TEXT: 1
  
  2
  P.B. PUBLISHING PRESENTS
  dinos 
  of
  darkness
  
  3
  dinos
  of
  darkness
  Authors: Ashley Warren & Phil Beckwith
  Layout: Phil Beckwith
  Editor: Ken Carcas
  Proof Readers: Ken Carcas
  Cover Artist: Matthew Myslinski
  Interior Illustrators: Dean Spencer, Samantha Darcy, Matthew Myslinski,  
  Quico Vicens-Picatto, AdobeStock (162869359, 120807655)
  Battle Map Cartographers: Phil Beckwith, Kristian Richards
  Special Thanks to: Benoit de Bernardy, the Dungeon Master’s Guild Fanclub 
  Facebook Page, and finally to everyone who has bought (and will buy) this 
  adventure.
  Credits
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 
  Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast 
  in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast.
  Copyright © Phil Beckwith (P.B. Publishing) 2018
  
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  Chapter 1: Introduction ...............................................................................................................................5
  Running the Adventure ............................................................................................................................................5
  Boxed Text .............................................................................................................................................................5
  Adventure Background .......................................................................................................................................5
  Villain & Ally Motivation .....................................................................................................................................6
  Survival ..................................................................................................................................................................6
  Encounter Pacing ................................................................................................................................................6
  Character Advancement .....................................................................................................................................6
  Adventure Hooks .................................................................................................................................................6
  Chapter 2: Espionage in the East ................................................................................................................8
  An Urgent Request ..............................................................................................................................................8
  Chapter 3: The Lands of East Selu .......................................................................................................... 11
  1. Dead-End Mountains ................................................................................................................................... 11
  2. Mud Lands ..................................................................................................................................................... 13
  3. The United Tribes Camp ............................................................................................................................. 14
  4. The Jungles of East Selu ............................................................................................................................. 18
  5. Narup Tribe .................................................................................................................................................... 18
  6. Kagu Tribe ...................................................................................................................................................... 18
  7. Hot Springs.................................................................................................................................................... 19
  8. Deadlands ...................................................................................................................................................... 19
  9. Oasis & Waterfall .......................................................................................................................................... 19
  10. Paku Outpost .............................................................................................................................................. 19
  11. Biru Volcano Entrance .............................................................................................................................. 24
  12. Underwater Ruins  .................................................................................................................................... 24
  Chapter 4: The Mountain of Blue Fire ..................................................................................................... 26
  Level 1: Entrance Tunnel ...................................................................................................................................... 26
  Level 2: The Belly of Biru ..................................................................................................................................... 26
  1. Into the Belly of Biru .................................................................................................................................... 28
  2. Stirge Bay ....................................................................................................................................................... 28
  3. A Meeting of Magma Mephits .................................................................................................................... 29
  4. Lair of Blurea ................................................................................................................................................ 29
  5. Battle at the Blue Bridge ............................................................................................................................ 29
  6. A Giant Skull ................................................................................................................................................. 30
  7. Caved-in Tunnel ............................................................................................................................................ 30
  Level 3: Heart of the Mountain ........................................................................................................................... 31
  Mining the Ubtanaar Heart ore ..................................................................................................................... 31
  Battle in Biru Volcano ...................................................................................................................................... 33
  Chapter 5: Eruption! Escape from Biru Volcano ................................................................................... 35
  Stage 1: ............................................................................................................................................................... 35
  Stage 2: ............................................................................................................................................................... 35
  Stage 3: ............................................................................................................................................................... 36
  Chapter 6: Epilogue ................................................................................................................................... 37
  Appendix A: Maps ...................................................................................................................................... 38
  Appendix B: Magic Items .......................................................................................................................... 42
  Merfolk Spear of Fire ....................................................................................................................................... 42
  Merfolk Searing Shortsword .......................................................................................................................... 42
  The Ubtanaar Heart ......................................................................................................................................... 42
  The Narup Jewel................................................................................................................................................ 42
  Appendix C: Monsters & NPCs................................................................................................................. 43
  Dinosaurs ........................................................................................................................................................... 45
  Appendix Reference Page ......................................................................................................................... 47
  Contents
  
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  Dinos of Darkness
  D
  inos of Darkness is a Dungeons & 
  Dragons adventure designed to be 
  completed in about 3-6 hours of play.
  This adventure provides ample 
  opportunity for role-play that 
  suits different player styles. Players will have 
  the chance to plan a heist, train, and mount 
  dinosaurs, explore a volcano, interact with Selu’s 
  beautiful but deadly natural landscape, fight 
  pirates and beasts, and much more!
  Running the Adventure
  The adventure is comprised of five chapters:
  • Chapter 1 – Introduction (this chapter)
  • Chapter 2 – Espionage in the East
  • Chapter 3 – The Lands of East Selu
  • Chapter 4 – Riders of the Storms
  • Chapter 5 – The Mountain of Blue Fire
  • Chapter 6 – Epilogue
  The combat encounters have been calculated 
  to present a tough challenge to four characters 
  of 4th level—that is, APL (average party level) is 
  4. Information is supplied in the text explaining 
  how to scale the encounters to APL 4 or APL 5. 
  Statistics for new monsters are provided near 
  the end of this document.
  Not every loose end is tied up in the following 
  text, nor every possible reaction accounted for. 
  Be ready to improvise and do so with confidence! 
  Unless stated otherwise, assume NPCs have the 
  stats of a Commoner.
  To assist the DM in finding references to 
  creatures and resources within this adventure, 
  an Appendix Reference Page has been included 
  at the end of the adventure. Any creature or 
  resource within the adventure printed in bold 
  or italics points you to the Appendix Reference 
  Page.
  Boxed Text
  Text to be read aloud to the players is in italics 
  and shaded boxes. By all means, paraphrase 
  to fit your roleplaying needs but try to keep the 
  original message clear as they may contain 
  important information.
  Adventure Background
  This adventure takes place primarily throughout 
  the Dead-End Mountains and eastern coast 
  of Selu. The start of the adventure occurs ten 
  days after the events covered in Struggle in 
  Three Horn Valley. The elven ranger, Raven, 
  has left the Paku Village to scout the eastern 
  side of the island. Upon learning the plans of 
  orc pirate captain, Captain Korugk Gold-Tusk, 
  Raven sought out the help of Paku druid, Daina. 
  Together, they devised a plan to train a pack of 
  herbivore dinosaurs then sent word back to the 
  Paku tribe, and this is where the characters’ 
  journey begins. 
  Eastern Selu's Landscape
  East Selu’s landscape mirrors the other regions 
  of the island: a wild, untamed jungle that 
  houses wondrous creatures, secret ruins, and 
  feral beasts. What differentiates the east is its 
  abundance of waterways: the entire region is 
  sodden with dozens of small ponds, shallow 
  tributaries, tall waterfalls, and a handful of deep, 
  wide rivers. 
  The freshwater sources allowed two of Selu’s 
  ancient tribes — the Kagu and the Narup — to 
  establish permanent civilizations in this area of 
  the island. Although these tribes once lived in 
  harmony with Selu’s other tribe, the Paku, the 
  Kagu and the Narup are now tenuously linked to 
  Captain Korugk Gold-Tusk, a pirate who seeks 
  fortune and power. 
  Each eastern tribe has claimed its own river that 
  divides their territory, and the rivers eventually 
  merge and delta into the ocean. The reliable 
  sources of water and food come with a trade-off: 
  this area of the island is prone to frequent storms 
  that rage through the night, which makes life 
  here somewhat difficult.
  Biru Volcano & the Ubtanaar Heart. Another 
  notable distinction on the eastern side of Selu is 
  the Biru Volcano, colloquially referred to as the 
  Mountain of Blue Fire. The volcano is located in 
  the Dead-End Mountain range, and the entrance 
  to the volcano faces the east. The magma that 
  bubbles and gurgles in the cratered peak of the 
  Chapter 1: Introduction
  
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  Dinos of Darkness
  volcano is a startling, vibrant blue. Each tribe has 
  their own mythology that explains this unique 
  color, but the legends share a common origin: 
  a primordial, infernal vein of ore the Seluan 
  tribes call the Ubtanaar Heart pulses within the 
  heart of the volcano, preventing the volcano from 
  erupting and destroying much of the island. But 
  if the legends are true, this ore can be crafted 
  into items that contain the power and might of 
  the volcano itself. 
  Villain & Ally Motivation
  Captain Korugk Gold-Tusk
  Obtaining this invaluable artifact, the Ubtanaar 
  Heart, is the motivation of our main villain, the 
  pirate Captain Korugk Gold-Tusk, who has been 
  working to unite the eastern Selu tribes; the 
  Kagu and the Narup to help in his venture. He 
  had also planned to use the Paku Tribe on the 
  western side of Selu, however, due to the events 
  of Struggle in Three Horn Valley, these plans 
  were thwarted. Each tribe has theories about 
  the Ubtanaar Heart’s location, and Gold-Tusk 
  has promised the Kagu and Narup a trade route 
  between the mainland of Chult and the Island of 
  Selu, if they are able to combine their knowledge 
  and produce a map that he can use to find the 
  secret opening into Biru Volcano. There Gold-
  Tusk plans to mine the ore. He’s also tasked the 
  tribes with training carnivorous dinosaur mounts 
  that will help him navigate the volcano’s interior. 
  Gold-Tusk has no qualms about triggering the 
  volcano eruption, for he plans to quickly retreat 
  to his ship off the coast of Selu to wait out the 
  destruction, and then claim what’s left of the 
  island for himself.   
  The Tribes
  Despite the conflict between the eastern tribes 
  and the western Paku Tribe, the Paku fear what 
  will happen to the island should the volcano 
  erupt. They must find a way to stop Gold-Tusk 
  from reaching the ore while also avoiding a 
  deadly encounter with the united tribes. Tension 
  brews on Selu, bubbling like Biru Volcano, and it 
  won’t take much for the war to erupt! 
  Survival
  The Island of Selu, where this adventure is set, 
  is an unforgiving land. Survival in the wilderness 
  is tough, and it is vital that the PCs keep 
  themselves nourished if they are to survive the 
  multitude of dangers that the island presents. 
  Unforgiving Wilderness. If the heroes do not eat 
  food and drink some water at least once per day, 
  they will gain 1 level of exhaustion each evening 
  of the food-less/drink-less day.
  Encounter Pacing
  The conflicts in this module should be presented 
  with a sense of urgency. If the ore within Biru 
  Volcano is disrupted, both by the PCs or by the 
  enemies, the volcano will indeed erupt — and the 
  PCs will need to quickly escape or die a brutal 
  death. Suggested time limits are included in that 
  section of the module. 
  For atmosphere, it is recommended that some of 
  the main narrative beats occur during the night. 
  This, of course, depends on the PCs trajectory, 
  but these developments are annotated with the 
  recommended time of day to aid in both PC and 
  DM strategy. 
  Character Advancement
  This adventure is designed to utilize the 
  Milestone Leveling System, by which it is 
  expected that the characters start at level 4 at 
  the beginning of the adventure. Upon retrieving 
  the map scroll and obtaining the dinosaur 
  mounts, the heroes should advance by one level 
  automatically. On completing this adventure, 
  the characters should advance one final time by 
  one level.
  This adventure runs fine with Experience Points 
  Leveling System, and you are encouraged to 
  use XP if it is a better fit for you and your playing 
  group.
  Adventure Hooks
  If your group did not play through the first in this 
  series, Struggle in Three Horn Valley, you will 
  need to hook them into the story and provide a 
  reason for the heroes to be located in the Paku 
  Village at the beginning of the adventure. You 
  can use any hook that leads them to spend the 
  night in the village, or alternatively, the following 
  hook suggestions have been provided for you to 
  use:
  • The Aristocrat’s Cause. A good willing 
  aristocrat has hired the party to quash a 
  
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  Dinos of Darkness
  current pirate hindrance on the remote 
  island of Selu. He maintains that the island’s 
  isolated and untampered way of life must 
  be preserved, as Selu is one of the very few 
  places in Toril that is yet to be tainted by the 
  touch of civilization. Their first point of call is 
  the Paku Tribe on the western side of Selu.
  • Shipwrecked. The party has been traveling 
  for days in the open waters east of Chult 
  when a monster tidal wave crushes their ship 
  or boat. They awaken on the western beach 
  of Selu to a young tribal boy who offers them 
  shelter in the Paku Village.
  • The Paku Champions. The heroes are 
  members of the Paku Tribe, raised from birth 
  as the tribe’s mightiest warriors. They have 
  been called to gather around the campfire 
  with the news that an external pirate menace 
  has corrupted the eastern tribes. The elders 
  begin to plan their defensive strategies for 
  the protection of Mother Selu and assign the 
  party an espionage mission.
  
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  T
  he adventure begins at night in the 
  Paku village. A campfire blazes in 
  a pit in front of the Paku mead hall. 
  Near the campfire, fermenting vats 
  of honey wine have been dragged 
  out of the mead hall, left open to 
  capture the natural yeast that permeates the air. 
  To set the scene, read or paraphrase the 
  following:
  The sun sets over the island of Selu. The last 
  tendrils of sunlight linger on the tops of the 
  mahogany trees, illuminating the island’s 
  jewel-toned flora and fauna. The night comes 
  quickly once the sun moves east, the sunset 
  sinks into darkness like a doused flame.
  But it is not a quiet and peaceful descent into 
  darkness. Selu comes alive at night, a feast 
  for the senses. Around you is a cacophony of 
  sounds: insects chirping, lizards and snakes 
  rustling in the marshy underbrush, spotted 
  frogs emitting throaty belches. You sit around 
  a campfire, and the pleasant aroma of burning 
  wood meets the fresh scent of wet soil.
  The atmosphere is tense. A Paku elder named 
  Abeni relays that the Paku tribe has received 
  news that militant forces are moving in the 
  east — an army led by pirate Captain Korugk 
  Gold-Tusk is mobilizing to take over the island. 
  A Paku agent, the tiefling called Daina, has 
  heard that Gold-Tusk intends to travel into Biru 
  Volcano, the Mountain of Blue Fire, in the Dead-
  End Mountain range to mine the primordial ore 
  within it and retrieve the Ubtanaar Heart. With 
  help from the newly united Kagu and Narup 
  tribes, Gold-Tusk plans to loot the mountain of 
  this resource and trigger the volcano to erupt, 
  decimating much of Selu’s wildlife. 
  Abeni is human; she has gray hair tightly braided 
  and adorned with beads, with geometric tattoos 
  along her collarbone and shoulders. Her voice 
  is low and husky. Only guests, tribe elders, 
  and a select few tribal warriors are permitted 
  around the campfire, but a young Paku citizen 
  Chapter 2: Espionage in the East
  brings Abeni a horned cup filled with mead. The 
  characters are also offered drinks; the mead is 
  sweet and floral.
  An Urgent Request
  Read or paraphrase the following:
  “We have mere days to act,” says Abeni. “Our 
  tribal diviner has had a vision of a stranger dis-
  rupting Biru Volcano, triggering an eruption 
  that will destroy our island. Captain Gold-Tusk 
  is working with the Kagu and the Narup tribes 
  to assemble a map leading to the entrance 
  into the volcano, but neither tribe has all of 
  the information. Only we know the rest. If you 
  can infiltrate Gold-Tusk’s new camp in eastern 
  Selu, retrieve the map, and return it to the 
  Paku agent named Daina at the eastern Paku 
  outpost, we can make sure we can get to the 
  Ubtanaar Heart before this menace does, and 
  prevent him from destroying the island.”
  This is the opportune time to act: Gold-Tusk 
  is currently away from the camp, surveying 
  the coastline to find a place to hide out during 
  the eruption. He knows what will happen if 
  he disturbs Ubtanaar Heart. The camp will be 
  guarded, but Gold-Tusk himself will not be 
  there, which means you can sneak into his 
  tent and take the map.” 
  The only way to eastern Selu is through the 
  Dead-End Mountains, which separate west Selu 
  from east Selu. For context, it takes four days to 
  traverse the length of the entire island from coast 
  to coast. It takes three days to reach the United 
  Tribes Camp from Paku Village. 
  Abeni gives the party a potion of healing in a 
  small wooden vial and says that they should 
  leave early in the morning so they can see better 
  and reach the trailhead before the weather 
  becomes unbearably hot. Once they are under 
  the cover of trees again, the weather remains 
  warm, but there will at least be shade. 
  
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  Dinos of Darkness
  The Saya Trail. Although the mountains make 
  for a difficult journey, Abeni tells the characters 
  about the Saya Trail which will lead them 
  through the range. It will still be a difficult 
  journey, however, and they will need to move 
  quickly. Lingering too long will make them 
  vulnerable to the hostile creatures who live and 
  lurk in the mountains.
  River Warnings. Abeni says that on the descent 
  down the mountain, there are rivers and streams 
  that move downward, overflowing from the many 
  small mountain lakes, but taking the rivers as a 
  shortcut can be risky, for many of them lead to 
  waterfalls that spill over steep cliffs.
  The Eastern Paku Outpost. Once they have 
  retrieved the map, or at least made an attempt, 
  Abeni asks the characters to go to the abandoned 
  Paku outpost on the eastern side of Biru 
  Mountain instead of returning all the way to 
  Paku Village. The Paku have received word that 
  one of their own, the tiefling Daina, currently 
  resides in the ruins of the outpost, and her 
  macaw familiar can deliver a written message 
  to relay what they have learned to the rest of 
  the tribe. The outpost is also said to be near the 
  hidden cave entrance of Biru Volcano.
  Three Pieces of Knowledge. Between them, the 
  three tribes know all the pieces of information 
  required to reach the Ubtanaar Heart. Each of 
  the three tribes holds a piece of the knowledge 
  that the other two do not know. Within each 
  tribe, only one nominated elder is allowed to 
  hold that tribe’s unique piece of knowledge; the 
  rest of the tribesfolk are unaware. They are as 
  follows:
  • The Paku Tribe: Know of the location of the 
  entrance to Biru Volcano, but don't know 
  what information the other tribes possess.
  • The Kagu Tribe: Know that to reach the 
  Ubtanaar Heart, one must find a way to pass 
  over deadly hot lava that pools along the path 
  inside Biru Volcano. They do not know about 
  the existence of the Narup Jewel.
  • The Narup Tribe: Have possession of an 
  artifact, the Narup Jewel (see Appendix B – 
  Magical Items), which allows those proficient 
  in the Arcana and Nature skills to charm 
  dinosaurs to the wielder’s bidding. They do 
  not know that this is helpful for entering the 
  volcano.
  The characters can choose to leave immediately 
  or follow Abeni’s recommendation to leave at 
  sunrise. Abeni shows the characters a map of the 
  island, marked with the location of the United 
  Tribes camp, the Paku Outpost, and the entrance 
  to Biru Volcano (see Map of Eastern Selu in 
  Appendix A).
  Why have the eastern tribes sided with Gold-Tusk?
  After centuries living in the harsh and unforgiving environment of Selu, the island’s three tribes 
  became keen tacticians and survivalists, skills they continue to pass down from generation to 
  generation. And until recently, the tribes did not have to contend with outsiders. The Kagu are 
  known for their expertise in medicine and alchemy; the Narup, for their skill at architecture and 
  trap-making. All of the island’s tribes, including the Paku, are well-versed in animal handling. 
  Although Selu remains wild, many of its resources run thin. The Kagu and the Narup see the 
  potential for expanding their way of life; a relationship with a pirate means regular access to new 
  goods and supplies from across the realms. All of Selu’s tribes are resourceful and proud of their 
  home and their history, but the lure of the outside is becoming increasingly more difficult to deny. 
  This doesn’t mean they hold Gold-Tusk in high regard. The relationship between the newly united 
  tribes and the pirates is tenuous, with both sides waiting to see if the other will hold up their end of 
  the bargain. 
  
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  Dinos of Darkness
  The Legends of Biru Volcano
  Tribe
  Legend
  Kagu Tribe
  Biru Volcano was brought to life in darkness.  
  Long ago, a star from another plane’s sky fell into the sea. In the pressure of the 
  deep ocean void, the star erupted, bursting through the landmass that would 
  someday become Selu. As it traveled upward through the sea, the magic of the 
  star shifted and twisted, spiraling upward into the shape of a mountain. The 
  volcano now remains in stasis, its cratered tip facing the sky above, a cauldron 
  brewing the substance of the multiverse. 
  But the essence of the star remains lodged within the volcano, held hostage in 
  the rock. Pulling it loose will release the unstable energy within it, and the violent 
  planar magic will spill out over the island, engulfing all of Selu.
  Narup Tribe
  The island of Selu is formed in the image of the Great Mother, she who is both 
  maternal and merciless, she who breathes her children into existence and extin-
  guishes them in the very same breath.  
  Biru Volcano is the craggy belly that protrudes from the Great Mother. From its 
  core, blue arcana is birthed, altering everything in its path. The cobalt magma is 
  the blood of the Great Mother, running through her body in fissures that crack 
  the mountain’s black stone. The magma is beautiful but deadly, like Selu herself. 
  The Great Mother’s true child, the life source of Selu, is sourced deep within the 
  volcano, a heart comprised of gleaming ore, metallic like blood, fossilized like a 
  skeleton. The Great Mother is protective over her child, and those who seek to 
  claim it for themselves will incur her wrath.
  Paku Tribe
  Some say that the Mountain of Blue Fire is strange and unnatural. But what is 
  more natural than the labyrinthine properties of evolution, the unpredictable 
  weather patterns, the turbulence of life? 
  When we anger nature, nature retaliates. Biru Volcano was first formed as a warn-
  ing to those of us who live in its shadow: know your place in the natural order of 
  things.   
  The Mountain of Blue Fire is a test. It provides what people covet: power, wealth, 
  the might of mountains. It only takes one to fail the test, just one to let loose the 
  punishment of the volcano, raining vibrant, scorching justice upon us all.
  
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  Dinos of Darkness
  1. Dead-End Mountains
  The journey through the Dead-End Mountains, 
  from Paku Village to the eastern camp, takes 
  approximately three days. By estimate, it should 
  take about a day to travel up the trail, a half day 
  to cross the peak, a day to descend, and a half 
  day to reach the eastern camp.
  Following the Saya Trail
  If the characters heed Abeni’s recommendation 
  to leave at sunrise, and utilize the Saya Trail, they 
  arrive at the following times:
  • The party reaches the western peak of the 
  trail at night.
  • The party crosses the peak by midday and 
  makes it halfway down the eastern side by 
  the next night.
  • The party completes their descent and 
  arrives at the base of the mountain around 
  noon the following day. This gives them time 
  to rest and plan before approaching the 
  United Tribes Camp. 
  The start of Saya Trail is about a mile (or 10 
  hexes) east from Paku Village, just beyond Three 
  Horn Valley. The land between the Paku Village 
  and the trailhead is mostly flat through the 
  valley, a rare clearing in the jungle. But once the 
  mountain begins to ascend, the journey quickly 
  grows difficult. 
  Exhaustion. During this journey, consult the 
  rules for exhaustion. Characters should be 
  diligent about consuming food and water or 
  suffer the consequences of exhaustion.
  Navigation
  Although Saya Trail does make the trip over the 
  mountain range somewhat simpler, the Dead-
  End Mountains are still a difficult place to travel. 
  Upon traversing the trail for about a half mile 
  (5 hexes), the path becomes slightly obscured 
  by foliage growing over the trodden trail. At this 
  point, it is easy to get lost. To add an additional 
  challenge, you may choose to implement the 
  following navigation rules.
  Hexes & Navigation. This exploration phase of 
  the adventure uses hexes on the map. Every hex 
  is roughly 3 hours of travel, and the PCs need to 
  succeed on a DC 15 Wisdom (Survival) check 
  each time they enter a new hex to stay on track. 
  On a failed check, the party unknowingly travels 
  in a random direction (d6) and it is expected 
  that you, as the Dungeon Master, track their true 
  position without advising the players until they 
  Chapter 3: The Lands of East Selu
  
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  Dinos of Darkness
  Dead-End Mountains - Random Encounters
  d6
  Encounter
  1
  Tribe of Bullywugs. The three ancient tribes of Selu live in the valleys and coasts 
  of the island, but another tribe has claimed the mountains. A patrol of five 
  bullywugs will not hesitate to defend their territory.
  2
  Chuul. A large blue crustacean-like creature swims within the depths of the 
  mountain lake. While in the water, its body is curled under the cover of its 
  armored shell. If it’s habitat is disturbed, the chuul emerges and attacks.
  3
  Displacer Beasts. As the mountain trail climbs upward, the trees are densely 
  clustered. Through the tightly woven canopy, characters can see the peak of 
  Biru Volcano. A passive Perception of 12 or higher alerts characters to a slightly 
  sulfuric aroma. (There are no consequences for not noticing the aroma; it’s 
  simply for atmosphere.) The air here is thick and humid. In the shadows lurk two 
  displacer beasts. 
  4
  Cockatrice. Among the trees, a strange birdlike creature with a serpentine body 
  lets out a blood-curdling caw. The characters encounter three cockatrice. A 
  passive Perception of 13 or higher prevents the characters from being surprised.
  5
  Poisonous Fungi. On the descending side of the range, the mountain lakes spill 
  over in streams and waterfalls. The land surrounding these is marshy and spongy, 
  the perfect breeding ground for poisonous mushrooms. A passive Perception 
  of 13 or a successful DC 15 Intelligence (Nature) check calls to attention four 
  engorged black gas spores draped over the rotting logs of fallen trees. A failed 
  check results in the characters being surprised by the gas spores.
  6
  Stirges. There is a constant buzzing across the island of Selu. Large blood-thirsty 
  insects are frequently lingering nearby, eager for a taste of adventurers. The 
  characters may encounter five stirges while on Saya Trail.
  succeed their next survival check. Once the party 
  is ready to make a new Survival check (new 
  hex) and are successful, reveal their new position 
  on the map provided. On a failed check, repeat 
  the random direction roll.
  Random Encounters 
  To further challenge your players, for every hex 
  their character travels apply a 50% chance of 
  encountering something while traversing the 
  Dead-End Mountains. Consult the table below to 
  determine what the characters encounter. 
  It is recommended to roll for at least two 
  encounters while they are in this area. As the 
  characters get closer to the topmost point 
  of Saya Trail, near Biru Volcano, they may 
  encounter some odd creatures affected by the 
  arcane energies that live within the volcano. 
  Note: Some of the creatures that the characters 
  encounter can be found at different areas of the 
  mountain. (The poisonous fungi is only found on 
  the eastern side of the range.)
  Surrounding Environment 
  West. The trail up from Paku Village to Saya 
  Trail’s tallest point is lined with trees but is 
  slightly less humid than the eastern side. The 
  landscape is jagged and rocky.
  The Peak. The peak of Saya Trail is thick with 
  trees. The elevation is quite high here, even 
  though it is not the tallest point of the Dead-
  End Mountains. There is a large mountain lake 
  (freshwater) that fills a small crater, collecting 
  rainwater. Five small rivers trickle from this 
  lake. Three spill out over cliffsides, forming tall 
  waterfalls. Two streams, the Dalam and the 
  
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  Gelap rivers, continue down the mountain and 
  run the length of eastern Selu. At the base of 
  the mountain, these rivers merge with other 
  tributaries and become much wider. 
  East. The trail’s downward descent from the 
  peak of Saya Trail to the United Tribes Camp is 
  significantly lusher and greener than the trek up 
  the trail. There are several steep waterfalls that 
  spill over the eastern side of the mountains. 
  Rivers and Waterfalls
  Traveling via Rivers and Waterfalls. The 
  characters may choose to catch a ride on the 
  rivers that angle downward. This does speed up 
  their descent, allowing them to travel 3 times 
  faster; however, they will need to make the 
  following skill checks or suffer injury from the 
  waterfalls:
  To facilitate this travel the characters can 
  traverse the rivers in the following ways:
  • Sourcing a Jungle Log. To use a log as a 
  river raft requires an axe and a successful 
  DC 18 Strength check to fell a tree and 
  takes three hours to craft. A successful DC 
  14 Dexterity check is required to mount the 
  log and balance it in the river. Characters 
  have two chances to mount the log. At least 
  half the party must pass the Dexterity check 
  for the log to continue floating. Failing these 
  checks means that the log sinks or gets 
  lodged in the riverbanks, making it unusable 
  as a makeshift raft.
  • Constructing a Raft. A successful DC 18 
  Intelligence check ensures that a sturdy, 
  table raft is created via materials found in the 
  jungle; a failed check means that the raft has 
  a 50% chance of breaking while in the river. 
  (Characters with Carpenter’s Tools should 
  roll with advantage.)  
  • Swimming. Characters may choose to swim 
  in the rivers and let the currents carry them. 
  With this method, they travel at 2 times 
  normal speed instead of 3 times. Note that, 
  unless precautions are taken, items will be 
  waterlogged. (You can reward creativity.) 
  • Avoiding Waterfalls. To avoid falling over 
  the waterfalls, characters should make a 
  successful DC 16 Intelligence (Nature) 
  check at the start of their river journey to 
  detect where the river ends (you may choose 
  to use a Wisdom (Survival) or straight 
  Perception check instead). A successful 
  DC10 Intelligence (Nature) check allows 
  them time to roll a DC 17 Dexterity 
  (Acrobatics) check with advantage to hop 
  out before tumbling over the waterfall. A 
  failed Nature check means they should roll 
  this Dexterity check with disadvantage. 
  Failing this Dexterity check results in 
  falling over the waterfall and plummeting 
  into the wider rivers below. Although the 
  water breaks the fall, they still take 14 (4d6) 
  bludgeoning damage. 
  Moving into East Selu
  As the characters begin their descent into 
  eastern Selu, read or paraphrase the following:
  Like the rest of the island, east Selu is wild 
  and rugged, lush and fertile. As darkness 
  settles, the temperature drops a few degrees, 
  but the humidity lingers like an ever-present 
  shroud. At night the storms come, almost 
  like clockwork: quick and angry they flash and 
  flood this part of the island, every hour on the 
  hour.
  2. Mud Lands
  At the eastern Saya trailhead, the ground is 
  flooded and muddy from the flash storms. A thick 
  layer of mud, about 3-feet deep, stretches for a 
  quarter of a mile (3 hexes). Characters need to 
  succeed on a DC 12 Dexterity check to easily 
  move through it, but a failed check results in 
  them getting stuck and are therefore restrained 
  by the mud. 
  Stuck in the Mud. The character must succeed 
  on a DC 15 Strength check to pull themselves 
  free (if members of the party help the character, 
  the character should roll with advantage). A 
  failed save loses a boot/footwear to the depths of 
  the mud, never to be seen again. 
  Barefoot. Any character not wearing footwear 
  has a 50% chance of stepping on sharp root 
  within the mud for each hex of muddy terrain 
  that they travel, taking 3 (1d6) piercing damage 
  to their foot on this occurrence.
  
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  3. The United Tribes Camp
  The camp has been established between two 
  wide rivers, the Dalam (revered by the Kagu) and 
  the Gelap (protected by the Narup). The United 
  Tribes camp does not house every member of 
  the Kagu and the Narup tribes; the original tribal 
  homes still remain on the other sides of the 
  rivers. Those who currently reside in the United 
  Tribes camp are able-bodied tribes members — 
  including fighters, rangers, and guards — who 
  have agreed to work with Gold-Tusk. Consult the 
  United Tribes Camp on page 61 to help players 
  navigate this setting. You may also choose to read 
  or paraphrase the following:
  In the near distance, about a half-mile out 
  from Saya’s eastern trailhead, you see the 
  flickering lights of the United Tribes Camp. 
  Several pillars of smoke from campfires puff 
  into the air, and you hear the low rumble of 
  voices. The camp is flanked by two wide riv-
  ers, both of which gush with tenacity toward 
  the sea.
  Allow the characters time to discuss their 
  strategy for infiltrating the camp. The camp is 
  surrounded by guards, sourced from Gold-Tusk’s 
  crew and the participating tribes. Some hold 
  spears; others are equipped with bows. A pirate 
  riding a deinonychus scouts the perimeter of the 
  camp. The camp is also encircled with tripwire. 
  A successful DC 14 Wisdom (Perception) 
  check alerts characters to the trip wire; failure 
  results in the PCs walking into it, snapping the 
  rope and triggering a bell to ring, alerting the 
  guards. From this point forward, characters 
  still attempting to stealth must roll with 
  disadvantage.
  Infiltrating the Camp
  There are many ways characters can sneak into 
  the camp to retrieve the map from Gold-Tusk’s 
  tent. If needed, advise the characters of the 
  following options: 
  Traveling via river. The two rivers are 20 
  feet wide and 30 feet deep and run for a full 
  ten miles, originating in the mountain lake 
  discoverable on Saya Trail. The current moves 
  swiftly and there are creatures who dwell within 
  them — fish, turtles, and frogs — although most 
  of these creatures are not hostile. The river is 
  inhabited by an ichthyosaur. This large creature 
  resembles a large dolphin but with a longer, 
  more pointed snout. Its body is a pale blue 
  color with faint gray stripes along its spine. The 
  ichthyosaur, while carnivorous, only eats other 
  sea creatures. It will begrudgingly tolerate the 
  presence of the characters in the river. However, 
  it will attack if provoked. 
  Despite the risk, the rivers provide quick 
  transportation to the camp. The DM can 
  reward creativity as they see fit. If they take 
  the river from the base of the trail, a mile up 
  from the camp, the characters will reach the 
  camp in a mere five minutes. Both the Dalam 
  and the Gelap rivers delta into the eastern sea. 
  The characters will need to make a plan to 
  disembark, otherwise, they will be carried the 
  three miles to the sea. If they continue down 
  the river into the sea, please see 12 - The 
  Underwater Ruins of East Selu. 
   
  Stealth through storms. If the characters arrive 
  at night, they can use the flash storms to their 
  advantage. Once night falls, the storms occur at 
  the start, like clockwork, every hour and last for 
  ten minutes every time. There are approximately 
  eight storms every night. The characters need 
  to succeed a DC 13 Dexterity (Stealth) check 
  to sneak into the camp, and another successful 
  DC 17 Dexterity (Stealth) check to sneak into 
  the tent and not wake the Kagu boy, Kadek. He 
  also has a 25% chance of being awake during a 
  storm regardless as the lightning and thunder 
  startle him out of his slumber. If he is awake, he 
  is groggy, so the characters have advantage on 
  Stealth checks. Successful checks ensure they 
  remain unseen. Failing these checks results in 
  waking Kadek and subsequently alerting the 
  guards.
  While they act during the storms, the characters 
  need to make choices quickly, both in-game 
  and as players. It is recommended to keep the 
  discussion and planning to a minimum; you 
  may choose to add another successful DC 15 
  Dexterity check as a consequence for dawdling. 
  Under the cover of darkness. If the characters 
  do not plan around the storms, they can still 
  
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  sneak in at night. Raise the initial Dexterity 
  (Stealth) check to DC 15, and the second 
  check to DC 18. A success ensures they remain 
  unseen; failure results in combat initiated by the 
  guards who catch them.
  Causing a distraction. The characters can 
  attempt to create a distraction to lure the guards 
  away from the tent. You can reward creativity as 
  you see fit. During this distraction, characters 
  attempting to sneak into the tent must succeed 
  a DC 16 Dexterity (Stealth) check to remain 
  undetected. A failure results in members of the 
  tribes spotting the characters and attacking 
  them.
  Persuading a guard. The guards can be 
  influenced, but it depends on the guard the 
  characters try to persuade. Gold-Tusk’s crew 
  members are easily swayed by bribery. A 
  member of the Kagu or the Narup tribes can 
  be convinced by a successful DC 10 Charisma 
  (Persuasion) check if the characters also tell 
  them that Gold-Tusk’s plan will destroy the 
  island. A failed Persuasion check results in the 
  tribe members threatening the characters to 
  leave; if they see the characters again, or if they 
  fail to leave when told, they will initiate combat.
  C1. Three Campfires
  Inside the camp, members of the tribes keep 
  their distance from the pirates. There are 
  three groups clustered around three separate 
  campfires: six Kagu tribespeople around 
  one (Campfire A), six Narup around another 
  (Campfire B), and six pirates around the third 
  (Campfire C). Some members of the tribes have 
  gone with Gold-Tusk on his mission, serving 
  as guides along the coastline, and most of the 
  families remain on their respective tribal lands. 
  Near the Kagu campfire (Campfire A) is a chest, 
  containing the following:
  • Potion of healing x 2
  • Healer’s kit
  • Pods of cacao x 3, each containing 10 cacao 
  beans. Eating 5 beans gives the consumer +1 
  to all Dexterity checks for half an hour (in-
  game time). These effects stack; however, a 
  character should make a DC 14 Constitution 
  saving throw if they eat more than 15 beans 
  at once. The character suffers no side-effects 
  if they make the Constitution saving throw, 
  however, if they fail, they suffer disadvantage 
  on all Dexterity checks for a half hour, 
  countering the benefits of the beans. 
  A chest near the Narup campfire (Campfire B) 
  contains the following:
  • Carpenter’s Tools
  • Spools of twine x 3
  • Wooden stakes x 10
  C2. The Stable
  To the far right of the camp is a wooden stable, 
  designed by the Narup, that houses several 
  carnivorous dinosaurs each wearing a harness, 
  including the following:
  • Deinonychus x 6 (trained and cared for by 
  the Narup)
  • Allosaurus x 6 (trained and cared for by the 
  Kagu)
  C3. The Armory
  Beside the stable is an armory filled with 
  dinosaur armor and siege weapons. Spears 
  and mountable crossbows (which are normal 
  crossbows mounted in harnesses) are available 
  for each deinonychus (6). There are medium-
  sized ballista prepared for each allosaurus (6). 
  (Rules for ballista are found in DMG, pg. 255. 
  The stats for the ballista that corresponds with 
  each dinosaur are outlined on pg. 23.) Metal 
  armor plates, crafted for the dinosaurs, hang on 
  the walls of this wooden structure. 
  Note: Destroying this structure makes the boss 
  battle easier, for the dinosaurs will no longer be 
  armed and armored. 
  Destroying it also causes a scene, so the 
  characters should have a plan for how they will 
  address this: if they make no attempt to hide, 
  initiate combat. If they slink into the trees or dive 
  into the river, the characters must succeed on 
  a DC 20 Dexterity (Stealth) check if they wish 
  to remain unseen. A failed check results in the 
  characters being spotted and attacked by guards. 
  Proceed to Tactics (see page 16) to facilitate this 
  combat.
  
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  C4. The Tents
  There are a dozen large tents set up in a half-
  circle. The largest of the tents, comprised of rich, 
  bright red cloth, belongs to Captain Gold-Tusk. 
  The tent is sparse; it contains a bed, a chest, a 
  map table and a young ten-year-old Kagu boy 
  named Kadek. The boy was supposed to be on 
  watch; however, he is fast asleep on a blanket 
  underneath the large wooden map table. 
  4a. The Map Table
  Gold-Tusk’s map is spread open on a wooden 
  table, its curled edges weighed down with rock. 
  The map depicts the volcano and the following 
  scribbled words:
  • ‘Booty from the Narup Tribe holds the 
  secret!”
  • ‘Kagu say lava river flows, can’t pass. Need 
  to control land lizards to carry me safely 
  over.”
  • ‘Volcano Entrance??? The search 
  continues.’ 
  See Gold-Tusk’s Unfinished Map (Appendix 
  C). Beside the map is a quill and an ink pot.
  4b. Gold-Tusk’s Treasure Chest
  Like any pirate captain, Gold-Tusk keeps a 
  treasure chest in his living quarters. The chest 
  is locked with an old, rusty lock; a successful 
  DC 15 Dexterity (Thieves Tools) check opens 
  it, as does brute force with a successful DC 14 
  Strength check. During this attempt, another 
  successful DC 15 Dexterity (Stealth) check 
  should be attempted. A success ensures that 
  Kadek does not wake up. Failure causes Kadek 
  to jolt awake, realizing he fell asleep on the job. 
  He quickly runs out of the tent to alert a Kagu 
  fighter, therefore initiating combat.
  Note: If the characters attempt to speak to 
  Kadek before he runs out, he is wary of strangers 
  but responds well to toys, shiny objects and tasty 
  treats. Kadek’s mother, Sinta, is a Kagu archer 
  sitting at one of the campfires. A successful 
  DC16 Charisma (Persuasion) check convinces 
  Kadek to quietly fetch his mother. (If the 
  characters fail, Kadek continues to run out of the 
  tent.)
  If the characters inform Sinta that Gold-Tusk’s 
  plans will decimate the island, she will let the 
  characters take the map and will help them 
  escape the camp undetected. You can reward 
  creativity as you see fit.
  Inside Gold-Tusk’s chest are the following items:
  • The Narup Jewel. A bright glowing blue 
  jewel which has arcane runes etched over 
  its surface, an hour studying the item by 
  a character proficient in the Arcana skill 
  identifies its magical properties.
  • decanter of endless water 
  • quaal’s feather token — bird 
  • A glass jug that contains potion of water 
  breathing, enough for six doses. Two doses of 
  have already been used. A small note is taped 
  to it. All it reads is “Look for the rock off 
  the eastern coast. Spear & sword?” This 
  alludes to the side quest found at  
  12 - Underwater Ruins of East Selu. 
  • 50 gp worth of gemstones: an obsidian, a 
  lapis lazuli, and three freshwater pearls
  Tactics
  • Because the storms are loud and turbulent, 
  those in the camp — including guards — 
  have disadvantage on all Perception and 
  Investigation checks during this time. 
  • Gold-Tusk’s pirates have no qualms fighting 
  to the death. However, the Kagu and the 
  Narup tribespeople are less eager to fight 
  to kill and will act primarily in self-defense, 
  aiming to disarm and stun rather than kill. 
  You may choose to role-play this; have a 
  member of a tribe attempt to talk to the 
  characters while in battle. If characters 
  make an attempt to speak with them, 
  before or during combat, you can take this 
  one step farther by having a tribe member 
  suddenly switch sides and become an ally 
  to the characters in their fight against the 
  pirates. The characters can take an action 
  to attempt a successful a DC 17 Charisma 
  (Persuasion) check to convince the tribe 
  
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  Dinos of Darkness
  member that supporting Gold-Tusk will harm 
  the island. A succeeds results in the tribe 
  member will become the party’s ally; a failure 
  keeps the tribe member hostile toward the 
  characters.  
  • The Rangers should remain at a distance, 
  attacking with bows. 
  Creatures
  • Guards x 10 (Four are pirates; three are from 
  the Kagu tribe and three are from the Narup 
  tribe)
  • Deinonychus x 1
  • Orc Pirates x 6 
  • Kagu Tribal Fighters x 6 
  • Narup Tribal Rangers x 6 
  Note: Because running a large scale battle can 
  be tedious for DMs and players, consider pitting 
  the characters against 2 Guards, 1 Orc Pirate, 1 
  Tribal Fighter, and 1 Tribal Ranger. Depending 
  on party size, you can add the mounted 
  deinonychus to the mix. The other inhabitants 
  of the camp set off to warn Gold-Tusk about the 
  fight. The pirates are cowardly when Gold-Tusk 
  is not around and will use this as an excuse to 
  flee the fight. 
  Development
  Once the characters possess the map, they can 
  proceed to the Paku outpost to share the map 
  with the Paku agent.
  If the characters obtained the map without being 
  detected by the camp, this buys them an extra 
  day to reach the interior of the volcano. 
  If the characters draw the ire of the camp, 
  resulting in a fight, one of the pirates leaves 
  to alert Gold-Tusk. This allows Gold-Tusk to 
  get an early start on traveling into the volcano, 
  even though his map is incomplete. At this turn 
  of events, you may choose to have Gold-Tusk 
  already inside the volcano once the characters 
  arrive. This outcome is outlined in Chapter 3. 
  If the characters do not retrieve the map, they 
  can still travel to Paku Outpost to share what 
  they have learned and find out how they can get 
  to the volcano or develop a plan against Gold-
  Tusk. Although they do not have the map, the 
  goal remains the same: stop Gold-Tusk. The 
  Paku Outpost is on the way to the volcano.  
  C1a
  C1b
  C1c
  C2
  C3
  C4
  Map 3.1: The United Tribes Camp
  
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  4. The Jungles of East Selu
  The Jungles of East Selu are a dangerous place 
  indeed, not only because of the many types 
  of dinosaurs, beasts, and monsters, but the 
  environment itself has been known to cause 
  many deaths. Pit holes, poisonous plants and 
  tribal hunting traps can often cause the less 
  perceptive or experienced adventurers much 
  trouble in the thick jungles of Selu.
  Travel in the Jungle: Traveling through the thick 
  jungle can be difficult and taxing at the best 
  of times. Treat traveling through the jungle as 
  difficult terrain (half movement speed). For 
  every 500 feet, or 1 hex on the map, the PCs 
  must succeed on a DC 10 Constitution saving 
  throw or gain 1 level of exhaustion.
  Random Jungle Encounters. For every 500 feet, 
  Random Jungle Encounters
  d12
  Encounter
  1
  3x Velociraptors (Appendix A) ambush and surround the party in a small outcropping; they attack to 
  kill and will attempt to flee if one of them dies.
  2
  Hunter’s trap! A successful DC 13 Wisdom (Perception) check will allow the characters to see the 
  carefully placed giant jungle leaves covering a pit trap. If not specifically avoided, a hero will fall into 
  the pit taking 1d6 piercing damage from the spikes within it.
  3
  The heroes approach a small outcropping with a small rock-pool of fresh water. Beside it is an Anky-
  losaurus (MM, pg. 79) casually refreshing itself in the stifling heat. If the heroes leave the Ankylosau-
  rus alone, it will pay them no heed. If they disturb it physically, it will attack out of annoyance. 
  4
  A lost band of Pirates (Bandit; MM, pg. 343) attempting to find their way through the jungle. They 
  will attack on sight in an attempt to loot the heroes of water and food for survival.
  5
  A wild boar is caught in a hunter’s trap. It struggles weakly but is ultimately dying. As it draws its 
  final breaths, allow the heroes to use the dead boar as a source of food to avoid exhaustion.
  6
  The heroes come upon a small hill of twisted vines and rotting vegetation that blocks their path. If 
  the heroes attempt to climb over it, they will immediately awaken the Shambling Mound (MM, pg. 
  270), with 50 hit points. It attacks.
  7-9
  The heroes sight a multi-legged monster high above, jumping from tree to tree; a successful DC 13 
  Intelligence (Nature) check will recognise it as a Behir (MM, pg. 25). On its back rides a beautiful 
  elven woman, with long blonde hair and a mischievous look. Its Raven! She gazes over at the heroes, 
  smiles, nods in acknowledgment, and then kicks her mount to race ahead, disappearing into the 
  thicket of the jungle treetops towards the east.
  10
  Three tribal men step out from behind the thicket of giant jungle plants. They wear loin cloth, carry 
  spears, and are adorned with tribal war paint over the rest of their bodies. 
  11
  Suddenly the ground slopes down unexpectedly, and the heroes must succeed a DC 15 Dexterity 
  saving throw or slip onto their backs and slide steeply into the shallow valley below. It is filled with 
  Snakes (2x swarm of Poisonous Snakes; MM. pg. 338). They attack.
  12
  The heroes approach a large nest that sits about the size of a small house. Many bones and rotted 
  carcass lay about, half eaten. An egg sits in the middle of the nest, with no mother to be seen. A suc-
  cessful DC 15 Intelligence (Nature) check will deduce that this is a Tyrannosaurus Rex’s (MM, pg. 
  80) nest. The mother, presently absent, is not known to venture far, and may return at any moment.
  or 1 hex, that the adventurers travel whilst in the 
  jungle area, roll a d20; on a 1-14, roll against the 
  Random Jungle Encounters table.
  5. Narup Tribe
  A fierce people known for their aggressive battle 
  techniques, but also hold honor and courage 
  above all other values. They are known to have 
  sway over the carnivore dinosaurs that nest in 
  the north-eastern region of Selu.
  6. Kagu Tribe
  These people are known mostly for their 
  connection to the land, though tend to shun 
  outsiders. Because of this connection with 
  nature, they are very proficient in healing 
  methods using particular plants that can only be 
  found in the south-eastern region of Selu.
  
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  Dinos of Darkness
  7. Hot Springs
  In the mile radius surrounding Biru Volcano, 
  there are three hot springs and three geysers 
  that bubble and burst forth from the terrain. 
  The water within the hot springs is a vivid teal 
  and very warm. All of the hot springs contain 
  healing properties: the water has the effect of 
  lesser restoration and restores 1 point of health 
  per 20 minutes spent in the springs, to a max of 
  3 hps total. 
  Around the hot springs and geysers, characters 
  may encounter three steam mephits.
  8. Deadlands
  Because of the sulfurous atmosphere of the hot 
  springs and the volcano itself, much of the land 
  between the hot springs is sparsely vegetated 
  and rocky. Seluians refer to this area as the 
  “deadlands”, as it is one of few areas of eastern 
  Selu that isn’t densely populated with trees. The 
  deadlands are visually striking: cutting through 
  the brown and tan rock are dried, jet-black veins 
  of magma that once flowed from the volcano. 
  In this area, characters may encounter three 
  magma mephits.
  9. Oasis & Waterfall
  On the outskirts of the deadlands, the characters 
  ay stumble upon a glorious oasis, overflowing 
  with life and water and color, a stark change 
  from the deadlands from which they have just 
  emerged. Clusters of bright butterflies perch on 
  moss-covered trees. A tall waterfall cascades 
  from one of the Dead-End Mountain’s smaller 
  peaks. The waterfall pools below in a pond, 
  which is about 30 feet deep and filled with 
  rainbowfish. A small herd of diplodocus graze 
  peacefully on the far bank and drink deep from 
  the refreshing oasis water. 
  The Cave. Behind the base of the waterfall is 
  a small cave. Within the cave, characters can 
  discover an ancient-looking stone altar and 
  a roughly-hewn stone chest. The walls of the 
  cave are covered in indigo fungi and cookeina 
  speciosa mushrooms (red-capped mushrooms 
  with spindly white bases). These are not 
  poisonous but offer no nutritional value either. 
  The Chest. In the chest is an assortment of 
  white dragon wyrmling bones, identifiable with 
  the following successful Intelligence (Nature) 
  checks. 
  • DC 15 or more: reveals that they are dragon 
  in origin.
  • DC 17 or more: confirms that they belong to 
  a wyrmling dragon.
  • DC 20 or more: reveals that the bones 
  belonged specifically to a white dragon. 
  There is no context for why these bones are here, 
  but you are encouraged to add content to allow 
  for future adventure possibilities not covered 
  within this module.
  10. Paku Outpost
  Once the characters approach the Paku Outpost, 
  read or paraphrase the following:
  The Paku Outpost was once an impressive 
  tower, comprised of heavy blocks of stone 
  built into geometric patterns. Now, it has 
  fallen to neglect; the stonework is cracked, 
  covered in moss and laden with heavy vines. 
  The trunk of a mahogany tree has begun to 
  engulf the structure, lassoing its roots around 
  the base.
  The wood that once comprised the lookout, 
  which juts out from the stone tower, is bloat-
  ed and rotting. Although the top deck has 
  collapsed, the bottom structure — four wooden 
  posts and some remaining planks — is mostly 
  intact.
  There is evidence someone has been here. 
  Cloth has been strung from a remaining pole 
  of the outpost to nearby trees, forming a tri-
  angular tented area.
  Something rustles among the trees near the 
  tent; you hear an odd, beastly snort, followed 
  by a “Shhh!”
  Note: The following assumes the PCs have met 
  Raven previously in Struggle in Three Horn 
  Valley. If this is not the case, some introductions 
  may be required.
  
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  If the characters follow the sound, they round the 
  corner of the outpost to find a blonde, half-elven 
  ranger: Raven, whom the characters may have 
  encountered in Struggle in Three Horn Valley. 
  Raven is joined by another person — a lavender-
  skinned tiefling named Daina. Daina’s horns 
  resemble that of a rhinoceros; there are three 
  horns in the center of her forehead, the lowest 
  one merging with her nose. Daina is a dinosaur 
  trainer and a druid who is part of the Paku Tribe. 
  Because of the general tribal attitudes toward 
  magic, Daina is more comfortable living by 
  herself in the jungle but has formed a kinship 
  with the dinosaurs who inhabit Selu. In turn, 
  Selu’s ecosystem has infused Daina with druidic 
  arcana. Knowing of Gold-Tusk’s plans, she and 
  Raven have amassed and begun to train a small 
  crew of herbivore dinosaurs, though to only 
  minimal success thus far.
  Read or paraphrase the following:
  You come across an interesting sight. Be-
  hind the outpost is a large clearing that once 
  served as camping space for traveling Paku. 
  Now, the space is filled with eight formidable 
  creatures, all of which appear to be dinosaurs. 
  A blonde elven woman smiles and winks at 
  you; the woman beside her is busy, struggling 
  a little, pulling on the reins of a medium-sized 
  dinosaur, who is reacting to the presence of 
  strangers. The dinosaur acquiesces to the 
  woman’s commands and calms, although it 
  continues to regard you warily.
  A successful DC 14 Intelligence (Nature) check 
  confirms that the dinosaur is a hadrosaurus; 
  failure results in the character not knowing 
  what kind of dinosaur it is. A DC 10 passive 
  Perception or higher draws attention to 
  the dinosaurs’ strange feet, all of which are 
  covered in strange stone-like scales. Raven 
  greets the characters and introduces Daina. (If 
  the characters did not play Struggle in Three 
  Horn Valley, Raven introduces herself as well.) 
  Daina asks the characters if they have spoken 
  with Abeni and if they have any updates that 
  Daina can pass along to the Paku elders, which 
  will likely prompt the characters to share their 
  experiences at the United Tribes Camp.
  The Narup Jewel. If the characters mention 
  the Narup Jewel, Daina asks if they can use it 
  to help influence the training of the dinosaurs 
  to convince them to assist in the mission into 
  Biru Volcano. If none of the characters have 
  proficiency in both the Arcana and Nature skills, 
  then Daina does and asks to use the jewel.
  If the characters do not mention the jewel, 
  Daina simply asks them if they came by it in their 
  espionage mission.
  If the characters did not find the Narup Jewel, 
  then Daina has acquired it ahead of time and 
  is already utilizing it to influence her friendship 
  with the dinosaurs. 
  If the jewel is not used on the dinosaurs, they 
  won’t allow any of the characters to mount and 
  ride them and cannot be used in the mission 
  into Biru Volcano. Daina heavily insists that the 
  characters use the jewel in this case.
  Map to the Heart of the  
  Volcano
  If the characters have Gold-Tusk’s map, Daina 
  and Raven provide help to solve the clues 
  written on it if the PCs are having a hard 
  time deciphering them. The following can be 
  discerned:
  • The location of the entrance into Biru 
  Volcano that the characters should already 
  know from the map given to them by Abeni in 
  Paku village.
  • That there is a deadly hot lava river that 
  blocks the way through the volcano tunnels 
  to the Ubtanaar Heart.
  • To cross the river of lava, dinosaurs can carry 
  the characters safely to their destination, as 
  the dinosaurs can walk on the lava with little 
  trouble. They have evolved in and around 
  the volcano. Once the dinosaurs reach 
  adulthood, stone-like scales form on their 
  feet and legs.
  Daina's Story
  Daina is aware that her tiefling heritage and 
  appearance is unconventional. If asked about it, 
  she says there are a few tieflings in each of the 
  island’s tribes, and that they are native to the 
  
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  Dinos of Darkness
  island; she and the other tieflings believe their 
  odd origins may be related to the strange arcane 
  energies of Biru Volcano.
  Although Daina’s relationship with the Paku 
  Tribe is not the friendliest, Daina cares about 
  the island and its people. Daina has a macaw 
  companion named Miko who aids her in 
  scouting; the colorful bird flies above the 
  characters, keeping watch.
  Read or paraphrase the following:
  “While scouting, Miko saw Gold-Tusk’s 
  dinosaurs,” says Daina. “It was smart to train 
  them, for the dinosaurs can quickly traverse 
  Selu, and their rough hides and stone-laden 
  feet can withstand the heat of the rock and 
  tolerate wadding through the lava for short 
  bursts inside Biru Volcano. If you stand any 
  chance against Gold-Tusk and his crew, you’ll 
  need your own mounts.” 
  She straps a tightly-woven bamboo saddle 
  onto the complacent hadrosaurus that begins 
  to struggle.
  “Raven and I have been trying to train these 
  creatures in the event that we needed more 
  help but have had limited success. The jewel’s 
  magic will help us in taming these amazing 
  beasts,” she says. “All of these dinosaurs are 
  herbivores and should not be hostile toward 
  you. If you treat these creatures with respect, 
  they will be good to you.”
  If the heroes have The Narup Jewel. At this 
  point, Daina urges the characters to attempts 
  to use the Narup Jewel on each of the dinosaurs 
  before the characters mount them.
  If the heroes Do Not have the Narap Jewel. If 
  the characters don’t have the Nature and Arcana 
  skills to be able to use the jewel, Daina uses it.
  Map 3.2: East Selu
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  4
  4
  4
  4
  4
  4
  12
  
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  Dinos of Darkness
  The Dinosaur Mounts
  The dinosaurs listed below are available as 
  mounts for the characters. Being hostile or 
  harmful toward the dinosaurs angers Daina. 
  Although the dinosaurs are herbivores, they are 
  still powerful beasts.
  Mounting Dinosaurs. Any dinosaur that has 
  been charmed can be mounted with a successful 
  DC 10 Wisdom (Animal Handling) check. On 
  failure, or in the case where the dinosaur has 
  not been charmed by the jewel, the mount bucks 
  and thrashes about dislodging any character 
  attempting to mount it. That character is thrown 
  from the dinosaur’s back and must succeed on 
  a DC 18 Dexterity saving throw; failure results 
  in the hero taking 2 (1d4) bludgeoning damage 
  as they hit the craggy ground. Spells such as 
  Speak with Animals or Calm Emotions are 
  useful and those who fail initial checks should 
  be given opportunities to try again. When spells 
  are successfully cast, the Wisdom (Animal 
  Handling) check is reduced to DC 5.
  Once during their move, a character can attempt 
  to mount a charmed dinosaur that is within 
  5 feet of them or dismount. Doing so costs 
  an amount of movement equal to half of the 
  character’s speed. For example, if their speed 
  is 30 feet, the character must spend 15 feet of 
  movement to mount a triceratops. Therefore, 
  the character can’t mount it if they don’t have 
  15 feet of movement left or if their speed is 0.
  Dinosaur Mounted Combat. If a dinosaur has 
  been charmed by the jewel and is mounted by a 
  character, follow the Mounted Combat rules, 
  with the following additional rules:
  • The character can use an action 
  to command their dinosaur 
  mount to use its action on 
  the character’s initiative. 
  This includes any attack, 
  movement, and ability 
  actions.
  • The mounted character 
  gains the mount's speed when 
  riding their dinosaur.
  • The character can use an action to fire 
  any mounted weapons such as ballista 
  and mounted dino-lances. 
  • The dinosaur mounts serve four purposes:
  1. Allowing the characters to meaningfully 
  interact with the creatures local to Selu.
  2. Allowing the characters to travel twice as fast 
  across the landscape of Selu.
  3. Allowing the characters to engage in  
  dino-combat with the equally armed pirate 
  dino-riders.
  4. Allowing the characters to safely traverse 
  the interior of Biru Volcano. The dinosaurs 
  of Selu were all born in proximity to Biru 
  Volcano; their hides provide immunity to 
  fire damage. Fissures of magma penetrate 
  much of the walkable area within the tunnels 
  of Biru Volcano, and riding the dinosaurs 
  makes this journey much less treacherous 
  as the Seluian breeds of these creatures are 
  able to safely walk on magma.
  
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  Arming the Dinosaur Mounts
  The characters may choose to arm their new 
  dinosaur mounts in defense against Gold-Tusk. 
  Each dinosaur mount is annotated with the 
  weapon they can bear. Characters may opt out 
  of arming the dinosaurs or can downgrade the 
  Dino-Mounts
  Dinosaur
  Availability
  Mounting Information
  Hadrosaurus
  2
  • The hadrosaurus can host one small or medium rider.
  • The giant hadrosaurus can hold a quiver of three spears, or a 
  dino-lance strapped to the hadrosaurus’ armor, that can be used 
  by the rider. It takes a full action for the rider to use the dino-
  lance.
  Ankylosaurus
  2
  • The ankylosaurus can host one large rider, two medium riders or 
  three small riders.
  • The ankylosaurus can bear a large ballista equipped with 5 bolts, 
  or a dino-lance strapped to the ankylosaurus’ armor. It takes a full 
  action for the rider to use the ballista/dino-lance.
  Triceratops
  2
  • The triceratops can host one large rider, two medium riders or 
  three small riders.
  • The triceratops can bear a large ballista equipped with 5 bolts 
  and built into the dino-armor back saddle. It takes a full action for 
  the rider to use the ballista.
  Stegosaurus
  2
  • The stegosaurus can host two small or medium riders.
  • The stegosaurus can bear a large ballista equipped with 5 bolts 
  and built into the dino-armor side saddle. It takes a full action for 
  a rider to use a ballista.
  weaponry (for example, ballista can be traded for 
  spears).
  Dino-lance. Melee Weapon Attack: +(dino’s STR 
  modifier) to hit, reach 10 ft., one target. Hit: 
  10 (3d6) + (dino’s strength modifier) piercing 
  damage.
  
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  Dinos of Darkness
  Rallying the Eastern Tribes
  Depending on character strategy toward fighting 
  Gold-Tusk, Daina proposes an option: rallying the 
  tribes to side with the Paku and find a place to 
  wait out the danger, in the event that Gold-Tusk 
  sets off Biru Volcano’s eruption. If the characters 
  want to do this, Daina and Raven offer to 
  travel to each of the tribal lands and serve as 
  emissaries of the characters. The characters 
  need to come up with a case that Daina and 
  Raven can present to the tribal elders that will 
  convince them that Gold-Tusk should not be 
  trusted and to seek out safety. You can reward 
  creativity as you see fit.
  Note that this takes place in parallel with the 
  characters’ journey: Daina and Raven conduct 
  this mission on their own while the characters 
  travel to Biru Volcano to face Gold-Tusk.
  Development
  If the characters proceed with the dinosaur 
  mounts. They will travel faster, and you may 
  choose to no longer use the rules for Exhaustion.
  If the characters caused a scene in the United 
  Tribes Camp. You can create some urgency and 
  speed up Gold-Tusk’s arrival in the mountain. You 
  may choose to read or paraphrase the following:
  You feel a trembling underfoot: something, 
  or someone, has angered Biru Volcano, the 
  Mountain of Blue Fire. 
  Daina listens intently for a moment, then 
  looks at you, alarmed.  
  “Hear the distant rumbling of Gold-Tusk’s 
  herd,” she says. “You must hurry through the 
  mountain before he can set off the eruption.”
  If the characters obtained the map without 
  fighting. Daina urges them to continue with 
  haste to the volcano, but Gold-Tusk will not yet 
  be there.
  If the characters choose not to alert the 
  eastern tribes. Raven and Daina can accompany 
  the party as allies. They each ride a dinosaur 
  mount; you can choose which ones based on 
  which dinos are still available.
  11. Biru Volcano Entrance
  This wide cave opening is the entrance to the 
  inner-tunnels of Biru Volcano. Hidden beneath 
  thick natural jungle growth, a successful DC 17 
  Wisdom (Perception) check notices it. This 
  check can be made with advantage if a creature 
  has prior knowledge of the cave's general 
  location.
  Once found, and only after moving the jungle 
  roughage away, the entrance can be seen to 
  emanate a soft blue glow from within, barely 
  visible by day, and dim by night.
  Once the heroes enter the cave, continue to 
  Chapter 4 - The Mountain of Blue Fire.
  12. Underwater Ruins 
  The Dalam river spills into a deep trench, which 
  contains the ruins of an underwater temple. 
  The ruins provide an entry point for the tunnels 
  beneath the island. The temple is occupied by 
  the last members of a local tribe of merfolk.
  The merfolk possess two unique weapons — a 
  spear and a sword — made of the volcano’s ore; 
  the weapons remain a bright, vivid blue because 
  the magma seeped into the sea and never lost 
  its color. The merfolk are willing to give these 
  weapons to the characters if they use them to 
  defeat Gold-Tusk, whose fleet is contaminating 
  the waters around Selu.
  Getting to the Ruins
  There are two ways to enter the ruins: swimming 
  50 feet underwater or entering via the cave, 100 
  feet off the shoreline.
  Diving Underwater. For obvious reasons, this 
  route is easy when the characters have the 
  potion of water breathing found in Gold-Tusk’s 
  treasure chest. (Many characters may have other 
  abilities/features that let them do this, too.) 
  Once the characters swim down about 50 feet, a 
  merfolk appears.
  
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  Read or paraphrase the following:
  The ocean is murky, and everything before 
  you is blurred by the moving layers of water 
  beneath the surface. As you proceed through 
  the depths, the water pushes back, but you 
  break through the tension. The further down 
  you swim, the colder and darker it gets.
  The ruins of a stone temple come into view. 
  Bright anemone and lichen cluster on the 
  points of the arches, doorways that once led 
  into other chambers, now open and leading 
  only into the deep void of the sea.
  Something moves among the remaining 
  scaffolds of the ruins. It’s a jarring sight, this 
  creature that approaches with such speed and 
  ease and grace. You tense, anxiously awaiting 
  whatever approaches... and a merfolk comes 
  into view, wearing a crown of shells and coral.
  The Cave off the Coast. In the event that they 
  have not taken the potion, there is an above-
  ground entrance to the ruins. 100 feet off the 
  shoreline is a small structure of rock, which 
  contains a natural cave. The characters can swim 
  out to the cave. Once inside, there is a break in 
  the rock’s floor which looks down into the ocean. 
  A successful DC 16 Wisdom (Perception) 
  check reveals a structure below the water; a 
  failure means that the characters cannot see the 
  structure in the depths below. If the surface of 
  the water is touched or disturbed, this triggers a 
  merfolk to appear, peeking her head above the 
  water.
  Encounter with the Merfolk
  The female merfolk, Jiana, emerges first, warily 
  approaching the characters. Jiana wears a crown 
  made of colorful shells and coral. She asks if the 
  characters are with the pirates. If the characters 
  deny their involvement with Gold-Tusk, Jiana 
  beckons to another merfolk, a male named 
  Shura who appears younger than Jiana, although 
  their ages are difficult to tell. (If the characters 
  make no effort to distance themselves from 
  Gold-Tusk and his plan, Jiana swims away and no 
  longer interacts with them.)
  Shura and Jiana are the last of an ancient tribe 
  of merfolk called the Waveweavers. Over the 
  years, pirates and travelers who have explored 
  Selu have contaminated the waters near the 
  coast. Gold-Tusk has been the most destructive, 
  polluting the area by dumping oil and trash into 
  the sea.
  Merfolk Weapons. Each merfolk possesses a 
  strange weapon — Shura holds a spear, and Jiana 
  holds a short sword. The weapons are sharp, and 
  their cobalt color gleams in the soft light of the 
  water. The weapons were forged from the cooled 
  magma from Biru Volcano that seeped into the 
  Waveweaver’s temple. Jiana offers the characters 
  these weapons if the characters convince the 
  merfolk that they are planning to overthrow 
  Gold-Tusk. To convince Jiana, the PCs must 
  succeed on a DC 14 Charisma (Persuasion) 
  check; if they fail or do not attempt it, Jiana does 
  not make the offer.
  Each weapon uses their standard damage 
  though also adds +1 to attack and an additional 
  3 (1d6) fire damage (see Appendix B: Magic 
  Items). If Gold-Tusk is successfully defeated, 
  Jiana tells the characters that they may keep 
  the weapons as thanks from the Waveweavers 
  (unlikely, but the characters may choose to return 
  them at the end of the game).
  
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  Dinos of Darkness
  he cave entrance to Biru Volcano 
  is three miles away from Paku 
  Outpost, which takes mere minutes 
  to traverse via dino and a bit longer 
  if the characters are on foot. The 
  air is thick with the scent of sulfur. 
  If the characters arrive at night, the 
  entrance to the volcano flickers with dim blue 
  light like a candle.
  Level 1: Entrance Tunnel
  When the characters enter the cave, read or 
  paraphrase the following:
  Once inside, the natural light continues for 
  about 200 feet. After that, the tunnel darkens, 
  but spots of bright blue light bloom on the 
  volcano’s walls, helping to light your way. The 
  tunnel within the mountain twists and curves 
  like a spiral, angling upward.
  A successful DC 14 Intelligence (Nature) 
  check reveals that the walls are covered in 
  bioluminescent glow worms. (A failure means 
  that the characters can’t identify what is causing 
  the light.) The glow worms allow characters 
  without darkvision to continue to see in this dark 
  space. Although the visibility is improved, it is 
  still dim.
  Warm Volcanic Surfaces. The characters 
  can safely walk on this part of the path, for the 
  ground is made of rock and dried magma that 
  has clotted in the walls. Touching the dried 
  magma reveals a warmth, hinting at the live 
  magma that pulses several layers behind it.
  Glimpses of Magmin. With a passive 
  Perception of 14 or higher (or DC 14 Wisdom 
  (Perception) check), characters may catch 
  a glimpse of five blue magmin on their trek 
  towards the cavern area. These small elemental 
  creatures are not hostile to the characters 
  and prefer to remain unseen but will attack if 
  provoked. (See the magmin’s stats on MM, pg. 
  212).
  Chapter 4: The Mountain of Blue Fire
  T
  Before long, the tunnel becomes volatile, just 
  before it opens into a series of caverns. The 
  following section describes the cavern areas of 
  the volcano. Consult Map 4.1: The Belly of Biru.
  Level 2: The Belly of Biru
  As the heroes travel the final part of the entrance 
  tunnel, just before they enter the Belly of Biru, 
  the ground becomes fissured with molten lava 
  as it trickles through cracks in the walls. Read or 
  paraphrase the following:
  As you round the corner, heading deeper 
  into the volcano, rivers of bubbling, pulsing 
  lava hiss and push through the black rock 
  underfoot. The lava is bright blue with a 
  slightly metallic sheen. Several stirges fly 
  frantically through this area, seeking a way 
  out, having unwittingly traveled too far into 
  the mountain. One hovers too close to the 
  black rock. A bubble of magma suddenly 
  bursts, and the stirge is engulfed in lava. 
  Its body sizzles as its life is immediately 
  extinguished.
  Heat can be felt radiating heavily from the 
  cavern floor.
  Navigating in Level 2
  The amount of information the characters have 
  influences their ability and time taken to traverse 
  through the volcano. The volcano is relatively 
  easy to navigate inside, but that doesn’t mean 
  it’s an easy trek: the environmental challenges 
  and inhabitants add plenty of treachery. To 
  add to this, use the following navigational skill 
  challenge rules:
  • No Gold-Tusk’s map. If the characters 
  did not obtain Gold-Tusk's map, they will 
  need to make occasional Survival checks. 
  The characters must succeed on a DC 15 
  Wisdom (Survival) check at the start of 
  Level 2: The Belly of Biru. A successful 
  check confirms the direction (north-east) 
  that they need to travel to find the entrance 
  to the final chamber — naritively; they can 
  
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  Dinos of Darkness
  Map 4.1: The Belly of Biru
  
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  Dinos of Darkness
  tell by the formation of the interior walls that 
  the ore is likely found toward the peak of the 
  volcano and it's main source of lava, flowing 
  from the east. A failed check gives the 
  party the wrong direction, choose a general 
  direction to tell the players that is not the 
  correct one. 
   
  After two (2) encounters, the PCs must 
  succeed on another DC 15 Wisdom 
  (Survival) check, on a second failed attempt 
  the heroes feel the entire volcano rumble as 
  a bright blue glow begins to emanate from 
  he eastern side of the cavern system, this 
  automatically shows the way to the next level 
  up, and leads the party to the final chamber. 
  At this stage, Gold-Tusk has already crossed 
  the lake of lava and is preparing to take the 
  Ubtaraan Heart.
  • Yes Gold-Tusk's Map. If the characters 
  possess the completed map, they must 
  succeed on a DC 15 Wisdom (Survival) 
  checks with advantage.
  General Features
  Ceilings. The ceilings in this cavernous area are 
  generally 20 feet high unless otherwise stated 
  within an encounter. 
  Dinosaur Fire Immunity. The dinosaurs of Selu 
  were all born in proximity to Biru Volcano; their 
  hides all provide them with immunity to fire 
  damage. Fissures of magma penetrate much 
  of the walkable area within the tunnels of Biru 
  Volcano, and riding the dinosaurs makes this 
  journey much less treacherous. Seluian breeds 
  of these creatures are able to safely walk on and 
  through the lava.
  Walking Without Dinosaurs. Those attempting 
  to walk on the ground (not mounted on 
  dinosaurs) must succeed on periodic DC 16 
  Dexterity saving throws (frequency at DM's 
  discretion). On a failed save, a character takes 
  33 (6d10) points of fire damage as a bubble of 
  lava suddenly errupts from the cavern floor and 
  bursts over them.
  Pools of Lava. The caverns within the Belly of 
  Biru are littered with 4-foot deep pools of searing 
  hot blue lava. For every round that a creature is 
  either touching, wadding through, or submerged 
  in the lava, they take the following respective 
  damage:
  • Touching the lava inflicts 33 (6d10) fire 
  damage per round of contact. 
  • Wading through the pools of lava results in 
  55 (10d10) fire damage per round of contact.
  • Submerged in lava results in 99 (18d10) fire 
  damage per round of contact.
  Giant Fire Beetles. Large beetles, the size of 
  small dogs, scurry around the second layer of 
  the volcano, emitting additional light into the 
  darkness. The beetles are not hostile and would 
  prefer to not encounter the characters.
  1. Into the Belly of Biru
  As the heroes enter into the cavernous area, read 
  or paraphrase the following:
  The tunnel opens into a cavern, a small tunnel 
  leads through the western wall, another 
  cavern can be seen 10 feet beyond. To the 
  east, the cavern continues around a bend, 
  blue pulsating glows reflecting off the cavern 
  walls giving clue to the lava awaiting.
  The small northern tunnel leads from this area 
  through to Area 4. It is only wide enough for a 
  medium or smaller creature to fit through.
  Dead Adventurer. If any of the heroes takes a 
  closer look through the small tunnel, they can 
  see the remains of a long dead adventurer on 
  the other side (Area 4), and their remaining 
  equipment; a small pouch, a deteriorated wooden 
  buckler, and a shortsword in pristine condition. A 
  successful DC 15 Wisdom (Perception) check 
  from this distance notices that the bones seem to 
  have bluish scorch marks over them.
  2. Stirge Bay
  As the characters enter this area for the first 
  time, 14 stirges attack the party, dropping from 
  their ceiling hiding spots. 
  Creatures
  14 x Stirges
  
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  Tactics
  A passive Wisdom (Perception) of 15 or 
  higher notices the stirges hiding in the craggy 
  ceiling nooks before they attack. Otherwise, any 
  hero caught unaware of the stirge's presence 
  is considered suprised for the first round of 
  combat.
  3. A Meeting of Magma Mephits
  As the heroes enter this area, hovering just over 
  the river of blue lava are 8 magma mephits. 
  They mind their own business until a hero comes 
  within 20 feet of one of them. 
  Creatures
  8 x Magma Mephits
  Tactics
  A hero may attempt to pass by the magma 
  mephits unnoticed, with a contested Dexterity 
  (Stealth) check versus the mephit's passive 
  Wisdom (Perception). 
  4. Lair of Blurea
  Bluerea is a bright blue fire elemental and he 
  has been using this area of Biru Volcano as a lair. 
  He has been undisturbed for nearly 10 years. 
  Dead Adventurer. The remains of a long dead 
  adventurer lay in front of a small southern tunnel 
  opening that leads to Area 1. The adventurer 
  was the last mortal to cross paths with Bluerea 
  and perish nearly a decade ago. Beside the pile 
  of bluish seared bones is a small dried pouch, a 
  deteriorated wooden buckler, and a shortsword 
  in pristine condition. A successful DC 13 
  Intelligence (Nature) check determines that the 
  bones once belonged to an elf.
  Tactics
  Recent activities in, and around Biru Volcano 
  have awoken Bluerea from a decade old slumber, 
  and he now patrols the immediate area for any 
  sign of intruders, attempting to kill them on 
  sight.
  Creatures
  1 x Fire Elemental
  Treasure
  The heroes can find a small dried pouch of gold 
  coins (20 gp), and a magical +2 shortsword. 
  5. Battle at the Blue Bridge
  As the heros come within sight of the bridge, 
  read or paraphrase the following:
  As you come into sight of a naturally formed, 
  hardened and cooled blue magma bridge 
  over the river of bright blue flowing lava, you 
  notice movement from the cavern on the 
  other side.
  Immediately an orcish pirate astride a 
  deinonychus comes into view and points 
  at you with his mace screaming, “yarrrr it's 
  scurvey land lubbers! Attack!”
  Three more pirates come into view atop 
  deinonychuses and charge to action.
  These pirates are members of Captain Gold-
  Tusk's crew, who were sent into the volcano as 
  scouts and got lost within the caverns.
  Creatures
  4 x Orc Pirates (thugs)
  4 x Deinonychus
  Tactics
  The dino-riding orc pirates (thugs) can use their 
  turns to either attack with their deinonichus, or 
  their own normal melee mace attack. 
  The pirates steer their deinonychuses to move 
  through the river of lava to gain enough space to 
  utilize the deinonychus' pounce ability.
  
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  Dinos of Darkness
  6. A Giant Skull
  The heroes discover a giant humanoid skull with 
  a large gold tribal ring (18,750 gp) looped around 
  its jawbone.
  A successful DC 10 Intelligence (Nature) check 
  discerns that this is a giant’s skull, a successful 
  roll of 15 or higher further discerns that it is 
  specifically a fire giant’s skull. 
  Gold Tribal Ring. The ring weighs a lot (370 
  lb) and would need either a huge sized dinosaur 
  or two (or more) characters with a combined 
  Strength Ability Score of 25 or more to carry it 
  out of the volcano.
  7. Caved-in Tunnel
  This is the tunnel leading into the third layer of 
  Biru Volcano. It has been caved-in by the ancient 
  guardians of the Ubtanaar Heart ore found 
  beyond. 
  Rubble fills the open space, leaving only a small 
  2-foot-tall gap at the top between the pile and the 
  tunnel ceiling. Read or paraphrase the following:
  As you begin to ascend to the next layer of 
  the volcano, you see that the tunnel before 
  you is caved in. A pile of rock rubble blocking 
  your path forward.
  Tactics
  There are several ways they can handle this 
  impediment. The rubble is not sentient but has 
  an “AC” of 5 and 20 “hit points.” Depending on 
  what the characters choose to do, you can use 
  this as a metric to gauge their progress:
  • 
  Blasting through the rubble via ballista. 
  The mounted ballista on the dinosaurs can 
  be used to blow a path through. At least three 
  ballista should be used at once for this to 
  work. Be sure to have players note that their 
  characters have expended ammunition on 
  the task.
  • 
  Blasting through the rubble via magic. Only 
  arcana that causes force damage works for 
  this.
  • 
  Blasting through the rubble via dino. The 
  characters may choose to use the dinos to 
  forge a path. Use the dinosaur’s Strength 
  score. A successful DC 16 Strength check 
  works to push aside the rubble; on a fail, 
  the rubble doesn’t budge. It takes three 
  successful Strength checks to move the 
  rubble.
  If the characters come up with another plan, you 
  can reward creativity as you see fit.
  Lava Release. Once the path has been cleared, a 
  stream of lava trickles forth. If the characters are 
  riding the dinosaurs, they will not be affected by 
  the lava stream. Any characters not mounted on 
  dinosaurs must succeed on a DC 12 Dexterity 
  saving throw to ensure that they can dodge 
  aside. On a failed save, the character takes 3 
  (1d6) fire damage and is able to escape without 
  further harm.
  
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  Level 3: Heart of the 
  Mountain
  As soon as the heroes enter this area, read or 
  paraphrase the following:
  You step onto a wide precipice that stretches 
  over a cauldron of bright blue lava. Above 
  you is the open sky, a canopy of stars dotting 
  a deep blue blanket. However, the light 
  emitted by the lava makes the stars just faint 
  pinpricks. The lava boils and hisses; this area 
  is stiflingly hot and humid, and the lava steam 
  stings your eyes.
  Directly across from you is the ore. A huge 
  core of brightly glowing ore, about 10 feet 
  in diameter, is lodged in the center of the 
  volcano wall. Arterial fissures of the ore 
  spread out from the center, spanning the 
  length of the wall. The core pulses with light 
  and arcane energies.
  Gold-Tusk and his pirate crewmen await you 
  astride dinosaur mounts.
  This section is where the magically-potent ore 
  is located. The characters move from level 2 to 
  level 3, emerging into a huge open area within 
  the volcano and onto a large precipice, the edge 
  of which hovers over a pool of bright blue lava.
  Lighting. The light that the lava emits is bright, 
  and characters should have full visibility. This 
  part of the volcano is open to the elements; this 
  is the top of the mountain. The opening is quite 
  wide.
  Obtaining the Ore. To get to the ore requires 
  somehow crossing the 20-foot gap between the 
  precipice and a crumbling ledge in front of the 
  ore. See Map 4.2: Heart of the Mountain.
  Mining the Ubtanaar Heart ore
  Properties of the Ubtanaar Heart ore
  The ore can be mined with a standard pick-axe. Due to the ore being comprised primarily of magma 
  (the metal is pliable and softer than other metals when it is first mined), when crafted and solidified 
  in a forge, it becomes as strong as adamantine (see Crafted Magical Properties table). 
  Crafting with the Ubtanaar Heart ore
  There are few official rules and metrics on mining/crafting with ore in 5th Edition. You may choose 
  to follow your own homebrew rules about this. To make it easy, consider equating a one-pound 
  chunk of the ore to half an ingot; four to six ingots (twelve pounds of ore smelted down) creates a 
  simple weapon (depending on size). All weapons crafted with the ore have a blue flame giving off 
  bright light in a 30-foot radius and dim light for an additional 30 feet, and a +1 attack bonus. They 
  also have a magical effect depending on the type of item crafted, consult the following table to 
  determine the magical properties.
  Crafted Magical Properties
  Item
  Effect
  Weapons
  Additional 1d6 fire damage
  Armor/shield
  Fire damage resistance
  Ring/amulet/item
  Resistance to cold damage 
  and immunity to cold af-
  fected speed deductions
  Note: When/If the ore is mined, the volcano 
  prepares to erupt (see Eruption! Escape from 
  Biru Volcano). If this occurs before the battle 
  with Gold-Tusk, you can move the battle to the 
  coast, or you can have Gold-Tusk consumed in 
  the eruption. Gold-Tusk’s motivation is now to 
  steal whatever ore the characters have mined.
  Characters will not have a chance to craft 
  until after the adventure is over, so this is just 
  provided here in case the characters choose to 
  mine some of the valuable ore.
  
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  Map 4.2: Heart of the Mountain
  
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  Battle in Biru Volcano
  Once the characters reach level 3, the fight 
  against Gold-Tusk is imminent. The battle in Biru 
  Volcano should be challenging for the characters 
  and their opponents. Below are two ways this 
  scenario can play out:
  1. If the characters engaged in combat at the 
  United Tribes Camp. 
  Captain Gold-Tusk and a group of pirates on 
  mounts will already be in the volcano’s main 
  chamber. Gold-Tusk, accompanied by his pet 
  deinonychus, is mere moments away from 
  striking the ore with a large pick-axe. 
   
  The pirates have built a crude wooden 
  platform connecting the precipice and the 
  ledge, but it is precarious, and can only hold 
  up to two medium-sized people and two large 
  dinosaurs at a time. Any more than that will 
  cause the platform to crack; any additional 
  weight added causes it to collapse entirely, 
  and anyone still remaining on it plummets 
  into the lava. 
   
  Any attempt to prevent Gold-Tusk from 
  proceeding with his plan is treated with 
  hostility. (Continue to Facilitating the Fight.)
  2. If the characters left the United Tribes 
  Camp without getting caught. 
  The characters will reach the volcano’s main 
  chamber before Gold-Tusk. However, he will 
  not be far behind. They will have enough time 
  to explore this layer of the volcano before 
  he gets there. A passive Perception of 12 
  or higher alerts characters to the sound of 
  a small stampede heading toward the main 
  chamber of the volcano.  
   
  Allow the players a moment to quickly 
  strategize; since they arrived first, they 
  have the advantage for the first attack, and 
  Gold-Tusk and his minions will be surprised 
  during the first round.
  Facilitating the Fight
  Because there are a lot of people in the mix, you 
  can run the battle in either of the following ways 
  to make it easier to facilitate:
  • In Waves. If you want the characters to face 
  all of the enemies, you can have them fight 
  them in waves. Pit them first against the five 
  pirates; then, they can fight one or more of 
  the dinosaurs; and finally, Gold-Tusk himself 
  enters the fight.
  • One Battle. Fighting Gold-Tusk, two pirates, 
  a deinonychus, and an allosaurus.
  Situation
  The characters enter on the western precipice. 
  Depending on how they arrive, Gold-Tusk's 
  situation is one of the following:
  • If the characters made it here with  
  successful survival checks in Level 2, Gold-
  Tusk is preparing to cross the lava lake, 
  but has not yet had enough time to erect 
  the bridge and extend it across the gap. 
  The pirates and their dinos are still on the 
  western precipice. They attack immediately.
  • Due to a second failed Survival check in level 
  2, Gold-Tusk had time to get the platform 
  across to the ledge near the ore. He now 
  prepares to send minions across the platform 
  and pry the ore from its age-old home. 
   
  Read or paraphrase the following as the first 
  pirate attempts to cross and combat starts: 
  As the pirates attack, you catch a glimpse 
  of one pirate making his way to the other 
  side. The pirate is donning an eye-patch 
  and sitting astride a deinonychus, which 
  he urges slowly forward. The dinosaur 
  seems eager to disembark the precarious 
  platform and crosses slowly.
  Pirating the Ore. Once the fight begins, pirates 
  continue to try to get to the ore and mine it, using 
  the combat as a distraction. Every round, one of 
  the pirates attempts to cross the bridge mounted 
  on their dinosaur if another isn't already 
  attempting it. If the pirates reach the other side, 
  they pry enough of the ore away to trigger the 
  eruption after 2 rounds of mining. Due to the 
  dinosaur’s unease with the situation, they move 
  at a maximum of 10 feet per round.
  
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  Dinos of Darkness
  Creatures
  1 x Captain Gold-Tusk riding a T-Rex armed 
  and armored*. 
  5 x Orc Pirates (thugs) riding the following 
  dinos.
  • 3 x Deinonychus armed and armored*.
  • 2 x Allosaurus armed and armored*. 
  *Note: If the characters destroyed the armory at 
  the United Tribes Camp, the pirate's dinos will 
  not be armored and armed.
  Tactics
  Gold-Tusk fights dirty. If a character goes 
  unconscious, he will continue attacking them 
  until they are truly dead.
  If Gold-Tusk’s minions are defeated and he 
  senses the fight is futile, he surrenders and 
  petitions a parlay. The characters may choose 
  what to do with him from here. 
  Pirate Dino-Rider Turn Options. The dino-
  riding Gold-Tusk and his orc pirates (thugs) 
  can use their turns to do only one of the two 
  following options: 
  1. Attack normally with their own action and 
  ability options. 
  or
  2. Command their dinosaur to attack using the 
  dino's action and ability options.
  Whilst mounted, the dino-rider orc pirates use 
  the dinosaur's movement speed.
  Development
  If Gold-Tusk is defeated before the ore is 
  touched, the characters can exit the volcano. The 
  same checks that pertained to their journey to 
  layer 3 also apply on the journey out.
  The characters can meet up with Raven and 
  Daina near the coast, and you can proceed to the 
  Epilogue.
  If Gold-Tusk, his minions, or any of the 
  characters disturb the ore, proceed to Chapter 5: 
  Eruption! Escape from Biru Volcano.
  
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  Dinos of Darkness
  f the volcano ore is disturbed, Biru 
  Volcano prepares for an eruption. The 
  characters then need to quickly find a 
  way out or succumb to the volcano’s 
  wrath. To create tension and encourage 
  quick thinking and role-playing, it’s 
  recommended to make this a timed 
  challenge. Here is how to facilitate this part of 
  the story.
  The boxed text below assumes that the 
  characters are mounted on dinosaurs, if this is 
  not the case you may need to adjust the read 
  aloud text to fit.
  The eruption occurs in three stages:
  Stage 1:
  Read or paraphrase the following:
  You feel the ground rumble beneath your 
  feet, and it quickly escalates from a tremble 
  to a quake. Sharp shards of black rock chip 
  away from the volcano walls and fall around 
  you. The cauldron of lava below you begins 
  to rise, huge bubbles bursting, and flecks of 
  lava steam and sizzle in the air. The dinosaurs 
  begin to panic, huffing, and whining, 
  stampeding toward the opening in the wall 
  where you entered this level.
  The mountain begins to violently quake and 
  tremble. If any characters are standing within 5 
  feet of the ledge or precipice when this happens, 
  they need to succeed a DC 15 Dexterity saving 
  throw. A successful save allows them to stay on 
  the precipice. On a failure, the character falls 
  off and may attempt to grab the ledge with a 
  successful DC 15 Dexterity saving throw, then a 
  succeed on a DC 15 Strength (Athletics) check 
  to climb out; failure on either these two results in 
  the PC falling into the lava below.
  Chapter 5: Eruption! Escape from Biru Volcano
  I
  Stage 2:
  Read or paraphrase the following once the 
  characters make their way back to level 2:
  You round the corner, emerging back into the 
  second layer of the volcano. The dinosaurs 
  splash with ease through the lava, which is 
  quickly rising and spilling through the cracks 
  in the mountain walls. It covers nearly all of 
  the remaining walkable surfaces. There is 
  no sign of life left in this area; anything that 
  remains is consumed by the lava. The heat 
  becomes nearly unbearable.
  Characters should make a DC 15 Constitution 
  saving throw. If they fail, they receive 1 point of 
  Exhaustion from the heat. The lava levels begin 
  to rise, and the characters need to make a quick 
  exit down to the lower levels. The players should 
  have 5 minutes in real time to make decisions 
  for what their characters intend do in this layer 
  of the volcano; once they’ve made a decision, you 
  can prompt them with the necessary rolls.
  Fleeing on Foot. The characters won’t be able to 
  linger too long on each level, as the lava begins 
  to overflow the existing fissures and rivers. 
  This area becomes extremely perilous on foot; 
  characters attempting to traverse the volcano 
  without the dinosaur mounts need to succeed 
  on two DC 18 Dexterity saving throws — one to 
  get from Layer 3 to Level 2, and another when 
  they round the corner for Level 1 — they take 33 
  (6d10) fire damage for each failed save.
  
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  Dinos of Darkness
  Stage 3:
  Read or paraphrase the following when the 
  characters exit level 1 and re-enter the jungles of 
  Selu:
  At last, you see a glimpse of green - Selu 
  appears before you as you slide and spill 
  out of the volcano. The jungle’s vibrancy 
  is a welcome change from Biru’s chaotic 
  spectrum of black and blue, but the landscape 
  blurs by you as the dinosaurs continue 
  sprinting away from the eruption. After a 
  mile, the dinosaurs halt briefly, looking to 
  you for guidance, breathing heavily through 
  their nostrils and glancing fearfully toward the 
  volcano, knowing that the lava follows close 
  behind.
  You remember what Daina told you back at 
  the Paku Outpost: that the safest place to 
  wait is the coast.
  A successful DC 12 Wisdom (Survival) check 
  reveals that the fastest route to the coast is 
  through the Deadlands (you may also choose for 
  Daina to have told them this back at the outpost). 
  Once the characters get to level 1 of Biru 
  Volcano, it should be an all-out sprint out of the 
  volcano and away from it as far as possible. The 
  players have 1 minute each in real time to decide 
  on how to move forward. At this time, the 
  lava begins to pump out from the top of the 
  volcano, trickling down the mountainsides.
  The Deadlands
  The Deadlands are flat and easy to traverse 
  on the dinosaurs. In the wake of the 
  eruption, the geysers are going haywire, 
  spouting hot, sulfurous water breaking 
  through random spots on the earth’s surface.
  The characters must succeed on two DC 
  13 Dexterity saving throws as they move 
  through this area; one when they first enter the 
  Deadlands and another half-way through. A 
  failed save results in the character being hit by 
  an erupting geyser or boiling water falling back 
  to the ground, taking 2 (1d4) fire damage.
  Once the characters are out of the Deadlands, 
  the volcano reaches peak eruption. The lava in 
  the Mountain of Blue Fire spews out from the 
  top and runs down the side of the mountain, 
  engulfing anything in its path. Although the 
  characters are out of the most dangerous area, 
  the lava eventually reaches past the Deadlands, 
  so they should continue moving until they reach 
  the coast.
  Once they come to the coast, they are safe. The 
  characters watch as the volcano pumps lava out 
  over Selu. The eruption lasts for a day.
  What about the tribes of Selu?
  If the characters had Raven or Daina serve as 
  their ambassadors, you may choose to roll to see 
  if they were successfully able to usher the Kagu 
  and the Narup tribes to safety. To do this, simply 
  roll a D20: a 10 or higher succeeds; 9 or lower 
  fails.
  Note: Truthfully, if the characters 
  sent out Daina and Raven with a 
  compelling enough argument, 
  you can just assume that they 
  succeeded in saving the tribes in 
  time. The alternative is that the tribes are wiped 
  out from the volcano which is a rather bleak 
  outcome! You can also choose to have the tribes 
  assemble on the coast regardless of if Raven 
  and Daina came for them. The Kagu and the 
  Narup have lived on Selu long enough to have 
  developed a contingency plan if the 
  volcano erupted.
  
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  Dinos of Darkness
  he epilogue is a chance to wrap up 
  any loose ends from this adventure. 
  Questions may include:
  • What happened to the island if the 
  volcano erupted?
  • Will the Kagu and the Narup 
  tribes continue fighting?
  Read or paraphrase the following; the language 
  here is vague enough to accommodate for most 
  of the possible outcomes, but you can certainly 
  elaborate:
  The sun sets over Selu. But like always, the 
  island comes alive at night.
  Flaming torches whirl to life, and the 
  campfires follow. Members of three tribes of 
  the island stand at the base of the smoldering 
  Mountain of Blue Fire. Elders of the Paku, 
  Kagu, and Narup clink their horned cups 
  together and raise them to the sky, an offering 
  to each of their gods, ushering in a new era of 
  solidarity across Selu.
  There is much to do to repair the damage 
  Captain Gold-Tusk has ravaged upon 
  the island. Angering Biru Volcano has 
  consequences, whether it erupted or just 
  housed an epic battle in its bowels, but Selu’s 
  inhabitants are diligent in renewing Selu to 
  its full glory. It will take time, but the island’s 
  tribes are ancient, and they have learned over 
  the centuries how to face the challenges of 
  their homeland.
  The eastern bay is clouded and polluted, 
  but there is someone who has an idea - the 
  tiefling druid Daina, who knows Selu better 
  than anyone. She knows exactly which 
  mountain lakes produce the lichen that will 
  help purify the salt ocean, leaving Selu’s 
  waters vibrant and sparkling. Daina continues
  to live in the wilderness, but her relationship 
  with the Paku has changed now. Rather than 
  deriding her powerful, natural magic, they 
  welcome her among their ranks.
  Chapter 6: Epilogue
  T
  From here, allow the characters time to decide 
  what their next moves are.
  If they decide to stay in Selu, use the materials in 
  Struggle in Three Horn Valley, and those in this 
  book to provide infomration about the setting of 
  the Island of Selu.
  If they decide to leave the Island of Selu, Daina 
  takes the characters to the eastern shores. 
  Continue on to read or paraphrase the following:
  The expert builders in the Narup tribe help 
  you construct a sturdy ship to carry you 
  home. The mahogany smells like the Selu 
  jungle: fresh and heady and humid, slightly 
  sulfurous. Raven joins you on your journey, 
  eager for her next adventure.
  Daina waves from the shoreline, surrounded 
  by the creatures who served you well - and as 
  you slip farther out to sea, Daina disappears 
  into the treeline.
  Selu, too, begins to fade. You leave bearing 
  the marks of your time there. You watch 
  as Selu is engulfed by the void of night, 
  swallowed by the mists. The island’s future, 
  like your own, is uncertain, dependent on 
  those who care most for it, but you know that 
  there is one certainty: the sun will rise again 
  over Selu.
  A passive Perception of 15 or higher alerts 
  characters to Daina slipping something to Raven 
  when saying goodbye. “A Sending Stone,” says 
  Daina. “Just in case we’re needed again,” adds 
  Raven. You may choose to tie this into a future 
  adventure with your party.
  The End
  
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  Appendix A: Maps
  
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  Appendix B: Magic Items
  Merfolk Spear of Fire
  Spear, rare (requires attunement)
  This spear can be wielded as a magic spear that 
  grants a +1 bonus to attacks and an additional 
  1d6 fire damage.
  Merfolk Searing Shortsword
  Weapon (shortsword), rare (requires attunement)
  This shortsword can be wielded as a magic 
  shortsword that grants a +1 bonus to attacks and 
  an additional 1d6 fire damage.
  The Merfolk Weapons. The Merfolk Spear of 
  Fire & Merfolk Searing Shortsword are sharp 
  magical weapons, and their cobalt color gleams 
  in the soft light of their watery birthplace. When 
  exposed to the open air, their tip and blade burst 
  into bright blue flame giving off bright light in a 
  30-foot radius and dim light for an additional 30 
  feet. The weapons were forged from the cooled 
  magma from Biru Volcano that managed seeped 
  into the underwater Waveweaver’s temple.
  The Ubtanaar Heart
  Wondrous item (ore), legendary
  All items crafted with this magic imbued ore 
  have blue flames covering them, giving off bright 
  light in a 30-foot radius and dim light for an 
  additional 30 feet. All weapons have a +1 to hit 
  and +1 damage bonus. In addition, some items 
  crafted also have a magical effect depending on 
  the type of item it is, consult the following table 
  to determine if the item has magical properties.
  Crafted Magical Properties
  Item
  Effect
  Weapons
  Additional 1d6 fire damage
  Armor/shield
  Fire damage resistance
  Ring/amulet/item
  Resistance to cold damage 
  and immunity to cold af-
  fected speed deductions
  The Narup Jewel
  Wondrous item, legendary
  This jewel was mined from the heart of Biru 
  Volcano in ancient times, and holds a unique 
  power. A wielder of the Narup Jewel who is 
  proficient in both Arcana and Nature skills can 
  use the jewel to spend 10 minutes focusing 
  and channeling its power over a dinosaur. 
  Once a connection has been made 
  between the wielder and the dinosaur, 
  that dinosaur is charmed for 8 hours, or until 
  it is harmed by the charmer. 
  Any dinosaur that is charmed in this manner 
  is friendly towards the charmer, If the charmer 
  wishes to command the dinosaur, they must 
  succeed on a DC 10 Wisdom (Animal 
  Handling) check with advantage. On success 
  the dinosaur obeys the charmers bidding. 
  
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  Captain Korugk Gold-Tusk
  Medium humanoid (orc), neutral evil
  Armor Class 16 (hide armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  16 (+3)
  16 (+3)
  10 (+0)
  8 (-1)
  Skills Intimidation +3, Animal Handling +4, Perception +4, 
  Survival +4
  Senses passive Perception 14, darkvision 60 ft.
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Aggressive. As a bonus action, the Dorrgn can move up to his 
  total speed toward a hostile creature that it can see.
  Great Weapon Fighting. Captain Gold-tusk can reroll 1’s and 
  2’s on two-handed melee weapon damage dice.
  Spellcasting. Captain Gold-tusk is a 5th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). He has the following spells prepared:
  Cantrips (at will): shape water, shocking grasp
  1st level (5 slots): shield
  2nd level (4 slots): blur, gust of wind
  3rd level (3 slots): fear, hypnotic pattern 
  Actions
  Multiattack. Captain Gold-tusk makes three melee attacks; 
  two with his glaive, and one with his spiked boot
  Glaive (two handed). Melee Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 8 (ld10 + 3) slashing damage.
  Spiked Boot. Melee Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (ld4 + 3) piercing damage and target is pushed back 5 
  feet.
  Appendix C:  
  Monsters & NPCs
  
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  Dinos of Darkness
  Daina the Druid
  Medium tiefling, true neutral
  Armor Class 11
  Hit Points 27 (5d8 + 5)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  13 (+1)
  12 (+1)
  15 (+2)
  11 (+0)
  Skills Animal Handling +4, Medicine +4, Nature +3,  
  Arcana +3
  Senses  passive Perception 12
  Languages Common, Druidic, Infernal
  Challenge 2 (450 XP)
  Spellcasting. Daina is a 4th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell 
  attacks.) She has the following spells prepared:
  Cantrips (at will): druidcraft, produce flame, shape water
  1st level (4 slots): entangle, speak with animals, cure wounds
  2nd level (3 slots): animal messenger, beast sense
   Actions
  Yklwa. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) fire 
  damage; the blade at the end of the weapon was forged in 
  the magma of Biru Volcano.
  Reactions
  Hellish Rebuke. A creature she can see that damaged her 
  must make a Dexterity save. It takes 22 (4d10) fire damage 
  on a failed save, or half as much on a success.
  
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  Dinosaurs
  All of the dinosaurs found within this adventure 
  have statblocks that are found in the Monster 
  Manual or Volo's Guide to Monsters (see also 
  the Appendix Reference Page at the end of this 
  book for page references). 
  Seluian Variations
  Each Seluian dino has added stats for the 
  following:
  • Resistance to fire (innate)
  • Armor +4 (if dino-armor is applied)
  • Ballista/mounted crossbows actions (if dino-
  weaponry is applied)
  Icthyosaur
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  2 (-4)
  12 (+1)
  5 (-3)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 2 (450 XP)
  Hold Breath. The icthyosaur can hold its breath for 1 hour.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 14 (3d6 + 4) piercing damage.
  
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  Raven
  Medium humanoid (elf), neutral good
  Armor Class 14 (studded leather)
  Hit Points 17 (3d8 + 9)
  Speed 30 ft, mounted 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  15 (+2)
  16 (+3)
  10(+0)
  18 (+4)
  12 (+1)
  Skills Acrobatics +4, Perception +6
  Senses  passive Perception 16
  Languages Common, Elvish
  Challenge 1 (200 XP)
  Archer’s Eye. (3/Day). As a bonus action, Raven can add 5 
  (1d10) to her next attack or damage roll with a longbow or 
  shortbow.
  Mounted Melee Advantage. Whilst mounted on her behir, Ra-
  ven has advantage on melee attack rolls against any unmount-
  ed creature that is smaller than the mount. 
  Spellcasting. Raven is a 2nd-level ranger spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). Raven has the following ranger spells 
  prepared:
  1st level (3 slots): animal friendship, beast bond, speak with 
  animals
   Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  
  47
  47
  Dinos of Darkness
  P.B. PUBLISHING PRESENTS
  Appendix Reference Page
  Allosaurus  .....................................................................................................................................................(MM, p79)
  Ankylosaurus  ...............................................................................................................................................(MM, p79)
  Ballista and Dino Lance  .......................................................................................................................(DMG, p255)
  Bullywugs  .....................................................................................................................................................(MM, p35)
  Calm Emotions  ........................................................................................................................................(PHB, p221)
  Chuul  .............................................................................................................................................................(MM, p40)
  Cockatrice  .....................................................................................................................................................(MM, p42)
  Decanter of Endless Water  ..................................................................................................................(DMG, p160)
  Deinonychus  ...........................................................................................................................................(VGtM, p139)
  Difficult Terrain  .......................................................................................................................................(PHB, p182)
  Displacer Beasts  .........................................................................................................................................(MM, p81)
  Exhaustion  ................................................................................................................................................(PHB, p291)
  Experience Point Leveling System  .......................................................................................................(PHB, p15)
  Fire Elemental  .......................................................................................................................................... (MM, p125)
  Gas Spores  ................................................................................................................................................ (MM, p138)
  Gemstones  ................................................................................................................................................(PHB, p134)
  Giant Fire Beetles  .................................................................................................................................... (MM, p325)
  Guards  ........................................................................................................................................................ (MM, p347)
  Hadrosaurus  ..........................................................................................................................................(VGtM, p139)
  Ichthyosaur  ..............................................................................................................................................(Appendix C)
  Kagu Tribal Fighters  ................................................................................................................................ (MM, p350)
  Lava Damage  ..........................................................................................................................................(DMG, p249)
  Macaw  ...........................................................................................................................................(Raven, MM, p335)
  Magma Mephits  ........................................................................................................................................ (MM, p216)
  Milestone Leveling System  ..................................................................................................................(DMG, p261)
  Mounted Combat  ....................................................................................................................................(PHB, p198)
  Narup Tribal Rangers  ...........................................................................................................................(VGtM, p210)
  Orc Pirates  ................................................................................................................................................ (MM, p246)
  Ore Value  ...................................................................................................................................................(DMG, p20)
  Potion of Water Breathing  ...................................................................................................................(DMG, p188)
  Quaal’s Feather Token — Bird  .............................................................................................................(DMG, p189)
  Speak with Animals ................................................................................................................................(PHB, p277)
  Steam Mephit  ........................................................................................................................................... (MM, p217)
  Stegosaurus  .............................................................................................................................................. (MM, p140)
  Stirges  ...........................................................................................................................................................(MM, 284)
  The Narup Jewel  .....................................................................................................................................(Appendix B)
  Triceratops  ....................................................................................................................................................(MM, p80)
  Ubtarran Heart  .......................................................................................................................................(Appendix B)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/PB Publishing Presents/Dinos of Darkness.pdf