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, Rich Baker, and Peter 
  Adkison. 
  This WIZARD OF THE COAST® game product contains no Open Game Content. This work may be reproduced 
  for personal use or in its entirety for use at RPGA-sanctioned events. To learn more about the Open Gaming 
  License and the d20 SYSTEM® License, please visit www.wizards.com/d20. 
  This product use material from the v.3.5 revision. 
  This is an ofﬁ cial RPGA® play document. To ﬁ nd out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. 
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, DUNGEON MASTER, EBERRON, ABERRATIONS, DEATHKNELL, WINTER 
  FANTASY, RPGA, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and 
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  MARK OF HEROES
  FINDING THE WAY
  Contents
  Introduction .............................................................................................................................................................................................................................................2
  Adventure Background ..........................................................................................................................................................................................................................3
  Adventure Summary ...............................................................................................................................................................................................................................4
  Prologue: A Vital Mission ......................................................................................................................................................................................................................6
  Part One: The Stormdrake .......................................................................................................................................................................................................................7
  Part Two: Ancient Winds and Words ................................................................................................................................................................................................10
  Part Three: Valley of the Ice Bear ......................................................................................................................................................................................................14
  Part Four: The “Far” Stone .................................................................................................................................................................................................................21
  Part Five: Doorway to the Homeland ................................................................................................................................................................................................24
  Conclusion .............................................................................................................................................................................................................................................26
  Adventure Questions ............................................................................................................................................................................................................................26
  Design: Eric Williamson
  Illustrations:  David Esbrì 
  Editing and Development: Stephen Radney-MacFarland
  Cartography: Stephen Radney-MacFarland and Rob Lazzeretti
  Playtesters: Mike Donais, Skaff Elias, Curt Gould,  Paul Peterson, Rachel Reynolds, and Rob Watkins
  C A M P A I G N S
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  2
  INTRODUCTION
  Th is adventure is optimized for 3rd-level characters. Th is 
  means that it’s designed and balanced for a group of four to 
  ﬁ ve 3rd-level characters. If your group deviates from this size 
  and strength, each encounter features a section titled “Scaling 
  the Encounter” so that you, the Dungeon Master (DM), can 
  create a more balanced encounter. If there are only four of ﬁ ve 
  PCs of the same level it is easy to use this section: just use the 
  level entry that corresponds with the PCs’ level (the optimized 
  entry is given in the main adventure text). For groups of mixed 
  levels and groups with six PCs, determine the average level of 
  the PCs, and add increase that average by one for groups of 
  six PCs. Treat that level as the groups level. Th at said, as DM 
  you have discretion when it comes to ﬁ tting the challenges of 
  the adventure. If the PCs are having too hard or too easy of 
  a time, feel free to increase or decrease the level of challenge. 
  Th e goal is to challenge the PCs, and entertain the players, not 
  to overwhelm or even underwhelm them. Th e most enjoyable 
  D&D games are ones where failure and character death are 
  possible, but success and reward are attainable through daring 
  and smart play. 
   
  Th is adventure has been designed to be part of the RPGA 
  Dungeon & Dragons: Campaigns—Mark of Heroes 
  program. Like all Dungeons & Dragons Campaigns 
  adventures, it’s recommended that parties undertaking 
  its challenges have at least one arcane spellcaster, a divine 
  spellcaster (preferably a cleric), a strong warrior, and a rogue. 
  Parties missing these valuable adventuring components may 
  ﬁ nd Finding the Way very challenging, and the percentages of 
  character death higher. Please warn the players of this before 
  play starts. Dungeons & Dragons Campaigns allow players to 
  “take one for the team;” that is to play a fastplay wizard, ﬁ ghter, 
  rogue, or cleric in place of one of their characters, and gain 
  experience point for their character. If the group lacks one of 
  these vital four classes, suggest to your players to take advantage 
  of this option.
  RPGASANCTIONED PLAY
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or as part of the Dungeons 
  & Dragons Campaigns retail program. To play Finding the 
  Way as part of the Mark of Heroes campaign—a worldwide, 
  ongoing D&D campaign set in Eberron—you must sanction 
  it as part of an RPGA event. Th is 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. Th e 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. Th e person who runs the game is called the 
  table DM (or usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a Herald-Level GM to 
  run this adventure if you are not the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a few things. First, it allows the PCs participating 
  in play to accumulate experience points (XP) and gold pieces 
  (gp) to advance their Mark of Heroes characters. Second, it 
  allows the RPGA to track and record what character did during 
  the adventure, and future adventures a written with what the 
  majority of player did in mind—in this way characters’ action 
  shape the future of the campaign. Lastly, player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the Dungeons & Dragons Rewards program. Playing this 
  adventure is worth four (4) points. 
   
  Th is adventure retires from RPGA sanctioned play on 
  August 15, 2005. 
   
  To learn more about the Dungeons & Dragons 
  Campaigns: Mark of Heroes 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. Th e 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. 
  INTRODUCTION
  DUNGEONS & DRAGONS  MINIATURES
  To run this adventure it’s recommend you have the following 
  miniatures:
  From the Harbinger™ set:
  8 Orc Warriors (75/80)
  From the Dragoneye™ set:
  2 Orc Druid (57/50) to represent Gelvuk.
  From the Giants of  Legend™ set:
  2 Stone Golems (04/72) to represent the dwarf ancestral 
  guardians. 
  From the Deathknell™ set: 
  2 Orc Savages (57/60) to represent orc champions.
  From the Angelﬁ re™ set: 
  1 Dwarf Wizard (4/60) to represent Glankas Korari.
  
  PREPARING FOR PLAY
  To get the most out of this adventure, you need copies of the 
  following D&D books: Player’s Handbook, Dungeon Master’s 
  Guide, Monster Manual, and the Eberron Campaign Setting. It 
  is also a good idea to have a copy of the RPGA Extend Psionics 
  Handbook Primer, a PDF document that you can ﬁ nd on the 
  RPGA website (www.rpga.com) as it is possible that some 
  character playing in this adventure will be kalashtar utilizing 
  the psionics rules. 
   
  Th is adventure uses a creature found in the Fiend Folio—
  the blood hawk. If for some reason you don’t have a copy of 
  that book, the statistic blocks give enough information for you 
  to run this creature. 
   
  Th roughout this adventure, italics provide player 
  information for you to paraphrase or read aloud when 
  appropriate. Sidebars contain important information for 
  you, including special instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in a section 
  directly after each encounter, or can be found in the Monster 
  Manual. 
   
  Attached to this adventure, you’ll ﬁ nd a special RPGA Table 
  Tracking sheet tailored for this adventure. 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. 
  ADVENTURE BACKGROUND
  Th e following adventure background includes an origin story for 
  the dwarves and historical elements that may or may not be true. 
  “As anyone of intelligence knows, the common races arose from the 
  ashes of battle between the great dragons, Khyber, Eberron, and 
  Siberys. Most claim Eberron as their progenitor, for Siberys created 
  only the “lesser” dragons and Khyber created ﬁ ends. Some dwarves 
  claim Eberron as their creator as well, while others foolishly believe 
  Kol Korran and Onatar forged us from stone. However, I believe 
  dwarves have a diﬀ erent ancestry, as evidenced by various records 
  and artifacts both from other races and from the ancient dwarves 
  themselves.
  “Dwarves are, in fact, children of Khyber reformed by 
  Eberron for the purpose of holding back their ﬁ endish cousins in 
  the regions below! Th ey were built for battle in the cramped regions 
  of the underworld, with eyes that can pierce the darkest cavern 
  and an inborn sense for crafting the weapons needed to battle their 
  evil kin. Alas, this purpose was ultimately doomed to failure as the 
  vile spawn of Khyber slowly wore away at their ancient bastions. 
  In time, the dwarven people were driven from their homelands by 
  the onrushing horde, pushed closer and closer to the surface as the 
  ﬁ ends of the deep fought for release. At last, their strength expended, 
  the dwarves were cast out of the depths of Khyber into the freezing 
  lands of the north, into the lands we now call the Frostfell, and 
  there were they left to a death of freezing starvation.
  “Ah, but we dwarves are made of stouter stuﬀ  than even 
  demons can fathom! Th e dwarves gathered together in their 
  newfound home, no doubt carving strongholds of ice to protect 
  them from the predators of those frigid lands. Having never visited 
  the surface before, dwarves likely thought the entire world to be just 
  as inhospitable as the Frostfell. However, they still cast about for a 
  means of escape from this freezing land and eventually their bravest 
  explorers discovered the warmer lands to the south.
  “And so they must have made a great migration, moving 
  the entirety of dwarven civilization from their wintry northern 
  strongholds across the Bitter Sea to the southern lands, and 
  eventually to the Ironroot Mountains where we live to this day. 
  It was this migration that brought Lord Kordran Mror and the 
  thirteen clans to build a new kingdom beneath the mountains 
  before Mror banished the twelve to the surface yet again. Alas, 
  that second banishment drove our ancestors to warfare among 
  themselves, their ancient glory and strength forgotten. But our 
  people left an enduring legacy, a map to ﬁ nd their ancient home 
  should they need to return. And my family protects the key to that 
  map to this very day…”
  So went the tale that Glankas Korari told the Diggers’ 
  Union when he ﬁ rst approached the group to assist him in 
  unraveling the mystery of the dwarves’ ancient origins. 
  Th e key Glankas mentions is the Rod of Korari—a 12-inch 
  long, 1-inch diameter magical bar of lodestone carved with 
  three wedge-shaped symbols. Th is ancient relic has been passed 
  down through the Korari family of Clan Laranak for centuries, 
  and they maintain to this day that the rod was entrusted 
  to their keeping in the early days of the dwarven migration 
  to Khorvaire as a key to leading the dwarves back to their 
  homeland should the need arise. Th e knowledge of how to use 
  the rod, however, was unfortunately lost millennia ago during 
  the barbaric years after Lord Mror cast the dwarves out of his 
  kingdom.
   
  Th is knowledge, however, may soon be regained, as 
  exploration of an abandoned site of power in the Hoarfrost 
  Mountains uncovered a strange, perfectly square stone marked 
  with the exact same wedge-shaped symbols as the Rod of Korari. 
  Glankas, a member of the Aurum’s Copper Concord, quickly 
  secured rights to the site and began searching for allies to 
  uncover what he assumes is his family legacy while also keeping 
  other prying eyes (especially rival dwarven families) from 
  beating him to what he calls the “discovery of a lifetime for any 
  dwarf.” 
   
  It didn’t take long for him to call upon the Diggers’ 
  Union for help. Not only is the union renown and respected 
  for their treasure hunting skills, Glankas was sure that he could 
  secure their services cheaply. 
   
  For the last year the Diggers’ Union and the Banking 
  Guild of House Kundarak have been in conﬂ ict over the 
  reparation of debts incurred by the union during the course 
  of the Last War.  Th e conﬂ ict came to a head in early in 
  the year when the Banking Guild froze the union accounts 
  and ended any and all negotiations with the organization. 
  Th e Digger’s Union is beginning to feel the crunch of the 
  Kundarak shunning, and is eager to reopen negotiations with 
  the Banking Guild. 
  FINDING THE WAY
  3
  
  While Glankas is not a blood member of House Kundarak, 
  his daughter has married into the house. He is sure that that 
  through his daughter and his connections with the Aurum, 
  he can get the house to reopen negotiations with the Diggers’ 
  Union; as long as the union aids him in ﬁ nding his families 
  legacy—the secret of the Rod of Korari. 
   
  Th e union, at this point absolutely desperate to get 
  House Kundarak back at the bargaining table, eagerly signed 
  on to the Glankas expeditions sending young and so far very 
  successful initiates to aid the dwarf in ﬁ nding his birthright (the 
  PCs). Th ey have also paid half the cost for an expensive House 
  Lyrandar airship to aid Glankas in is mission. 
  Now the PCs ﬁ nd themselves ﬂ ying from Krona Peak over 
  Mirror Lake, bound for a lonely peak in the Hoarfrost 
  Mountains as Glankas relates his view of dwarven history. 
  Rod of Korari and Waystones
  Th e Rod of Korari is a unique magic item, possessed 
  by Clan Korari for centuries. Th e rod is made of 
  pure magnetite—called loadstone by some—crafted 
  with a small bulb on one end. It radiates moderate 
  divination magic. On the rod’s shaft is etched with 
  the following runes:
  Y  I  D
  Anyone who can read Dwarven recognizes the runes 
  as dwar, ews, and hergos; ancient dwarven symbols for 
  dwarf, hammer, and travel. 
    
  Th e rod is a magical compass that, after a dwarf 
  strikes the corresponding waystone, attunes itself to 
  the next waystone in the series. Once the Rod of Korari 
  is attuned, it ﬂ oats in mid air, its bulb pointing in the 
  direction of the next waystone, and continues to so 
  until it is attuned by the another waystone, spinning 
  and turning as need be to always indicate the true 
  direction of the waystone. When attuned, the rod can 
  still be grabbed or stored, and doing so stops it from 
  pointing toward the next waystone, but when the rod 
  is again dropped, it doesn’t hit the ground, rather 
  again ﬂ oats aloft in midair, its bulb again pointing in 
  the direction of the next waystone. 
    
  Th rough the course of the adventure, the PCs 
  ﬁ nd waystone after waystone with the rod’s help, and, 
  if successful, ﬁ nd a special portal that Glankas Korari 
  believes leads to the homeland of the dwarves. 
  ADVENTURE SYNOPSIS
  Th e adventure starts with the PCs traveling via airship from 
  the dwarven capital of Krona Peak to a site in the Hoarfrost 
  Mountains. Th e trip is not long, but provides an opportunity 
  for the PCs to interact with one another (for those that are not 
  already acquainted) and also to talk with Glankas. Th e dwarf 
  has a very particular view of dwarven history, and arrogantly 
  ignores other views. Glankas also happens to be a member of 
  the Aurum, though that group has no designs on this particular 
  endeavor, some PCs may ﬁ nd his association with the nefarious 
  organization troublesome. 
  After this initial bit of roleplaying, the PCs arrive at the 
  Tempus Mount, a ﬂ at-topped mountain plagued by foul 
  weather. Atop that peak is one of three waystones the PCs are 
  likely to encounter during the adventure. 
  Th e party must investigate the stone, likely comparing 
  it to the Rod of Korari (which Glankas carries), to discover its 
  purpose. After defeating the stone’s guardian, the PCs discover 
  (with the help of Glankas, if necessary) that when rod is struck 
  hard against the strange stone the rod points to a new location, 
  like a magical compass. Th e group must follow this magical it 
  to the next site.
  Following the Rod of Korari to the north brings the 
  airship over a small village of orcs. Th ese orcs revere a creature 
  they call the Ice Bear that lives in a series of ice caverns in 
  the mountains. If the PCs approach the orcs with care and 
  caution, they have may open a dialogue with the creatures. 
  Th e orc tribe warns explorers away from the area, telling 
  them to be careful of angering the Ice Bear. Th e Rod of Korari, 
  however, points directly to the creature’s lair. Investigation 
  ﬁ nds the creature, a werebear, has turned the chamber 
  housing the stone into a tomb for his parents. Th e PCs must 
  either defeat the creature, or use stealth or diplomacy to gain 
  access to the second stone. Striking this stone produces a 
  similar result to the ﬁ rst, with the rod again pointing to the 
  square and to a place to the north and east. 
   
  Th e rod leads northeast, along the shores of the Bitter 
  Sea, to a point of stone jutting out at the northernmost part 
  of the continent. Th ere the PCs ﬁ nd that the chamber holding 
  the stone has crumbled, falling into the cold water. Th e PCs 
  must ﬁ nd a way to access the sometimes-submerged stone, 
  while fending oﬀ  a murder of blood hawks roosting around the 
  waystone’s resting place. After attuning the rod, the PCs ﬁ nd 
  their destination lies across the cold waters of the Bitter Sea.
  After a trip over the cold and dangerous sea, the PCs ﬁ nd 
  the ﬁ nal destination of the Rod of Korari: an ancient dwarven 
  temple set in the side of a lonely mountain island. Powerful 
  ancient guardians protect the entrance to this temple. If they 
  are able to gain entrance, the PCs ﬁ nd the interior covered 
  in runes detailing a powerful magic, one that could possibly 
  transport hundreds of people instantaneously to some far-ﬂ ung 
  location—presumably the ancient homeland of the dwarves. 
  With this information in hand and considerable time needed 
  to study the ﬁ ndings, the PCs return to Krona Peak, hailed as 
  discovering a possible link to the ancient history of the dwarves, 
  and gaining a valuable ally motivated to end the Banking Guild 
  sanctions against the Diggers’ Union. 
  Successful PCs, who are 3rd-level or higher, are also 
  elevated to the rank of Journeyer in the union. 
  4
  FINDING THE WAY
  
  5
  TROUBLESHOOTING 
  Divinations and Dragonmarks: Parties that include 3rd-level 
  spellcaster classes with certain spells or characters with speciﬁ c 
  dragonmark spell-like abilities may have magical resources to 
  aid in information gathering. Th e following may be used as 
  guidelines for adjudicating such magic.
   
  Spells such as augury should be adjudicated by the 
  DM based on knowledge of future encounters described in 
  the adventure. As such, it is important that the DM read this 
  adventure thoroughly before play begins.
   
  Locate object could prove to be a very useful spell, 
  especially when trying to locate the submerged third stone. 
  After seeing the ﬁ rst rune-marked stone, characters can clearly 
  visualize a similar object with the speciﬁ city and accuracy 
  needed for locate object to work.
   
  A ﬁ nal divination sometimes overlooked by parties 
  is detect thoughts. Utilization of this spell long enough to scan 
  the surface thoughts of an opponent or NPC may reveal the 
  creature’s basic desires. In this case, the caster becomes aware 
  of what might be useful as a bribe for the creature during 
  Diplomacy or what might serve to Intimidate the opponent, 
  possibly providing a circumstance bonus to such checks (at the 
  DMs discretion, but no more than a +2 bonus). It might also 
  reveal hazards in the area, or useful bits of information needed 
  to locate treasure.
   
  Survival in the Frigid North: Exploring the northern 
  reaches of Khorvaire requires some preparation against the 
  hazards of the environment. Characters that leave the airship 
  for long periods of time and do not carry supplies with them 
  may ﬁ nd themselves without food or water. In this climate, 
  Medium characters need at least a gallon of ﬂ uids and about 
  a pound of decent food per day to avoid starvation. (Small 
  characters need half as much.) A successful Survival check (DC 
  10 for the character with Survival, plus 2 for each additional 
  person) recovers enough fresh water and food to stave oﬀ  
  starvation. Th e airship is stocked with enough supplies for a 
  three-month journey with all crew and passengers.
   
  A character can go without water for 1 day plus a 
  number of hours equal to his Constitution score. After this 
  time, the character must make a Constitution check each hour 
  (DC 10, +1 for each previous check) or take 1d6 points of 
  nonlethal damage.
   
  A character can go without food for 3 days, in 
  growing discomfort. After this time, the character must make 
  a Constitution check each day (DC 10, +1 for each previous 
  check) or take 1d6 points of nonlethal damage.
  Characters who have taken nonlethal damage from lack of 
  food or water are fatigued. Nonlethal damage from thirst or 
  starvation cannot be recovered until the character gets food 
  or water, as needed—not even magic that restores hit points 
  heals this damage.
   
  In addition to needing food and water, characters 
  must take care to protect themselves from the frigid weather 
  in the Hoarfrost Mountains and along the Bitter Sea. During 
  the day, temperatures range between 10° and 40° Fahrenheit 
  (roll 1d4 each day), with temperatures dropping by 10 to 20 
  (1d2) degrees colder at night. As the Diggers’ Union knows 
  the possible dangers of this area, the characters all have the 
  opportunity to buy cold weather outﬁ ts before the start of the 
  adventure for a reduced rate of 5 gp (though some may choose 
  not to do so) and will even supply potions of endure elements 
  for a reduced cost of 50 gp each. 
   
  An unprotected character in cold weather (below 40° F) 
  must make a Fortitude save each hour (DC 15, + 1 per previous 
  check) or take 1d6 points of nonlethal damage. A character who 
  has the Survival skill may receive a bonus on this saving throw 
  and may be able to apply this bonus to other characters as well 
  (for more information on the Survival skill, see page 83 of the 
  Player’s Handbook). Characters wearing cold weather outﬁ ts gain 
  a +5 circumstance bonus to these saves, and characters under the 
  inﬂ uence of an endure elements spell or similar eﬀ ect are totally 
  protected for the length of the duration.
   
  In conditions of severe cold or exposure (below 0° F), 
  an unprotected character must make a Fortitude save once every 
  10 minutes (DC 15, +1 per previous check), taking 1d6 points 
  of nonlethal damage on each failed save. A character who has the 
  Survival skill may receive a bonus on this saving throw and may 
  be able to apply this bonus to other characters as well (as above). 
  Characters wearing cold weather outﬁ ts or under the inﬂ uence of 
  an endure elements spell or similar eﬀ ect need only check once per 
  hour for severe cold and exposure damage.
   
  A character who takes any nonlethal damage from 
  cold or exposure is beset by frostbite or hypothermia (treat as 
  fatigued). Th ese penalties end when the character recovers the 
  nonlethal damage taken from the cold and exposure.
  Finally, characters that wander beyond the general area they 
  ﬁ rst enter from the airship risk getting lost. Th e character in 
  the lead must make a Survival check (DC 15 in Forest areas, 
  DC 12 in Mountains.) every hour to see if he becomes lost. See 
  the Getting Lost section of Wilderness Adventures on pages 86 
  and 87 of the Dungeon Master’s Guide for more details about 
  adjudicating this situation.
   
  Raising the Dead: At this point the PCs may have 
  gained enough renown, and hopefully enough gold and 
  experience, to come back from the dead. Like many things 
  that involve XP and gp cost, raise dead and other spells work 
  diﬀ erently in Dungeons & Dragons Campaigns. If a PC 
  dies, and his or her companions are able to bring the body 
  back to a temple with clerics powerful enough to cast raise dead 
  within 11 days after the time of death, a character can be raised 
  (assuming the soul is willing). Th is incurs a 1,100-gp debt, 
  which may be divided up between the characters played during 
  the session. Th is debt is forever subtracted from the equipment 
  value of the characters, and reported in the “GP Debt” ﬁ eld 
  of the Session Tracking sheet. Additionally, the character that 
  came back from the dead has its experience points reduced. 
  Th e amount of experience points reduced is dependent on 
  the current character level (see the table below) of the PC 
  raised. Record the proper amount on the “XP Drain” ﬁ eld of 
  the Session Tracking sheet. Th ese two costs are the only costs 
  for the raise dead (even for 1st-level characters), and overrides 
  the rules for the spell found in the Player’s Handbook. When a 
  FINDING THE WAY
  
  6
  character is brought back from the dead it is not recorded as a 
  character death (so don’t mark “Y” on the Session Tracking). 
  Just record the gold debt and experience drain. 
  Experience Point Drain for Raised Characters
  Character Level  
  XP Drain
  1st and 2nd 
   
  1,000 XP
  3rd  
   
   
  1,500 XP
  4th  
   
   
  2,000 XP
  5th  
   
   
  2,500 XP
  PROLOGUE: A VITAL MISSION
  Th e PCs are once again summoned to Grea Tower in Wroat. 
  Th is time it’s not Matron Martra who calls upon them; it is 
  Patron Zuzrin Tellun, an imposing elf rumored to be a member 
  of the Conclave of Masters, the body that ultimately governs 
  the Diggers’ Union. 
   
  Coming to the Hall of Messengers at the appointed 
  time, the PCs have no trouble ﬁ nding Tellun’s expeditious 
  messenger homunculus standing upon the center perch of the 
  waiting area. It is larger, more ornate, and seemingly more 
  aware than other expeditious messengers the PCs have likely 
  encountered—a beautifully peace of arcane artistry. It notices 
  the PCs as soon as they enter the chamber, and even calls out to 
  them by name. 
  “Th is way initiates, my master eagerly awaits your arrival.” 
  It leads the PCs beyond the Pillar of Aureon and toward one of 
  the booths. 
   
  Inside the booth, the PCs are greeted by a tall, handsome 
  elf dressed in goldthread embossed robes. Th e elf moves with 
  grace and conducts himself as a cultured gentleman, seeming 
  distracted, aloof, and arrogant at times. 
   
  He motions for the PCs to sit, and oﬀ ers wine, pouring 
  it by his own hand. Connoisseurs of wine (Appraise DC 
  15), notice it is a ﬁ ne, subtle, and expensive vintage from the 
  Bluevine region of Aundair. He accepts any complements on 
  his choice of vintage with feint humility, but ignores any slight 
  against it. He does not even grace requests for ale, beer, mead, 
  or stronger spirits with a reply. 
   
  Zuzrin sates his thirst with a few sips, and gets straight to 
  the business at hand.  
  An important client has requested the union’s service. Unlike many 
  of our clients, this one not only wants you to know his identity, he 
  wants to accompany you on the mission. 
   
  His name is Glankas Korari, and he is a relatively minor, but 
  still very wealthy, merchant lord from the dwarven hold of Mror. 
  What makes him even more important is what he could accomplish 
  for the union. 
   
  For almost a year the union’s accounts held by House 
  Kundarak’s Banking Guild have been frozen. What started as a 
  minor squabble over the repayment of debts the union accrued 
  during the Last War has turned into a major incident due to 
  some…let’s say, diplomatic foibles? Now the Banking Guild refuses 
  to treat with us at all, and that is causing ﬁ nancial diﬃ  culties. 
   
  Needless to say, the union is very interested in seeing an end 
  to our…disagreement…with the Banking Guild. Korari has ties 
  to House Kundarak, as he has just married his daughter oﬀ  to 
  someone favored in that house, and is willing to broker a deal if we 
  do him a favor. 
   
  Th is dwarf merchant lord has a peculiar view of dwarf 
  history, and is on a mission to prove it correct. While I am afraid 
  his mission will ultimately provide fruitless, we must help him 
  try. Your task is to aid Korari in his mission, help him succeed if 
  all possible, and if not, put forward an eﬀ ort so ﬂ awless that he’ll 
  realize the futility of his ultimate goal, but still hold to his part of 
  the bargain to aid in our disputes with Kundarak. It is imperative 
  that no matter the outcome of the mission, you treat Korari with 
  respect so to put a good face on the Diggers’ Union.
   
  For success in your eﬀ ort, your compensation will be 
  considerable, and you’ll earn the rank of Journeyer within the 
  union. Failure may just ruin us all. 
  Th e PCs may have questions about the particulars of the 
  mission, but Zuzrin tells them they should wait and talk to 
  the client. 
  “I have my doubts, and I would prefer not poison you with my 
  pessimism. We trust you to ﬁ nd solutions.”
  If the PCs ask why they have been chosen for the mission, 
  Zuzrin explains that they come highly recommended from 
  Matron Martra. Th ey have displayed skill and ingenuity in past 
  missions, and while the union hopes such successes are due 
  to talent and enterprise, it’ll make due with luck, as long as it 
  holds out. 
   
  Th is explanation may ring hollow to new characters, or 
  characters who have accomplished few missions for Matron 
  Martra. To that Zuzrin only comments his desire that choosing 
  those characters for this task was not some sort of clerical error.  
  Zuzrin Tellun does tell the PCs that the Mror Holds can be 
  very cold. Th e PCs are given the opportunity to buy cold 
  weather outﬁ ts from the union for a reduced rate of 5 gp an 
  outﬁ t. Th e union even supplies potions of endure elements for a 
  reduced cost of 50 gp each. 
   
  Further illustrating the importance of the mission, the PCs 
  ﬁ nd that the Diggers’ Union and Glankas Korari have hired 
  the services of a House Lyrandar airship—the Stormdrake. Th e 
  PCs board the airship in Sharn, taking it all the way to Krona 
  Peak (an 8-day journey, with a stops in Flamekeep and Korth), 
  where they pick up the client, Glankas Korari. It is that point 
  the adventure really begins
  FINDING THE WAY
  
  7
  FINDING THE WAY
  PART ONE: THE STORMDRAKE
  A half-elf dragonmarked captain named Aielous captains the 
  Stormdrake. Th e airship looks much like a standard sailing 
  vessel, although a ring of elemental ﬁ re circling the vessel 
  replaces the mast and sails at mid-ship. Th e vessel has storage 
  and crew space below deck, with a large cabin and sleeping 
  quarters for 10 passengers above and toward the rear of the 
  ship. Th e captain’s quarters are opposite the cabin, directly 
  below the helm. 
  While the PCs get on the airship in Sharn, the adventure 
  really starts as the airship travels from Krona Peak to the 
  Tempus Mount. It is in Krona Peak that the Stormdrake picks 
  up the dwarf client. 
  Once aboard, Glankas engages various characters in 
  conversation, gauging their knowledge of dwarven history, 
  their past exploits or adventures, and the particular skills the 
  character brings to this endeavor. As the entire ﬂ ight takes 
  roughly 20 hours due to some rough weather, there is ample 
  time for conversation. Th e ship leaves in early morning, just as 
  the sun is rising in the east.
  Glankas Korari 
  Glankas Korari is a typical Mror dwarf in many 
  respects—more apt to use intimidation than diplomacy 
  (even though he’s a skilled diplomat when he needs to be) 
  and very proud of his racial heritage. 
    
  While lawful, Glankas is evil. He holds a deep-
  rooted prejudice of orcs and even half-orcs, and while 
  he will not openly begrudge those characters in service 
  of his important mission, he does not treat them as 
  equals. In fact, secretly, he sees only other dwarves as 
  equals, which isn’t always a good thing, as he always 
  wonders if dwarves among the PCs are spies for other 
  clans, and is even rather aloof with those PCs. 
    
  In short, while Glankas deals with the PCs with a 
  façade of respect, and sometimes even warmth, he really 
  sees them as employees, and expendable ones at that. 
  His true goal is to prove his historical theories, and, of 
  course, survive the ordeal.  
    
  Characters that persecute Glankas based solely on 
  his alignment quickly ﬁ nd themselves dismissed by the 
  dwarf and heading back to the Diggers’ Union with a 
  lost contract.
    
  Already aﬄ  uent due to his family holdings, 
  membership in the Aurum has served to bring the 
  dwarf even more wealth, and now he has married his 
  daughter into the powerful House Kundarak. Th is has, 
  however, made him accustomed to a softer life, and he 
  has a fondness for the ﬁ ner things in life.
    
  A natural coward, he shuns combat if he can get 
  others to ﬁ ght for him—and he sees the PCs as hirelings 
  for that task. While he accompanies the PCs on their 
  venture, this attitude will pose its own challenges 
  throughout the adventure. 
    
  Glankas wears fashionable clothing that 
  compliments his well-kept black hair and eyes. A 
  single streak of white hair splits the center of his beard. 
  Glankas is an accomplished scholar in his own right, 
  although he allows his racial and family pride to cloud 
  his view of historical facts.
  GLANKAS KORARI  
  CR 4 
   
  Male dwarf aristocrat 5
  LE Medium humanoid (dwarf)
  Int -1; Senses Darkvision 60 ft.; Listen -1, Spot -1. 
  Aura Faint law and evil 
  Languages Common, Dwarven; Gnome
  AC 13, touch 9, ﬂ at-footed 13 
  hp 27 (5 HD)
  Fort +2, Ref +0, Will +5; +2 bonus on saves against 
  spells and spell-like abilities and poisons. 
  Spd 20 ft. (4 squares)
  Atk Masterwork shortsword +4 melee (1d6/19-20)
  Atk Options  + 1 bonus on attack rolls against orcs and 
  goblinoids, +4 dodge bonus to AC against creatures of 
  the giant type.  
  Base Atk +3; Grp +3
  Abilities Str 11, Dex 8, Con 12, Int 12, Wis 9, Cha 12
  Feats Iron Will, Negotiator 
  Skills Appraise +5 (+7 related to stone or metal), 
  Diplomacy +16, Decipher Script +6, Knowledge 
  (architecture 
  and 
  engineering) 
  +6, 
  Knowledge 
  (geography) +6, Knowledge (history) +3, Knowledge 
  (nobility and royalty) +6, Search +1 (+3 for ﬁ nding 
  secret doors and similar compartments, +2 to notice 
  unusual stonework, or +5 to notice stone secret doors 
  and similar compartments), Sense Motive +6, Survival 
  –1 (+1 from getting lost or avoiding hazards)
  Possessions Studded leather armor, masterwork 
  short sword, noble’s outﬁ t, 8 copper rings (worth 10 cp 
  each), magnifying glass, cartographer’s kit, 5 potions 
  of endure elements, identiﬁ cation papers, traveling 
  papers, 45 pp.  
  
  8
  As the airship cuts through the crisp northern air, thin tendrils of 
  steam trail from the ring of elemental ﬁ re surrounding the vessel. 
  About three or four hours after leaving the dwarven capital of 
  Krona Peak the vessel is sailing smoothly over a large body of water 
  the dwarves call Mirror Lake. Captain Aielous and his crew busily 
  man various stations of the ship, with Aielous issuing commands 
  from the helm. While they work, your dwarven patron, Glankas 
  Korari, makes himself comfortable in the observation cabin, which 
  is warm, dry, and comfortably lined with cushioned benches. He 
  pours himself a glass of wine, oﬀ ering more to everyone present, and 
  then eyes each person in the room carefully before stating, “So, tell 
  me what you know of my people and our history, and what talents 
  you bring to this group.”
  Glankas has a very speciﬁ c (not necessarily accurate, but he 
  believes it to be so) view regarding dwarven history, based on 
  his own studies and extrapolations. Given enough interest 
  (and enough time) he recounts his view, as presented in the 
  adventure background, to the PCs. Of the information he 
  presents, it is a fairly well-known fact (at least among historians 
  and bards) that the dwarves of the Mror Holds lived in a 
  state of barbarism prior to the rise of House Kundarak nearly 
  a millennia ago (Knowledge (history) check DC 15; bardic 
  knowledge check DC 10; dwarves and citizens of the Mror 
  Holds receive a +5 circumstance bonus on either check). Th at 
  the dwarves likely migrated from the Frostfell to their home 
  in the Ironroot Mountains some 12,000 years ago is less well 
  known (Knowledge (history) check DC 25; bardic knowledge 
  check DC 20), but supported by the fact that no dwarven 
  artifacts or civilizations have ever been found in Khorvaire 
  outside of that area.
   
  Th e rest of Glankas’s story is largely conjecture, based 
  on obscure dwarven records and religious texts that few scholars 
  have access to, and even fewer credit as reliable. Any character 
  that challenges his theory is regarded as ignorant of dwarven 
  history and Glankas lords over such persons the fact that he has 
  access to records that “common folk” cannot hope to ever see. 
  As evidence of this secret knowledge, he produces the Rod of 
  Korari from a pouch at his belt. At this time he does not let any 
  characters touch or examine the rod.
   
  In addition to conversations about history, Glankas is 
  interested in knowing the capabilities of each character. He is 
  little impressed by overt shows of physical prowess or “barbaric” 
  folks such as rangers, barbarians, and druids but readily takes 
  to spellcasters and those of a more scholarly bent while also 
  favoring those of apparent wealth or nobility.
  Development: Some characters may recognize that 
  Glankas is a member of the Aurum due to the copper rings 
  he wears on his ﬁ ngers (a Mror dwarf may do so with an 
  Intelligence check (DC 10) while anyone may do so with a 
  Knowledge (nobility) or bardic knowledge check (DC 15). 
  While he is indeed a member of the Copper Concord, the 
  Aurum has no current designs on this particular endeavor (at 
  least none of which Glankas is aware). Glankas does know 
  that the Aurum has some shady dealings with nobles and 
  wealthy merchants throughout Khorvaire, but as a lower level 
  functionary he has no speciﬁ c knowledge of these plans.
  If pressed about the Aurum, Glankas insists that they are 
  simply a group of like-minded folk interested in the history of 
  the continent. 
  Characters with bardic knowledge or ranks of Knowledge 
  (local) might know more about the organization. Characters who 
  succeeded the above check, know the information for DC 15.
  DC 15: A society of wealthy dwarves students of history, 
  the Aurum ﬁ nds expeditions searching for historical relics and 
  documents. Members of the organization wear plain rings of 
  copper, silver, gold or platinum on all eight ﬁ ngers. Th e ring’s 
  metal signiﬁ es their rank in the organization. Th e copper 
  conclave—the signiﬁ ed by the wearing of copper rings—is the 
  lowest ranking conclave. 
  DC 25: Th e organization is older than the Last War and 
  the dwarves’ declaration of independence. But with the end of 
  the Last War the group’s reach has extended out of the Mror 
  Hold. Th e rites and rituals of the group—as well, some say, 
  their true purposes—are closely guarded secrets. 
  DC 35: It is whispered by some that the group sponsors 
  crime lords in various cities, and that their true goal is to 
  uncover the past only to aﬀ ect the future. 
  Stormdrake and its Crew
  Th e ship’s captain is dragonmarked half-elf named Aielous, 
  and his ﬁ rst mate is an unmarked member of House Lyrandar 
  named Ledrin. 
   
  Aielous is a tall and handsome half-elf. He is charismatic, 
  natural leader. He spends much of his time dealing with the 
  rigors of airship sailing, but is both polite and courteous to 
  the PCs and to Glankas, although as the adventure wears on, 
  he will become increasingly frustrated with the dwarf’s lack 
  of tact, and arrogant attitude. At the same time Aielous is 
  not afraid to tell either the PCs or their dwarf employer no 
  when he needs to. He does will not steer his ship into harms 
  way, and will not engage it in any combat the PCs encounter, 
  saying simply “that is beyond the scope of our agreement,” 
  and ending discussion abruptly there, leaving Ledrin to calm 
  the frustrations of his passengers. 
   
  PCs might remember Ledrin from EMH-2 Pirate’s Bounty 
  and the Isle of Fire. In that adventure he served as ﬁ rst mate for 
  the House Lyrandar naval vessel Contentment, and was made 
  acting captain after ship’s master, Stev Rud’ie, died during a 
  pirate assault. After successfully limping the Contentment to 
  the port of Newthrone, Q’Barr, Ledrin was given his current 
  assignment—a deﬁ nite promotion. 
   
  PC who interacted with Ledrin in the earlier adventure 
  notice the half-elf has changed in the weeks since their last 
  meeting. More conﬁ dent and at ease with command, he has 
  lost his airs of superiority, and interacts with the crew as 
  trusted companions rather than treating them like servants. 
  A least mark of his house manifested on his cheek—in the 
  very same place that Stev Rud’ie wore his mark. He tells the 
  PCs that it manifested shortly after the Contentment arrived 
  in Newthrone, adding that the stress of that adventure must 
  have triggered its appearance. 
   
  Ledrin welcomes familiar adventures like dear friends, 
  FINDING THE WAY
  
  9
  FINDING THE WAY
  CAPTAIN AIELOUS 
   
  CR 3 
   
  Male half-elf expert 4
  CG Medium humanoid (elf)
  Int +1; Senses low-light vision; Listen +2, Spot +7
  Aura Faint chaos and good 
  Languages Common, Elven; Dwarven
  AC 15, touch 11, ﬂ at-footed 13 
  hp 18 (4 HD)
  Immune sleep
  Fort +4, Ref +2, Will +5; +2 bonus against enchantment 
  spells and effects.  
  Spd 30 ft. (6 squares)
  Atk Masterwork light mace +4 melee (1d6) or
   
  Masterwork light crossbow +2 ranged (1d8/19-
  20)
  Base Atk +3; Grp +3
  Abilities Str 10, Dex 12, Con 12, Int 13, Wis 12, Cha 
  14
  Feats Great Fortitude, Least Dragonmark (Mark of 
  Storm) 
  Skills Balance +8, Craft (carpentry) +8, Diplomacy +4, 
  Gather Information +4, Listen +2, Profession (sailor) +8, 
  Search +2, Spot +7
  Possessions 
  +1 
  leather, 
  masterwork 
  buckler, 
  masterwork light mace, masterwork light crossbow, 20 
  bolts, potion of cure moderate wounds, potion of ﬂ y, 
  8 potions of spider climb, 50 gp, identiﬁ cation papers, 
  traveling papers.
  FIRST MATE LEDRIN  
  CR 2 
   
  Male half-elf aristocrat 2/expert 1
  NG Medium humanoid (elf)
  Int +2; Senses low-light vision; Listen +2, Spot +7
  Aura Faint good 
  Languages Common, Elven; Draconic
  AC 15, touch 12, ﬂ at-footed 13 
  hp 15 (3 HD)
  Immune sleep
  Fort -1, Ref +2, Will +6; +2 bonus against enchantment 
  spells and effects.  
  Spd 30 ft. (6 squares)
  Atk +1 longsword +2 melee (1d8+1/19-20) or
   
  Masterwork light crossbow +3 ranged (1d8/19-
  20)
  Base Atk +1; Grp +1
  Abilities Str 10, Dex 14, Con 8, Int 13, Wis 12, Cha 16
  Feats Agile, Least Dragonmark (Mark of Storm) 
  Skills Balance +4, Diplomacy +11, Escape Artist +4, 
  Gather Information +11, Knowledge (geography) +6, 
  Listen +2, Profession (sailor) +5, Search +2, Spot +7. 
  Possessions masterwork leather, masterwork buckler, 
  +1 longsword, masterwork light crossbow, 20 bolts, 30 
  gp, identiﬁ cation papers, traveling papers.
  HOUSE LYRANDAR CREWPERSON 
  CR ½
  Mix male and female half-elf expert 1
  NG Medium humanoid (elf)
  Int +1; Senses low-light vision; Listen +0, Spot +0
  Aura Faint chaos and good 
  Languages Common, Elven
  AC 13, touch 9, ﬂ at-footed 13 
  hp 5 (1 HD)
  Immune sleep
  Fort +1, Ref +1, Will +1; +2 bonus against enchantment 
  spells and effects.  
  Spd 30 ft. (6 squares)
  Atk club +1 melee (1d6+1) or
   
  light crossbow +1 ranged (1d8/19-20)
  Base Atk +0; Grp +1
  Abilities Str 13, Dex 12, Con 12, Int 10, Wis 9, Cha 9
  Feats Skill Focus (profession [sailor]) 
  Skills Balance +5, Climb +5, Diplomacy +1, Gather 
  Information +1, Jump +5, Listen +0, Profession (sailor) 
  +6, Search +6, Spot +0, Use Rope +5.
  Possessions leather armor, buckler, club, light 
  crossbow, 20 bolts, cold weather outﬁ t, 5 gp, 
  identiﬁ cation papers, traveling papers. 
  
  10
  commenting on how it is a pleasure to travel with them again. 
  Th roughout the adventure, the ﬁ rst mate goes out of his 
  way to aid the PCs—even if their last meeting ended badly, 
  allowing bygones to be bygones. Even as that is the case, smart 
  adventurers who absconded with the Isle of Fire’s treasure 
  without informing Ledrin would do well not telling him now. 
  It would immediately sour his mood toward them, though he 
  really can’t do anything about it. Not yet anyhow. If this occurs 
  give the PCs the “Disfavor of Ledrin” story object. 
   
  Along with the captain and the ﬁ rst mate, 15 House 
  Lyrandar half-elves crew the Stormdrake. 
   
  Captain Aielous and First Mate Ledrin use their 
  dragonmark spell-like ability (endure elements) to render 
  themselves immune to the temperature extremes encountered 
  while ﬂ ying this far north. Th e rest of the crew, all lacking such 
  beneﬁ t, alternate shifts above and below deck and wear cold 
  weather outﬁ ts to diminish the adverse eﬀ ects of the weather. 
  At any given time ﬁ ve crewmen work the top deck, ﬁ ve more 
  work below, and the remaining ﬁ ve sleep and eat.
  Passengers are encouraged to stay in their quarters or the 
  heated observation deck during most of the ﬂ ight, but those 
  that insist on staying out on the deck are subject to the eﬀ ects 
  of cold weather (see “Survival in the Frigid North” in the 
  “Troubleshooting” section above). 
  Aielous has eight potions of spider climb that he uses if 
  necessary to make emergency repairs to remote parts of the 
  vessel. He also has a potion of ﬂ y that is reserved for extreme 
  emergencies (should someone fall overboard, for instance, or if 
  the vessel sank for some reason). Th ese potions are for emergency 
  and he does give them to the PCs or Glankas unless forced. 
   
  In the event that a party is foolish enough to kill or 
  incapacitate either Captain Aielous or First Mate Ledrin, 
  or otherwise render them incapable of manning the helm 
  of the airship, someone must take control of the bound ﬁ re 
  elemental to move the airship or alter its course. A character 
  with a Mark of House Lyrandar can use his dragonmark to 
  control the elemental using the wheel of wind and water at the 
  helm of the vessel. Characters without this dragonmark must 
  win an opposed Charisma check against the elemental (the 
  elemental has a Charisma modiﬁ er of +0). If the elemental 
  wins the opposed check, it either continues with the current 
  course of movement or brings the vehicle to an immediate stop, 
  according to its whim. If the character wins the opposed check, 
  the vessel moves as the character intends.
   
  A character at the helm of the Stormdrake that 
  successfully controls the airship can telepathically command 
  the bound elemental to move the vessel forward or backward, 
  turn the vessel, speed it up, slow it down, or stop. An airship 
  can also move upward, move downward, or hover. Th e 
  Stormdrake has a ﬂ y speed of roughly twenty miles per hour 
  (poor maneuverability).
   
  Characters that pursue this unfortunate course of 
  actions also gain the “Disfavor of Ledrin” story object. 
  PART TWO: ANCIENT WINDS 
  AND WORDS 
  While traveling via the Stormdrake signiﬁ cantly reduces the 
  travel time from the dwarven capital of Krona Peaks to the 
  Hoarfrost Mountains, the 300+ mile trip still takes much of 
  the day thanks to some weather troubles encounter once the 
  Stormdrake draws closer to the Tempus Mount. 
   
  Finally the Stormdrake approaches the turbulent Tempus 
  Mount. Th e following read-aloud text assumes that the PCs 
  traveled with First Mate Ledrin before in EMH-2 Pirate’s 
  Bounty and the Isle of Fire. If this is not the case, adjust the 
  text accordingly. 
  Th e deeper the Stormdrake ﬂ ies into the Hoarfrost Mountains 
  the ﬁ ercer the weather becomes. Strong winds rattle the airship, 
  and the House Lyrandar crew steps up to the challenge, quickly 
  repairing damage caused by the increasing turbulence. 
   
  First mate Ledrin comes into the observation area. Th ough the 
  half-elf boy is obviously rattled by the chaos around him, he puts on 
  a brave face.
   
  “Th ere always seems to be trouble when we travel together. I 
  am beginning to think I’m bad luck,” he says, half smiling. “Th e 
  captain has asked me to escort you to the lower decks until these 
  winds have subsided.”
   
  Before you can get a word in edgewise, Glankas voices his 
  contempt for that course of action.
   
  “Nonsense, boy. We dwarves aren’t rattled so easy, and I’ve no 
  doubt my companions have been through worse. We are almost to 
  the Tempus Mount, according to my calculations, and these winds 
  aren’t going to subside. 
  Ledrin puts up some feeble arguments, but is no match 
  for the stubborn dwarf. Before any discussion becomes too 
  heated, allow the PCs to make a Spot check (DC 15) success 
  sees the following. 
  You notice that the Stormdrake is approaching a ﬂ at-topped 
  mountain. Th e rocky mount has a steep stairway climbing up its 
  sides—it seems you are approaching the Tempus Mount. By the 
  blowing clouds, snow, and ice, you can tell the weather grows 
  steadily worse around the peak. 
  If none of the PCs spot the Tempus Mount, a crewman opens 
  the door to the observation chamber, heralding the airship’s 
  approach to the mountain. 
   
  Use “Illustration 1” to help describe this scene.
   
  As the Stormdrake passes, the PCs spot a large stone block 
  atop the mountain. A DC 20 Spot check notices that the block 
  seems to be ﬂ oating above the ground. 
   
  Captain Aielous attempts to steer the Stormdrake toward 
  the peak, but is rebuﬀ ed every time. He ﬁ nally tells the PCs 
  and Glankas the following.
  “I can’t get you atop the mount. Th e winds are ﬁ erce, and I fear 
  they are unnatural or even supernatural. I can get you there,” he 
  FINDING THE WAY
  
  11
  PIRATE’S BOUNTY AND THE ISLE OF FIRE
  
  12
  points to a ﬂ at area on the mountain’s southern face, at the start 
  of the carved stair that scales the Tempus Mount. “I hope you don’t 
  mind climbing those stairs,” he ads with a wry grin. 
  Th e Glankas and the PCs must descend a rope ladder to 
  the ground (50-foot rope ladder, 2 in. thick, 4 hit points per 
  strand, burst DC 26 Strength check, Climb check, DC 5; a 
  climber’s kit provides no bonus to the Climb check) as there 
  is obviously no dock at which to disembark. Captain Aielous 
  kicks the ladder over the side of the airship after bringing the 
  vessel within 30 feet of the ground. Th e captain simply smiles 
  at any protest (which Glankas oﬀ ers vehemently, stating that 
  “persons of his position shouldn’t have to scurry down ropes”). 
  Th e captain does oﬀ er assurance that the ladder is sturdy 
  enough to bear any of his passengers. He gives the PCs an 
  alchemist ﬂ are, a rod that looks similar to a sunrod, and tells 
  them the following.
  I’ll pilot the Stormdrake to a safe point, but still within view of 
  the southern slope. When you are ready for us to get you, strike this. 
  It creates a bright ﬂ are and a whiﬀ  of glowing purple smoke. Well 
  come and extract you. Good luck, and keep warm. 
  Top of the Tempus Mount
  Once on the ground, the climb up the stairs of the Tempus 
  Mount begins. It takes an hour of climbing the stairs to reach 
  the summit. Th e going is exhausting and cold (10°F) causing 
  those without the protection of endure elements to succeed at a 
  Fortitude save (DC 15) or take 1d6 points of nonlethal damage 
  and become fatigued until the damage is healed. Before he 
  starts climbing the stairs, Glankas drinks one of his potions of 
  endure elements. 
   
  Th e cold is the only real threat until the PCs reach the 
  peak of the Tempus Mount. When they reach the top, they 
  see the following:
  Th e top of the Tempus Mount is entirely ﬂ at. Snow and ice blow 
  upon its surface, giving it a glistening sheen, like the surface of 
  a frozen lake. It’s so smooth that it almost looks like a giant cut 
  oﬀ  the mountain’s peak with a single swipe of a massive, keen 
  blade. At its center a large block of granite ﬂ oats 8 feet above the 
  ground. Most of its sides are engraved with a series of four golden 
  glowing runes. 
  Glankas conﬁ rms that the granite block is the waystone he 
  seeks. If the PCs hesitate in their approach he even tells them 
  the meaning of the dwarven letters on the stone (as can other 
  characters who speak Dwarven), see “Development” below. 
  Th ough he was hesitant to do so before, he even produces the 
  Rod of Korari and points out the similarities between the runes 
  on the rod and the waystone. 
   
  Once the PCs step upon the ﬂ at mountain peak, the 
  guardian of the waystone is awakened and attacks. 
   
  Creature: Bound here long ago by the dwarves who 
  placed this waystone, the air elemental is bitter at his 
  entrapment, and lashes out at any who enter. It knows his 
  FINDING THE WAY
  Map 1: Top of Tempus Mount
  Map 1: Top of Tempus Mount
  
  13
  knows that the only real release from its entrapment is death, 
  but it’s not willing to go alone. Neither it nor Glankas knows 
  that striking the Rod of Korari against the waystone frees it 
  from imprisonment (see below). 
   
  Large Air Elemental: hp 60; see Monster Manual pages 95 
  – 98. 
   
  Tactics: When the air elemental coalesces from the winds 
  that swirl about the Tempus Mount it issues the following 
  warning in a harsh raspy voice: 
  Flee or perish in my turbulence!
    
  And attacks with its mighty ﬁ sts. Th e elemental does not use 
  is whirlwind ability, preferring the straightforward tactic of 
  beating its opponents with its slam attack. It does not attack 
  Glankas, intrinsically recognizing him as an heir of Korari. Th e 
  magic of the binding does not allow such an assault, but the 
  PCs are fair game. 
   
  If the PCs leave the mount’s ﬂ at top, the elemental ceases 
  its attack, and does not follow the PCs, as its binding only 
  allows it to attack those atop the mountain. 
   
  Glankas’s Response: Upon hearing the air elemental’s 
  warning, Glankas turn tails and runs, instructing the PCs to 
  “Kill the creature!” A natural coward, it takes some eﬀ ort to get 
  Glankas to cooperate, but either a successful Intimidate check 
  (DC 14), or a bard inspiring courage does it. If the PCs can’t 
  overcome the dwarf’s cowardice in those ways, they have to 
  physically force Glankas back or defeat the air elemental to get 
  him to cooperate. 
   
  Terrain and Objects: Th e mountaintop is slippery, which 
  increases the DC of Balance and Tumble checks by 5. Th e 
  waystone ﬂ oats 10 feet in the air until the air elemental is 
  defeated or Glankas or a dwarf PCs strikes the Rod of Korari 
  on one of the rune-engraved sides (the runes are on every side 
  except for the top and bottom sides of the cube). Because of 
  the stone’s altitude, a PC has to physically or magically boost 
  a dwarf up to the stone. Physical boosts require the aid of a 
  Medium size PC and is a full-round action that provokes attack 
  of opportunity against the character boosting and the creature 
  being lifted. 
   
  When the stone falls to the ground, any creature under the 
  stone must succeed a DC 13 Reﬂ ex save or take 4d6 points of 
  bludgeoning damage but is not pinned by the stone’s fall.  
  Development: If the Glankas or another dwarf (or 
  someone successfully emulating a member of the dwarven race 
  with the Use Magic Device skill—DC 25) strikes the Rod of 
  Korari against the waystone and the elemental is still alive, its 
  binding is broken, and it quickly ﬂ ees, elated at its freedom. 
  Th is action also causes the waystone to fall (see above) and 
  the Rod of Korari to ﬂ y from the hand of its wielder, and ﬂ oat 
  above the waystone, its end pointing in the direction of the next 
  waystone—this time oﬀ  to some distant valley. 
  Glankas is ecstatic about this turn of events, and takes a map 
  and cartography tools from his backpack. He frantically begins 
  to calculate possible destinations the rod may be pointing to. 
  Use “Illustration 2” to help describe this scene. 
  FINDING THE WAY
  
  14
  Th e PCs must investigate the stone, likely comparing 
  it to the Rod of Korari (which Glankas carries), to discover 
  its purpose. While the dwarf would not allow anyone to 
  inspect the rod aboard the Stormdrake, he oﬀ ers the item for 
  inspection now. As is clear to anyone doing even a cursory 
  comparison, the markings on the rod and the square of stone 
  are largely identical. Understanding the markings, however, 
  takes knowledge of the Dwarven language. 
  If asked, Glankas tells the PCs that the four runes are 
  “dwar”, “dormark”, “hergos”, and “dru”. “Dwar” is the rune 
  for “dwarf”,  “dormark” is the rune for “anvil”, “hergos” 
  is the rune for travel, which Glankas explains could, and 
  probably does, mean “waystone” in the current context. He 
  further explains that “dru” is a phonetic character, part of 
  various words related to home, structures, or settlements. 
  PCs who can read Dwarven, or gain knowledge of the runes 
  via comprehend languages or by successfully Decipher Script 
  (DC 25) can also provide this information. 
  Th e runes look like this:
  FINDING THE WAY
  Map 2: 
  Map 2: Stromdrake’s
  Stromdrake’s Course
   Course
  Tempus Mount
  Tempus Mount
  Valley of the 
  Valley of the 
  Ice Bear
  Ice Bear
  Th e “Far” Stone
  Th e “Far” Stone
  Doorway to the Homeland
  Doorway to the Homeland
  Y  N  D  O
  With the Rod of Korari attuned to the next waystone, the 
  PCs have little problem (other than weathering the cold of the 
  mountaintop on their trip back down) calling for the Stormdrake 
  with the alchemist ﬂ are, and proceeding to the next waystone in 
  the Valley of the Ice Bear, below. 
  Scaling the Encounter
   
  2nd-level Characters: Th e air elemental is a Medium air 
  elemental (hp 35; see Monster Manual pages 95 – 98). 
   
  4th-level Characters: Th e air elemental is not freed when the 
  Rod of Korari is struck upon the waystone. It continues to ﬁ ght 
  until dead. 
   
  5th-level Characters: Increase the air elemental’s hit points 
  to 75. It is not freed when the Rod of Korari is struck upon the 
  waystone, continuing to ﬁ ght until it dies. It use its whirlwind 
  ability in the ﬁ ght. 
  PART THREE: VALLEY OF THE 
  ICE BEAR 
  Following the attuned Rod of Korari to the north takes the party 
  along western edge of the Hoarfrost Mountains for over 150 
  miles (taking roughly 8 hours on the Stormdrake, and plenty of 
  time for the PCs to rest). As the vessel approaches the northern 
  edge of the mountains and a vast blue expanse (the Bitter Sea) 
  stretches out before the ship, the rod begins to slowly spin, 
  pointing back to the south. Below this location, viewers from 
  the airship easily see a small, nomad village near a dense forest of 
  conifers at the foot of the mountains. A trail leads away from the 
  village into the mountains through a deep ravine, terminating 
  at the southern slop of a ridge. Th e base of this ridgeline appears 
  littered with boulders of various sizes.
  While the rod clearly points toward the ridge, Captain 
  Aielous refuses to disembark passengers closer than a mile or so 
  from the trail terminus due to the height of the ravine and stiﬀ  
  winds blowing down the mountain slope. Th is puts the PCs 
  roughly halfway between the ridge and the village. While it is 
  cold in the valley, temperatures only drop below 40° F at night, 
  or when the PCs approach the Ice Caves. 
  Th e party may choose to investigate the village ﬁ rst, in 
  which case they ﬁ nd the place home to a few dozen orcs of the 
  Jhorash’tar tribe. 
  Of the orcs in this region, Glankas says the following:
  “A ruthless and utterly savage race, more so than others of their 
  kind” the dwarf tells you with open contempt. “It disturbs me that 
  they camp so close to an important dwarven artifact. We may have to 
  destroy their fetid den and cleanse this place of their stench.”
  He says this even if there are orcs or half-orcs among the PCs, 
  adding simply and dismissively “present company is excluded, of 
  course” if any of the PCs protest his harsh assessment. It is quiet 
  
  15
  FINDING THE WAY
  possible that some half-orcs among the PCs are descended from 
  the Jhorash’tar tribes. If this pointed out, Glankas arrogantly 
  waves such protests aside, adding only, “everyone has the power 
  to rise above even the basest of beginnings; I commend you.” 
  His insincerity does not require a Sense Motive check to read.  
   
  Glankas is a supporter of Clan Mroranon’s proposal to 
  eliminate the Jhorash’tar orcs, which could hamper diplomacy 
  with the local tribe (see below). 
  What the PCs Might Know
  Character with ranks of Knowledge (local) or orc and half-orc 
  or Mror Hold dwarf characters can make an Intelligence check 
  to see what they know about the Jhorash’tar orcs. Half-orc 
  characters descended from Jhorash’tar orcs and Mror Hold 
  dwarves gain a +4 circumstance bonus to this check. 
   
  DC 10: Calling the Ironroot Mountains their traditional 
  home, this particular group of orcs must have been moved to 
  this far-ﬂ ung location by Mror dwarf expansion. Like many 
  orcs of Khorvaire, the Jhorash’tar live a nomadic—some would 
  say barbaric—lifestyle, worshiping the spirits of nature in many 
  forms and totems, and sometimes swearing religious fealty to 
  the Dragon Below. 
   
  DC 20: Some in Mror Holds think the orcs should 
  be exterminated, while a more progressive group push for 
  recognition of the Jhorash’tar as part of the hold. Clan Korari 
  sides with Clan Mroranon’s stance that the Jhorash’tar should 
  be eradicated. 
   
  DC 30: Th ere has been some talk that a group of 
  Jhorash’tar has settled in the northern Hoarfrost Mountains 
  and worships a creature called the Ice Bear. Th ese orcs may be 
  part of that group.  
  Jhorash’tar Village
  Th e buildings are all simple, hide-covered structures dug into 
  the ground for insulation, but still easy to uproot. Th is is a 
  nomadic village. Th ese orcs are primitive hunter-gathers, living 
  oﬀ  of hardy plants and native animals such as branta (large 
  horselike beasts), great snow elk, and the occasional grizzly 
  mastodon or tlalusk (huge six-legged beasts resembling a cross 
  between a horned elephant and a horse). Generally peaceful 
  but suspicious of outsiders (especially dwarves), they revere a 
  creature they call the Ice Bear that lives in a series of ice caverns 
  at the base of the ridge.
   
  If the PCs decide to approach the village to learn more of 
  the valley, Glankas protests. 
  We can’t trust them. Th ey’ll kill us on sight! I recommend we go in 
  ﬁ ghting, or we do not approach at all. 
  If the PCs ignore the dwarf, and decide to approach anyway, 
  he gives in to their demands, but warns them “I’m under your 
  protection, and I’ll hold you to that,” with a sharp pointed 
  jabs of his ringed ﬁ ngers.  If the PCs suggest that Glankas stay 
  behind while the PCs talk to the orcs, he readily agrees. 
   
  Th e orcs’ response to any approach based on its nature. If 
  
  16
  FINDING THE WAY
  the PCs move forward signaling they wish peaceful parley with 
  the orcs, they are greeted with suspicion, but are met with a 
  small delegation led by the village shaman, a female druid.  
   
  Creatures: Th e group comes out to meet the PCs interested 
  in talking (use “Illustration 3 to help describe the group), 
  while most of the other villagers seek refuge in the forest incase 
  the talks turn hostile. Eight more orc warriors stay in the 
  village either to defend it or come to the aid of their leaders if 
  negotiations sour. 
   
  Th e group coming to meet the PCs starts out as indiﬀ erent. 
  If there’re dwarves among the PCs, their attitude degenerates to 
  unfriendly, indicated by verbose posturing and insults hurled 
  to dwarves, but no overt violence…yet. Half-orcs among the 
  group have no aﬀ ect on their initial, but orcs among PCs 
  counteract the aﬀ ect of dwarfs among the group, but do not 
  rise their attitude above indiﬀ erent. 
   
  Gelvuk: female orc druid 3; hp 18; see “Combat Statistics,” 
  below.  
   
  Orc Champions (2): male orc barbarian 1: hp 13, 10; see 
  “Combat Statistic,” below. 
  Orc Warriors (3): mix male and female orc War1: hp 7, 6, 4; 
  AL N; see Monster Manual page 203.
   
  Development: Assuming that the PCs peacefully come 
  forward to treat with the orcs, a single Diplomacy skill check is 
  needed to eﬀ ect the Jhorasht’ar’s reaction during the meeting. 
  Th e orcs give the PC a full minute to hear the words of the 
  group’s leader (and since they only listen to the “leader” no other 
  character can assist in the Diplomacy check), and make their 
  decision on how to deal with the outsiders based on those words. 
   
  Because of his prejudice toward the Jhorash’tar, Glankas 
  refuses to parley with the orcs. 
   
  Feel free to give out as much as a +2 circumstance 
  bonus to the check for good roleplaying, and up to a 
  –2 penalty for bad or no roleplaying. As well, groups that 
  open negotiations with a useful gift (and gold is useful to 
  the Jhorash’tar) worth 40 gp or more grants a further +2 
  circumstance bonus to the check. Once the check is made, use 
  the following guidelines to continue the encounter. 
   
  Hostile: Th e PCs really botched it. Th e orcs immediately 
  attack, calling the other eight orcs from the village to join the 
  assault (they take 1d4 rounds to get there). See tactics, below. 
   
  Unfriendly: Th e orcs are entirely uncooperative, and 
  even attack the PCs if they make anything approaching an 
  overt threat on the embassy, the village, or if the PCs tell the 
  orcs they plan to enter the ravine in search for the waystone. 
  Th e ravine is sacred to the orcs, and they don’t allow enemies 
  entry unchecked. Even if the PCs don’t provoke the orcs, they 
  gain no useful information from them. 
   
  Indiﬀ erent: If the orcs continue to act with 
  indiﬀ erence, they ask the PCs only to pursue their business in 
  the valley without bothering the tribe. If the PCs tell the orcs 
  they plan to enter the ravine, Gulvuk’s response is only “all of 
  us choose to walk death’s path in the end,” but she refuses to 
  explain her statement. 
   
  Friendly: Th e Jhorash’tar are impressed with the 
  deference the PCs show Gulvuk. As long as the PCs stay 
  friendly, they talk openly with the PCs about the their mission. 
  If the PCs ask about the ravine, Gulvuk tells the PCs it is holy 
  place to the tribe, and is the lair of the Ice Bear—the tribe’s 
  totem spirit incarnate. Gulvuk assures the PCs that the creature 
  is wise and wily, and if their task is correct the Ice Bear may 
  even help them in their endeavors. 
   
  Helpful: As friendly, but Gulvuk gives the PCs a small 
  stone, bear-shaped fetish. Th e amulet is not magical, but the 
  druid claims that the Ice Bear will know the PCs are friends if 
  they carry the fetish openly when they encounter the Ice Bear. 
   
  Roleplaying Gulvuk and the Orcs: Th e orc druid 
  is rarely direct in her statements, and once her friendship is 
  gained she interacts with the PCs in the distant and befuddled 
  manner common to mystics.  She has a tendency to speak in 
  riddles and typically giving answers in the form of a parable 
  or just a rambling tirade. For instance, if the PCs ask her for 
  information about the Ice Bear, she responds thusly: 
  Once the mountains breathed cold unto the valley. Th eir gusts were 
  like thunder and most closed themselves to it fearing its strength. 
  But one creature, a walker between worlds, a child of cruel nature 
  and subtle wisdom heard its call and embraced it. We are only 
  those who follow in the Ice Bear’s footsteps, as we were not worthy 
  enough to heed the original call. 
  Her ramblings come complete with much waving of her 
  hands and shaking her winter snake familiar at the PCs. 
  While the PCs may take this in stride, this manner frustrates 
  Glankas (see below).
   
  Th e orcs venerate Gulvuk, believing that her strange 
  manner actually channels the Ice Bear. Th ey treat any threat of 
  violence against Gulvuk with threats of their own, and overt 
  violence in kind. 
   
  Roleplaying Glankas: Glankas greats any successful talks 
  with the orcs with verbal hostility. While he is too much 
  of a coward to actually threaten the orcs, he readily voices 
  the opinion that such talks are pointless, calling Gulvuk a 
  “blabbering heathen.” A successful Intimidate check (DC 14) 
  or Diplomacy check (DC 22) shuts him up, but if the PCs 
  don’t successfully quiet the dwarf, and the talks go longer than 
  a half an hour, Glankas says something that angers the orcs so 
  much that their attitude shifts to hostile, and they attack. 
   
  Tactics: If talks break down, characters assail the orcs, or 
  approach the village with obvious hostile intent ﬁ nd themselves 
  in conﬂ ict with Gulvuk, her two champions and 11 orc 
  warriors, which engage the PCs while the noncombatants ﬂ ee 
  into the forest. Th e orcs simply charge the assailants, hoping 
  to delay them long enough for their kin to get away. After the 
  noncombatants are out of sight and it is obvious that the orcs 
  are ill matched for the PCs, the protect Gulvuk and ﬂ ee as well.  
   
  Killing the druid causes the rest of the orcs to immediately ﬂ ee. 
   
  Treasure: Should the PCs actually raid the village they 
  ﬁ nd little of value. Th e tribe exists at a subsistence level, so 
  there are no luxury items. Th e PCs can recover a number of 
  branta hides worth roughly 50 gp. Th e rough tools the tribe 
  uses are unlikely to bring a price at any market.
  
  Into the Ice Cave
  Eventually the PCs enter the ravine, quickly ﬁ nding that the 
  attuned Rod of Korari points toward a series of ice caves at the 
  far end of the ravine. Th e temperature drops signiﬁ cantly as the 
  PCs make their way up to the ravine toward the Ice Cave. In 
  an around the cave, the temperature is a freezing 10° F. It takes 
  two hours of hiking in this cold to reach the entrance of the Ice 
  caves (prompting the appropriate Fortitude saves).  
   
  Dungeon Features: Unless otherwise noted, the Ice Caves 
  have the following features. 
   
  Walls: Th e walls of the various caves and chambers in 
  this area are formed from sandstone (varying in color including 
  layers of red, brown, green, yellow, gray, and white) coated with 
  two to three inches of ice (hardness 6, hp 540 per 3 ft. section, 
  Climb DC 20 (base DC 15 + 5 due to slipperiness), break DC 
  30). Chambers vary in size from only a few feet square to 10 
  feet square. Occasionally chambers connect to one another, 
  forming small passages and caverns
   
  Floors: Th e ﬂ oors of these chambers are littered 
  with small chunks of ice, sand, and pebbles. While general 
  movement is normal, the debris is enough to add 2 to the DC 
  of Balance and Tumble checks. Th e DC for any Move Silently 
  check is also increased by 2 as the fragments crunch underfoot.
   
  Illumination, Noise, Scent, and Temperature: Th e cavern 
  complex has no artiﬁ cial lighting and so is pitch black in any 
  place that does not have an opening to natural light sources. 
  Th e only sound generally heard is the slight whistling of wind 
  blowing down from the mountains through the various cracks 
  and crevices.
  Th e Ice Caves are the home to an albino werebear hermit 
  (use “Illustration 4 to help describe the creature when it is 
  encountered), the creature that the orcs call the Ice Bear. Not 
  only is the place his home, it is also the tomb of his parents, 
  two werebears that ﬂ ed to the area to escape the Church of the 
  Silver Flame. 
   
  As the PCs approach the Ice Caves read aloud or 
  paraphrase the following: 
  Th e trail leads high into the mountains, well above the tree 
  line, before terminating at the base of a large ridge. Th e base of 
  the ridge, which is probably thirty or forty feet high and several 
  hundred yards long, is littered with large boulders. Many of these 
  rocks are stacked one on top of the other at odd angles, forming 
  dozens of openings. Roughly thirty feet from the caves sits another 
  block of rock, ﬂ at on top and about ten feet in diameter. It looks 
  17
  FINDING THE WAY
  Combat Statistics
  GELVUK 
   
  CR 3 
   
  Female orc druid 3
  CN Medium humanoid (orc)
  Int +2; Senses darkvision 60 ft.; Listen +1, Spot +1
  Aura Faint chaos 
  Languages Common, Orc
  AC 14, touch 12, ﬂ at-footed 12 
  hp 18 (3 HD)
  Fort -1, Ref +2, Will +6 
  Weaknesses light sensitivity
  Spd 30 ft. (6 squares)
  Atk Masterwork sickle +5 melee (1d4+3) or
   
  Javelin +3 ranged (1d6+3)
  Base Atk +2; Grp +5
  Combat Options spontaneous natures ally casting; summoned 
  creatures are augmented (+4 enhancement bonus to Strength 
  and Constitution)
  Druid Spells Prepared (CL 3rd; 1d20+3 to overcome SR)
   
  2nd—chill metal (DC 13) 
   
  1st—entangle (DC 12), faerie ﬁ re, longstrider
   
  0—detect magic, resistance, virtue
  Abilities Str 16, Dex 13, Con 8, Int 18, Wis 13, Cha 12
  Feats Augmented Summoning, Spell Focus (conjuration) 
  Skills Concentration +6, Handle Animal +8, Knowledge 
  (nature) +6.  
  Possessions +1 leather armor, masterwork sickle, 3 javelins, 
  potion of blur, divine focus. 
  ZORMINK   
   
  CR -- 
   
  Gelvuk’s winter snake (small viper) animal companion
  N Small animal (augmented)
  Int +3; Senses scent; Listen +9, Spot +9
  AC 20, touch 17, ﬂ at-footed 14 
  hp 12 (3 HD)
  Fort +3, Ref +7, Will +2; evasion  
  Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.
  Atk Bite +7 melee (1d2-2 plus poison)
  Base Atk +2; Grp -6
  Combat Options link, share spells, tricks (attack, attack, 
  guard)
  Abilities Str 16, Dex 13, Con 8, Int 18, Wis 13, Cha 12
  Feats Alertness, Weapon Finesse 
  Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7.  
   
  Poison (Ex): Fort DC 11, 1d6 Con initial and secondary. 
  ORC CHAMPIONS (2)  
  CR 1 
   
  Male orc barbarians 1
  CN Medium humanoid (orc)
  Int +1; Senses darkvision 60 ft.; Listen +0, Spot +0
  Aura Faint chaos 
  Languages Common, Orc (illiterate)
  AC 15, touch 12, ﬂ at-footed 13 
  hp 13, 10 (3 HD)
  Fort +4, Ref +2, Will +0 
  Weaknesses light sensitivity
  Spd 20 ft. (4 squares)
  Atk orc double axe +5 melee (1d8+6/x3)
  Base Atk +1; Grp +5
  Combat Options rage
  Abilities Str 19, Dex 13, Con 15, Int 8, Wis 10, Cha 8
  Feats Exotic Weapon Proﬁ ciency (orc double axe)
  Skills Climb +5, Listen +4, Swim +2
  Possessions Hide armor, orc double axe
   
  Rage (Ex): 1/day—hp 15, 12; AC 13, touch 10, ﬂ at-footed 
  11; Grp +7; Atk +7 melee (1d8+9/x3, orc double axe); Fort +6, 
  Will +2; Str 23, Con 18; Climb +7, Swim +4
  
  as if the rock is buried into the hard-packed ground, with only the 
  last several feet sticking above the earth. 
  Th e lone rock lying away from the ridge is used by the orcs 
  as an oﬀ ering site for the Ice Bear. 
  A normal search of the area (Search DC 10) ﬁ nds the 
  remains of many food oﬀ erings on the stone. A successful 
  Knowledge (nature) or Survival check (DC 15) determines 
  that the oﬀ ering consisted of various plants (sages, bulbs, roots, 
  berries, whitebark pine nuts) and the occasional bloodstain also 
  indicates meat oﬀ erings. 
  Th e search also ﬁ nds tracks of a massive, bearlike creature 
  and that of a decent number of humanoid feet—likely orcs. 
  A ranger or other character with the Track feat might 
  ﬁ nd more detailed information (Survival check DC 14). In 
  this case, the character determines that the tracks are of a 
  Large size creature. Th e toes fall close together and nearly in a 
  straight line, with the toe pads generally touching each other 
  and the smallest toe on the inside of the track. Impressions 
  from fore claws are found far in front of the toes, indicating 
  the claws are twice as long as the toe pads. Th e front tracks 
  measure roughly 8 inches long and 9 inches wide while the 
  hind tracks measure 16 inches long and 10 inches wide. Th e 
  character also notes that the movement patterns of the tracks 
  are very unusual when compared to normal animal tracks, 
  more akin to an intelligent being.
  Other than the many empty caves and the larger cave used 
  by the Ice Bear as a den, the area is barren. 
  Th e use of the Investigate feat can yield a more interesting 
  ﬁ nd. A DC 10 check ﬁ nds a small strip of ragged and aged blue 
  cloak cloth, edged with silver caught on a jagged bit of ice. A 
  further DC 25 check recognizes it as the vestments of a devotee 
  of the Silver Flame. While the tracks of devotee are long blown 
  into nothing, it gives the PCs a clearer clue of what they may 
  face deeper in the Ice Caves. 
  1. Empty Caves
  Light: Natural (from full daylight to total darkness; 
  dependent on character location and time of day).
  Sound: Wind blowing through the various chambers and 
  crevices (automatic).
  Reaction: To the sound of very loud noise—the Ice Bear 
  from Area 2 emerges to investigate.
  Th e Ice Caves are located along the southern slope of a 
  ridge capped by 30 feet of ﬂ uvial channel sandstone in the 
  northern Hoarfrost Mountains. Over the centuries, large 
  blocks of sandstone detached from the ridge cap and toppled 
  or slid down the slope, many coming to rest at various 
  angles against other large blocks and creating dozens of void 
  spaces and chambers.
   
  Dripping water from melting snow seeps into these 
  well-insulated chambers, where it freezes and remains frozen 
  into late spring or summer. Even ﬁ ve months into the year 
  there are 2 to 3 inches of ice on the ﬂ oor of many of these 
  chambers. Th is ice remains in some areas into late summer 
  and, in some instances, year round. Th e insulation oﬀ ered by 
  the thick sandstone blocks and the restricted airﬂ ow due to the 
  18
  FINDING THE WAY
  Map 3: Th e Ice Caves
  1
  2
  3
  C
  
  single main openings in the chambers is the reason that ice is 
  preserved for weeks or months after it has melted everywhere 
  else. A Knowledge (geography) check (DC 15) reveals all of the 
  above information.
   
  Th e Jhorash’tar orcs actually place butchered meat 
  in the deeper caves to keep it preserved through the summer, 
  leaving a portion for the Ice Bear as an oﬀ ering to supplement 
  their standard oﬀ ering. In return, the Ice Bear protects these 
  caves from animals and other predators trying to get in and help 
  themselves to the meat.
   
  Treasure: Th e party may scavenge through various 
  caves and eventually ﬁ nd some of the meat the orcs store here. 
  Here and there hand large shanks of branta (which provides a 
  tight, light-hued nourishing meat for a good meal but little in 
  the way of gold).
   
  If the PCs search the eastern caves they may ﬁ nd (DC 
  15) the corpse of female human warrior (marked “C” on the 
  map) wearing the regalia of a cleric of the Silver Flame. Frozen 
  under a thick coating of ice, the corpse wears masterwork 
  chain, is armed with a silvered masterwork mace, a now ruined 
  longbow, and 10 +1 silvered arrows, which, surprisingly, have 
  not been ruined by the ice. Chipping out the equipment makes 
  a good amount of noise, and attracts the Ice Bear (see below).
  Th e remains are that of a zealous member of an order that 
  continues to hunt down lycanthropes. Th e Ice Bear killed 
  her, and left here miserable corpse to freeze in this relatively 
  abandoned section of the caves. 
  Development: If for some reason the PCs decide camp at 
  the base of the ridge or in the smaller caves overnight, they ﬁ nd 
  the temperature here is much lower than previous nights—it 
  drops well below the 0° F mark. Th ey are subjected to severe 
  cold exposure as described in Survival in the Frigid North in 
  the Troubleshooting the Adventure section above. In addition, 
  the Ice Bear is a nocturnal hunter and so is likely to come upon 
  the encampment as it emerges. See the Cave of the Ice Bear for 
  further information.
  2: Cave of the Ice Bear (EL 5)
  Light: Natural (from full daylight to total darkness; 
  dependent on character location and time of day).
  Sound: Wind blowing through the various chambers and 
  crevices (automatic). During the day, sounds of heavy breathing 
  and snoring (Listen check DC 10 from mouth of cave).
  Reaction: To the sound of loud noise during the day—the 
  Ice Bear at the rear of the cave is awakened and moves out of his 
  den to investigate.
  Th e largest chamber of the Ice Caves is currently home to the 
  Ice Bear. Just beyond it is a passage that descends deeper into 
  the mountain. 
   
  Read or paraphrase the following when the PCs enter 
  the cave. Th e description may change depending on light 
  sources and tactics used by the party, not to mention if their 
  activity in the rest of the Ice Caves roused the Ice Bear. 
  19
  FINDING THE WAY
  
  A slight breeze, carrying the chill of winter despite the late season, 
  blows from the entrance to this cave. Th e walls that form the 
  entry open up slightly as they reach further into the cave. Th e 
  ceiling and walls seem to be formed of solid ice, although veins of 
  color are visible beneath the surface. A mixture of ice, sand, and 
  pebbles crunches underfoot. Th e cavern is cold—not so cold as to 
  be harmful, but uncomfortable for characters in light clothing. 
  Toward the rear of the cavern lies a large mass of furs.
  Characters that make a Spot check (DC 15) can tell that the 
  furs heave up and down regularly, in synch with the sounds 
  of heavy breathing/snoring. As a native “monster” of this 
  terrain and environment, the Ice Bear suﬀ ers no eﬀ ects from 
  even severe cold. However, temperatures on some nights 
  (and even some days) in the high mountains can sometimes 
  plunge below -20° F. Th e Ice Bear sleeps under a pile of furs 
  and hide that grant even more protection against the cold, 
  rendering him immune to temperature eﬀ ects down to -50° F. 
  Th ese furs, however, also block out some sound and light, so 
  he takes a -2 penalty to both his Spot and Listen checks while 
  under the furs (in addition to the standard -10 penalty to 
  Listen checks while sleeping).
  Th e Ice Bear is almost solid white, though the tips of 
  his fur are grayish in color, giving them a grizzled eﬀ ect. Th e 
  creature has a hump on the shoulders, a big head with a long 
  muzzle and slightly dished proﬁ le to the face, and long claws 
  on the front paws. Th e hump is actually a mass of muscle, 
  which enables the bear to dig and use his paws as a striking 
  force. Its claws, long and curved, are also white. He is a little 
  over nine feet long and weighs over 1,100 pounds. 
  Although a ﬁ erce predator when necessary, the Ice Bear is 
  mostly nocturnal and mainly eats vegetation, insects, ﬁ sh, and 
  small mammals. While not opposed to the occasional snow 
  elk, his fearsome-looking claws are used mainly to dig up 
  roots and bulbs of plants as well as to excavate den sites. His 
  favorite food is actually whitebark pine nuts. Th e Ice Bear can 
  locate a cache of these nuts that a ground squirrel has stored 
  for the winter with his excellent sense of smell. Th e orcs also 
  gather these delicacies from the nearby forest and bring them 
  with every oﬀ ering.
  Creatures: Th is werebear’s parents ﬂ ed to the area over 
  one hundred years ago, during the Silver Flame inquisition 
  against lycanthropes. Th ough they taught him how to change 
  his shape to that of a human, his parents largely raised him 
  up to live as a hybrid, forsaking the civilization that had 
  turned on them. As they forged a relationship of sorts with 
  the local orcs, the Ice Bear knows the beneﬁ t of maintaining a 
  good relationship with humanoids and so is not immediately 
  hostile unless provoked (starts with attitude indiﬀ erent), 
  unless anyone among the PCs wears openly wears the symbol 
  of the Silver Flame—which puts him in a rage (attitude 
  hostile). If the PCs carry the fetish given to them by Gulvuk, 
  he sees them as friends (attitude friendly). 
   
  Th e Ice Bear: human Werebear (hybrid form): hp 54;  
  AL N; Monster Manual 170. 
   
  Tactics: While fearsome in appearance and protective 
  of his home, the Ice Bear is not a violent creature. He generally 
  tries to scare oﬀ  any non-orcs, rearing up on his hand legs 
  and then crashing his paws down on the ground (Intimidate 
  check, +3 modiﬁ er versus Medium characters or +7 modiﬁ er 
  versus Small characters). Any who provoke the Ice Bear get the 
  business end of his greataxe (which he calls “Da” as it is the 
  only memento he’s kept from his dead father). 
   
  Any opponents the Ice Bear is able to incapacitate 
  are dragged into his den if left in the area. He then sits over 
  the wounded person(s), waiting for them to awaken, but 
  allows such captured opponents to ﬂ ee. In the event that he is 
  actually severely wounded (brought down to 15 hit points or 
  fewer), the Ice Bear ﬂ ees into the higher mountains through 
  the twisting Ice Caves, taking bear form as soon as he’s safe. 
  Following him requires a person to Track him (Survival 
  check DC 14 at half speed, DC 19 at full speed, or DC 34 at 
  double speed). If he escapes, the Ice Bear circles back around 
  to the orc village and enlists their aid, both to heal his wounds 
  (assuming the shaman still lives) and to ambush the party as it 
  descends from the mountain.
   
  Development: Th e Ice Bear is most active during the 
  early morning and early evening hours, making the most use of 
  his low-light vision. During the daytime he rests in his den. As 
  such, the party may encounter him outside his den depending 
  on when they come to the caves. He leaves to forage and hunt 
  at dusk, returning with any ﬁ ndings after 2 or 3 hours, and 
  then heads back out about 3 hours before sunrise to hunt some 
  more before the sun climbs into the sky. Parties that camp in or 
  near the caves during this time likely see the creature leave and 
  return (he makes no attempt to hide).
   
  With his keen sense of smell, the Ice Bear can detect 
  any creatures that have walked around the area of the ridge, 
  using this and his Tracking feat to search out any trespassers 
  (Wisdom check, +0 modiﬁ er, DC 10+2 for every hour that 
  has passed since the creature was at the location). He also 
  detects opponents within 30 feet by sense of smell (60 feet 
  if the opponent is upwind or 15 feet if downwind). Strong 
  scents (if the party builds a ﬁ re, for instance) are detected 
  at twice this range. When the Ice Bear detects a scent the 
  exact location of the source is not revealed—only its presence 
  somewhere within range. He can take a move action to 
  note the direction of the scent and can pinpoint the source’s 
  location if he comes within 5 feet.
   
  Most groups will have a diﬃ  cult time at best 
  defeating this creature given his high hit points, damage 
  reduction, and powerful attacks (though certain fanatical 
  members of the Church of the Silver Flame may see such 
  as the only course of action). As such, stealth or diplomacy 
  are much better options to gain access to the second stone. 
  Careful individuals can easily sneak about to explore the 
  empty caves, getting past the Ice Bear’s cave when it hunts. 
  Better yet, groups that manage to befriend the Ice Bear and 
  are honest about what they are looking for, ﬁ nd that he can be 
  quite helpful. He tells them that the stone they seek is in his 
  parents’ crypt. If the PCs give their word they will not disturb 
  his parent’s eternal rest, he grants them access to the cave long 
  20
  FINDING THE WAY
  
  enough to attune the Rod of Korari to the next destination. 
   
  Note On the Curse of Lycanthropy: Th e Ice bear 
  will not attack creatures with its bite, not wishing to spread its 
  curse. If the PCs sunder or otherwise get rid of the greataxe, 
  the Ice Bear ﬂ ees from his cave. Under no circumstance should 
  a PCs contract the curse of lycanthropy during this adventure. 
  3: Buried Chamber
  Light: Total darkness.
   
  Auras: Strong (waystone, DC 21 transmutation).
  Th e original ridgeline was free of debris when the ancient 
  dwarves ﬁ rst carved this chamber, but the subsequent falling 
  rocks buried the tunnel entrance. Th is chamber is carved from 
  sandstone (hardness 6, hp 540 per 3 ft. section, Climb DC 15, 
  break DC 30). Th ere are no braces supporting the tunnel or 
  chamber, of course, but the construction is sound, and there 
  is no danger of rockfall. Th e Ice Bear’s parents originally chose 
  this location as a home due to this sound construction. 
   
  Th e entrance of this chamber is closed oﬀ  with large rocks, 
  placed here by the Ice Bear. It takes some 4 hours of digging to 
  get through the rocks, while it takes only two hours if the Ice 
  Bear helps the PCs. 
   
  Treasure: Th e Ice Bear used this chamber as a tomb 
  for his parents due to their fondness for occasionally visiting 
  the place. Characters ﬁ nd the skeletons of two humans lying 
  in the far corner of the chamber, one beside the other. Th e 
  Ice Bear brought the few items the pair had maintained from 
  their days in dwarven society, of speciﬁ c note are a masterwork 
  longsword (worth 315 gp) that lies across the skeleton of his 
  father and a repeating heavy crossbow (worth 400 gp) that 
  rests in his mother’s skeletal hands. If the party was led to the 
  chamber by the Ice Bear, he does not allow these items to be 
  removed from the tomb.
  Development: Having determined the purpose of the 
  rod at the ﬁ rst stone, the PCs should have no diﬃ  culty using 
  the item at this second site. When the rod is struck against the 
  stone, it again points in the direction of the next destination. 
  Any investigation of the stone square, however, reveals one 
  diﬀ erence between this chamber and the ﬁ rst. While the runes 
  for “dwar,” “domark,” and “hergos” are present, the fourth 
  symbol is diﬀ erent. It is another phonetic symbol pronounced 
  “ka” in Dwarven. Glankas conﬁ rms that it is the next part of 
  the word homeland. Th ere is only one more syllable left, so 
  either the next waystone is the last, or there is a longer phrase 
  involved in the puzzle of the waystones. 
  Th e runes look like this:
  Y  N  D  i
  PART FOUR: THE “FAR” STONE
  Th e rod now points to the northeast, along the shores of the 
  Bitter Sea, to a point of stone jutting out at the northernmost 
  part of Khorvaire. Th e roughly 100 mile trip takes the 
  Stormdrake about 5 hours, with the vessel breaking past the last 
  21
  FINDING THE WAY
  of the Hoarfrost Mountains an hour or so. It skirts along the 
  coastline for a time before heading out over open see for the 
  last part of the journey, and then continues until it reaches an 
  eroded cliﬀ  face. 
  It seems at ﬁ rst as if the Rod of Korari will continue pointing 
  out across the Bitter Sea, but as the Stormdrake leaves the coast 
  and heads out across the open water, the rod spins back around, 
  pointing toward the rocky cliﬀ s. It has never radically changed 
  directions like this before, and Glankas looks nervous when it does. 
  “Something must be interfering with its magic or the magic of the 
  next waystone,” he suggests. 
  Glankas is right. Th e resting place of the next waystone 
  eroded over a century ago, and the stone was swept into the 
  Bitter Sea. Only very recently did the powerful currents of sea 
  
  move the waystone toward land, tumbling it into a sea cave 
  hidden in the recesses of a nearby sea cliﬀ . While this causes the 
  Rod of Korari to act erratically at times, it still leads the PCs to 
  the next waystone. 
  As the PCs approach the rough cliﬀ s they note a cluster of 
  ﬂ ying gray creatures roosting atop it. As the PCs approach, it 
  becomes apparent that the creatures are large birds (size Small, 
  about the size of the largest of bald eagles). If a PC can observe 
  the birds in more detail (using a spyglass, for instance—
  Captain Aielous loans one his if asked) a DC 10 Knowledge 
  (nature) check determines that they are not normal birds while 
  a DC 11 Knowledge (arcana) check reveals that they are blood 
  hawks, ﬁ erce, carnivorous predators that joyfully hunt creatures 
  in their territory even when they are sated. Th ere are scores of 
  these creatures inhabiting various nests in the area. 
  “I’ve heard stories of these creatures, they are called blood hawks” 
  22
  FINDING THE WAY
  the ﬁ rst mate Ledrin says. “You had better hope you ﬁ nd the next 
  stone fast, because those birds will harry you the entire way.” 
  Use “Illustration 5” to help describe the blood hawks. 
   
  Scouting the area, Capatin Aielous ﬁ nds a site south of the 
  spot the Rod of Korari seems to be pointing to. He can get close 
  enough to land, but worries that it might attract the attention 
  of the blood hawk ﬂ ock. Still, with little coaxing he is able to 
  bring the ship down close enough to a ravine that winds down 
  to the waystone spot, which sits in a carved out cove just below 
  a group of blood hawk nests. 
  Below the Nests
  Th e blood hawks seem hesitant to attack anything as large and 
  ﬁ ery as the Stormdrake, and its protection shields the PCs from 
  attack as they travel the length of the ravine. As the PCs reach a 
  larger cove area, their hesitation subsides. When the PCs enter 
  the area detailed on “Map 4: “Far” Stone Cove”, the hawks see 
  their presence as a threat and an opportunity to wreak a little 
  mayhem. A small group begins the assault; with their numbers 
  increasing the longer the PCs take to activate the waystone. 
  Creatures: Th e encounter starts with a trio ﬂ ying down 
  from their nests upon the cliﬀ  (any point is ﬁ ne, the nests are 
  scattered all over the cliﬀ s looking down on the cove) and 
  attacking the PCs. Every round another blood hawk joins the 
  fray. No more than 8 blood hawks attack at any given time, 
  but the birds have an almost endless ability to replenish their 
  numbers. Once all the PCs leave the area detailed on the map, 
  the blood hawks cease their assault. 
  Blood Hawks (variable, no more than 8 at a time): hp 5 each; 
  see “Combat Statistics,” below.
  Tactics: Th e blood hawks attack almost anything living 
  until slain themselves; once under the inﬂ uence of blood lust, a 
  blood hawk does not ﬂ ee. Th e birds prefer the taste of human 
  ﬂ esh to all others and tend to single out humans if confronted 
  with a racially diverse group. Th e ﬂ ock generally swarms one 
  opponent if possible, trying to use their wounding ability to 
  quickly bring down larger prey.
  Extracting the Stone: As if the blood hawk murder wasn’t 
  enough of a problem, activating the stone is not easy. In the 
  cove is a 20-foot deep recess (Climb DC 15) connected to a sea 
  cave. Waves pound water from the Bitter Sea in and out of the 
  recess at fairly regular intervals. When the PCs approach close 
  enough to look down into the recess, start with round 1, below. 
  Th e actions below occur at the 10 count on the initiative order. 
  Round 1: Waves are crashing in partially submerging the 
  recess with about three feet of water. Th e PCs can easily spot 
  the waystone at the bottom of the recess. A creature can wade 
  through the water, but it counts as diﬃ  cult terrain. 
  Round 2: Waves churn in water in at an alarming rate, 
  totally submerging the recess (up to the 20-foot level). 
  Creatures in the recess must swim (rough water, Swim DC 15) 
  to move within the recess.  
  Round 3: Th e Water quickly gets sucked out the recess. 
  Creatures without a swim speed must succeed a DC 25 Swim 
  check or be pulled out to the Bitter Sea. Th e process of pulling 
  
  FINDING THE WAY
  23
  the creature though the sea cave does 3d6 points of bludgeoning 
  damage and then the creature is swept away into the Bitter Sea 
  until help arrives (see Dungeon Master’s Guide page 92)
  Round 4 and 5: Th e recess is relatively dry and stable. 
  Creatures can move normally, but the eroded and wet ground 
  adds 2 to the DC of Balance and Tumble checks. 
  Round 6: Same as “Round 1” and then the cycle repeats.  
  Like the other waystones, a dwarf must strike the Rod of 
  Korari to get the rod to point to the next destination. If Glankas 
  is the only dwarf among the group, this could be hard going, 
  as the PCs must get the cowardly dwarf down into the recess. 
  As before, a successful Intimidate check (DC 14) shakes him 
  to action, as will a bard’s ability to inspire courage. Without 
  these, the PCs may have to ﬁ nd a way to force the dwarf down, 
  or bring the waystone to him. Th e waystone is a 5-foot square 
  chunk of granite weighing 2,500 lbs.
  Development: Th e ruins on the stone look like this:
  Y  N  D  b
  As Glankas suspects, the last syllable completes the dwarven 
  word for homeland, “Drukafar.” He is guardedly pleased with 
  this, as it may mean that his expedition is about to reach its 
  ﬁ nal destination. 
  When the PCs have attuned the rod, it points out into the 
  Bitter Sea. From the cliﬀ ’s, it is a 15 hour trip to the doorway 
  they and Glankas ultimately seek. Proceed to “Part Five: 
  Doorway to the Homeland.”
   
  Map 4: Sea Cliﬀ s
  Map 4: Sea Cliﬀ s
  Water in and out
  Water in and out
  PC Entrance
  PC Entrance
  Combat Statistics 
  BLOOD HAWK 
   
  CR 1/2 
   
  N Small magical beasts
  Int +3; Senses Darkvision 60 ft., low-light vision; Listen +2, 
  Spot +2 (+10 in daylight)
  AC 16, touch 14, ﬂ at-footed 13 
  hp 5 (1 HD)
  Fort +2, Ref +5, Will +1
  Spd 10 ft. (4 squares), ﬂ y 80 ft. (average)
  Atk 2 claws melee +5 (1d3+1) and 
         Bite melee +0 (1d4)
  Base Atk +1; Grp -2
  Special Atk Wounding 
  Abilities Str 13, Dex 16, Con 11, Int 2, Wis 12, Cha 7
  Feats Weapon Finesse
  Skills Hide +5, Listen +2, Search –3, Spot +2 (+10 in 
  daylight)
   
  Wounding (Ex): A wound resulting from a blood 
  hawk’s claw or bite attack bleeds for an additional 1 point 
  of damage per round thereafter. Multiple wounds from such 
  attacks result in cumulative bleeding loss. The bleeding can 
  be stopped only by a Heal check (DC 15) or the application 
  of any cure spell or other healing spell (heal, healing circle, 
  or the like). 
  Scaling the Encounter
   
  2nd-level Characters: Only two blood hawks start the 
  attack, and only six of the creatures attack at any one time. 
   
  4th-level Characters: After the initial three blood hawks 
  attack, two venture down every round thereafter. 
   
  5th-level Characters: Four blood hawks descend for the 
  initial attack, and three venture down every round thereafter. No 
  more than 12 blood hawks attack the PCs at any given time.  
  
  PART FIVE: DOORWAY TO THE 
  HOMELAND 
  Following the Rod of Korari to its ﬁ nal destination places 
  the Stormdrake over a small, barren island—really more a 
  mountaintop jutting up from the sea. From the air, an ancient 
  structure is visible—two massive statues ﬂ anking a large 
  doorway leading into the side of the mountain. In front of the 
  doors and statues is a large stone platform jutting out over the 
  Bitter Sea.
   
  Show the players “Illustration 6” to help describe this scene. 
   
  As the Stormdrake approaches, the captain gives the following 
  advice. 
  FINDING THE WAY
  24
  Th at platform is of suﬃ  cient height and reach, that I think I can 
  pilot the Stormdrake close enough for you to safely leap to the 
  landing,” Captain Aielous yells over the howling gale. “But with 
  these winds, I don’t want to hover too close for long, so you’re on 
  your own until you signal me to return. 
  He then gives the PCs another alchemist ﬂ are, and instructs 
  them to ignite it when they are ready for extraction.  
   
  Some minutes later the Stormdrake approaches the stone 
  platform, close enough for the PCs to leap across with no 
  danger of falling into the cold and turbulent sea churning a 
  straight 70-foot drop below the platform. 
  Doorway of the Ancients
  Stone double doors—each roughly ten feet wide—are set into 
  the side of a sheer rock wall and almost look like they’ve been 
  carved from stone of the mountainside. Th e doors are decorated 
  with carved pictographs of dwarven achievements and with 
  runes very similar to those etched on the Rod of Korari and 
  the waystones discovered thus far. Between the two doors is an 
  embossed square of stone. Th e stone is obviously a kind of seal, 
  decorated with another set of golden-glowing runes.  Flanking 
  the door are two large statues of dwarves; each holds a maul in 
  front of it. 
   
  Use “Illustration 7” to show the players what the runes on 
  the door block look like. Th ese ruins are a culmination of the 
  three phonic runes found on the waystones. As Glankas may 
  have pointed out, they combine to create the word “drukafar” 
  meaning “homeland.”
   
  Th e runes look like this:
  o  i  B
   
  When Glankas or another dwarf speaks the “drukafar” and 
  strikes the Rod of Korari against the double doors, the dwarf 
  statues come alive, their eyes glowing with an icy-blue radiance. 
   
  Stone grinds upon stone as the statues of the dwarven warriors 
  raise their mauls. 
   
  “Only the worthy pass. With our passage to Daanvi the 
  homeland becomes open to you, and no sooner,” they rumble in 
  unison, their voices combine to a deep baritone that makes the 
  ground rumble beneath your feet. 
  If any character touches the statues or the door before a dwarf 
  can speak “drukafar” and strike the rod against the door, the 
  guardians warning is more severe, but their response is the same. 
   
  Th e statues rumble loudly, making the ground shake with 
  their deep booming anger, in unison they shout: “Deﬁ lers! Enemies 
  of the dwarves! Death and utter destruction is the price for your 
  presumption! 
   
  Creatures: Th e doors’ protectors are dwarf ancestral 
  guardians, native outsider akin to the more powerful dwarf 
  ancestors, tasked with defending holy sites important to the 
  
  dwarven race. Driven and relentless, they fulﬁ ll their purpose at 
  all costs, and their task is to kill or drive oﬀ  all who wish to pass 
  thought the doors they guard. Only the death of both opens 
  the doors. 
   
  Still, their link to dwarves is strong, and the guardians are 
  loath to attack dwarves. Th ey do not attack a dwarf until after 
  the dwarf attacks one of them.
   
  Dwarf Ancestral Guardian: hp 34, 34; see “Combat 
  Statistics”, below. 
   
  Tactics: One of the guardians starts the ﬁ ght by 
  advancing to an advantageous position and takes the sharp 
  and audible intake of breath that begins is breath of freezing 
  slow ability, while the other advances to strike an opponent 
  with a powerful maul strike, attacking the strongest-looking 
  warrior if possible. On the second round, the guardians swap 
  tactics, with the second guardian breathing in, which should 
  now warn the PCs of what’s to come. Creatures unfortunate 
  enough to fail the save for both cones are eﬀ ectively paralyzed 
  for the overlapping durations.  
   
  Development: Once both of the guardians are defeated, 
  the stone block seal breaks in half, the runes’ auras go dark, and 
  the huge double doors open 
  Th e massive doors slowly swing outward without a sound. Motes 
  of dust drift slowly downward, disturbed by the opening, as light 
  pours into the chamber. Beyond the entrance, a huge, circular room 
  with a domed ceiling stretches into the rock of the island. Th e entire 
  chamber—probably one hundred feet in diameter—is dominated 
  by a huge circle of runes imbedded in the ﬂ oor. More runes line the 
  walls, covering almost every visible surface.
  Th e runes covering the lower section of the wall detail 
  the spell used to create the smaller waystones (a successful 
  Spellcraft check [DC 26] or read magic reveals this 
  information). Th e remainder of writings details a much more 
  powerful magic, one that could transport hundreds of people 
  instantaneously. Th e exact details for this magic—the creation 
  of a rune circle speciﬁ cally—are beyond the scope of this 
  adventure and require weeks of study by Glankas and other 
  scholars to fully understand. 
  Scaling the Encounter
   
  2nd-level Characters (EL 4): Only one of the guardians 
  activates, the other had passed on to Daanvi during its centuries 
  wait at the doorway. 
   
  4th-level Characters (EL 7): Th e guardians are advanced to 
  6 HD (hp 51, 51); see Combat Statistics below)
   
  5th-level Characters: (EL 8): Th ere are three advanced 
  guardians (hp 51, 51, 51). Th e third stands on the far end of 
  the landing facing the door, at about the place the PCs leap oﬀ  
  the Stormdrake. 
  FINDING THE WAY
  25
  Map 5: Doorway to the Homeland
  Map 5: Doorway to the Homeland
  Dwarf Ancestral Guardians
  
  CONCLUSION
  Once the doorway is open, Glankas is further convinced that 
  his particular view of dwarven history is the correct one. He 
  is so entirely pleased with the outcome, he overlooks any 
  past squabbles he’s had with the PCs, and promises to use his 
  connections to restart talks between the Diggers’ Union and the 
  Banking Guild of House Kundarak. Glankas, and indeed the 
  entire Korari family, are very appreciative of the party’s success.
   
  After mapping and documenting his ﬁ nd, Glankas 
  suggests that they board the Stormdrake and return to Krona 
  Peak. Th ere he treats the PCs to a banquet, and oﬀ ers his 
  hospitality until they are ready to leave. He even pays for the 
  services of the House Sivis Speakers Guild so that the PCs 
  can communicate their success with the union. No soon after 
  the PCs are instructed to stay in Krona Peak, enjoy Glankas’s 
  hospitality, and Patron Zuzrin Tellun and an embassy of the 
  union will soon join them.
   
  Within a week, the important patron arrives at Krona Peak 
  to begin negotiations with the Banking Guild, and hopefully to 
  oversee the opening of a chapter house for the Diggers’ Union 
  in Mror’s capital. In a small ad hoc ceremony, Zuzrin presents 
  the PCs with the badge of a journyer, and accepts them into the 
  higher order of the Diggers’ Union. Give each player a copy of 
  the “Journeyer of the Diggers’ Union” story object. 
   
  ADVENTURE QUESTIONS 
  Dungeons & Dragons Campaigns (of which Mark of 
  heores is part of) tracks character progress digitally. At 
  the adventure’s end, you report what the characters did, 
  by answering a number of questions. Th e answers to those 
  questions are tallied, and determine not only what happens in 
  the campaign, but also the experience points (XP) and gold 
  piece (gp) value increase each character gains.
   
  At the end of this adventure, you’ll ﬁ nd the RPGA Session 
  Tracking form, tailored for this adventure. On the section titled 
  “Adventure Questions” ﬁ ll in the bubble that corresponds to 
  the best answer for the questions below.
   
  Many times the questions ask whether or not the PCs 
  defeated an encounter. Defeating doesn’t necessarily mean killing 
  all enemies, but many times such an event suﬃ  ces as defeating an 
  encounter. Sometimes PCs merely bypass an encounter. Th rough 
  luck or circumstance a group of PCs can avoid encounters 
  unscathed. Does bypassing an encounter earn the XP that 
  defeating it would? No. Th e reward for getting past an encounter 
  without actually interacting with it is having extra resources to 
  bear in the next encounter. Where is the line? You are going to 
  have to make that decision, because you are the DM.
   
  For traps, PCs get experience points just for encountering 
  them, whether or not they have been disabled.
   
  Sometimes the PCs’ actions don’t really ﬁ t the actions of a 
  particular adventure question perfectly. Th is especially happens 
  Combat Statistics 
  DWARF ANCESTRAL GUARDIAN 
   
  CR 4 
   
  LN Large outsider (lawful, native)
  Int -1; Senses Darkvision 60 ft.; Listen +9, Spot +9. 
  Aura Moderate law 
  Languages Common, Dwarven
  AC 18, touch 8, ﬂ at-footed 19 
  hp 34 (4 HD); DR 5/magic
  Immune Cold
  Fort +7, Ref +2, Will +5
  Spd 20 ft. (4 squares)
  Atk Masterwork maul melee +6 (1d10+10/x3)* 
  Space 10 ft.; Reach 10 ft.
  Base Atk +4; Grp +13
  Atk Option Cleave, Power Attack (*Includes adjustments for 
  Power Attack feat) 
  Special Atk Breath of freezing slow 
  Abilities Str 20, Dex 8, Con 18, Int 10, Wis 14, Cha 12
  Feats Cleave, Power Attack
  Skills Concentration +11, Climb +12, Jump +12, Listen +9, 
  Spot +9
  Possessions Masterwork maul 
   
  Breath of Freezing Slow (Su): Once a day, as a 
  full-round action that starts with a sharp and audible intake 
  of breath, a dwarf ancestral guardians can breathe a 30-foot 
  cone of frost and ice that does 3d6 points of cold damage 
  and may slow (as the spell for a duration of 4 rounds) those 
  caught in its blast. Those succeeding a DC 16 save only take 
  half damage and are not slowed. If a creature fails two or 
  more saves against this effect, and the durations overlap, it 
  is paralyzed for as long as there are at least two overlapping 
  durations. The saving throw is Constitution based.
  DWARF ANCESTRAL GUARDIAN (ADVANCED) 
   CR 5 
   
   
   
  LN Large outsider (lawful, native)
  Int -1; Senses Darkvision 60 ft.; Listen +11, Spot +11. 
  Aura Strong law 
  Languages Common, Dwarven
  AC 18, touch 8, ﬂ at-footed 19 
  hp 51 (6 HD); DR 5/magic
  Immune Cold
  Fort +8, Ref +3, Will +6
  Spd 20 ft. (4 squares)
  Atk Masterwork maul melee +8 (1d10+14/x3)* 
  Space 10 ft.; Reach 10 ft.
  Base Atk +6; Grp +15
  Atk Option Cleave, Power Attack (*Includes adjustments for 
  Power Attack feat) 
  Special Atk Breath of freezing slow 
  Abilities Str 20, Dex 8, Con 18, Int 10, Wis 14, Cha 12
  Feats Cleave, Greater Cleave, Power Attack
  Skills Concentration +13, Climb +14, Jump +14, Listen +11, 
  Spot +11
  Possessions Masterwork maul 
   
  Breath of Freezing Slow (Su): Once a day, as a 
  full-round action that starts with a sharp and audible intake 
  of breath, a dwarf ancestral guardians can breathe a 30-foot 
  cone of frost and ice that does 3d6 points of cold damage 
  and may slow (as the spell for a duration of 6 rounds) those 
  caught in its blast. Those succeeding a DC 17 save only take 
  half damage and are not slowed. If a creature fails two or 
  more saves against this effect, and the durations overlap, it 
  is paralyzed for as long as there are at least two overlapping 
  durations. The saving throw is Constitution based.
  FINDING THE WAY
  
  when you play the adventure using the “Scaling the Encounter” 
  options. In these cases ﬁ nd the answer that best ﬁ ts the spirit of 
  their results. 
  1. Did the PCs defeat the air elemental guarding the ﬁ rst 
  waystone? 
  a.  
  Yes. Th ey ﬁ gured out how to attune the Rod of Korari,  
    
  which releases the guardian. 
  b. 
   Yes. Th ey defeated the air elemental in combat, and  
    
  ﬁ gured out how to attune the rod at their leisure. 
  c.  
  No. Th e waystone’s guardian defeated them. 
  2. How did the PCs discover the second waystone? 
  a. 
  Th ey slew the orcs and the Ice Bear, and then found the 
  waystone.
  b. Th ey didn’t. Th ey never made it that far. 
  c. 
  Th ey bypassed the orcs, and went into the cave, where 
  they killed the Ice Bear. 
  d. Th ey bypassed the orcs, went into the cave and 
  successfully negotiated entrance into the buried 
  chamber.  
  e. 
  Th ey slew the orcs, went into the cave and successfully 
  negotiated entrance into the buried chamber. 
  f. 
  Th ey negotiated with the orcs, went into the cave 
  and successfully negotiated entrance into the buried 
  chamber. 
  g. 
  Th ey negotiated with the orcs, went into the cave, and 
  slew the Ice Bear.
  3.  How long did it take the PCs to attune the rod with the 
  third waystone?  
  a. 
  Th ey never made it this far.   
  b. It only took them one cycle of waves. 
  c. 
  It took them two cycles of waves. 
  d. It took them three or more cycles of waves.   
  4. Did the PCs defeat the dwarf ancestral guardians and 
  open the doors to the rune circle chamber? 
  a. 
  Yes. 
  b. No. 
  5. Rate the group’s roleplaying. 
  a. 
   Fantastic. Everyone had interesting and engaging 
  characters the interacted with the adventure in very fun 
  ways.
  b. Good. Most everyone had interesting and engaging 
  character that interacted with the adventure in very fun 
  ways.
  c. 
  Okay. Th ere was some roleplaying.
  d. None. Th ey treated the adventure only as a set of 
  objectives. Th ere was no roleplaying.
  FINDING THE WAY
  27
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Eberron - Mark of Heroes/EMH-04 Finding the Way.pdf