfighting feat threatens 
  the target, you gain a +1 morale bonus on the attack roll. 
  This bonus increases by +1 for each additional ally 
  beyond the first with the Swarmfighting feat that 
  threatens the same target. The total morale bonus 
  imparted to your attack roll cannot exceed your Dexterity 
  bonus. 
   
  Source: Complete Warrior 105 
   
  MAGIC ITEMS 
  CLOAK OF ELEMENTAL PROTECTION 
  Price (Item Level): 1,000gp (4th) 
  Body Slot: Shoulders 
  Caster Level: 3rd 
  Aura: Faint; (DC16) abjuration 
  Activation: Immediate (command) 
  Weight: 1lb 
  This white cloak is embroidered with runes representing 
  the five energy types in metallic thread. 
   
  When you activate a cloak of elemental protection, you 
  gain resistance 10 against a single energy type of your 
  choice (acid, cold, electricity, fire, or sonic). This 
  protection lasts until the start of your next turn. 
   
  A cloak of elemental protection functions once per day. 
  You must wear a cloak of elemental protection for 24 hours 
  before you can access its abilities. If it is taken off, it 
  becomes inactive until worn for an additional 24 hours. 
   
  Prerequisites: Craft Wondrous Item, resist energy. Cost 
  to Create: 500 gp, 40 XP, 1 day. 
   
  Source: Magic Item Compendium 87 
   
   
   
  URC8-05 Into the darkness 
   
  Page 4 
  
  APPENDIX 3: COUNTY OF URNST REGIONAL RACE RULES 
   
  Several options exist for players in Living Greyhawk to play races that are normally reserved for NPCs (such as centaurs 
  and kobolds). In order to clarify regional reactions to player characters and provide an easy way for players to assess a 
  region's acceptance of an unusual race, the following standard has been adopted. Regions must make this assessment for 
  the following races: asherati, Bright Desert centaurs, and Mist Kingdom kobolds. The assessment is not made for 
  subraces of Player's Handbook races (such as snow elves) – these races are similar enough to the standard races. 
   
  These rules apply only when playing a module set in the County of Urnst (not when playing Cores or meta-
  regional modules not set in the County). Other regions will have different rules and applications. Regional adventures 
  and AR items may have additional rules or special entries that supersede these rules. 
  The chart below shows how different races are generally viewed in the County of Urnst: 
   
  Race 
  Attitude 
  Asherati 
  Neutral 
  Centaurs 
  Neutral 
  Lizardfolk (except Fennelmore) 
  Wary 
  Mongrelfolk 
  Wary 
  Non-evil Humanoid Race 
  Wary 
  Half-Orcs 
  Wary 
  Mist Kingdom Kobolds 
  Monstrous 
  Lizardfolk (in Fennelmore only) 
  Monstrous 
  Any Evil Humanoid Race 
  Monstrous 
   
  GENERAL 
  'Social skill checks' include Bluff, Diplomacy, Gather Information, Perform, Profession, and possibly other skill checks 
  that the GM feels would be impacted by an NPC's attitude towards your race as described in the attitude sections below. 
  • 
  Regional documentation may detail ways to offset all or part of these penalties. Penalties to social skill checks can 
  be ignored with a successful Disguise check, with DCs set as per the rules in the Player's Handbook. 
  • 
  However to gain favors and influence, NPCs need to know your name and recognize you. You may refuse any 
  favors by remaining disguised or by giving fake names. 
  • 
  House Underley and the Underley network ignore the above rule. They will immediately honor any rewards they 
  offer and they are no harsher towards any particular individual over another. 
  • 
  Evil organizations who offer influence and rewards will respond to races differently. Each organization’s attitude 
  (whether Neutral, Wary, or Monstrous) will be noted in the relevant adventure. 
   
  NEUTRAL 
  (Anyone that radiates evil that would normally fall in this category is treated as "wary" instead.) 
  • 
  People are mildly suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Indifferent but can be raised to Helpful. 
  • 
  Though viewed with curiosity and suspicion, the law treats you fairly. 
  • 
  Individual exceptions may exist but, unless explicitly mentioned, there is no extra penalty. 
  • 
  You can belong to any County Meta-org without problem. 
   
  WARY 
  (Anyone that radiates evil that would normally fall in this category is treated as "monstrous" instead.) 
  • 
  People are moderately suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Unfriendly and cannot normally be raised above Friendly. 
  • 
  You suffer a -2 circumstance penalty to social skill checks with such NPCs. 
  • 
  You may receive moderately unequal treatment by the laws, such as automatically receiving the maximum 
  penalties for breaking the law. 
  • 
  Any fine is also doubled. Any fine beyond 1000 gp gets a 1 TU prison sentence for each 100gp of fine. 
  URC8-05 Into the darkness 
   
  Page 5 
  
  • 
  You can belong to any County meta-org. However, people eye you suspiciously and you may not be well-liked. 
   
  MONSTROUS 
  • 
  (Anyone that radiates evil that would normally fall in this category is hunted down and killed without prejudice. 
  Proximity to the Lands of Iuz means most folk people prefer to repent than regret.) 
  • 
  People are severely suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Unfriendly and cannot normally be raised above Indifferent.  
  • 
  You suffer a -4 circumstance penalty to social skill checks. Anyone perceived as your friend suffers a -2 penalty on 
  social skill checks. 
  • 
  You suffer a -4 penalty on living off the wild checks, and your lifestyle costs are doubled; if your lifestyle costs are 
  increased by other effects, use the core rules for stacking of multipliers.  
  • 
  You will likely receive severely unequal treatment by the laws, such as additional penalties for breaking the law, 
  beyond those of other races 
  • 
  Potential employers likely hide their association with you and expect the same of you; if you reveal such 
  information, any favors or influence will such employers is automatically revoked. 
  • 
  Membership in most regional meta-organizations will be banned. Those that allow you to join will likely require 
  more significant sacrifices. 
  • 
  Social skill checks' include Bluff, Diplomacy, Gather Information, Perform, Profession, and possibly other skill 
  checks that the GM feels would be impacted by an NPC's attitude towards your race.  
   
  Regional documentation may detail ways to offset all or part of these penalties. Penalties to social skill checks can be 
  ignored with a successful Disguise check, with DCs set as per the rules in the Player's Handbook. 
  URC8-05 Into the darkness 
   
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  APPENDIX 4: MARSHES 
   
  Source: DMG p 88-89 
  Two categories of marsh exist: relatively dry moors and 
  watery swamps. Both are often bordered by lakes 
  (described in Aquatic Terrain. below), which effectively 
  are a third category of terrain found in marshes. 
   
  The table below describes terrain features found in 
  marshes. The percentages are Indicative of typical marsh 
  terrain and don’t represent the exact chance that a given 
  square will contain the terrain element. 
   
  MARSH TERRAIN FEATURES 
   
   
   
   
  — Marsh Category — 
   
   
   
   
   
  Moor  
  Swamp 
  Shallow bog   
   
  20%  40% 
  Deep bog  
   
   
   
   5%  
  20% 
  Light Undergrowth 
   
  30%  20% 
  Heavy Undergrowth  
  10% 20% 
   
  If a square is part of a shallow bog, it has deep mud or 
  standing water of about 1 foot in depth. It costs 2 squares 
  of movement to move into a square with a shallow bug, 
  and the DC of Tumble checks in such a square increases 
  by 2. 
   
  A square that is part of a deep bog has 4 feet of 
  standing water It costs Medium or larger creatures 4 
  squares of movement to move into a square with a deep 
  bog, or characters can swim if they wish, Small or smaller 
  creatures must swim to move through a deep bog. 
  Tumbling is impossible in a deep bog. 
   
  The water en a deep bog provides cover for Medium 
  or larger creatures. Smaller creatures gain improved 
  cover (+8 bonus to AC, +4 bonus to reflex saves). Medium 
  or larger creatures can crouch as a move action to gain 
  this improved cover. Creatures with this improved cover 
  take a -10penalty on attacks against creatures that aren’t 
  underwater. 
   
  Deep bog squares are usually clustered together and 
  surrounded by an irregular ring of shallow bog squares. 
    
  Both shallow and deep bogs increase Move Silently 
  checks by 2. 
  Undergrowth: The bushes, rushes, and other tall grasses 
  in marshes function undergrowth does in a forest. A 
  square that is part of a bog does not also have 
  undergrowth. 
  Quicksand: Patches of quicksand present a deceptively 
  solid appearance (appearing as undergrowth or open 
  land) that may trap careless characters A character 
  approaching a patch of quicksand at a normal pace is 
  entitled to a DC 8 Survival check to spot the danger 
  before stepping in, but charging or running characters 
  don’t have a chance to detect a hidden bog before 
  blundering in. A typical patch of quicksand is 20 feet in 
  diameter. The momentum of a charging or running 
  character carries him or her 1d2x5 feet into the 
  quicksand.  
   
  Effects of Quicksand: Characters in quicksand must 
  make a DC 10 Swim check every round to simply tread 
  water in place, or a DC 15 Swim check to move 5 feet in 
  whatever direction is desired. If a trapped character fails 
  this check by 5 or more, he sinks below the surface and 
  begins to drown whenever he can no longer hold his 
  breath (see the Swim skill description. page 84 of the 
  Players Handbook, and Drowning. page 304 of the DMG). 
   
  Characters below the surface of a bog may swim back 
  to the surface with a successful Swim check (DC 15, +1 
  per consecutive. round of being under the surface. 
   
  Rescue: Pulling out a character trapped an quicksand 
  can be difficult. A rescuer needs a branch, spear haft, 
  rope, or similar tool that enables him to teach the victim 
  with one end. Then he must make a DC 15 Strength 
  check to successfully pull the victim, and the victim must 
  make a DC10 Strength check to hold onto the branch, 
  rope, or poll. If the victim fails to hold on he must make a 
  DC 15 Swim check immediately to stay above the surface. 
  If both checks succeed, the victim is pulled 5 fleet closer 
  to safety. 
   
  RANDOM SQUARE TERRAIN 
   
  1d6 
  Terrain 
  1  
  no effect on movement 
  2  
  shallow bog 
  3  
  shallow bog 
  4  
  deep bog 
  5  
  quicksand 
  6  
  deep water 
  URC8-05 Into the darkness 
   
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  DM MAP 1: DAERN’S FORTRESS (OUTSIDE) 
   
  URC8-05 Into the darkness 
   
  Page 8 
  
  DM MAP 4: DAERN’S FORTRESS (INSIDE) 
   
   
  URC8-05 Into the darkness 
   
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  URC8-05 Into the darkness 
   
  Page 10 
  PLAYER HANDOUT 0: WORD ON THE STREET 
  Our dear Lord Agnard was captured by some 
  devil-woman! He must be saved, and quickly! 
   
  Lord Agnard was captured by a pleasure 
  devil with a trap the soul gem. 
   
  Sir Rinald Gellor has taken command in 
  his father’s absence. 
   
  Sir Rinald and his sister Lady Cezia have 
  moved their capital to High Mardreth.  
   
  Sir 
  Rinald 
  narrowly 
  escaped 
  an 
  assassination attempt by a drow during the 
  battle of Stone Battle. He managed to escape 
  only because of brave adventurers who 
  refused to let the assassin get close enough to 
  do her dirty work. It was said the assassin was 
  dressed in House Teken’afin colors. 
   
  Lady 
  Cezia 
  Gellor, 
  the 
  archbaron’s 
  daughter is here in Geralenn and looking for 
  adventurers to go into the swamp on an 
  important mission. 
   
  Lady Renee Camis-Rouge, head of the 
  Knights of the Swan from Stone Battle is also 
  here in Geralenn.  
   
  The city of Stone Battle was seized by the 
  forces of the Black Man of the Swamp before 
  the onset of winter. 
   
  Brushnak, the war troll is the commander 
  of the Black Man’s forces holding Stone 
  Battle. 
   
  The remaining citizens of Stone Battle 
  have been enslaved and any dead left behind 
  have been turned into undead to serve in the 
  evil forces. 
   
  Lizardfolk Druids have changed most 
  roads leading to Stone Battle into marshland 
  and have grown plants to block access to the 
  city. 
   
  The dragon that attacked Stone Battle has 
  not been seen since the city fell. Some say she 
  has returned to the swamp. 
   
   
  Image 1: Crowded streets of Geralenn 
  
  PLAYER HANDOUT 1: NIMAR CHRYSALE GELLOR 
  • 
  Nimar is a powerful sorcerer who adventured for many years before retiring to Dosselford to devote his time to 
  investigating Crystal Springs. 
  • 
  He became the mayor by accident about 20 years ago when a horde of orcs attacked the village and he took them 
  out nearly single-handedly. 
  • 
  Nimar used to be Lord Mayor of New Dosselford. He is still well-liked here because he was strong enough to 
  defend, and lead the community, enforcing justice when need be, and stayed out of people's hair the rest of the 
  time.  
  • 
  Lord Nimar assumed power during Countess Belissica's disappearance in 593-594CY and became proxy for 
  Countess Belissica who was absent during a major portion of the Civil War.  
  • 
  He is a somewhat powerful, but clumsy sorcerer who is closely associated with the mysterious Crystal Springs.  
  • 
  He had not been heard from since the end of the War, and was notably absent from the Countess Belissica's funeral 
  and Her Noble Brilliancy Elone Hofre Gellor's coronation. 
  • 
  Additionally, during Lord Duncombe's regency in 596CY, Nimar was sought for questioning. 
  • 
  Nimar was recently found on another plane by adventurers and returned to the County. Since that time, he has 
  been reclusive.  
   
  URC8-05 Into the darkness 
   
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  PLAYER HANDOUT 2: THE HARPY’S MAP 
  URC8-05 Into the darkness 
   
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  PLAYER HANDOUT 3: DAERN’S FORTRESS 
  Deep within the Fennelmore is and ancient fortress that was built by the 
  Aerdi under the command of the Overking Jirenen. The fortress was built 
  at the same time the Aerdi were building the roads across the County of 
  Urnst, during the Battle of a Fortnight's Length (-110 CY). 
   
  The Battle of a Fortnight’s Length was a pivotal historical event that 
  solidified the power of the ancient Oeridian kingdom of Aerdy. After the 
  defeat of Nyrondal cavalry squadrons in this conflict, the Kingdom of Aerdy 
  became known as the Great ingdom, its king presiding over the Sunndi 
  swamplands of the south, westward along the shores of the Teflic Gulf and 
  the Sea of Yar, to the Nyr Dyv north to the Shield Lands and the Flan-
  dominated land of Tenh. 
   
  The Oeridian hero-goddess Daern may have been present at the battle, for 
  her mortal life is said to have ended shortly thereafter. Daern is the 
  Oeridian goddess of Defenses and Fortifications. Daern's holy symbol is a 
  shield hanging from a parapet. Griffins are often associated with her. 
   
  In her mortal life, Daern was responsible for the construction of a number 
  of famous fortifications, including Castle Blazebane in Almor and Tarthax 
  (currently known as Goldbolt) near Rel Deven. Some sources in the Great 
  Kingdom imply that she was involved in the construction of the Imperial 
  Palace at Rauxes, though this event occurred some time after her death 
  (some time after the Battle of a Fortnight's Length in -110 CY), so few take 
  this claim seriously. 
    
  Thus, the fortress was called Daern’s Fortress and it was manned by 200 
  soldiers. Unfortunately, the land it was built on slowly lowered through the 
  ages, and because the Aerdi abandoned it, it slowly sank into the 
  Fennelmore. 
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/598/Normal Scenarios/URC8-05 - Into the Darkness (APL 6-14)/URC8-05 - Into the Darkness.pdf