TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
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  CORS5-02 
   
   
  MINES OF THE EYE 
  Lower-Level (APLs 2-8) 
   
  A One-Round D&D® LIVING GREYHAWK™ 
  Core Special Adventure 
  Version 1.0 
   
  by Creighton Broadhurst and Paul Looby 
   
   
  Circle Reviewer: Stephen Radney-MacFarland 
  Editor: JDWiker 
   
   
  Deep below the Abbor-Alz the duergar are stirring. Rumors are rife of a fell compact between the 
  duergar's mysterious leader, a being known only as "Father Eye" and the perfidious Rary, monarch of the 
  Bright Lands. What evil purpose is served by this alliance is unknown, but assuredly it serves some goal 
  in Rary's greater design. The paladin Karistyne has determined that Rary's scheme must be stymied. So 
  the call has gone out for doughty adventurers to eradicate this growing threat.
  
  CORS5-02 The Mines of the Eye 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read further than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. 
   
  Along with this adventure you’ll find an RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, 
  and animals with different CRs are added separately. 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 3 
  TIME UNITS AND UPKEEP 
  This is a one-round Core Special adventure, set in the 
  Bright Lands. Characters native to the Bright Lands pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character heals temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In the past several months, there have been an unusual 
  number of sightings of duergar in the Abbor-Alz, close to 
  the Hardby Pass. From the barbarians of those lands, 
  there come tales of great battles beneath the hills. On its 
  own, this would be nothing strange for such wild lands, 
  were it not for a chilling discovery several years before. 
   
  Some time ago, a company beholden to the paladin 
  Karistyne discovered the battered and scorched bodies of 
  a Baklunish man and a Tiger Nomad woman washed up 
  along the banks of the Storm Run. The Bakluni had a set 
  of scrolls and notebooks on him. It took Karistyne’s folk 
  some time to decipher them, but they revealed that the 
  man was He Chak, an apprentice to Rary the Traitor. His 
  master had sent him to liaise with and lend aid to the 
  ruler of the duergar hold, somewhere in the Abbor-Alz 
  near the Hardby Pass called the Mines of the Eye. The 
  reason for Rary’s interest in the duergar was unclear from 
  He Chak’s writings. However, since that time, there have 
  been more and more attacks by duergar bearing the 
  blazon of a single baleful eye on their armor. 
   
  The Mines of the Eye: The only duergar stronghold 
  of any significance in this part of the Abbor-Alz, the 
  Mines of the Eye are unusual when compared to most 
  duergar holds. The undisputed ruler of the mines is 
  Father Eye, a beholder of some power. Though his 
  motives are unknown, he took control of the duergar 
  over a decade ago. Since then, the dark dwur have grown 
  steadily in power, fending off attacks by enemies above- 
  and belowground, and expanding their influence. 
   
  This has in part been due to the determination of the 
  duergar, who see the Abbor-Alz as part of their ancient 
  birthright. However, it is also due to the alliance between 
  Father Eye and another recent and enigmatic arrival to 
  the Bright Desert: Rary the Traitor. 
   
  Rary has provided Father Eye with magical aid to 
  fend off his rivals in the Underdark—both his own kind 
  and a loose alliance of illithids, who dwell deep beneath 
  the hills. Several of the Traitor’s apprentices, including 
  the ill-fated He Chak, have dwelt within the Mines, 
  lending their assistance and knowledge to Father Eye, as 
  well as reporting back to their master on the goings on in 
  the mines. 
   
  In return, Rary has asked for little—until now. The 
  traitor archmage has taken a sudden interest in a place 
  known as the Pits of Azak-Zil. In 198 CY, when the Great 
  Kingdom was at its height, a great comet the color of 
  blood stained the skies over Rauxes. Selvor the Younger, 
  the overking’s astronomer, prophesied that it heralded 
  “wealth, strife, and a living death,” and the coming of the 
  Age of Great Sorrow. For his troubles, he was banished 
  from the Imperial Court, but many remembered his 
  prophecy as Aerdy fell into decay, decadence and 
  despotism in the years and centuries that followed. 
   
  The Great Comet itself was forgotten, until in 514 
  CY as dwur sage named Jemrek Longsight pronounced 
  that the comet had almost certainly fallen to Oerth in the 
  western Abbor-Alz. After years of searching, Clan 
  Ironforge, one of the wealthiest of the dwur clans of 
  Irongate, discovered the site and the vast fortune in pure 
  mithril and starsteel that formed the remains of the 
  comet. Naming the site Azak-Zil (Pureheart), the 
  Ironforge’s wealth eclipsed that of princes and potentates 
  for a few short years. Then all contact with Azak-Zil was 
  lost. After several expeditions to discover what had 
  happened vanished, the Ironforge reluctantly abandoned 
  their great fortune as lost. Since then, the Pits of Azak-Zil 
  have had a fell and haunted reputation. Few go there and 
  fewer still return. 
   
  Yet, now Rary the Traitor has turned his attentions 
  there. In repayment for the help he has given Father Eye 
  against his enemies in the Underdark, Rary has asked 
  Father Eye, through his apprentice Turav, to send an 
  expedition of duergar to occupy Azak-Zil and reopen the 
  mine there. Given the wealth of the site, the duergar have 
  needed little persuasion. For the past several months, the 
  duergar have been preparing their expedition—sending 
  out scouting parties and raiding the hillmen of the 
  Abbor-Alz for slaves. It is this activity that has the Lady 
  Karistyne so worried.  
   
  Given that the servants of the Traitor seem to be 
  stirring to some unknown purpose in the Bright Lands, 
  Karistyne greatly desires to know what passes in the 
  Mines of the Eye and why Rary has taken such an 
  interest in the doings of the duergar there. To that end, 
  she has sent out word, summoning certain brave 
  freeswords and heroes to her stronghold high in the 
  western Abbor-Alz. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 4 
  ADVENTURE SUMMARY 
  CORS5-02 Mines of the Eye is split into low-level and 
  high-level paths. The synopsis below details the likely 
  progress of the low level PCs as they move through the 
  adventure. 
   
  Introduction: The action begins in the stronghold of 
  the paladin Karistyne. The lady paladin has summoned 
  the PCs on a matter of some import. She explains some of 
  the recent events in the hills, including the increased 
  number of duergar raids and the discovery of He Chak’s 
  body. Lady Karistyne allows her seneschal, Aeron 
  Marander, to fill the PCs in on the details of the task she 
  has set them. For low-level parties (APL 2-8), this involves 
  assailing the upper levels of the Mines to creating 
  diversion that should allow the high level party (APLs 10-
  16) to slip into the heart of the duergar hold and discover 
  what is going on. The PCs are also introduced to their 
  guides for the journey. The specific guides vary, 
  depending on which mission and APL the PCs are 
  playing. 
   
  Encounter 1: A Barbarian Standoff: At APL 2-8, the 
  PCs set off towards the Mines with their guide, an Abbor-
  Alz barbarian named Curadhal. Curadhal and his sister, 
  Curadhae, were captured and enslaved by the duergar. 
  Curadhal managed to escape, and now has a fierce hatred 
  of the dark dwarves. The journey to the Mines is 
  uneventful except for an encounter with a band of 
  barbarians from the stronghold of Ghazal. Of Sueloise 
  descent, the men of Ghazal are mortal enemies of 
  Curadhal’s people (who are Flan). 
   
  Encounter 2: The Entrance to the Mines: The PCs 
  come to the entrance to the Mines of the Eye, set high in 
  the hills, at the end of a wide canyon. There are three 
  obvious entrances and two concealed ones. Pairs of 
  duergar sentries guard each of the obvious entrances. 
   
  Encounter 3: Hide and Seek, Hit and Run: The next 
  line of defenses that the PCs must encounter is four 
  concealed guardposts and their garrisons of duergar 
  warriors. Each of the four garrison commanders has his 
  own style of command and tactics. Depending on which 
  entrance the PCs take, they encounter different 
  challenges—from portcullis trapped killing grounds and 
  hit and run tactics—duergar style. 
   
  Encounter 4: The Outer Mines: Once past the 
  duergar guardposts, the PCs must still find their way 
  through the Outer Mines to the Bridge of the Eye. 
   
  Encounter 5: The Bridge of the Eye: The Outer 
  Mines are separated from the inner by a large chasm, 
  bridged by a single narrow span of stone. The far end of 
  the bridge is fortified and defended by a force of duergar 
  armed with crossbows. Though the PCs may not wish to 
  attack the bridge, if Curadhal is still alive, he asks the PCs 
  to help him free his sister, who is held along with the rest 
  of the slaves in a chamber close to the far side of the 
  bridge. 
   
  Encounter 6: The Mustering Chamber: After 
  crossing the bridge, the noise of whips draws the PCs to 
  the chamber where the duergar are preparing the 
  equipment and materials for their expedition to Azak-Zil. 
  Also present are a large number of slaves, including 
  Curadae, Curadhal’s sister. Overseeing the mustering is 
  Turav, Rary’s Ghazal Sueloise apprentice and a small 
  duergar bodyguard. If the PCs defeat or capture the 
  apprentice, they may be able to learn that the duergar are 
  planning an expedition to Azak-Zil at Rary’s behest. 
   
  Encounter 7: Fleeing the Mines: If the PCs have 
  freed the slaves, they need to lead them to safety. Even if 
  they haven’t, but they have defeated three of the four 
  guardpost garrisons and/or the bridge guard, the PCs 
  succeed in the mission of drawing the main body of the 
  duergar force and their chieftain, Attus Darkgem, out of 
  the Inner Mines. Their mission successful, the PCs can 
  now retreat and return to Castle Karistyne. 
   
  Conclusion: The success of the mission depends on 
  how the PCs performed. If they successfully drew Attus 
  and the main force of duergar out of the mines before the 
  end of the slot, then the other war company managed to 
  sneak into the heart of the Mines and attack Father Eye 
  himself. If the PCs didn’t cause a duergar counterattack, 
  then the other war company failed. If the PCs have freed 
  Curadhae and some of the slaves of the Mines, then they 
  also receive suitable rewards from Curadhal and his tribe. 
   
  PREPARATION FOR PLAY 
  Before play commences, the DM should carefully review 
  this module. Many of the monsters herein are extremely 
  dangerous and have many powerful abilities that require 
  careful adjudication. In addition the DM should review 
  the following sections: 
  • 
  Illumination 
  • 
  Duergar Tactics 
   
  ILLUMINATION 
  Much of the action within this module takes place deep 
  within the trackless wastes of the Underdark. As such, 
  illumination, or its lack, is of crucial importance to the 
  PCs. Before play commences the DM should review the 
  rules on illumination and their effects in combat. 
   
  For ease of reference these rules are summarized 
  below. 
   
  There are three basic levels of illumination: bright 
  light, shadowy illumination, and darkness. 
   
  Bright Light: All individuals with visual organs can 
  see clearly in areas of bright light. A creature cannot hide 
  in an area of bright light unless it is invisible or has cover. 
   
  Shadowy Illumination: In areas of shadowy 
  illumination individuals can see dimly. Individuals in 
  this area have concealment. A creature in an area of 
  shadowy illumination can make a Hide check to conceal 
  itself. 
   
  Concealment gives the subject of a successful attack 
  a 20% miss chance. 
   
  Darkness: In areas of darkness, creatures without 
  darkvision are effectively blinded. 
   
  Blinded characters cannot see. A blinded character 
  takes a –2 penalty to Armor Class, loses his Dexterity 
  bonus to AC (if any), moves at half speed, and takes a –4 
  
  CORS5-02 The Mines of the Eye 
   
  Page 5 
  penalty on Search checks and on most Strength- and 
  Dexterity-based skill checks. All checks and activities 
  that rely on vision (such as reading and Spot checks) 
  automatically fail. All opponents are considered to have 
  total concealment (50% miss chance) to the blinded 
  character. 
   
  Low-light Vision: Characters with low-light vision 
  double the effective radius of low light and shadowy 
  illumination. 
   
  Darkvision: Characters with darkvision can see lit 
  areas normally as well as dark areas within 60 feet. It is 
  impossible to hide within 60 feet of a character with 
  darkvision unless the individual attempting to hide is 
  invisible or has cover. 
   
  DUERGAR TACTICS 
  Duergar are skilled warriors well versed in the art of 
  fighting underground, often preferring to strike from 
  ambush. While doughty warriors, they prefer hit-and-run 
  tactics, making use of their innate talents as much as 
  possible. 
   
  All duergar possess two spell-like abilities that they 
  rely on in combat. Invisibility allows a duergar to close 
  with opponents and to attack with the element of 
  surprise. Enlarge person gives a duergar greater size and 
  strength, allowing him to deal more damage in combat. 
  All duergar stat blocks include detailed information on 
  the affects of these two spells. 
   
  Duergar also possess darkvision out to a range of 120 
  feet. This allows them to lurk in the darkness beyond the 
  extent of an opponent’s vision. In such cases, duergar 
  continually 
  harass 
  interlopers 
  with 
  missile 
  fire; 
  particularly arcane spellcasters. Duergar crossbowmen 
  are trained to shoot and move in such situations, making 
  it harder for enemy spellcasters and archers to keep track 
  of them. 
   
  If they have room, duergar forced into melee will 
  use their enlarge person abilty to gain exta reach. Duergar 
  wielding glaives or dwarven pikes will tend to cluster 
  together to make it hard for enemies to get in close 
  without suffering multiple attacks of opportunity. In 
  confined spaces such as tunnels they will line up behind 
  one another so that a single attacker receives multiple 
  attacks. 
    
   
  MINIATURES 
  We recommend the following miniatures when playing 
  this adventure. 
   
  7 × human barbarians 
  12 × duergar 
  1 × human wizard 
   
  INTRODUCTION 
  A hot summer sun beats down on the courtyard of 
  Castle Karistyne. The shade of a spreading oak tree, its 
  roots fed by the same spring that waters the great castle 
  provides you with some relief from the heat of the 
  afternoon. Around you, warriors in azure and gold, the 
  colors of the famed Lady Karistyne, paladin and 
  wyrmslayer, pace the walls and five square towers of the 
  castle that bears her name. Behind looms the citadel 
  itself, its white granite stones shimmering in the sun, a 
  bastion of safety and peace in the wild hills of the Abbor-
  Alz. 
  Horns ring out from the gatehouse to welcome 
  home a returning patrol. As they march in good order 
  beneath the gate arch, the warriors, caked in dust, raise a 
  lively song that belies the weariness of their steps. 
   
  At this point allow the PCs to react and introduce 
  themselves in character. They might wonder why they 
  have come to Castle Karistyne. If the PCs have played any 
  of the previous adventures in the Blight on Bright Sands 
  series (COR5-06 Blood on Bright Sands or COR5-09 
  Gateway to the Bright Sands), they may already be 
  acquainted with the castle and its mistress. In this case, 
  having found the PCs to be competent and skilled, the 
  Lady Karistyne has called upon the services once more—
  asking them to attend her in her stronghold, but 
  curiously without giving a reason why. 
   
  If only some or none of the PCs have played the 
  Blight on Bright Sands adventures, then they have heard, 
  in Hardby or Greyhawk City, that the Lady Karistyne is 
  looking for skilled war companies to undertake certain 
  tasks in the wilds of the Abbor-Alz. 
   
  Once the PCs have been introduced to each other 
  and their reasons for being in Castle Karistyne, proceed 
  to read aloud or paraphrase the following: 
   
  As the patrol files past, the voices echoing from the 
  walls, a young warrior in a tabard emblazoned with the 
  Sword and Bolts of the Lady Karistyne approaches and 
  clears his throat nervously. 
  “Sirs, the Lady would speak with you now … in the 
  Great Hall, if it please you.” 
   
  Allow the PCs to respond and, assuming they follow the 
  soldier into the great hall, read aloud or paraphrase the 
  following: 
   
  The Great Hall is easily one hundred feet long and forty 
  feet wide. Sunlight slants through three great stained-
  glass windows, casting patches of color across the 
  flagstones. In the centre of the opposite wall stands a 
  wide fireplace. Banners hang from the ceiling and the 
  walls are decked with trophies. Most imposing however, 
  is the collection of trophy heads mounted on the wall 
  behind the top table. Among the heads of manticores, 
  wyverns, hippogriffs and other more mundane animals, 
  three stand out: the heads of two blue dragons and one 
  red. 
  Karistyne is seated at the far end of the table, poring 
  over a map. She is dressed in white robes emblazoned 
  with her coat of arms—a golden sword surrounded by 
  an azure wave, flanked by two silver lightning bolts. Her 
  
  CORS5-02 The Mines of the Eye 
   
  Page 6 
  muddy blonde hair is tied back in a ponytail. Beside her 
  stands a hulking man in a leather jerkin, with black hair 
  and a close-cropped beard. He looks up and bids you 
  approach with a wave of his hand. 
  “Good sirs, thank you for your patience,” the lady 
  paladin says, fixing you with an unflinching gaze. 
  “Please be seated while I explain why I have summoned 
  you here so … enigmatically.” 
  As you take your seats, the door at the end of the hall 
  opens once more. Four people enter—two human, a 
  man and a woman and two half-elves, male and female. 
  From their hard looks and grim expressions, you can tell 
  that they are seasoned campaigners all. The man wears a 
  broadsword at his hip, the woman a longblade and 
  dagger. Both wear leather jerkins. The half-olves are 
  dressed in loose pantaloons and green tunics. The 
  female bears a broach of a foaming wave upon her breast. 
  “I should introduce you,” says Karistyne. “These are 
  your companions in this task. They are the Breakers, a 
  war company from Onnwal, sent here by Szek Jian 
  Destron himself. It seems the szek has had more cause to 
  hate the Traitor than many of late—but that is another 
  tale.” 
   
  If the PCs inquire about why the szek hates Rary tell 
  them it is rumored that Rary has kidnapped his daughter. 
   
   
  �Karistyne, female human Pal15—Heironeous, 
  Lady of Castle Karistyne. 
   
  Appearance: Karistyne is a soft-spoken woman in her 
  late thirties, of mixed blood, though with pronounced 
  Oeridian heritage. She is well built, with a tanned 
  complexion and blonde hair. When not expecting battle, 
  the lady of the Abbor-Alz favors white robes emblazoned 
  with her coat of arms—a golden sword surrounded by an 
  azure wave flanked by two silver lightning bolts. The 
  lightning bolts symbolize her devotion to Heironeous, 
  the Archpaladin. 
   
  Character: As a servant of Heironeous, Karistyne 
  views it as her sacred duty to drive evil from the Abbor-
  Alz and ensure the safety of the good folk of the hills. She 
  is renowned as a wyrmslayer and is rumored to have slain 
  a total of seven wyrms with the aid of her war company. 
   
  Though she does not raise her voice often, Karistyne 
  is intense and forceful, with seemingly inexhaustible 
  reserves of energy and willpower. She can sometimes 
  come across as quite arrogant in this assertion, and she 
  brooks no interference in achieving her goals. She detests 
  the Free City of Greyhawk, seeing the Oligarchy as weak 
  and corrupt. However, she has great respect for the 
  Mountaineer Militia of Greyhawk. 
   
  Karistyne is renowned for her tolerance and is a 
  friend to most good-aligned faiths. She believes herself to 
  be bound by ancient codes of hospitality. No one in need 
  is ever turned away from her castle gates, but if possible, 
  she tries to personally detect evil upon visiting guests 
  during an audience. Any bearing the taint of evil are 
  either sent away or detained at the lady’s pleasure. 
   
  �Aeron Marander: male human (Oeridian) Ftr13; 
  LG; Seneschal of Castle Karistyne. 
   
  Appearance: Aeron is in his early thirties, though the 
  lines that years of sun, travel and many hard battles have 
  left make him look older. Of Oeridian blood and 
  Nyrondese birth, he wears his black hair and beard short 
  cropped. Heavily built and standing nearly six and a half 
  feet tall, Aeron cuts an impressive figure, especially when 
  clad in his magical full plate armor. A devoted follower of 
  Heironeous, he wields a great axe. 
   
  Character: Aeron is one of Karistyne’s oldest and 
  most loyal followers. A supremely competent seneschal, 
  he is also an able battle leader, capable of inspiring loyalty 
  and devotion in his men. Aeron is a no-nonsense man, 
  direct to the point of rudeness, for which he does not 
  apologies. Despite his appearance as a bruiser, Aeron is 
  well educated. But while he appreciates learning, he 
  values practical knowledge rather than arcane lore. 
  Equally, he values practical thinkers, rather than scholars, 
  but prefers both to boors and fools. Better to think your 
  way out of trouble, rather than cut your way out—though 
  he is well able to do either. 
   
  Karistyne stands and paces as she speaks: 
  “Something is stirring in the Abbor-Alz. Many 
  disquieting rumors have reached us of late. Duergar—
  gray dwarves—have been seen oft in the hills south of 
  here. Their once-rare raids upon the Abor-Alz hillfolk 
  have become more frequent. Hundreds of the hillfolk 
  have been carried off as slaves into Underdark. The 
  hillmen speak in awed tones of battles beneath the 
  Oerth. The Hardby Pass, never safe, has become so 
  perilous that even the boldest traders will not risk travel 
  to Ul Bakak. 
  “Events such as these would not normally be worthy 
  of note in this wilderlands, if it were not for something 
  we discovered several years ago. Some of my people 
  found the bodies of a Baklunish man and a Tiger Nomad 
  woman on the banks of the Storm Run. The man, it 
  appears was a mage named He Chak—an apprentice to 
  no less a personage than the Archmage Rary, known 
  justly as the Traitor. From papers we found on his body, 
  he had been sent by his master to liaise with and spy 
  upon someone he named “Father Eye,” the ruler of a 
  duergar hold in the hills called the Mines of the Eye. 
  “Now, we know that the servants of the Traitor are 
  stirring to some unknown end in the Bright Lands. 
  Surely, given the connection between Rary and this 
  “Father Eye,” this sudden restlessness of the duergar is 
  more than mere happenstance. 
  “I want to know what is happening in the Mines of 
  the Eye, and I would like you to find out for me. Will 
  you help us?” 
   
  Allow the PCs to consider this and answer. If any of the 
  PCs waver or show doubt, Karistyne asks them to 
  consider what could happen to the surrounding realms if 
  the machinations of the Traitor are not foiled. She says 
  that if they consider themselves heroes, they cannot in 
  good conscience stand by and allow evil to flourish. If 
  any of the PCs still refuse, she looks hurt and 
  
  CORS5-02 The Mines of the Eye 
   
  Page 7 
  disappointed and tells them that they can leave if they so 
  wish. 
   
  Assuming that the PCs do accept the mission, 
  Karyistine introduces the bearded man as Aeron 
  Marander, her seneschal. Read aloud or paraphrase the 
  following: 
   
  Marander unfurls a map of the Abbor-Alz on the table 
  before you. 
  “As the lady has said, we need to know what is 
  happening in the Mines of the Eye; what the duergar are 
  doing, and why the Traitor is taking such an interest in 
  them. From what we know of the Mines, they are well 
  guarded, and gaining entry is unlikely to be an easy 
  task—especially the inner chambers of this Father Eye. 
  However, we’ve devised a plan of attack that we believe 
  should work. 
  “You will travel to the Mines overland and assail the 
  gates and outer defenses. Your task is to cause as much 
  disruption as possible, in order to draw the main force of 
  the duergar out to deal with you. This is just the 
  distraction that the Breakers need to discover what it is 
  we need to know. It’s best that you remain ignorant of 
  the exact details of each other’s goals, lest any of you be 
  captured and tortured. It is enough for you to know that 
  the success of this enterprise depends on you stirring up 
  the nest enough to draw the hornets out. Do you have 
  any questions?” 
   
  It’s likely that the PCs have questions at this point. The 
  answers to the most likely are shown below: 
   
  Q: What’s in it for us? 
   
  A: Marander: “If fighting the good fight is not 
  enough for you, then the dark dwur have plunder 
  aplenty to fill your pockets. 
   
  Q: How do we find the Mines? 
   
  A: Marander: “Each war company will have its own 
  guide, who will be able to lead you to where you need to 
  go. I will introduce them to you when we are finished 
  here.” 
   
  Q: What aid can you give us? 
   
  A: Marander: “Obviously we have some maps of the 
  hills. For the mines themselves, your guides are your 
  best bet. In addition, we have within the castle a number 
  of specialized artisans whose wares might interest you.” 
   
  (The PCs are able to purchase any item from Chapter 
  6 of the Players Handbook within the 200 gp limit for 
  Castle Karistyne.) 
   
  Q: How long do we have to perform this deed? 
   
  A: Marander: “The Mines are about 30 leagues south 
  of here. The other war company will be in position in 
  four days. You need to be ready to act by then. After that, 
  matters will take as long as they take, if the Archpaladin 
  wills it.” 
   
  Q: When do we leave? 
   
  A: Marander: “Dusk this evening, at the earliest. We 
  know that the Traitor has eyes everywhere, and that 
  some of them watch this place, so it’s better that you slip 
  out under the cover of night. Once you are away from 
  the castle, you can travel by day.” 
   
  Q: What exactly are the Breakers looking for? 
   
  A: Marander: “Anything that will tell us more about 
  what is going on: papers, overheard conversations—any 
  clues they can find. And, obviously, should you come 
  across anything of that nature, anything the Breakers 
  might have missed, we would be grateful if you brought 
  it to us.” 
   
  Q: How do we know what to look for in the Mines? 
   
  A: Marander: “Any information on the Mines is 
  useful, and information on Rary the Traitor and Father 
  Eye are especially useful.” 
   
  Q: What do you know of Father Eye? 
   
  A: Marander: “Nothing, except that he is not a 
  duergar. But he must wield great power to dominate the 
  dark dwur as he does.” 
   
  Neither Karistyne nor Marander offers coin. If the PCs 
  refuse to aid them otherwise, Aeron says they are free to 
  go and the adventure is over. 
   
  If the PCs have horses or other mounts, Aeron 
  advises the PCs to go on foot. Duergar scouts patrol the 
  Abbor-Alz, and it would be a colossal blunder for the plan 
  to be ruined because the duergar chanced upon the PCs’ 
  mounts and raised the alarm. The PCs could ride their 
  mounts only partway; walking the rest of the way, but 
  Aeron feels quite strongly that the risk of ruining the 
  plan far outweighs the convenience of taking mounts. 
  Flying mounts are even more problematic, as Curadhal 
  cannot ride any flying beast, and keeps his eyes tightly 
  shut if forced to ride one—making him useless as a 
  guide. 
   
  The Guide: Once the PCs have finished asking their 
  questions and purchased what equipment they need, 
  Aeron introduces them to their guide. Read aloud or 
  paraphrase the following: 
   
  Aeron Marander approaches with a short, wiry man, 
  whose bronze skin bespeaks obvious Flan descent. He 
  wears a rough spun tunic and kilt, and a pair of rough 
  sandals on his feet. He leans on a barbed spear and gazes 
  at you all with narrowed eyes. 
   
  “This is your guide, Curadhal. He’s a warrior of one 
  of the Flan tribes who dwell in the hills to the south of 
  here. His people have suffered more than most from the 
  attacks of the duergar, and he is eager to help our cause. 
  He knows the Abbor-Alz like the back of his hand and 
  has himself only recently escaped from the Mines of the 
  Eye. It says something about his courage that he is 
  willing to lead you back there.” 
   
  Curadhal nods and stretches out his hand towards 
  you. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 8 
   
  �Curadhal: male human (Flan) Bbn2; NG.  
   
  Appearance: Curadhal (pronounced Cur-a-thal) is a 
  short wiry man, with matted black hair and dark bronzed 
  skin. His face and arms are covered in ritual tattoos and 
  he wears a rough spun tunic and a kilt. He carries a small 
  round shield, a barbed spear and a small quiver of 
  javelins. 
   
  Character: Curadhal is a member of the Cnuchrua 
  (Cin-uck-rooa) tribe of Flan hillmen, whose ancestors 
  have inhabited the Abbor-Alz for thousands of years. The 
  Cnuchrua have suffered many raids from the duergar in 
  recent years. In one of the most recent, Curadhal and his 
  sister Curadha (Cur-atha) were captured and carried off 
  into the Mines of the Eye as slaves. While Curadhal 
  managed to escape, his sister remains a captive of the 
  dark dwur. Understandably, Curadahal hates the duergar 
  with a passion., and so has agreed to aid Karistyne’s 
  people, if it means striking back against the duergar. 
   
  Curadhal speaks Flan and enough Common to 
  communicate with the PCs. He is very impressed if any 
  of the PCs speak Flan and prefers speaking to them, in 
  his native tongue, to speaking to the others in Common. 
  A devout follower of Pelor, he is also well disposed 
  towards priests or paladins of the Sunfather. Curadhal is 
  initially quite reserved around the PCs, saying little while 
  he gauges their characters. He rarely speaks unless 
  directly spoken to, and even then keeps his answers brief. 
  He offers to set the camp and do the cooking. 
   
  After the first day, however, Curadhal opens up—
  asking the PCs about their homelands and their family. 
  He mentions his family and his sister. Once he has 
  gained the trust of the PCs, he asks the PC if they will 
  help him save Curadha. In general, he is respectful, if 
  unrefined. He has little compunction about eating with 
  his hands or starting the day by clearing his throat noisily 
  and spitting. However, if he thought he was causing 
  offense, he would be deeply embarrassed, though 
  somewhat confused as to what he had done wrong. 
   
  Stats for Curadhal at each APL [Not sure whey this is 
  highlighted; stats for him do appear in each appendix. 
  Delete this text] are provided in Appendix 1. 
   
  Once the PCs have been introduced to their guide 
  and are ready to begin their mission, proceed to 
  Encounter 1. 
   
  ENCOUNTER 1: 
  A BARBARIAN STANDOFF 
  Read aloud or paraphrase the following: 
   
  The sun sets orange and huge behind the rugged peaks 
  of the Abbor-Alz. As the last of the day’s light drains 
  away into the west, you slip out through a postern gate 
  on the eastern side of the castle. A narrow foot trail leads 
  you under the looming walls and across the plateau 
  upon which Castle Karistyne stands. The stars are 
  already burning bright above you by the time you reach 
  the plunging path that leads south into the hills. 
   
  Once the PCs have traveled about two leagues south from 
  the castle, Curadhal calls a halt and leads them to a small 
  sheltered side gully with a small spring, saying it is a 
  good place to make camp. The PCs can set watches and 
  take other precautions, but the night passes uneventfully. 
  Even so, having the sentries make Spot checks should 
  keep the PCs on edge. 
   
  The following morning, Curadhal—who like many 
  of his tribe worships “Pelor SunFather”—is up at dawn, 
  scrambling up a hill to greet the first rays of dawn. Once 
  the PCs are ready to move out, have them assign a 
  marching order. 
   
  The overland journey to the Mines is 90 miles over 
  rough hills. How long this takes to travel depends on the 
  PCs and their means of transport. No matter how they 
  travel, though, the first day and night are uneventful. But, 
  to keep up the pretense that they may really be in danger, 
  have the PCs make Spot checks from time to time. 
   
  Upon the morning of the second day, however, the 
  PCs’ luck changes: They encounter a band of Tureg 
  warriors from the stronghold of Ghazal. Of Sueloise 
  descent, the Tureg are mortal enemies of Curadhal’s 
  people (who are Flan). The band is camped in some caves 
  overlooking the PCs’ route, and easily spots them unless 
  the PCs are taking precautions to travel unseen. In this 
  case, roll an opposed Spot check for the Suel to detect the 
  PCs. Likewise, have the PCs roll an opposed Spot check 
  against the barbarians’ Hide check for them to notice the 
  Suel as they make their way down the hill to intercept 
  the PCs. 
   
  If the PCs do not spot the Suel, read aloud or 
  paraphrase the following: 
   
  As you make your way southward on the morning of the 
  second day, you suddenly notice movement on the 
  hillside above you. 
  A man dressed in leathers, his head covered in a 
  leather coif stands up and calls out in accented 
  Common: “Who sullies the lands of the Tareg with their 
  unclean footsteps?” 
   
   
  Most likely, though, the PCs notice the approach of 
  the Suel. In this case, read aloud or paraphrase the 
  following: 
   
  As you make your way southward on the morning of the 
  second day, you suddenly notice movement on the 
  hillside above you. A small band of humans is making 
  their way stealthily towards you through the brush. The 
  men are dressed in leather, their heads covered by 
  leather coifs. They are carrying bows with arrows 
  nocked, and wear swords at their sides. Their skin is 
  tanned and mottled with freckles, and sun-bleached 
  blonde hair pokes out from under the coifs. Each 
  warrior wears an ornate brass armband inlaid with semi 
  precious stones. 
   
  Allow the PCs to react and then read aloud or paraphrase 
  the following (with appropriate changes if the PCs have 
  already attacked the Suel): 
  
  CORS5-02 The Mines of the Eye 
   
  Page 9 
   
  As they notice you looking at them, the men halt and 
  one stands up and calls out in accented Common: “Who 
  sullies the lands of the Tareg with their unclean 
  footsteps?” 
   
  A DC 15 Knowledge (Local—Core) check reveals that 
  the Tareg are a tribe of Suel barbarians who dwell in the 
  stronghold of Ghazal, close to the Hardby Pass. PCs that 
  have played COR3-13 The Traitor’s Road may have 
  already encountered them and if so, recognizes them 
  automatically. The Tareg consider the Abbor-Alz their 
  sacred domain, and so regard the presence of outsiders as 
  a minor form of sacrilege. However, in practice, the 
  offense can easily be forgotten, if the trespassers pay a 
  tribute of gold or other items. 
   
  The leader of the band, Kerdav, explains this to the 
  PCs in accented Common. If the PCs ask what tribute 
  Kerdav wants, he simply points at Curadhal and say: “The 
  blood of our mortal enemy.” Though the PCs can attempt 
  to negotiate, Kerdav is not to be persuaded. If the PCs 
  hand Curadhal over to Kerdav and his men, then they 
  can proceed on to the Mines of the Eye unmolested. And 
  if they simply refuse to give up Curadhal, the Tareg 
  attacks the PCs. 
   
  APL 2 (EL 2) 
   
  �Warrior of Ghazal (3): human (Suel) male Bbn1: 
  hp 14; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Warrior of Ghazal (6): human (Suel) male Bbn1: 
  hp 14; see Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Warrior of Ghazal (6): human (Suel) male Bbn2: 
  hp 23; see Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Warrior of Ghazal (6): human (Suel) male Bbn3: 
  hp 32; see Appendix 1. 
   
  Tareg Tactics: The Tareg are spread out along the hillside 
  in a loose line, keeping at least 20 feet between them to 
  avoid getting caught by area of affect spells. The 
  sagebrush covering the hill counts as light undergrowth 
  (+2 to the DC of Tumble checks; –2 to Move Silently 
  checks) and provides concealment. 
   
  The slope itself is a steep slope (a further +2 to the 
  DC of Tumble checks). Characters moving up hill must 
  spend 2 squares of movement to enter each steep slope 
  square. Characters running or charging downhill must 
  make a DC 10 Balance check upon entering the first 
  steep slope square. (Mounted characters must make a DC 
  10 Ride checks instead.) Failure means that the character 
  stumbles and ends his movement 1d2 × 5 feet later. 
  Failure by 5 or more means the character falls prone in 
  the square and loses his movement for that round. 
   
  The Tareg opens fire on the PCs from the cover of 
  the hillside. Any Tareg who has a clear shot at Curadhal 
  (assuming he is still active) fires an arrow at him each 
  round, if they are not in a PC’s threatened squares. If 
  Curadhal is reduced to less than 0 hp assume that he 
  automatically stablises in the following round. They 
  attempt to hold the high ground, forcing the PCs to come 
  up the hill to them. As soon as a Suel enters melee 
  combat, he rages. 
   
  For his part, Curadhal charges up the slope towards 
  them, flinging javelins as he goes. He has as little love for 
  the Suel as they have for him. As they feel they are 
  defending their sacred territory, the Tareg fights to the 
  death rather than face the dishonor of retreat. 
   
  Treasure: If the PCs loot the bodies of the dead, each 
  PC can recover the following amounts, depending on 
  APL: 
   
  APL2: Loot: 30 gp; 
   
  APL4: Loot: 60 gp; 
   
  APL6: Loot: 60 gp; 
   
  APL8: Loot: 60 gp; 
   
  Development: Assuming the PCs win, they can proceed 
  onwards to the Mines and Encounter 2. So that the PCs 
  can find the mines, Curadhal must survive this combat. If 
  he receives enough damage to kill him, instead assume 
  that he is reduced to -8 hp. On the next round he 
  automatically stablises on -9 hp.  
   
  Troubleshooting: If the PCs use spells such as 
  teleport to get close to the Mines of the Eye, spring the 
  above encounter on them shortly after they arrive. 
   
  ENCOUNTER 2: 
  ENTRANCE TO THE MINES 
  Assuming the PCs make it to the entrance of the mines, 
  read aloud or paraphrase the following:  
   
  Following Curadhal’s lead, you wind your way 
  southwards deep into the Abbor-Alz. The sun is already 
  sinking westwards when Curadhal turns east, into a 
  long, winding canyon. You follow it for nearly an hour, 
  until Curadhal motions you to stop. 
  “Around this corner comes the valley’s end. There 
  lies the mouth of the Mines.” 
   
   
  If the PCs have stated they are looking for tracks, 
  allow PCs with the Track feat to make a DC 15 Survival 
  check. A successful result reveals that a patrol of a half-
  dozen Medium bipeds with booted feet passed this way a 
  day ago. There are also some older tracks superimposed 
  on each other. 
   
  If the PCs want to creep closer to get a look at the 
  entrance to the Mines themselves, then read aloud or 
  paraphrase the following: 
   
  Before you the canyon narrows and the walls meet in a 
  V. The walls rise steeply in bare, white granite cliffs. At 
  their bases, piles of scree and boulders litter the ground, 
  
  CORS5-02 The Mines of the Eye 
   
  Page 10 
  half overgrown by scrub-brush and half-dead desert 
  pines. 
  As the sun sinks lower in the west, the western wall 
  of the canyon is in a deep shadow that even now is 
  beginning to creep up the rugged eastern wall. At the 
  edge of the line of shadow and light, you can make out 
  an opening in the canyon wall—no more than maybe 
  five feet across. 
  “There,” Curadhal whispers. “That is one of the 
  mouths of the Mines.” 
   
  Lay of the Land (see DM’s Map 1): The canyon floor is 
  generally level, sloping slightly up to the sides. Where 
  the map shows boulders scattered over the ground, 
  consider this as light rubble (+2 to Balance and Tumble 
  check DCs). Where boulders completely fill the square, 
  consider it to be dense rubble (double movement costs; 
  +5 to Balance and Tumble check DCs; –2 to Move 
  Silently checks). Squares with bushes or trees in them are 
  considered to be light undergrowth (+2 to Tumble check 
  DCs; –2 to Move Silently checks). 
   
  Curadhal is able to tell the PCs that there are three 
  entrances into the Mines—two on the west side of the 
  canyon and one on the east side (the entrances marked 
  on Player’s Handout 1). When Cuaradhal escaped, there 
  were two duergar sentries guarding the entrance—but 
  what he doesn’t know is that there are also three 
  concealed entrances, used by the duergar to sally out and 
  ambush approaching enemies. 
   
  It’s possible that careful or observant PCs may spot 
  the concealed entrances. Detecting the entrances 
  requires a Spot check (DC 5 + 1 for every 10 feet of 
  distance between the PC and the entrance). If the PC is 
  specifically 
  looking 
  for 
  entrances, 
  apply 
  a 
  +2 
  circumstance bonus. (Don’t forget to apply modifiers for 
  poor light and darkness where appropriate. If a concealed 
  entrance is in shadow; apply a –2 circumstance modifier 
  to the check.) The east wall is in shade in the morning 
  and the west wall in the evening. Both walls are fully lit 
  for about 6 hours in the middle of the day (3 hours either 
  side of noon). If the PCs approach within 10 feet of a 
  concealed entrance, it is immediately obvious to them. 
   
  Inside the tunnels themselves, the first 30 feet are in 
  shadowy illumination. Everything beyond that is in 
  darkness. 
   
  Spotting the Sentries: The sentries occupy small 
  niches in the tunnel walls (as shown in the inset to DM’s 
  Map 1). The outermost sentry in each niche keeps watch, 
  standing just in the shadow of the entrance. The second 
  sentry stands further back inside the tunnel. 
   
  To notice a sentry, the PCs must make a successful 
  Spot check opposed by the duergar sentry’s Hide checks. 
  (Assume that the sentries take 10 on their Hide checks, 
  and because they’re so well concealed in the darkened 
  niches, they gain +5 circumstance bonuses to their 
  checks, bringing their check totals up to 17.) 
   
  Approaching the Entrance: If the PCs approach in 
  daylight, have each of them roll Hide checks, opposed by 
  the Spot checks of the sentries at Entrances A and C. 
  (The sentry at Entrance B doesn’t have a line of sight 
  down the canyon.) 
   
  If the PCs approach Entrance C in daylight, then 
  they also need to roll an opposed Hide check against the 
  sentry at Entrance B (once they are within his line of 
  sight). If they approach under cover of darkness, matters 
  are not much better, given the 120-foot range of the 
  duergars’ darkvision. Once the PCs come within 120 feet 
  of one or more of the sentries, the PCs need to start 
  making Hide checks. 
   
  If human PCs are approaching by night, they need to 
  have some way of seeing in the darkness—or they need 
  to be led by PCs that can see—or they suffer the 
  appropriate penalties (see the Dungeon Master’s Guide 
  page 302). Of course, light sources easily give the PCs’ 
  position away to the duergar. 
   
  A sentry who spots the PCs immediately alerts his 
  companion, who runs to the nearest guardpost (see DM’s 
  Map 1) and raises the alarm. If the PCs surprise the 
  sentry, his companion turns invisible and goes to raise 
  the alarm, while the sentry holds off the PCs. Once he 
  has raised the alarm, the sentry’s companion returns 
  cautiously to his position and aids his companion in 
  combat, if appropriate. 
   
  ALL APLS (EL 2) 
   
  �Duergar warrior: male duergar War1 (2): hp 10; 
  see Appendix 1 
   
   
  Tactics: Once the PCs approach to within 80 feet of 
  any sentry aware of their presense, sentries open fire with 
  their crossbows. The sentries in the other entrances 
  provide supporting fire, assuming they have line of sight. 
  However, the other sentries do not leave their positions, 
  even if one or more of their colleagues is engaged in 
  melee combat. They have strict orders to hang back and 
  snipe at intruders. 
   
  If engaged in melee combat, the sentry falls back 
  slightly and attempts to impede the PCs’ advance, all the 
  while shouting at the top of his voice. If a pair of sentries 
  has been surprised by the PCs, then the inner sentry 
  attempts to flee under the cover of invisibility to raise the 
  alarm, while his companion holds off the PCs. If the 
  second sentry has returned from alerting the guardposts 
  by the time the PCs attack, he supports his companion by 
  firing his crossbow at any PCs who aren’t engaged in 
  melee with another duergar. Duergar sentries fight to the 
  death. 
   
  The duergar do not voluntarily fight in the open 
  during daylight, so as to avoid the penalties brought on 
  by their light sensitivity. 
   
  Treasure: If the PCs loot the bodies of the dead, each 
  PC can recover the following amounts, depending on 
  APL: 
   
  APL 2: Loot: 36 gp; Magic: 2 × potion of cure light 
  wounds (2 × 4 gp); 
   
  APL4: Loot: 36 gp; Magic: 2 × potion of cure 
  moderate wounds (2 × 25 gp); 
  
  CORS5-02 The Mines of the Eye 
   
  Page 11 
   
  APL6: Loot: 260 gp; Magic: 2 × potion of cure 
  moderate wounds (2 × 25 gp), potion of bull’s strength (2 
  × 25 gp). 
   
  APL8: Loot: 260 gp; Magic: 2 × potion of cure 
  moderate wounds (2 × 25 gp), potion of bull’s strength (2 
  × 25 gp). 
   
  Development: Assuming the PCs defeat the sentries, they 
  can proceed deeper into the Mines. Proceed to Encounter 
  3. 
   
  If the PCs attempt to capture and question the 
  duergar, only magical compulsion can force the duergar 
  to talk. Even if charmed, they don’t divulge numbers of 
  guards or the location of the guardposts, though they 
  mention that these exist, as well as the bridge and chasm 
  leading into the Inner Mines (though this latter 
  information requires a successful opposed Charisma 
  check; see charm person in the Player’s Handbook). The 
  guard also mentions the names of the four guardpost 
  commanders (see below) and the fact that Turakal (“a 
  fierce warrior”) and Duneraz (“a craven not worthy to be 
  called a warrior”) hate each other, while Balavur is a 
  cunning and respected commander. If there is time, 
  allow the PCs roleplay out this interaction and apply 
  modifiers depending on the how well the PCs perform. 
   
  Troubleshooting: The PCs might try to bluff their 
  way into the Mines. This tactic is only partially effective, 
  though: The sentry’s companion runs off to alert the 
  nearest guardpost as soon as anyone approaches; the 
  guardpost simply doesn’t send reinforcements right 
  away. (The sentry’s companion does return as quickly as 
  possible, though.) 
   
  If the PCs take the form of duergar, the real duergar 
  see through their disguises immediately; the Mines are 
  not so vast that the duergar do not know every other 
  duergar in the Mines. 
   
  If the PCs pose as emissaries of Rary—and shout out 
  that they are such (as true emissaries of Rary know to do) 
  before the duergar open fire on them—make an opposed 
  Bluff check against the duergar sentry’s Sense Motive. If 
  the PCs succeed, the duergar sentries allow them to pass. 
   
  ENCOUNTER 3: 
  HIDE AND SEEK, 
  HIT AND RUN 
  Once the PCs have dealt with or circumvented the 
  sentries, they can enter the passages of the Outer Mines. 
  This encounter is designed to be very free-flowing, as the 
  duergar guards attempt to react to the tactics and mode of 
  attack of the PCs. 
   
  The Lay of the Land—The Outer Mines: The 
  tunnels in the Outer Mines are rough-hewn, with 
  irregular stone walls. Unless stated otherwise, they are 
  typically 5 feet wide and 8 feet tall, though they vary in 
  certain specific locations. The floor is of hewn stone, 
  covered in many places by sand and gravel that has been 
  carried from the outside or crumbled from the walls. As 
  such it requires a DC 12 Balance check to run or charge 
  across; failure means that the character can’t run or 
  charge in that round, but can still act. 
   
  As the duergar do not require natural light to see, the 
  tunnels are completely dark, unless stated otherwise. 
  Characters without darkvision, a light source, or some 
  other means to see in the dark suffer the appropriate 
  darkness penalties (see the Dungeon Master’s Guide 
  p302) 
   
  The Guardposts: The next line of defenses that the 
  PCs have to deal with is four concealed guardposts and 
  their garrisons of duergar warriors (see DM’s Map 2). 
   
  Each has a secret door (which pivots at one end and 
  opens outwards) and a set of concealed arrow loops. Well-
  hidden by cunning duergar stonecraft, these each require 
  a DC 30 Search check to detect when closed. The stone 
  doors and loop shutters can only be opened from the 
  inside. The arrow loops give the guards inside the 
  guardpost a field of fire out into the tunnel, while 
  providing them with improved cover (+8 AC; +4 Reflex 
  save bonus; +10 Hide bonus). 
   
  Each of the four guardpost commanders has his own 
  style of command and tactics. Depending on which 
  entrance the PCs take, they encounter different 
  challenges, 
  duergar-style—from 
  portcullis-trapped 
  killing grounds, to secret passages, dead end tunnels, and 
  hit and run tactics.  
   
  Tactics for each of the guardposts are provided 
  below, along with a description of the character of each of 
  the guardpost commanders. If the DM needs to 
  improvise, use the character of the commander of the 
  guardpost as a guide to their likely reactions. 
   
  Once the PCs have engaged and defeated three of 
  the four guardpost garrisons, the last remaining garrison 
  sends runners to the Inner Mines and retreats into its 
  guardpost, refusing to engage the PCs (except to defend 
  the guardpost or snipe at the PCs from the arrow loops if 
  they present themselves as targets). If the runner gets 
  through to the Inner Mines, he rouses the main duergar 
  force against the PCs—incidentally providing the 
  distraction that the PCs have been sent to create. (See 
  Encounter 7 below.) 
   
   
  �Stone secret door: DC 30 Search; thickness 1 ft.; 
  hardness 8; 60 hp; break DC 28. 
   
  Guardpost Layout (see DM’s Map 2 for locations, and 
  DM’s Map 3 for enlarged maps of the Guardposts): While 
  each of the guardposts is different and holds different 
  challenges, each has four rooms. All of the floors are 
  flagstone floors and all of the internal doors are strong 
  wooden doors. Guardposts C and D have well concealed 
  secret doors leading to secret passages (see below). 
   
   
  �Strong wooden door: thickness 2 in.; hardness 5; 
  20 hp; break DC 25. 
   
  �Stone secret door: DC 30 Search; thickness 1 ft.; 
  hardness 8; 60 hp; break DC 28. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 12 
  1: Watchpost: Two duergar sentries, who keep a careful 
  watch on the tunnel outside through concealed spyholes 
  and arrow loops, man this room at all times. PCs trying to 
  sneak past the guardpost have to make Hide and Move 
  Silently checks opposed by the guards’ Spot and Listen 
  checks. If the guards detect the PCs, they alert their 
  companions in the barracks. Further details of tactics and 
  the contents of this room are listed under each individual 
  guardpost. 
   
  2: Barracks: The remainder of the duergar, aside from the 
  captain (if he is present), are stationed here. There are 
  cots and tables strewn with various personal effects. 
  Exact details of the contents of this room are listed under 
  each individual guardpost. 
   
  3: Captain’s Quarters: At APLs 4-10, a veteran duergar 
  warrior, who has his quarters in this room, commands 
  each guardpost. The room is furnished with a 
  comfortable bed, desk, table and a chest containing 
  personal effects. Exact details of the contents of this room 
  are listed under each individual guardpost. 
   
  4: Armory: This room contains arms and armor for the 
  garrison. 
   
  The Killing Zone: Guardposts A, B, and C have a killing 
  zone formed by a pair of iron portcullises set 10 feet apart 
  and arranged so that when dropped, the victims are 
  trapped directly in the field of fire of the guardpost’s 
  arrow loops. Any PCs moving down the tunnel may make 
  a DC 20 Spot check (or a DC 15 Search check if they are 
  actively searching the area) to notice the presence of the 
  portcullises. 
   
  If the PCs spot the holes, read aloud or paraphrase 
  the following: 
   
  Something catches your eye on the floor in front of you. 
  There are a series of seven regular indentations set in a 
  line across the floor, each about 2 inches wide. Above 
  you, you can see that a groove has been hewn into the 
  roof of the tunnel, cunningly concealed from casual 
  notice by the rough contours of the stone. 
   
  The points of the portcullis are not visible. If the duergar 
  observe more than one PC entering the killing zone, the 
  duergar drop both portcullises. 
   
  If the PCs behave as though they’ve detected the 
  portcullis, Keralzûr orders his men to drop the portcullis 
  (so long as there’s even a single PC in the killing zone) 
  and attack. 
   
  If the PCs do not spot the holes, read aloud or 
  paraphrase the following: 
   
  Suddenly there is a grating of steel on stone, a whoosh of 
  air, and two enormous clangs as a pair of iron 
  portcullises slam down, throwing up sparks from the 
  granite and sealing a section of the tunnel. There is a 
  moment of total silence and then the twangs and the 
  buzz of crossbow bolts fills the air. 
   
   
  �Iron portcullis: thickness 2 in.; hardness 10; 60 hp; 
  Lift DC 25; break DC 28. 
   
  ENCOUNTER 3A: 
  GUARDPOST A 
  Keralzûr, a middle-aged warrior, commands the 
  easternmost guardpost (see DM’s Maps 1 and 2—
  Guardpost A). A brave, dependable, but conservative 
  captain, he prefers to play things by the book rather than 
  improvise. This means he is biased towards holding his 
  ground, rather than aggressively seeking out the PCs. 
   
  Battle Preparations: If the sentries have alerted the 
  guardposts, Keralzûr has readied his men for combat and 
  they are all standing by in the watchpost. In this case, 
  unless the PCs are moving under the cover of invisibility, 
  the guards automatically spot them. Even if the PCs are 
  invisible, have them make Move Silently checks opposed 
  by the guard’s Listen check. If the PCs are moving under 
  both invisibility and silence spells, the radius of the area 
  of effect catches the guards and alerts them to the fact 
  that enemies are moving past. 
   
  If the guardpost has not been alerted, then all of the 
  guards (except for the two sentries) are in the barracks, 
  and Keralzûr is in his quarters. The PCs may be able to 
  sneak past with successful Hide and Move Silently 
  checks opposed by the guard’s Spot and Listen checks. 
  Apply a –2 circumstance penalty to the guards’ checks 
  due to their lack of attention. In this case, it takes 4 
  rounds for the duergar to sally out to engage the PCs. 
   
  APL 2 (EL 4) 
   
  �Duergar warrior: male duergar War1 (6): hp 10; 
  see Appendix 1 
   
  APL 4 (EL 6) 
   
  �Duergar warrior: male duergar War1 (5): hp 10; 
  see Appendix 1 
   
  �Duergar adept: male duergar Adp 1: hp 9; see 
  Appendix 1. 
   
  �Keralzûr: male duergar Ftr4: hp 36; see Appendix 
  1. 
   
  APL 6 (EL 8) 
   
  �Duergar warrior (crossbowman): male duergar 
  Ftr1 (2): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (3): hp 12; see 
  Appendix 1. 
   
  �Duergar wizard: male duergar Wiz1: hp 7; see 
  Appendix 1. 
   
  �Keralzûr: male duergar Ftr5: hp 45; see Appendix 
  1. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 13 
  APL 8 (EL 10) 
   
  �Duergar warrior (Crossbowman): male duergar 
  Ftr1 (5): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (6): hp 12; see 
  Appendix 1. 
   
  �Duergar wizard: male duergar Wiz1: hp 7; see 
  Appendix 1. 
   
  �Keralzûr: male duergar Ftr7: hp 63; see Appendix 
  1. 
   
  Keralzûr’s Tactics: If the PCs become trapped in the 
  killing zone between the two portcullises, Keralzûr then 
  sends a small group of his men to attack PCs who haven’t 
  been trapped (looping around and using the concealed 
  entrance to attack the PCs from the rear), while the 
  remainder pepper the PCs with crossbow bolts through 
  the arrow loops. If the trap fails, he sallies out with his 
  men to engage the PCs in melee in front of the 
  guardpost, trying to give his troops in the arrow loops a 
  position to give supporting fire from the arrow loops. If 
  more than three quarters of his men are killed or 
  incapacitated, he orders a retreat back into the guardpost, 
  where he attempts to hold off the PCs. If the PCs break 
  in, he and his men fight to the death. 
   
  If the PCs enter by another entrance and there is 
  fighting elsewhere in the Outer Mines, Keralzur holds 
  his ground unless Balavûr summons him. In this case, he 
  leaves two guards to hold the guardpost and leads his 
  men to Balavûr, taking 5 rounds to reach guardpost B. 
   
  The duergar crossbowmen try to eliminate any 
  obvious enemy spellcasters, while the duergar wizard 
  attempts to incapacitate the trapped PCs with his spells. 
  They also target any PCs attempting to break or lift the 
  portcullises. 
   
  Provided they have the numbers, two duergar use 
  glaives or dwarven pikes to attack the trapped PCs. 
  Meanwhile, the remaining duergar move to engage the 
  rest of the PCs while under cover of invisibility. Duergar 
  engaging PCs not trapped in the killing zone enlarge 
  themselves to gain a 10-foot reach. They attempt to keep 
  the PCs in their threatened squares, never retreating by 
  more than a single square. 
   
  Keralzûr (and the wizard, where applicable) holds at 
  the door of the guardpost, the wizard providing spell 
  support (where applicable) and the captain directing his 
  men. If Keralzûr is killed, the surviving duergar scatter 
  and flee towards the Inner Mines, under the cover of 
  their invisibility, if they have not already used it. 
   
  If the PCs do not fall into the duergar trap, Keralzûr 
  has his men (and adept/wizard) open fire on them and 
  then lead a sally to engage the PCs. In this case, the 
  duergar immediately cast enlarge person and use their 
  10-foot reach to best effect against the PCs. 
   
  At APLs where the adept is present, if he has a 
  chance to cast before engaging the PCs (for example, if 
  the guardposts are alerted), he casts his bless to augment 
  his companions’ prowess. In the first round of combat 
  against the PC, he attempts to catch as many of them as 
  he can with a sleep spell, He then casts enlarge person 
  and use his reach to deliver touch of fatigue against a 
  heavily armored PC. 
   
  At APLs where the wizard is present, he casts mage 
  armor on himself first, followed by color spray against as 
  many of the PCs as possible. He uses his burning hands 
  either as close in defense against PCs that break through 
  to him or to catch PCs that are trapped in the killing 
  zone. Generally, he tries to remain behind the cover of 
  his companions and stay out of trouble, shooting his 
  wand of magic missiles at the PCs. 
   
  Treasure: If the PCs loot the bodies of the dead, each PC 
  can recover the following amounts, depending on APL: 
   
  APL2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL4: Loot: 174 gp; Magic: +1 breastplate (112 gp); 
  +1 dwur warpike (195 gp); 2 × potion of cure serious 
  wounds (2 × 62 gp); 6 × potion of cure moderate wounds 
  (6 × 25 gp); 
   
  APL6: Loot: 558 gp; Magic: +2 breastplate (362 gp); 
  +1 dwur warpike (195 gp); amulet of natural armor +1 
  (195 gp); 5 × potion of cure moderate wounds (5 × 25 gp); 
  2 × potion of cure serious wounds (2 × 62 gp); 5 × potion 
  of bull’s strength (5 × 25 gp); wand of magic missiles (62 
  gp). 
   
  APL8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 dwur warpike (695 gp); amulet of natural armor +1 
  (195 gp); 11 × potion of cure moderate wounds (11 × 25 
  gp); 2 × potion of cure serious wounds (2 × 62 gp); 11 × 
  potion of bull’s strength (11 × 25 gp); 11 × potion of 
  heroism (11 × 62 gp); wand of magic missiles (62 gp). 
   
  ENCOUNTER 3B: 
  GUARDPOST B 
  Balavûr, a cunning old captain with a scarred face and a 
  long silver beard, commands guardpost B (see DM’s Maps 
  2 and 3—Guardpost B). He is skilled and able 
  commander, respected by his men and trusted by the 
  duergar chieftain, Attus Darkgem. 
   
  Battle Preparations: If the sentries have alerted the 
  guardposts, Balavûr dispatches one of his men (or where 
  applicable the rogue) to keep watch on the Y-shaped 
  junction just south of the bridge leading to the Inner 
  Mines. Before the scout goes out, the priest applies 
  whatever long duration support spells he has. (He holds 
  his more powerful and short-term augmentations for the 
  main engagement with the PCs, either in front of the 
  guardpost or on the bridge.) The scout is under strict 
  orders not to engage the PCs, but to report to Balavûr if 
  they head down the passage leading to the bridge. 
   
  Balavûr’s plan is to wait until the PCs attempt to 
  cross the bridge into the Inner Mines and then attack 
  them in the rear. If the PCs begin to approach the bridge, 
  the scout slips back under cover of invisibility and 
  informs Balavûr. If detected, the rogue does his best to 
  
  CORS5-02 The Mines of the Eye 
   
  Page 14 
  escape from pursuing PCs. If the rogue successfully 
  reports back to Balavûr, the duergar commander 
  immediately leads all but two of his men to ambush the 
  PCs from behind when they cross the bridge (see 
  Encounter 5 below for details). 
   
  Balavûr’s Tactics: If the PCs become trapped in the 
  killing zone, Balavûr sends a small group of his men to 
  attack any PCs who haven’t been trapped, while the rest 
  of his troops peppers the PCs with crossbow bolts 
  through the arrow loops. The duergar crossbowmen 
  preferentially target any obvious enemy spellcasters, or 
  PCs attempting to break or lift the portcullises. Provided 
  they have the numbers, two duergar use glaives or 
  dwarven pikes to attack the trapped PCs, while the rest 
  move around behind to engage the rest of the PCs under 
  cover of invisibility. 
   
  Duergar engaging PCs not trapped in the killing 
  zone cast enlarge person to give themselves 10-foot reach. 
  They attempt to keep the PCs in their threatened squares, 
  never retreating by more than a single square. The priest 
  and Balavûr holds at the door of the guardpost, the priest 
  providing spell support and the captain directing his 
  men. If Balavûr is killed, the surviving duergar scatter, 
  fleeing towards the Inner Mines, under the cover of their 
  invisibility, if they have not already used it. 
   
  If the trap fails, he and his troops use enlarge person 
  upon themselves, then sally out to engage the PCs in 
  melee in front of the guardpost, trying to give his troops 
  in the arrow loops a position to give supporting fire from 
  the arrow loops. If more than half of his troops are killed 
  or incapacitated, he orders a retreat, sending two of them 
  back into the guardpost, while he and the rest of his 
  forces scatter through the tunnels, using invisibility to 
  hide and regroup. If the PCs do not find him, he attempts 
  to gather his surviving men to attack the PCs from 
  behind when they cross the bridge, summoning the 
  survivors of the other guardposts that rally to him if he 
  can. 
   
  See Encounter 5 for Balavur’s tactics if he is 
  attacking the PCs crossing the bridge. 
   
  APL 2 (EL 4) 
   
  �Duergar warrior: male duergar War1 (6): hp 10; 
  see Appendix 1 
   
  APL 4 (EL 6) 
   
  �Duergar warrior: male duergar War1 (6): hp 10; 
  see Appendix 1 
   
  �Balavûr: male duergar Ftr4: hp 36; see Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Duergar warrior (crossbowman): male duergar 
  Ftr1 (2): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (3): hp 12; see 
  Appendix 1. 
   
  �Duergar scout: male duergar Rog 1: hp 9; see 
  Appendix 1. 
   
  �Balavûr: male duergar Ftr5: hp 45; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Duergar warrior (Crossbowman): male duergar 
  Ftr1 (5): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (6): hp 12; see 
  Appendix 1. 
   
  �Duergar scout: male duergar Rog 1: hp 9; see 
  Appendix 1. 
   
  �Balavûr: male duergar Ftr7: hp 63; see Appendix 1. 
   
   
  Treasure: If the PCs loot the bodies of the dead, each 
  PC can recover the following amounts, depending on 
  APL: 
   
  APL2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL4: Loot: 148 gp; Magic: +1 breastplate (112 gp); 
  +1 greataxe (193 gp); amulet of natural armor +1 (195 gp); 
  2 × potion of cure serious wounds (2 × 62 gp); 6 × potion 
  of cure moderate wounds (6 × 25 gp); 
   
  APL6: Loot: 558 gp; Magic: +2 breastplate (362 gp); 
  +1 greataxe (193 gp); amulet of natural armor +1 (195 gp); 
  5 × potion of cure moderate wounds (5 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 5 × potion of 
  bull’s strength (5 × 25 gp); wand of magic missiles (62 gp). 
   
  APL8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 greataxe (693 gp); amulet of natural armor +1 (195 gp); 
  11 × potion of cure moderate wounds (11 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 11 × potion of 
  bull’s strength (11 × 25 gp); 11 × potion of heroism (11 × 
  62 gp); wand of magic missiles (62 gp). 
   
  ENCOUNTER 3C: 
  GUARDPOST C 
  Dûneraz, 
  an 
  ineffectual 
  and 
  unpopular 
  captain, 
  commands guardpost C (see DM’s Maps 1 and 2—
  Guardpost C). Until recently, he was second-in-command 
  to a far more able leader, who (as far as his men are 
  concerned) was killed in a raid by derro due to Dûneraz’s 
  negligence. Dûneraz is very indecisive and is unwilling to 
  make any important tactical decisions. 
   
  Dûneraz’s Tactics: Dûneraz is unwilling to do anything 
  more than try to catch the PCs in the portcullis trap. If 
  that fails, he keeps his men inside the guardpost, content 
  to fire at them from the arrow loops rather than sally out 
  to attack. 
   
  Dûneraz then sends a small group of his men to 
  attack PCs who haven’t been trapped while the 
  remainder peppers the PCs with crossbow bolts through 
  the arrow loops. If the trap fails, he refuses to sally out 
  and holds his men inside the guardpost, content to shoot 
  at any PCs that come into view of the arrow loops. If the 
  PCs attempt to break into the guardpost, then Dûneraz 
  
  CORS5-02 The Mines of the Eye 
   
  Page 15 
  flees, making for the bridge and the Inner Mines, leaving 
  his men to fend for themselves. 
   
  If the PCs have fallen into the killing zone, the 
  duergar crossbowmen preferentially target any obvious 
  enemy spellcasters, or PCs attempting to break or lift the 
  portcullises. Provided they have the numbers, two 
  duergar use glaives or dwarven pikes to attack the 
  trapped PCs, while the rest move around behind to 
  engage the rest of the PCs under cover of invisibility. 
   
  Duergar engaging PCs not trapped in the killing 
  zone cast enlarge person to give themselves 10-foot reach. 
  They attempt to keep the PCs in their threatened squares, 
  never retreating by more than a single square. Dûneraz 
  directs the attack from inside the guardpost. If the 
  captain is killed, his men, if anything, fight better, only 
  retreating back into the guardpost or deeper into the 
  mines if three-quarter of their number are killed or 
  incapacitated. 
   
  If the PCs are trapped in the killing zone at 
  guardpost C, Tûrakal leads all but two of his men in a 
  sally from guardpost D to attack the PCs from that 
  direction (see Guardpost D below). 
   
  APL 2 (EL 4) 
   
  �Duergar warrior: male duergar War1 (6): hp 10; 
  see Appendix 1 
   
  APL 4 (EL 6) 
   
  �Duergar warrior: male duergar War1 (6): hp 10; 
  see Appendix 1 
   
  �Dûneraz: male duergar Ftr4: hp 36; see Appendix 
  1. 
   
  APL 6 (EL 8) 
   
  �Duergar warrior (crossbowman): male duergar 
  Ftr1 (3): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (3): hp 12; see 
  Appendix 1. 
   
  �Dûneraz: male duergar Ftr5: hp 45; see Appendix 
  1. 
   
  APL 8 (EL 10) 
   
  �Duergar warrior (Crossbowman): male duergar 
  Ftr1 (6): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (6): hp 12; see 
  Appendix 1. 
   
  �Dûneraz: male duergar Ftr7: hp 63; see Appendix 
  1. 
   
   
  Treasure: If the PCs loot the bodies of the dead, each 
  PC can recover the following amounts, depending on 
  APL: 
   
  APL2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL4: Loot: 200 gp; Magic: +1 breastplate (112 gp); 
  +1 heavy pick (192 gp); 2 × potion of cure serious wounds 
  (2 × 62 gp); 6 × potion of cure moderate wounds (6 × 25 
  gp). 
   
  APL6: Loot: 559 gp; Magic: +2 breastplate (362 gp); 
  +1 heavy pick (192 gp); amulet of natural armor +1 (195 
  gp); 5 × potion of cure moderate wounds (5 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 5 × potion of 
  bull’s strength (5 × 25 gp); wand of magic missiles (62 gp). 
   
  APL8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 heavy pick (692 gp); amulet of natural armor +1 (195 
  gp); 11 × potion of cure moderate wounds (11 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 11 × potion of 
  bull’s strength (11 × 25 gp); 11 × potion of heroism (11 × 
  62 gp); wand of magic missiles (62 gp). 
   
  ENCOUNTER 3D: 
  GUARDPOST D 
  Tûrakal, the captain of guardpost D (see DM’s Maps 1 and 
  2—Guardpost D), is the youngest of the four guardpost 
  commanders, and also the most aggressive. He is eager to 
  lead his men from the front, seeking out invaders, 
  softening them up with hit and run tactics and luring 
  them into a favorable position to engage them in melee. 
   
  Tûrakal’s Tactics: Guardpost D has no portcullis killing 
  zone, so Tûrakal sees little reason to hold his position if 
  there is fighting going on elsewhere in the Mines. If the 
  sentries have alerted the guardposts, then Tûrakal has 
  readied his men for combat and they are all standing by 
  in the watchpost. 
   
  If Tûrakal’s men detect the PCs, they open fire with 
  their crossbows though the arrow loops. Tûrakal then 
  leads the rest of his troops to attack the PCs, retreating 
  only if three quarters of his men are killed or 
  incapacitated. He falls back into the guardpost if he can; 
  otherwise, he scatters his men. 
   
  If the PCs are caught in the killing zone of guardpost 
  C, Tûrakal leads all but two of his men out to engage the 
  PCs in melee. If the guardposts have been alerted, 
  Tûrakal’s men arrive at the killing zone in four rounds. If 
  the guardposts have not been alerted, then they take 
  eight rounds to arrive. Tûrakal directs his wizard to cast 
  his most devastating spell into the PCs’s ranks, before he 
  and his warriors enlarge themselves and charge into 
  melee. 
   
  If the duergar get the jump on the PCs within view 
  of 
  the 
  arrow 
  loops, 
  the 
  duergar 
  crossbowmen 
  preferentially target any obvious enemy spellcasters. 
  Meanwhile, the rest of the duergar boil out through the 
  door to engage the PCs in melee, enlarging to give 
  themselves 10-foot reach. They attempt to keep the PCs 
  in their threatened squares, never retreating by more 
  than a single square. 
   
  At APLs where the adept is present, if he has a 
  chance to cast before engaging the PCs (for example, if 
  the guardposts are alerted), he casts bless to augment his 
  companions’ prowess. In the first round of combat 
  against the PC, he attempts to catch as many of them as 
  he can with a sleep spell, He then casts enlarge person 
  
  CORS5-02 The Mines of the Eye 
   
  Page 16 
  and uses his reach to deliver touch of fatigue against a 
  heavily armored PC. 
   
  If the priest is present, he uses his spells to bolster 
  his men before they go into battle, if he can. He casts 
  shield of faith on Tûrakal and deploys his magic stones 
  from behind the cover of the rest of his companions. He 
  uses his silence to suppress PC spell casters if he can, 
  flinging a silenced stone into their midst. He saves his 
  cure light wounds for either Tûrakal or himself. 
   
  Tûrakal leads from the front and if he is killed 
  suriving duergar scatter and flee towards the Inner 
  Mines, under the cover of their invisibility, if they have 
  not already used it. 
   
  APL 2 (EL 4) 
   
  �Duergar warrior: male duergar War1 (6): hp 10; 
  see Appendix 1 
   
  APL 4 (EL 6) 
   
  �Duergar warrior: male duergar War1 (5): hp 10; 
  see Appendix 1 
   
  �Duergar adept: male duergar Adp 1: hp 9; see 
  Appendix 1. 
   
  �Tûrakal: male duergar Ftr4: hp 36; see Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Duergar warrior (crossbowman): male duergar 
  Ftr1 (2): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (3): hp 12; see 
  Appendix 1. 
   
  �Duergar priest: male duergar Clr1—Laduguer: hp 
  11; see Appendix 1. 
   
  �Tûrakal: male duergar Ftr5: hp 45; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Duergar warrior (Crossbowman): male duergar 
  Ftr1 (5): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (6): hp 12; see 
  Appendix 1. 
   
  �Duergar priest: male duergar Clr1—Laduguer: hp 
  11; see Appendix 1. 
   
  �Tûrakal: male duergar Ftr7: hp 63; see Appendix 1. 
   
   
  Treasure: If the PCs strip the bodies of the dead of 
  their arms and armor, each PC can recover the following 
  amounts, depending on APL: 
   
  APL2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL4: Loot: 200 gp; Magic: +1 breastplate (112 gp); 
  +1 large warhammer (192 gp); amulet of natural armor +1 
  (195 gp); 2 × potion of cure serious wounds (2 × 62 gp); 6 
  × potion of cure moderate wounds (6 × 25 gp). 
   
  APL6: Loot: 559 gp; Magic: +2 breastplate (362 gp); 
  +1 large warhammer (192 gp); amulet of natural armor +1 
  (195 gp); 5 × potion of cure moderate wounds (5 × 25 gp); 
  2 × potion of cure serious wounds (2 × 62 gp); 5 × potion 
  of bull’s strength (5 × 25 gp); wand of magic missiles (62 
  gp). 
   
  APL8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 large warhammer (692 gp); amulet of natural armor +1 
  (195 gp); 11 × potion of cure moderate wounds (11 × 25 
  gp); 2 × potion of cure serious wounds (2 × 62 gp); 11 × 
  potion of bull’s strength (11 × 25 gp); 11 × potion of 
  heroism (11 × 62 gp); wand of magic missiles (62 gp). 
   
  ENCOUNTER 4: 
  THE OUTER MINES 
  Even after passing the duergar guardposts, the PCs still 
  need to find their way to the Bridge of the Eye, through a 
  maze of narrow passages. (See DM’s Map 1). 
   
  Some of the corridors in the mines are warded by a 
  variety of magical traps designed to confuse attackers and 
  to alert the duergar beyond. These traps are noted on the 
  map by a “4.” Once the PCs have set off one of these traps 
  they will not encounter any others. 
   
  The traps are designed so they only go off when a 
  good-aligned individual passes by. Close-by duergar who 
  succeed at a DC 5 Listen check may also hear the sound 
  caused by this trap. If they do hear it they will of course 
  be alerted to the presence of interlopers. 
   
  ALL APLS (EL 2) 
   
  �Sound Burst Trap: CR 2; magic device; proximity 
  trigger (detect good); no reset; spell effect (sound burst, 
  3rd-level cleric, 1d8 sonic plus stun, DC 13 Fort save to 
  negate stun); Search DC 27; Disable Device DC 27.  
   
  ENCOUNTER 5: 
  THE BRIDGE OF THE EYE 
  The Outer Mines are separated from the Inner Mines by 
  a large chasm some 20 feet across flanked on either side 
  by 10-foot ledges, and bridged by a single 5 foot wide 
  span of stone. The ceiling of the cavern rears 50 feet 
  above the bridge. The far side of the chasm is fortified 
  with a 5-foot high wall, pierced by arrow loops. The wall 
  and arrow loops give improved cover (+8 AC; +4 Reflex 
  save bonus; +10 Hide bonus) to those behind them. A set 
  of stairs leads up from the far end of the bridge into the 
  Inner Mines. The bridge and the floor on the far side of 
  the chasm are smooth stone floors. At all times the far 
  side is guarded by a group of duergar warriors armed with 
  crossbows, which at higher APLs are supported by a 
  duergar wizard. (See DM’s Map 3.) 
   
  Once the PCs get within sight of the bridge, read 
  aloud or paraphrase the following: 
   
  Ahead of you, the passages widens out into a large 
  cavern. The cavern floor is rent asunder by a chasm, its 
  sheer walls falling away into the stygian darkness. A 
  single slender arch of stone spans the gulf. On the far 
  side you can see that a low, crenellated wall as been built 
  
  CORS5-02 The Mines of the Eye 
   
  Page 17 
  along the edge of the precipice. Nothing moves. An 
  oppressive silence fills the vast space. 
   
  Though the PCs may not wish to attack the bridge, if 
  their guide, Curadhal, is still alive, suspects that his sister 
  is still being held, along with the rest of the slaves, in a 
  chamber close to the far side of the bridge. Once the PCs 
  have defeated three of the four guardpost garrisons or 
  reach the bridge (whichever happens first), read aloud or 
  paraphrase the following: 
   
  Curadhal turns to you, an anguished look upon his face. 
  “My friends. I have led you this far. Guided you. 
  Helped you. Will you help me now? My sister, she is a 
  slave of these shortlings. I know she is not far from me. 
  They hold her in a cave close by—across the bridge. I 
  cannot come so close and then turn back without trying 
  to reach her. Will you help me?” 
   
  Curadhal pleads with each of the PCs in turn. If none of 
  the PCs wish to help him, he gives them all a reproachful 
  look and departs alone to try to free his sister in what 
  amounts to a suicide mission. 
   
  If the PCs refuse to help, Curadhal’s rescue attempt 
  is doomed to failure. Read aloud or paraphrase the 
  following (adjust this for where the PCs are at the time): 
   
  His eyes fixed on the far side of the bridge, Curadhal 
  slowly slides his scimitar from its scabbard. The oiled 
  blade glints in the flickering torchlight. 
  Then without a whisper of sound, he leaps to his feet 
  and charges towards the bridge. Just as he reaches the 
  centre of the span, there is a metallic twang and a 
  buzzing, like a steel wasp. Two crossbow quarrels slam 
  into Curadhal’s chest, flinging him backwards. With an 
  anguished cry, he topples into the darkness and is gone. 
  Laughter, cruel and scornful, echoes through the cavern. 
   
  The Bridge 
  If a runner from the guardposts has not alerted the 
  duergar guards, then there are only two guards actually 
  on watch, while the rest are taking their ease behind the 
  wall. PCs trying to cross the bridge must make successful 
  Hide and Move Silently checks opposed by the guard’s 
  Spot and Listen checks. Once alerted, the guards take one 
  round to ready themselves and load their crossbows. 
   
  If a runner from the outer gatehouses has alerted the 
  guards, all of the duergar are standing ready at their posts, 
  ready to open fire on the PCs as soon as they are ordered 
  to do so. (See Bridge Tactics, below.) In either case, once 
  the PCs come into view, one of the duergar sounds a horn 
  to summon the duergar of the Inner Mines. 
   
  Jumping: Alternatively, some PCs may try and jump 
  the chasm, which is 20 ft. across. At APL 2 PCs require a 
  DC 20 Jump check to successfully reach the other side. 
  At higher APLs however the sides of the chasm are 
  crumbling and unstable. Therefore the Jump DC 
  increases by 2 for every APL because PCs have to start 
  their jumps from further back. Thus, 
   
  APL 2: DC 20 Jump check. 
   
  APL 4: DC 22 Jump check. 
   
  APL 6: DC 24 Jump check. 
   
  APL 8: DC 26 Jump check. 
   
  PCs almost succeeding at this check can still make a DC 
  15 Reflex save to grab the side of the chasm. 
   
  APL 2 (EL 2) 
   
  �Duergar warrior: male duergar War1 (3): hp 10; 
  see Appendix 1 
   
  APL 4 (EL 4) 
   
  �Duergar warrior: male duergar War1 (5): hp 10; 
  see Appendix 1 
   
  �Duergar adept: male duergar Adp 1: hp 9; see 
  Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Duergar warrior (crossbowmen): male duergar 
  Ftr1 (4): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (1): hp 12; see 
  Appendix 1. 
   
  �Duergar wizard: male duergar Wiz1: hp 7; see 
  Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Duergar warrior (crossbowmen): male duergar 
  Ftr1 (6): hp 12; see Appendix 1. 
   
  �Duergar warrior: male duergar Ftr1 (2): hp 12; see 
  Appendix 1. 
   
  �Duergar wizard: male duergar Wiz1: hp 7; see 
  Appendix 1. 
   
  Duergar Tactics: The duergar guarding the far side of the 
  bridge attempt to shoot the PCs as they are coming across 
  the bridge. The dark dwarves try to alternate their fire, 
  with half of their number firing one round and the other 
  half firing the next. Where there are odd numbers of 
  duergar, the larger fraction of the duergar fire in the first 
  round. 
   
  Once they are aware of the PCs’ approach, one of the 
  duergar uses his invisibility, followed by his enlarge 
  person ability. He then stands ready with a glaive or a 
  dwur warpike at the far end of the bridge to receive the 
  charge, or to engage any PC in melee that attempts to 
  rush across the bridge. Once this dwarf engages, another 
  casts enlarge person behind him to give support, moving 
  back one square at a time to swap positions if the lead 
  duergar is badly injured. The combined reach of the 
  enlarged dwarf and the glaive or warpike is 20 feet, and 
  he uses this to his advantage. The dwur attempts to trip 
  any PC on the bridge. [Deleted Trip stuff and subsequent 
  fall. Delete this text] 
   
   
  If applicable, the adept (or wizard) tries to cast 
  from cover through the arrow loops, or by popping up 
  from behind cover. At APLs where the adept is present, if 
  he has a chance to cast before engaging the PCs (for 
  
  CORS5-02 The Mines of the Eye 
   
  Page 18 
  example, if the guardposts are alerted), he casts his bless 
  to augment his companions’ prowess. In the first round 
  of combat against the PC, he attempts to catch as many of 
  them as he can with a sleep spell, He then casts enlarge 
  person and uses his reach to deliver touch of fatigue 
  against a heavily armored PC. 
   
  At APLs where the wizard is present, he attempts to 
  catch the PCs in the middle of the bridge with color 
  spray. He then uses the cover of the arrow loops to fire 
  his wand of magic missiles at PCs on the bridge, sniping 
  from the far side or threatening to break through on the 
  near side of the bridge, wherever the greatest threat 
  seems to lie. If possible, he fires on spellcasters in an 
  attempt to disrupt their casting. 
   
  If things are going badly, the adept (or wizard) uses 
  his scroll of silent image to conjure the image of a 
  beholder floating down the stairs towards the bridge, in 
  the hope that it panics the PCs. 
   
  The duergar guards fight to the bitter end, dropping 
  their crossbows and using enlarge person to engage the 
  PCs in melee to prevent them from crossing the bridge. 
  Enlarged duergar will not venture onto the bridge; they 
  know that it is too narrow for them to effectively fight on 
  while enlarged. 
   
  Balavûr’s Tactics: If the PCs have not killed Balavûr (from 
  guardpost B), he takes as many of his men as he can 
  muster (minus two to hold the guardpost) and attempts 
  to sneak up on the PCs from behind to attack them as 
  they cross the bridge—hoping to catch the PCs in the 
  open between two groups of duergar. 
   
  If Balavûr’s rogue is still alive, the duergar 
  commander sends him forward to scout and shadow the 
  PCs. The PCs need a successful Spot or Listen check 
  (opposed by the scout’s Hide or Move Silently check) to 
  notice the scout lurking near the Y-junction just south of 
  the bridge. Once he has seen the PCs heading for the 
  bridge, the rogue attempts to slip quietly away to report 
  to Balavûr, taking 3-5 rounds to return to the guardpost 
  (depending on where he is positioned). 
   
  Balavûr then musters his men and leads them as 
  quietly as he can to attack the PCs from the rear. Moving 
  slowly, it takes the duergar 7 further rounds to reach the 
  bridge. However, once the PCs engage in battle at the 
  bridge, both the scout and Balavur’s men move at full 
  speed—reaching the bridge in 3 rounds. In this case, 
  when the duergar are 1 round away from the bridge, give 
  the PCs a DC 5 Listen check to notice the clamor of 
  armor coming up behind them (see below for tactics). 
   
  If possible, Balavûr wants his men to approach under 
  cover of invisibility—so that even if they are moving at 
  full speed, the PCs are not able to draw a bead on them. 
  One round away from the bridge, he and his men cast 
  enlarge person and then attempt to bull rush any PCs at 
  the south side of the bridge into the chasm. If after 
  becoming enlarged these duergar are attacked in the 
  tunnel they will make full use of their increased reach. 
  Additionally duergar behind the lead warrior will shoot 
  at any PC blocking access to the ledge. Balavûr’s men 
  engage any PCs they can in melee, while any spare 
  warriors spread out along the ledge to snipe at PCs on the 
  bridge. If Balavûr is killed, and over half of his men have 
  already been slain the remainder will flee; survivors 
  retreating back to their guardpost. 
   
  Bull Rushed: PCs who are bull rushed in this encounter 
  will likely fall into the chasm. Such individuals will not 
  necessarily plummet to their deaths. Bull rushed 
  individuals may, if they drop everything they are holding 
  in their hands, make a DC 15 Reflex save to grab the edge 
  of the chasm as they are pushed over. (Such unfortunates 
  must make a DC 15 Climb check to pull themselves back 
  onto the ledge).  Individuals failing the Reflex save fall 
  over the edge of the chasm. Each individual will fall a 
  certain distance before coming to rest on a small 10 ft. by 
  10 ft. ledge in the side of the chasm.  
   
  Climbing up from these ledges requires a number of 
  DC 15 Climb checks determined by the PC’s base 
  movement and distance fallen. 
   
  PCs fall the following distanced based on their APL: 
   
  APL 2: 20 ft. drop (2d6 falling damage). 
   
  APL 4: 40 ft. fall (4d6 falling damage). 
   
  APL 6: 60 ft. fall (6d6 falling damage). 
   
  APL 8: 80 ft. fall (8d6 falling damage). 
   
   
  Treasure: Remember that the PCs need to take 10 
  minutes per 5 enemies to loot the bodies. However, the 
  main duergar force arrives at the bridge in about 5 
  minutes. 
   
  APL2: Loot: 60 gp; Magic: 3 × potion of cure light 
  wounds (3 × 4 gp); 
   
  APL4: Loot: 100 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); potion of cure light 
  wounds (4 gp); scroll of silent image (2 gp). 
   
  APL6: Loot: 528 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); 4 × potion of cat’s grace (4 × 
  25 gp); potion of bull’s strength (25 gp); wand of magic 
  missiles (62 gp); scroll of silent image (2 gp). 
   
  APL8: Loot: 834 gp; Magic: 8 × potion of cure 
  moderate wounds (8 × 25 gp); 6 × potion of cat’s grace (6 × 
  25 gp); 2 × potion of bull’s strength (2 × 25 gp); wand of 
  magic missiles (62 gp); scroll of silent image (2 gp). 
   
  Development: When the duergar at the bridge sounded 
  their horn, the inner garrison immediately mustered to 
  defend the bridge. The vanguard of the main force takes 
  50 rounds (5 minutes) from the end of the combat on the 
  bridge to reach the stairs at the north end of the bridge. If 
  the PCs wish to rescue Curadhal’s sister, they have to be 
  quick. 
   
  ENCOUNTER 6: THE 
  MUSTERING CHAMBER 
  If the PCs are intent on rescuing Curadhal’s sister and the 
  other slaves, they can find them in the large chamber that 
  lies to the west of the bridge and chasm. This chamber is 
  being used by the duergar to muster the materials they 
  need for their expedition to Azak-Zil. As luck would have 
  it, just as the PCs are making their raid, Rary’s apprentice 
  
  CORS5-02 The Mines of the Eye 
   
  Page 19 
  Turav is here overseeing the preparations. (See DM’s Map 
  4.) 
   
  Remember that after the fight at the bridge, the 
  main duergar force is approaching. Keep a track of how 
  long the PCs take—though allow a small bit of leeway if 
  they choose to parley with Turav (see below). However, if 
  the PCs dither and waste time, they risk being trapped on 
  the wrong side of the bridge. 
   
  Should the PCs climb the stairs at the northern side 
  of the bridge, they quickly come to a T-junction with a 
  much larger passage. Read aloud or paraphrase the 
  following: 
   
  You come to a junction with a large passage, about 10 
  feet across and 8 feet high. To the right it runs off into 
  darkness. To the left, you can make out the flicker of 
  torches—bright now after the oppressive darkness of 
  the tunnels. 
   
  If Curadhal is still alive, add the following: 
   
  “There,” Curadal says, pointing towards the flickering 
  light. “That is where they are holding my sister.” 
   
  At this point the PCs may detect the distant sounds of 
  clamor and commotion from the right-hand passage (DC 
  –10, +1 per 10 feet of distance). This way leads to the 
  Inner Mines, where Attus Darkgem is gathering his 
  warriors. As the PCs listen, they can dimly make out the 
  din of metal on metal—like weapons being beaten 
  against shields. If the PCs wait here for any length of 
  time, tell them the sound is slowly getting louder. 
   
  Alerted by the sound of the horn from the bridge, 
  Turav and his bodyguard are now prepared for an attack. 
  As shown in DMs Map 4, they have drawn up the slaves 
  in front of them—to act as a shield from behind which 
  he can cast his spells. The slaves, numbering about a 
  dozen (12), are shackled by masterwork manacles and 
  linked in groups of 6 by 2 long steel chains, which are 
  linked to the ground at either end by steel rings set into 
  the stone floor. The slaves are in no condition to rise up 
  against the duergar and play no active part in any fight. 
   
   
  �Masterwork manacles: hardness 10; hp 10; Escape 
  Artist DC 35; Break DC 28 
   
  �Steel chains: hardness 10; hp 5; Break DC 26 
   
  The duergar warriors have cast their enlarge person and 
  invisibility and arrayed themselves directly behind the 
  slaves, who provide them with cover. Two of the duergar 
  protect the wizard and stick by him at all times. The rest 
  move as their tactics require (see below). One of the 
  duergar warriors has a pot of alchemist’s fire ready to 
  throw into the midst of the chain slaves. Turav plans to 
  use the slaves both as a shield and as a bargaining chip. 
   
  Once the PCs enter the chamber, read aloud or 
  paraphrase the following (adjust the text to account for 
  the varying numbers of duergar): 
   
  You enter a large chamber, 20 feet high, irregular in 
  shape, and lit by a series of torches set into sconces 
  around the walls. Gear, provisions and equipment are 
  neatly piled around the walls of the cavern. This is not 
  the main focus of interest in the room, however. 
  Towards the far wall stand a mixed group of ragged 
  humans, noniz and pale albino dwur. All wear rags and 
  all are chained together and to the floor by bright steel 
  links. Behind them stands a human man in leather 
  armor, his leathern coif cast back from his white blonde 
  hair. 
   
  This man raises his open hand towards you and says 
  in accented Common, “Parlay! Please no rash actions or 
  sudden moves, unless you want these thralls to perish. 
  Let us speak rather than kill.” 
   
  This man is Turav. Allow the PCs to react to his offer of 
  parlay. If they attack, go to Kill, below. Otherwise, go to 
  Talk. 
   
  Talk 
  If the PCs choose to honor Turav’s parlay, then read aloud 
  or paraphrase the following: 
   
  “Good,” the blonde man says, with a wry smile as he 
  wipes sweat from his brow. “It’s good to deal with 
  sensible men for once. You wouldn’t believe how many 
  gormless freeswords smite first and ask questions later. 
  Very common and very dull. 
  “It’s lucky that you are so uncommonly interesting 
  though—because you see, if you had attacked me, you’d 
  have sealed the fate of these thralls, who, I deem it 
  likely, you came here to save. Terrible waste of time on 
  all sides if that’d happened, don’t you agree? 
  “But is that the only reason you came I wonder? 
  Perhaps we can bargain. The lives of these thralls for 
  some information. A fair price, I think you will agree, 
  no?” 
   
  If the PCs continue to parlay, Turav is prepared to answer 
  some of their questions. 
   
  Q: Who are you? 
  A: “Well, that’s what I want to know: who you are. Why 
  are you here and who do you serve? Tell me that 
  truthfully and I give you my oath I shall release these 
  thralls to you and allow you and they to leave these 
  mines unharmed—by me and my guards here at least. 
  That sound from behind you, by the way, is the noise 
  that 300 angry duergar make as they march to defend 
  their home from invaders. So, I’d be quick about my 
  answers, were I you.” 
   
  Q: What do you want? 
  A: “You’re not getting this are you? You give me 
  information and I give you the thralls—not the other 
  way around. You are wasting what little time you have.” 
   
  Q: How do we know can we trust you? 
  
  CORS5-02 The Mines of the Eye 
   
  Page 20 
  A: “You don’t, but for what my word is worth to you, I 
  swear that if you tell me what I want to know, I will turn 
  these slaves free and let you leave these Mines with 
  them. Of course, when Attus and his 300 arrive 
  shortly—I doubt he’ll make you such a good offer.” 
   
  If the PCs truthfully tell Turav what he wants to know 
  (that they were sent by Lady Karistyne to act as a 
  diversionary force to allow another band of adventurers 
  to slip into the Inner Mines to discover what the duergar 
  were up to and what their connection was to Rary the 
  Traitor), then Turav, true to his word, orders the duergar 
  to release the slaves. Provided the PCs make no attempt 
  to harm him, he allows them to leave, though not 
  without a parting message: 
   
  “The gods speed you back to the Lady Karistyne,” the 
  blonde man says. “Give her the kind regards of the 
  Emperor of the Bright Lands. Tell her the eye of the 
  Rider is upon her. Tell her not to meddle in affairs that 
  are beyond her comprehension, for evil comes only 
  from ignorance and just as she is as innocent as a new-
  born child, so is she as unknowing. Tell her this: Step 
  carefully. 
  “Now run—run quickly, for death awaits any who 
  fall under the blades of the duergar.” 
   
  If the PCs lie or try to leave out parts of the story, have 
  them roll an opposed Bluff check against Turav’s Sense 
  Motive. He asks each of the PCs, in turn, if their story is 
  true (giving him separate Sense Motive checks against 
  each of them). 
   
  If Turav has any doubt about the PCs’ story or he 
  hasn’t learned all that he wants to know, he won’t release 
  the slaves. If Turav believes their story, then he releases 
  the slaves and lets the PCs depart as promised, with the 
  following flourish. 
   
  “Thank you. That wasn’t hard now, was it? Take your 
  thralls and go, with the blessings of the Emperor of the 
  Bright Lands. Now run—run quickly, for death awaits 
  any who fall under the blades of the duergar.” 
   
  True to his word, neither Turav nor his guards harm the 
  PCs, and the PCs and the slaves may retreat to the bridge. 
  The duergar do not permit the PCs to loot the equipment 
  in the room however, and Turav warns them that if they 
  persist that the terms of their deal are voided. 
   
  Kill 
  If the PCs make any sort of offensive action, cast a spell 
  or attempt to approach Turav in any way, roll initiative. 
  The first thing the duergar holding the glazed earthen 
  pot does on his initiative (unless prevented from doing 
  so) is smash it down in the middle of the slaves (treat 
  Curadhae as the target), igniting the alchemist’s fire 
  inside and likely killing many of the thralls. PCs who are 
  aware of the duergar—and who act before the duergar’s 
  initiative—may of course move or act to stop him if they 
  can. 
   
  If the alchemists’ fire goes off, determine damage 
  and splash damage to the slaves and Curadhae. A direct 
  hit deals 1d6 points of fire damage. Every creature within 
  5 feet of the point where the flask hits takes 1 point of 
  fire damage from the splash. 
   
  If Curadhal is present, the sight of his sister being 
  burned sends him into a frenzy. He rages and charges 
  straight at Turav. 
   
  All APLs: 
   
  �Slaves (11), Com1; hp 4; 
   
  �Curadhae, female human (Flan) Com2: hp 6. 
   
  APL 2 (EL 4) 
   
  �Duergar warrior: male duergar War1: hp 9; see 
  Monster Manual p 91 
   
  �Turav: male human (Suel) Wiz4: hp 21; see 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Duergar warrior: male duergar War1 (4): hp 10; 
  see Appendix 1 
   
  �Turav: male human (Suel) Wiz6: hp 31; see 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Duergar warrior: male duergar War1 (6): hp 10; 
  see Appendix 1 
   
  �Turav: male human (Suel) Wiz8: hp 41; see 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Duergar warrior: male duergar Ftr1 (5): hp 12; see 
  Appendix 1. 
   
  �Duergar priest: male duergar Clr1—Laduguer: hp 
  11; see Appendix 1. 
   
  �Turav: male human (Suel) Wiz8: hp 41; see 
  Appendix 1. 
   
  Turav’s Tactics: If Turav has a chance to prepare, he casts 
  fox’s cunning and mage armor on himself before the PCs 
  arrive. 
   
  Once battle starts, Turav tries to immobilize as many 
  of the PCs as he can, as quickly as he can. He and the 
  duergar use the thralls as shields, relying on the fact that 
  the PCs are unlikely to use devastating area of affect 
  spells on him and his guards for fear of killing the 
  captives. 
   
  If there is more than one duergar, they move to 
  positions where they can flank the PCs before making 
  their attacks and revealing themselves. If the PCs move 
  into squares threatened by any of the duergar, they make 
  attacks of opportunity and follow up with regular melee 
  attacks. Duergar entering melee combat, or imminently 
  threatened with such, will use enlarge person. Duergar 
  
  CORS5-02 The Mines of the Eye 
   
  Page 21 
  suffering ranged attacks turn invisible and shift position, 
  while staying behind the slave-wall. 
   
  APL2: At APL 2, Turav begins by attempting to blind 
  as many of the PCs as he can with glitterdust. He then 
  summons a medium-sized fiendish monstrous scorpion 
  behind the PCs using summon monster II, followed by a 
  small-sized fiendish monstrous scorpion using summon 
  monster I. (Remember that these summoned creatures 
  are augmented by Turav’s Augment Summoning feat.) 
   
  Once the PCs are occupied, Turav uses Melf’s acid 
  arrow, grease, and web to disrupt them, targeting the acid 
  arrows at heavily armored warriors. If he is being targeted 
  by spellcasters or arrow fire (or just needs to escape), he 
  uses his scroll of fog cloud and potion of blur. 
   
  APL4: Turav immediately tries to incapacitate as 
  many of the PCs as possible with deep slumber. He then 
  tries to use his scroll of blink. This done, he summons a 
  fiendish dire bat with summon monster III, followed by 
  a Medium fiendish monstrous scorpion behind the PCs 
  using summon monster II, followed by a Small fiendish 
  monstrous 
  scorpion 
  using 
  summon 
  monster 
  I. 
  (Remember 
  that 
  these 
  summoned creatures are 
  augmented by Turav’s Augment Summoning feat.) Once 
  the PCs are occupied he uses Melf’s acid arrow, stinking 
  cloud, dispel magic, grease, and web to disrupt them, 
  targeting the acid arrows at heavily armored warriors. If 
  he is being targeted by spellcasters or arrow fire or needs 
  to escape, he uses his scroll of fog cloud and potion of 
  blur to cover his escape attempt. 
   
  APL6 and 8: If possible, Turav tries to cast his 
  stoneskin and lesser globe of invulnerability before 
  combat begins. Then, in the first round of combat, he 
  summons a yeth hound behind the PCs with summon 
  monster IV, followed by a fiendish dire bat with summon 
  monster III, followed by a Medium fiendish monstrous 
  scorpion behind the PCs using summon monster II, 
  followed by a Small fiendish monstrous scorpion using 
  summon monster I. (Remember that these summoned 
  creatures 
  are 
  augmented 
  by 
  Turav’s 
  Augment 
  Summoning feat.) 
   
  Once the PCs are occupied, Turav uses deep 
  slumber, Evard’s black tentacles, Melf’s acid arrow, 
  stinking cloud, dispel magic, grease, and web to disrupt 
  them, targeting the acid arrows at heavily armored 
  warriors. If he is being targeted by spellcasters or arrow 
  fire, he uses his scrolls of blink and fog cloud and potion 
  of blur to evade the missiles. Turav saves his dust of 
  disappearance in case he needs to escape. 
   
  If the priest is present, the priest uses his spells to 
  bolster the duergar before they go into battle, if he can. 
  He casts shield of faith on Turav and deploys his magic 
  stones from behind the cover of the rest of his 
  companions. He uses silence to suppress PC spellcasters 
  if he can, flinging a silenced stone into their midst. He 
  saves his cure light wounds for either Tûrav or himself. 
   
  Treasure: Remember that the PCs need to take 10 
  minutes per 5 enemies to loot the bodies. However, the 
  main duergar force arrives at the bridge well before that. 
   
   
  APL2: Loot: 18 gp; Magic: potion of cure light 
  wounds (4 gp); potion of cure moderate wounds (25 gp); 
  bracers of armor +1 (83 gp); scroll of fog cloud (12 gp); 
  scroll of web (12 gp); potion of blur (25 gp). 
   
  APL4: Loot: 72 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); bracers of armor +1 (83 gp); 
  scroll of fog cloud (12 gp); scroll of web (12 gp); potion of 
  blur (25 gp); ring of protection +1 (166 gp); scroll of blink 
  (31 gp); wand of Melf’s acid arrow (376 gp). 
   
  APL6: Loot: 108 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); potion of cure serious 
  wounds (62 gp); bracers of armor +1 (83 gp); scroll of fog 
  cloud (12 gp); scroll of web (12 gp); potion of blur (25 gp); 
  ring of protection +1 (166 gp); scroll of blink (31 gp); 
  wand of Melf’s acid arrow (376 gp); dust of disappearance 
  (291 gp). 
   
  APL8: Loot: 108 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); 5 × potion of heroism (5 × 
  62 gp); potion of cure serious wounds (62 gp); bracers of 
  armor +1 (83 gp); scroll of fog cloud (12 gp); scroll of web 
  (12 gp); potion of blur (25 gp); ring of protection +1 (166 
  gp); scroll of blink (31 gp); wand of Melf’s acid arrow (376 
  gp); dust of disappearance (291 gp); potion of cure light 
  wounds (4 gp); scroll of sanctuary (2 gp), scroll of silence 
  (25 gp). 
   
  With a successful DC 10 Spot check, the PCs notice a 
  leather-bound book that falls from Turav’s clothes. It is 
  entitled “Of the Discovery and Loss of Azak-Zil.” It 
  contains a map of the Abbor-Alz and several loose sheets 
  of parchment with notes detailing an inventory of 
  equipment required for an overland expedition to Azak-
  Zil. 
   
   
  �Of the Discovery and Loss of Azak-Zil: This 
  leather-bound tome was written by Folinaar Ironforge of 
  Irongate. It recounts somewhat melodramatically the 
  expedition to discover the legendary Pits of Azak-Zil, the 
  operations by the Clan Ironforge there, and the 
  ultimately tragic and vain attempts of the members of the 
  clan to discover what became of the mines, when all 
  contact was subsequently lost with them. The tome is 
  illustrated with a number of detailed maps showing the 
  location of Azak-Zil. Rary’s apprentice Turav has made 
  some notes detailing an inventory of equipment required 
  for an overland expedition to Azak-Zil. 
   
  This book is worth 200 gp to Lady Karistyne. 
   
  Development: If any of the slaves survived, they may 
  now be freed—either by breaking the chains or using the 
  keys hanging from the belts of one of the duergar. The 
  slaves are in a bad state, but are able to run, if led. The 
  humans are mainly Flannae tribesfolk, mainly from the 
  Cnuchrua tribe—though one was a guard for a merchant 
  traveling from Hardby to Ul Bakak in the Bright Desert. 
  The noniz are from clanholds on the western edge of the 
  Abbor-Alz. The humans and noniz offer their thanks to 
  the PCs. 
   
  The six derro prisoners, on the other hand, glare at 
  the PCs in raw hatred. If the PCs release the derro, they 
  
  CORS5-02 The Mines of the Eye 
   
  Page 22 
  immediately flee, heading for the Outer Mines and the 
  connecting tunnels into the deeper Underdark. The PCs 
  may of course elect to leave the derro chained up or to 
  kill the derro out of hand. While not chivalrous, given 
  the cruel insanity of the derro, this is not an evil act—
  provided it is done as quickly and humanely as possible. 
  However, this may use up valuable time, as it takes a 
  round for one PC to coup de grace one derro. 
   
  If the PCs want to quickly ransack the duergar 
  supplies, allow each PC to grab one item from the 
  following list: 
  • 
  Earthsilk rope 
  • 
  Shield sheath 
  • 
  Light steel shield 
  • 
  Alchemist’s fire 
  • 
  Thunderstone (10) 
   
  These are the items that are most obvious. (A more 
  thorough search would take too long.) 
   
  If the Curadhae died in the battle, and Curadhal is 
  still alive, read aloud or paraphrase the following: 
   
  Weeping unashamedly, Curadhal cradles the body of his 
  sister in his arms. He rocks her gently as tears fall from 
  his cheeks. 
   
  Troubleshooting: It’s possible that the PCs might have 
  gotten across the bridge without the guards there alerting 
  anyone. In this case, they have the jump on Turav and his 
  duergar. The mage is checking through papers and 
  manifests, assisted by the duergar guards, who are 
  overseeing the prisoners. Give the wizard and his 
  servants Listen and Spot checks to notice the PCs (and 
  thus avoid being surprised). 
   
  CONCLUSION 
  With 300 duergar warriors bearing down on them form 
  the Inner Mines, the PCs have little time to lose. Unless 
  the PCs take far too much time looting bodies or the 
  equipment in the Mustering Chamber, allow them to 
  make it across the bridge and away in the nick of time. 
   
  Read aloud or paraphrase the following: 
   
  The tramp of marching feet and the rhythmic clank of 
  arms and armor echo loudly down the tunnels from the 
  direction of the Inner Mines. 
  Just as you reach the junction leading to the bridge, 
  the first rank of duergar warriors rounds the corner 
  ahead of you. They cry out in anger and the front row 
  rushes forward five steps and kneels quickly, bringing 
  arbalests to bear upon you. Rank upon rank of mailed 
  duergar fill the passage behind them. 
   
  The PCs should really run for their lives. If they choose 
  to stand and fight, or otherwise hesitate, the duergar 
  pump volley after volley of heavy crossbow fire into them 
  until they are dead or have escaped. 
   
  If the PCs do insist on wasting time, even after 
  warnings of the sound of the approaching warriors, feel 
  free to have them face a solid wall of duergar between 
  them and the bridge. There is no question of victory—
  the PCs are overborne by weight of numbers, captured 
  and used as slaves of Father Eye. The PCs can escape, but 
  only at the cost of 13 TU. During their escape, they are 
  able to make off with treasure and equipment equal to 
  half of their total gp worth when captured. They also 
  carry the mark of the whips of the Mines of the Eye on 
  their backs. 
   
  The Guardposts: If the PCs have not fought at least three 
  of the guardpost garrisons, have one of the garrisons 
  lying in ambush for them in the Outer Mines. The 
  duergar warriors lie in wait under the cover of the 
  invisibility, their crossbows ready to release a volley of 
  bolts into the PCs before the warriors cast enlarge person 
  and rush to engage. Use the tactics for Guardpost D 
  above. 
   
  If the PCs have fought the three garrisons and have 
  had a random encounter with a creature of the 
  Underdark, then they can escape with no further 
  difficulty. The duergar do not pursue the PCs outside the 
  Mines. 
   
  Returning to Karistyne: The journey back to Castle 
  Karistyne normally takes two days. It they are leading 
  slaves however the journey takes four days. 
   
  Read aloud or paraphrase the following: 
   
  You break out into the open, the clear sky over your 
  head—instead of an oppressive weight of stone. The 
  clamor of the pursuit fades behind you and you can 
  make your way down the canyon with little difficulty 
  aside from a few stray quarrels that skip off the rocks 
  about you. The road home lies before you and the Mines 
  of the Eye behind. 
  Several days' hard travel later, you gaze upon the 
  proud granite towers of Castle Karistyne, glinting in the 
  sunlight. As you draw near, horn blasts echo from the 
  walls and a small guard of horsemen ride out to escort 
  you into the courtyard. As you enter, the Lady Karistyne, 
  resplendent in her armor and a long gold trimmed blue 
  cloak, salutes you from the battlements above the gate. 
  The lady descends to greet you in the courtyard: 
  “You have returned. What tidings from the Mines? Had 
  you success?” she asks eagerly. 
   
  Success: If the PCs drew Attus and the main force of 
  duergar out of the Inner Mines before the end of the slot, 
  then the other war company managed to sneak into the 
  heart of the Mines and attack Father Eye himself. The 
  Breakers return several days later with the news that they 
  have did battle with Father Eye and slew him. 
   
  The Onnwalons found evidence that Rary was 
  directing Father Eye to send an expedition to reopen the 
  Mines of Azak-Zil, an old dwur mithril mine lost in the 
  depths of the Abbor-Alz. It seems that Rary wants some 
  
  CORS5-02 The Mines of the Eye 
   
  Page 23 
  starforged mithril from the mine, said to be purer than 
  any mithril ever known in the Flanaess. 
   
  If the PCs killed Turav and recovered the book on 
  the Mines of Azak-Zil, this news comes as no surprise to 
  Karistyne. The PCs have done the paladin a great service 
  by providing her with the location of the Pits of Azak-Zil. 
  With this, she can plan to thwart the plans of Rary and 
  Father Eye. 
   
  In either case, the PCs are feted by Karistyne and her 
  folk and treated to one of the prodigious feasts for which 
  the lady paladin is renowned. In the midst of the feasting, 
  Karistyne calls the PCs up one by one in front of the 
  assembled revelers and recounts each of their deeds. 
   
  In this case while exploring the mines, the Breakers 
  found small quantities of several very precious metals. To 
  celebrate the mission’s success, Karistyne bestows up on 
  the PCs the following favor: 
   
  � Precious Metals Found: During the assault on the 
  Mines of the Eye, several small caches of precious metals 
  were found and carried away. The PC may in the future 
  purchase any one of the options listed below: 
   
  Mithral: The PC may purchase any one metal suit of 
  armor or shield listed in the Player’s Handbook as a 
  mithral item. This favor may not be used to upgrade an 
  existing weapon. 
   
  The End 
   
  Failure: The PCs didn’t do enough to draw the main body 
  of duergar out of the Inner Mines by the end of the slot, 
  and the other war company failed. They return to Castle 
  Karyistyne battered and bloodied several days later with 
  news that the duergar resistance was just too much for 
  them and they were forced to flee for their lives. 
   
  If the PCs told all that they knew to Turav, then the 
  Breakers do not return at all. After several weeks, 
  Karistyne gives them up as dead. If the PCs admit to what 
  they did, Aeron is appalled. Karistyne is more forgiving, 
  given that they did what they did to save the lives of 
  innocents. Nonetheless, she sends the PCs away empty 
  handed and never hires any of them again. 
   
  �Disfavor of Lady Karistyne: The bearer betrayed their 
  mission and their companions to the minions of Rary the 
  Traitor. As a result, they are not welcome in Castle 
  Karistyne or in the company of any who serve her. This 
  cancels any previously held favors of Karistyne and may 
  have other effects in future adventures. 
   
  �Curadhae: If the PCs have freed Curadhae and some of 
  the slaves of the Mines, then Curadhal (or Curadhae if 
  Curadhal is dead), invites them to return to their village 
  high in the Abbor-Alz. The PCs are feted as heroes and a 
  feast is held in their honor. At the height of the 
  ceremony, Curadhal (or Curadhe, if Curdhal has fallen), 
  calls the PCs out and, cutting his/her palm with a blade, 
  offers to become the PCs sanghahaar (blood kin) [san-ga-
  har]. If the PCs accept, they are cheered loudly by the 
  tribesmen and the celebration carries on until dawn. 
   
  �Sanghahaar of the Cnuchrua: The bearer successfully 
  rescued Curadae of the Cnuchrua from the Mines of the 
  Eye. In gratitude, Curadhae has made them her 
  sangahaar, or blood kin. As a result, the PCs can have free 
  Adventurer’s Standard upkeep for any adventure that 
  starts in the Abbor-Alz. This reward may have other 
  effects in future adventures. 
   
  The End 
   
  CAMPAIGN CONCEQUENCES 
  CORS5-02 Mines of the Eye is part of the Blight on 
  Bright Sands trilogy. As such events within this module 
  directly relate to subsequent modules. If you ran this 
  module at Origins 2005 please email the answers to the 
  below questions to: 
  creighton@greyworks.fsworld.co.uk. 
  1. 
  Was Turav slain? 
  2. 
  Did the PCs get the book about Azak-Zil? 
  3: Did the PCs betray the other war company? 
  4: Did Curadhal survive? 
  5: Did Curadhae survive? 
  6: Did any PCs die? 
  7: Which of the following captains survived: 
   
  Keralzur  
  Y/N 
   
  Balavur  
  Y/N 
   
  Duneraz  
  Y/N 
   
  Turakal  
  Y/N 
  
  CORS5-02 The Mines of the Eye 
   
  Page 24 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: A Barbarian Standoff 
  Defeat the Tareg of Ghazal. 
  APL 2 
  60 XP 
  APL 4 
  120 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
   
  Encounter 2: The Entrance to the Mines 
  Defeat the sentries. 
  APL 2 
  60 XP 
  APL 4 
  60 XP 
  APL 6 
  60 XP 
  APL 8 
  60 XP 
   
  Encounter 3: Hide and Seek, Hit and Run 
  Defeat the duergar guards (each of three guardpost 
  garrisons) 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
   
  Encounter the trap 
  APL 2 
  60 XP 
  APL 4 
  60 XP 
  APL 6 
  60 XP 
  APL 8 
  60 XP 
   
  Encounter 5: The Bridge of the Eye 
  Defeat the duergar guards 
  APL 2 
  60 XP 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
  APL 8 
  240 XP 
   
  Encounter 6: The Mustering Chamber 
  Defeat Turav and his bodyguards 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
   
  Rescue Curadhae and all of the slaves alive. 
  APL 2 
  45 XP 
  APL 4 
  67 XP 
  APL 6 
  75 XP 
  APL 8 
  97 XP 
   
  Find “Of the Discovery and Loss of Azak-Zil” 
   
  APL 2 
  45 XP 
  APL 4 
  67 XP 
  APL 6 
  75 XP 
  APL 8 
  97 XP 
   
   
  Conclusion 
  Lure the main duergar force out of the Inner Mines 
  APL 2 
  45 XP 
  APL 4 
  68 XP 
  APL 6 
  75 XP 
  APL 8 
  98 XP 
   
  Discretionary roleplaying award 
  APL 2 
  45 XP 
  APL 4 
  68 XP 
  APL 6 
  75 XP 
  APL 8 
  98 XP 
   
  Total possible experience: 
  APL2 
  900 XP 
  APL4 
  1350 XP 
  APL6 
  1800 XP 
  APL8 
  2250 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually in the possession of their foes. Every encounter that 
  features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 25 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Maximum Treasure 
   
  APL 2: 
  450 gp 
   
  APL 4: 
  650 gp 
   
  APL 6: 
  900 gp 
   
  APL 8: 
  1300 gp 
   
  Encounter 1: Barbarian Standoff 
  Defeat the warriors of Ghazal 
   
  APL 2: 
  Loot: 30 gp 
   
  APL 4: 
  Loot: 60 gp 
   
  APL 6: 
  Loot: 60 gp 
   
  APL 8: 
  Loot: 60 gp 
   
  Encounter 2: The Entrance to the Mines 
   
  Note: The treasure values here are for one pair of sentries. 
   
  Defeat the sentries. 
   
  APL 2: Loot: 36 gp; Magic: 2 × potion of cure light 
  wounds (2 × 4 gp); 
   
  APL 4: Loot: 36 gp; Magic: 2 × potion of cure 
  moderate wounds (2 × 25 gp); 
   
  APL 6: Loot: 260 gp; Magic: 2 × potion of cure 
  moderate wounds (2 × 25 gp), potion of bull’s strength (2 
  × 25 gp). 
   
  APL 8: Loot: 260 gp; Magic: 2 × potion of cure 
  moderate wounds (2 × 25 gp), potion of bull’s strength (2 
  × 25 gp). 
   
  Encounter 3: Hide and Seek, Hit and Run 
  Note: The PCs cannot gain the treasure from more than 
  three of the guardposts. 
   
  Guardpost A: 
  Defeat Keralzur and his warriors: 
   
  APL 2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL 4: Loot: 174 gp; Magic: +1 breastplate (112 gp); 
  +1 dwur warpike (195 gp); 2 × potion of cure serious 
  wounds (2 × 62 gp); 6 × potion of cure moderate wounds 
  (6 × 25 gp); 
   
  APL 6: Loot: 558 gp; Magic: +2 breastplate (362 gp); 
  +1 dwur warpike (195 gp); amulet of natural armor +1 
  (195 gp); 5 × potion of cure moderate wounds (5 × 25 gp); 
  2 × potion of cure serious wounds (2 × 62 gp); 5 × potion 
  of bull’s strength (5 × 25 gp); wand of magic missiles (62 
  gp). 
   
  APL 8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 dwur warpike (695 gp); amulet of natural armor +1 
  (195 gp); 11 × potion of cure moderate wounds (11 × 25 
  gp); 2 × potion of cure serious wounds (2 × 62 gp); 11 × 
  potion of bull’s strength (11 × 25 gp); 11 × potion of 
  heroism (11 × 62 gp); wand of magic missiles (62 gp). 
   
  Guardpost B: 
  Defeat Balavur and his warriors: 
   
  APL 2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL 4: Loot: 148 gp; Magic: +1 breastplate (112 gp); 
  +1 greataxe (193 gp); amulet of natural armor +1 (195 gp); 
  2 × potion of cure serious wounds (2 × 62 gp); 6 × potion 
  of cure moderate wounds (6 × 25 gp); 
   
  APL 6: Loot: 558 gp; Magic: +2 breastplate (362 gp); 
  +1 greataxe (193 gp); amulet of natural armor +1 (195 gp); 
  5 × potion of cure moderate wounds (5 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 5 × potion of 
  bull’s strength (5 × 25 gp); wand of magic missiles (62 gp). 
   
  APL 8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 greataxe (693 gp); amulet of natural armor +1 (195 gp); 
  11 × potion of cure moderate wounds (11 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 11 × potion of 
  bull’s strength (11 × 25 gp); 11 × potion of heroism (11 × 
  62 gp); wand of magic missiles (62 gp). 
   
   
  Guardpost C: 
  Defeat Duneraz and his warriors: 
   
  APL 2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL 4: Loot: 200 gp; Magic: +1 breastplate (112 gp); 
  +1 heavy pick (192 gp); 2 × potion of cure serious wounds 
  (2 × 62 gp); 6 × potion of cure moderate wounds (6 × 25 
  gp). 
   
  APL 6: Loot: 559 gp; Magic: +2 breastplate (362 gp); 
  +1 heavy pick (192 gp); amulet of natural armor +1 (195 
  gp); 5 × potion of cure moderate wounds (5 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 5 × potion of 
  bull’s strength (5 × 25 gp); wand of magic missiles (62 gp). 
   
  APL 8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 heavy pick (692 gp); amulet of natural armor +1 (195 
  gp); 11 × potion of cure moderate wounds (11 × 25 gp); 2 × 
  potion of cure serious wounds (2 × 62 gp); 11 × potion of 
  bull’s strength (11 × 25 gp); 11 × potion of heroism (11 × 
  62 gp); wand of magic missiles (62 gp). 
   
  Guardpost D: 
  Defeat Turakal and his warriors: 
   
  APL 2: Loot: 108 gp; Magic: 6 × potion of cure light 
  wounds (6 × 4 gp); 
   
  APL 4: Loot: 200 gp; Magic: +1 breastplate (112 gp); 
  +1 large warhammer (192 gp); amulet of natural armor +1 
  (195 gp); 2 × potion of cure serious wounds (2 × 62 gp); 6 
  × potion of cure moderate wounds (6 × 25 gp). 
   
  APL 6: Loot: 559 gp; Magic: +2 breastplate (362 gp); 
  +1 large warhammer (192 gp); amulet of natural armor +1 
  (195 gp); 5 × potion of cure moderate wounds (5 × 25 gp); 
  2 × potion of cure serious wounds (2 × 62 gp); 5 × potion 
  
  CORS5-02 The Mines of the Eye 
   
  Page 26 
  of bull’s strength (5 × 25 gp); wand of magic missiles (62 
  gp). 
   
  APL 8: Loot: 1143 gp; Magic: +2 breastplate (362 gp); 
  +2 large warhammer (692 gp); amulet of natural armor +1 
  (195 gp); 11 × potion of cure moderate wounds (11 × 25 
  gp); 2 × potion of cure serious wounds (2 × 62 gp); 11 × 
  potion of bull’s strength (11 × 25 gp); 11 × potion of 
  heroism (11 × 62 gp); wand of magic missiles (62 gp). 
   
  Encounter 5: The Bridge of the Eye 
  Remember that the PCs need to take 10 minutes per 5 
  enemies to strip the bodies. However, the main force of 
  the duergar arrives at the bridge in about 5 minutes. 
   
  Defeat the duergar: 
   
  APL 2: Loot: 60 gp; Magic: 3 × potion of cure light 
  wounds (3 × 4 gp); 
   
  APL 4: Loot: 100 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); potion of cure light 
  wounds (4 gp); scroll of silent image (2 gp). 
   
  APL 6: Loot: 528 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); 4 × potion of cat’s grace (4 × 
  25 gp); potion of bull’s strength (25 gp); wand of magic 
  missiles (62 gp); scroll of silent image (2 gp). 
   
  APL 8: Loot: 834 gp; Magic: 8 × potion of cure 
  moderate wounds (8 × 25 gp); 6 × potion of cat’s grace (6 × 
  25 gp); 2 × potion of bull’s strength (2 × 25 gp); wand of 
  magic missiles (62 gp); scroll of silent image (2 gp). 
   
  Encounter 6: The Mustering Chamber 
  Remember that the PCs need to take 10 minutes per 5 
  enemies to strip the bodies. However, the main force of 
  the duergar arrives at the bridge in about 5 minutes. 
   
  APL 2: Loot: 18 gp; Magic: potion of cure light 
  wounds (4 gp); potion of cure moderate wounds (25 gp); 
  bracers of armor +1 (83 gp); scroll of fog cloud (12 gp); 
  scroll of web (12 gp); potion of blur (25 gp). 
   
  APL 4: Loot: 72 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); bracers of armor +1 (83 gp); 
  scroll of fog cloud (12 gp); scroll of web (12 gp); potion of 
  blur (25 gp); ring of protection +1 (166 gp); scroll of blink 
  (31 gp); wand of Melf’s acid arrow (376 gp). 
   
  APL 6: Loot: 108 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); potion of cure serious 
  wounds (62 gp); bracers of armor +1 (83 gp); scroll of fog 
  cloud (12 gp); scroll of web (12 gp); potion of blur (25 gp); 
  ring of protection +1 (166 gp); scroll of blink (31 gp); 
  wand of Melf’s acid arrow (376 gp); dust of disappearance 
  (291 gp). 
   
  APL 8: Loot: 108 gp; Magic: 5 × potion of cure 
  moderate wounds (5 × 25 gp); 5 × potion of heroism (5 × 
  62 gp); potion of cure serious wounds (62 gp); bracers of 
  armor +1 (83 gp); scroll of fog cloud (12 gp); scroll of web 
  (12 gp); potion of blur (25 gp); ring of protection +1 (166 
  gp); scroll of blink (31 gp); wand of Melf’s acid arrow (376 
  gp); dust of disappearance (291 gp); potion of cure light 
  wounds (4 gp); scroll of sanctuary (2 gp), scroll of silence 
  (25 gp). 
   
   
   
  �Of the Discovery and Loss of Azak-Zil: This 
  leather-bound tome was written by Folinaar Ironforge of 
  Irongate. It recounts somewhat melodramatically the 
  expedition to discover the legendary Pits of Azak-Zil, the 
  operations by the Clan Ironforge there, and the 
  ultimately tragic and vain attempts of the members of the 
  clan to discover what became of the mines, when all 
  contact was subsequently lost with them. The tome is 
  illustrated with a number of detailed maps showing the 
  location of Azak-Zil. Rary’s apprentice Turav has made 
  some notes detailing an inventory of equipment required 
  for an overland expedition to Azak-Zil. 
   
  Lady Karistyne purchases this book from the PCs for 
  the sum of 200 gp if they wish to sell it. 
   
  Special 
   
  �Of the Discovery and Loss of Azak-Zil: This 
  leather-bound tome was written by Folinaar Ironforge of 
  Irongate. It recounts somewhat melodramatically the 
  expedition to discover the legendary Pits of Azak-Zil, the 
  operations by the Clan Ironforge there, and the 
  ultimately tragic and vain attempts of the members of the 
  clan to discover what became of the mines, when all 
  contact was subsequently lost with them. The tome is 
  illustrated with a number of detailed maps showing the 
  location of Azak-Zil. Rary’s apprentice Turav has made 
  some notes detailing an inventory of equipment required 
  for an overland expedition to Azak-Zil. 
   
  Lady Karistyne purchases this book from the PCs for 
  the sum of 200 gp if they wish to sell it. 
   
  �Disfavor of Lady Karistyne: The bearer betrayed their 
  mission and their companions to the minions of Rary the 
  Traitor. As a result, they are not welcome in Castle 
  Karistyne or in the company of any who serve her. This 
  cancels any previously held favors of Karistyne and may 
  have other effects in future adventures. 
   
  �Sanghahaar of the Cnuchrua: The bearer successfully 
  rescued Curadae of the Cnuchrua from the Mines of the 
  Eye. In gratitude, Curadhae has made them her 
  sangahaar, or blood kin. As a result, the PCs can have free 
  Adventurer’s Standard upkeep for any adventure that 
  starts in the Abbor-Alz. This reward may have other 
  effects in future adventures. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  �Of the Discovery and Loss of Azak-Zil: This 
  leather-bound tome was written by Folinaar Ironforge of 
  Irongate. It recounts somewhat melodramatically the 
  expedition to discover the legendary Pits of Azak-Zil, the 
  operations by the Clan Ironforge there, and the 
  ultimately tragic and vain attempts of the members of the 
  clan to discover what became of the mines, when all 
  contact was subsequently lost with them. The tome is 
  illustrated with a number of detailed maps showing the 
  location of Azak-Zil. Rary’s apprentice Turav has made 
  
  CORS5-02 The Mines of the Eye 
   
  Page 27 
  some notes detailing an inventory of equipment required 
  for an overland expedition to Azak-Zil. 
   
  Lady Karistyne purchases this book from the PCs for 
  the sum of 200 gp if they wish to sell it. 
   
  �Disfavor of Lady Karistyne: The bearer betrayed their 
  mission and their companions to the minions of Rary the 
  Traitor. As a result, they are not welcome in Castle 
  Karistyne or in the company of any who serve her. This 
  cancels any previously held favors of Karistyne and may 
  have other effects in future adventures. 
   
  �Sanghahaar of the Cnuchrua: The bearer successfully 
  rescued Curadae of the Cnuchrua from the Mines of the 
  Eye. In gratitude, Curadhae has made them her 
  sangahaar, or blood kin. As a result, the PCs can have free 
  Adventurer’s Standard upkeep for any adventure that 
  starts in the Abbor-Alz. This reward may have other 
  effects in future adventures. 
   
  � Precious Metals Found: During the assault on the 
  Mines of the Eye several small caches of precious metals 
  were found and carried away. The PC may in the future 
  purchase any one of the options listed below: 
   
  Mithral: The PC may purchase any one metal suit of 
  armor or shield listed in the Player’s Handbook as a 
  mithral item. This favor may not be used to upgrade an 
  existing weapon. 
   
  APL 2: 
  Earthsilk rope (50 ft.) (Adventure, 12 gp, Races of Stone) 
  Shield sheath (Adventure, 25 gp, Races of Stone) 
   
  APL 4: (All of APL 2 plus the following) 
  +1 dwur warpike (Adventure, 2,345 gp, Races of Stone) 
  +1 large warhammer (Adventure, 2,000 gp, DMG) 
  wand of Melf’s acid arrow (Adventure, 4,500 gp, DMG) 
   
  APL 6: (All of APL 4 plus the following) 
  +2 breastplate (Adventure, 4,350 gp, DMG) 
  wand of magic missiles, (1st level) (Adventure, 750 gp, 
  DMG) 
  dust of disappearance (Adventure, 3,500 gp, DMG) 
   
  APL 8: (All of APL 6 plus the following) 
  +2 dwur warpike (Adventure, 8,345 gp, Races of Stone) 
  +2 greataxe (Adventure, 8,320 gp, DMG) 
  +2 heavy pick (Adventure, 8,308 gp, DMG) 
  +2 large warhammer (Adventure, 8,312 gp, DMG) 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 28 
  APPENDIX 1: APL 2 
  �Curadhal: human (Flan) male Brb 1: CR 1; Medium 
  humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 
  16, touch 14, flat-footed 14; Base Atk +1; Grp +2; Atk +3 
  melee (1d6+1/18-20, scimitar) or +3 ranged (1d8/×3, 
  composite shortbow); Full Atk +3 melee (1d6+1/18-20, 
  scimitar) or +3 ranged (1d8/×3, composite shortbow); 
  SA Rage; SQ Fast movement; AL CN; SV Fort +4, Ref 
  +2, Will +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +5, Handle Animal +3, 
  Intimidate +3, Listen +6, Spot +4, Survival +4; 
  Alertness, Weapon Focus (scimitar). 
   
  Languages: Ancient Sueloise, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
  Power-Up Suite (Rage)—hp 16; AC 14, touch 12, 
  flat-footed 12; Grp +9; Atk and Full Atk +5 melee 
  (1d6+3/18-20, scimitar); SV Fort +4, Ref +2, Will +2; Str 
  17, Con 18; Skills: Climb +5. 
   
  ENCOUNTER 1: A BARBARIAN 
  STANDOFF 
  �Warrior Of Ghazal: human (Suel) male Brb 1: CR 1; 
  Medium humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 
  ft.; AC 16, touch 14, flat-footed 14; Base Atk +1; Grp +2; 
  Atk +3 melee (1d6+1/18-20, scimitar) or +3 ranged 
  (1d8/×3, composite shortbow); Full Atk +3 melee 
  (1d6+1/18-20, scimitar) or +3 ranged (1d8/×3, 
  composite shortbow); SA Rage; SQ Fast movement; AL 
  CN; SV Fort +4, Ref +2, Will +0; Str 13, Dex 15, Con 14, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +3, 
  Intimidate +3, Listen +6, Spot +4, Survival +4; 
  Alertness, Weapon Focus (scimitar). 
   
  Languages: Ancient Sueloise, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
   
  Power-Up Suite (Rage)—hp 16; AC 14, touch 12, 
  flat-footed 12; Grp +4; Atk and Full Atk +5 melee 
  (1d6+3/18-20, scimitar); SV Fort +4, Ref +2, Will +2; Str 
  17, Con 18; Skills: Climb +6. 
   
  ENCOUNTER 2: THE ENTRANCE TO 
  THE MINES 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  ENCOUNTER 3: HIDE AND SEEK, HIT 
  AND RUN. 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
  ENCOUNTER 5: THE BRIDGE OF THE 
  EYE 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  ENCOUNTER 6: THE MUSTERING 
  CHAMBER 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  
  CORS5-02 The Mines of the Eye 
   
  Page 29 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  �Turav, male human (Suel) Wiz (Conjurer) 4: CR 4; 
  Medium humanoid; HD 4d4+8; hp 21; Init +6; Spd 30 
  ft.; AC 13, touch 12, flat-footed 11; Base Atk +2; Grp +2; 
  Atk +2 melee (1d4/19-20, dagger); Full Atk +2 melee 
  (1d4/19-20, dagger); SA Spells; SQ Summon familiar; 
  AL NE; SV Fort +3, Ref +3, Will +4; Str 10, Dex 14, Con 
  14, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +9, Decipher 
  Script +10, Diplomacy +4, Knowledge (arcana) +10, 
  Knowledge (dungeoneering) +9, Listen +1, Spellcraft 
  +12; Augment Summoning, Improved Initiative, 
  Scribe Scroll, Spell Focus (Conjuration). 
   
  Barred Schools: Evocation, Necromancy. 
   
  Spells Prepared: (5/5/4; base DC = 13 + spell level): 
  0-acid 
  splashC 
  (2), 
  detect 
  magic, 
  message, 
  prestidigitation; 1st- color spray, mage armorC, greaseC, 
  summon monster IC/AS (2); 2nd- fox’s cunning, 
  glitterdustC, Melf’s acid arrowC, summon monster 
  IIC/AS. 
   
  C: Conjuration spell DC = 14 + spell level 
   
  AS: Augment Summoning feat used to improved 
  summoned monsters. They gain a +4 enhancement 
  bonus to Strength and Constitution. 
   
  Possessions: Dagger, bracers of armor +1, scroll of 
  fog cloud, scroll of web, potion of cure moderate 
  wounds, potion of blur. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 30 
  APPENDIX 2: APL 4 
  �Curadhal: human (Flan) male Brb 1: CR 1; Medium 
  humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 
  16, touch 14, flat-footed 14; Base Atk +1; Grp +2; Atk +3 
  melee (1d6+1/18-20, scimitar) or +3 ranged (1d8/×3, 
  composite shortbow); Full Atk +3 melee (1d6+1/18-20, 
  scimitar) or +3 ranged (1d8/×3, composite shortbow); 
  SA Rage; SQ Fast movement; AL CN; SV Fort +4, Ref 
  +2, Will +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +5, Handle Animal +3, 
  Intimidate +3, Listen +6, Spot +4, Survival +4; 
  Alertness, Weapon Focus (scimitar). 
   
  Languages: Ancient Sueloise, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
  Power-Up Suite (Rage)—hp 16; AC 14, touch 12, 
  flat-footed 12; Grp +9; Atk and Full Atk +5 melee 
  (1d6+3/18-20, scimitar); SV Fort +4, Ref +2, Will +2; Str 
  17, Con 18; Skills: Climb +5. 
   
  ENCOUNTER 1: A BARBARIAN 
  STANDOFF 
  �Warrior Of Ghazal: human (Suel) male Brb 1: CR 1; 
  Medium Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 
  ft.; AC 16, touch 14, flat-footed 14; Base Atk +1; Grp +2; 
  Atk +3 melee (1d6+1/18-20, scimitar) or +3 ranged 
  (1d8/×3, composite shortbow); Full Atk +3 melee 
  (1d6+1/18-20, scimitar) or +3 ranged (1d8/×3, 
  composite shortbow); SA Rage; SQ Fast movement; AL 
  CN; SV Fort +4, Ref +2, Will +0; Str 13, Dex 15, Con 14, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +3, 
  Intimidate +3, Listen +6, Spot +4, Survival +4; 
  Alertness, Weapon Focus (scimitar). 
   
  Languages: Ancient Sueloise, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
  Power-Up Suite (Rage)—hp 16; AC 14, touch 12, 
  flat-footed 12; Grp +4; Atk and Full Atk +5 melee 
  (1d6+3/18-20, scimitar); SV Fort +4, Ref +2, Will +2; Str 
  17, Con 18; Skills: Climb +6. 
   
  ENCOUNTER 2: THE ENTRANCE TO 
  THE MINES 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  ENCOUNTER 3: HIDE AND SEEK, HIT 
  AND RUN. 
  All guardposts: 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  Guardpost A: 
   
  �Duergar Adept: male duergar Adp 1: CR 1; Medium 
  humanoid (dwarf); HD 1d6+3; hp 7; Init +1; Spd 20 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +0; Grp +0; 
  Atk +0 melee (1d6, light mace); Full Atk +0 melee (1d6, 
  light mace); SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +3, Ref 
  +1, Will +5; Str 10, Dex 12, Con 16, Int 12, Wis 16, Cha 
  6. 
   
  Skills and Feats: Concentration +7, Heal +7, Listen 
  +1, Move Silently +5, Spellcraft +5, Spot +1; Spell Focus 
  (Enchantment). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 31 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (light mace = d8). Invisibility: Duration 1 
  min./level. 
   
  Prepared Spells: (3/2; base DC = 13 + spell level): 
  0—cure minor wounds, detect magic, touch of fatigue; 
  1st—bless, sleepE. 
   
  E: Enchantment Spell DC = 14 + spell level. 
   
  Possessions: Light mace, potion of cure light 
  wounds. 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 9, 
  touch 8, flat-footed 9; Atk and Full Atk +0 melee 
  (1d8+1, light mace); Face/Reach 10 ft./10 ft.; SV Ref +3; 
  Str 12, Dex 10; Skills: Move Silently +4. 
   
  �Keralzûr, male duergar Ftr 4: CR 5; Medium 
  humanoid (dwarf); HD 4d10+8; hp 36; Init +3; Spd 20 
  ft.; AC 19, touch 13, flat-footed 16; Base Atk +4; Grp +6; 
  Atk +7 melee (1d8+2/×3, masterwork warhammer), +8 
  melee (2d6+6/×3, +1 dwarven warpike) or +8 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Full 
  Atk 
  +7 
  melee 
  (1d8+2/×3, 
  masterwork 
  warhammer), +8 melee (2d6+6/×3, +1 dwarven 
  warpike) or +8 ranged (1d10/19-20, masterwork 
  repeating heavy crossbow); SQ Spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft.; AL LE; SV 
  Fort +6, Ref +4, Will +1; Str 14, Dex 16, Con 15, Int 12, 
  Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +5, Listen +3, 
  Move Silently +11, Spot +2; Combat Reflexes, Exotic 
  Weapon Proficiency (dwarven warpike), Power Attack, 
  Weapon 
  Focus 
  (dwarven 
  warpike), 
  Weapon 
  Specialization (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: 
  +1 
  breastplate, 
  masterwork 
  warhammer, 
  +1 
  dwarven 
  warpike, 
  masterwork 
  repeating heavy crossbow, 4 bolt cases (20 bolts total), 
  potion of cure serious wounds. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  12, touch 6, flat-footed 13; Grp +12; Atk and Full Atk +7 
  melee (2d6+3/×3, masterwork warhammer), +8 melee 
  (3d6+7/×3, +1 dwarven warpike) or +6 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +3; Str 16, Dex 14; 
  Skills: Move Silently +10. 
   
  Guardpost B: 
   
  �Balavûr, male duergar Ftr 4: CR 5; Medium 
  humanoid (dwarf); HD 4d10+8; hp 36; Init +3; Spd 20 
  ft.; AC 20, touch 13, flat-footed 17; Base Atk +4; Grp +6; 
  Atk +8 melee (1d12+6/×3, +1 greataxe) or +8 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Full Atk +8 melee (1d12+6/×3, +1 greataxe), or +8 
  ranged (1d10/19-20, masterwork repeating heavy 
  crossbow); SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +6, Ref 
  +4, Will +1; Str 14, Dex 16, Con 15, Int 12, Wis 10, Cha 
  4. 
   
  Skills and Feats: Climb +4, Jump +5, Listen +3, 
  Move Silently +11, Spot +2; Combat Reflexes, Power 
  Attack, Tunnel Fighting, Weapon Focus (greataxe), 
  Weapon Specialization (greataxe). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  
  CORS5-02 The Mines of the Eye 
   
  Page 32 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: greataxe = 3d6, glaive 
  = 2d8, repeating heavy crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: 
  +1 
  breastplate, 
  +1 
  greataxe, 
  masterwork repeating heavy crossbow, 4 bolt cases (20 
  bolts total), potion of cure serious wounds, amulet of 
  natural armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  18, touch 11, flat-footed 16; Grp +11; Atk and Full Atk 
  +8 melee (3d6+7/×3, +1 greataxe) or +8 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +3; Str 16, Dex 14; 
  Skills: Move Silently +10. 
   
  Guardpost C: 
   
  �Dûneraz, male duergar Ftr 4: CR 5; Medium 
  humanoid (dwarf); HD 4d10+8; hp 36; Init +3; Spd 20 
  ft.; AC 20, touch 13, flat-footed 17 (AC 18, touch 13, 
  flat-footed 15 with glaive or crossbow); Base Atk +4; 
  Grp +6; Atk +8 melee (1d6+5/×4, +1 heavy pick), +7 
  melee (1d10+3/×3, masterwork glaive) or +8 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Full Atk +8 melee (1d6+3/×5, +1 heavy pick); +7 melee 
  (1d10+3/×3, masterwork glaive) or +8 ranged (1d10/19-
  20, masterwork repeating heavy crossbow); SQ Spell-
  like abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +6, Ref +4, Will +1; Str 14, Dex 16, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +5, Listen +3, 
  Move Silently +11, Spot +2; Combat Reflexes, Tunnel 
  Fighting, Power Attack, Weapon Focus (heavy pick), 
  Weapon Specialization (heavy pick). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: heavy pick = 1d8, 
  glaive = 2d8, repeating heavy crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork breastplate, heavy steel 
  shield, +1 heavy pick, masterwork glaive, masterwork 
  repeating heavy crossbow, 4 bolt cases (20 bolts total), 2 
  × potion of cure serious wounds. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  18, touch 11, flat-footed 16 (AC 16, touch 11, flat-footed 
  14 with glaive or crossbow); Grp +11; Atk and Full Atk 
  +8 melee (1d8+6/×4, +1 heavy pick), +7 melee 
  (2d8+4/×3, masterwork glaive) or +6 ranged (1d10/19-
  20, masterwork repeating heavy crossbow); Face/Reach 
  10 ft./10 ft. (20 ft. with glaive); SV Ref +3; Str 16, Dex 
  14; Skills: Move Silently +10. 
   
  Guardpost D: 
   
  �Duergar Adept: male duergar Adp 1: CR 1; Medium 
  humanoid (dwarf); HD 1d6+3; hp 7; Init +1; Spd 20 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +0; Grp +0; 
  Atk +0 melee (1d6, light mace); Full Atk +0 melee (1d6, 
  light mace); SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +3, Ref 
  +1, Will +5; Str 10, Dex 12, Con 16, Int 12, Wis 16, Cha 
  6. 
   
  Skills and Feats: Concentration +7, Heal +7, Listen 
  +1, Move Silently +5, Spellcraft +5, Spot +1; Spell Focus 
  (Enchantment). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (light mace = d8). Invisibility: Duration 1 
  min./level. 
   
  Prepared Spells: (3/2; base DC = 13 + spell level): 
  0—cure minor wounds, detect magic, touch of fatigue; 
  1st—bless, sleepE. 
   
  E: Enchantment Spell DC = 14 + spell level. 
   
  Possessions: Light mace, potion of cure light 
  wounds. 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 9, 
  touch 8, flat-footed 9; Atk and Full Atk +0 melee 
  (1d8+1, light mace); Face/Reach 10 ft./10 ft.; SV Ref +3; 
  Str 12, Dex 10; Skills: Move Silently +4. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 33 
   
  �Tûrakal, male duergar Ftr 4: CR 5; Medium 
  humanoid (dwarf); HD 4d10+8; hp 36; Init +3; Spd 20 
  ft.; AC 19, touch 13, flat-footed 16; Base Atk +4; Grp +6; 
  Atk +8 melee (2d6+6/×3, +1 large warhammer), +7 
  melee (1d10+3/×3, masterwork glaive) or +8 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Full Atk +8 melee (2d6+6/×3, +1 large warhammer), +7 
  melee (1d10+2/×3, masterwork glaive) or +8 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  SQ 
  Spell-like 
  abilities, 
  immunity 
  to 
  paralysis, 
  phantasms and poisons, +2 bonus on saving throws 
  against spells and spell-like abilities, light sensitivity, 
  darkvision 120 ft.; AL LE; SV Fort +6, Ref +4, Will +1; 
  Str 14, Dex 16, Con 15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +5, Listen +3, 
  Move Silently +11, Spot +2; Combat Reflexes, Dodge, 
  Power Attack, Weapon Focus (warhammer), Weapon 
  Specialization (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: large warhammer = 
  3d6, glaive = 2d8, repeating heavy crossbow not 
  affected). Invisibility: Duration 1 min./level. 
   
  Possessions: +1 breastplate, +1 large warhammer, 
  masterwork glaive, masterwork repeating heavy 
  crossbow, 4 bolt cases (20 bolts total), potion of cure 
  serious wounds. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 
  17, touch 11, flat-footed 15; Grp +11; Atk and Full Atk 
  +8 melee (3d6+7/×3, +1 large warhammer), +7 melee 
  (2d8+4/×3, masterwork glaive) or +6 ranged (1d10/19-
  20, masterwork repeating heavy crossbow); Face/Reach 
  10 ft./10 ft. (20 ft. with glaive); SV Ref +3; Str 16, Dex 
  14; Skills: Move Silently +10. 
  ENCOUNTER 5: THE BRIDGE OF THE 
  EYE 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  �Duergar Adept: male duergar Adp 1: CR 1; Medium 
  humanoid (dwarf); HD 1d6+3; hp 7; Init +1; Spd 20 ft,; 
  AC 11, touch 11, flat-footed 10; Base Atk +0; Grp +0; 
  Atk +0 melee (1d6, light mace); Full Atk +0 melee (1d6, 
  light mace); SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +3, Ref 
  +1, Will +5; Str 10, Dex 12, Con 16, Int 12, Wis 16, Cha 
  6. 
   
  Skills and Feats: Concentration +7, Heal +7, Listen 
  +4, Move Silently +5, Spellcraft +5, Spot +4; Spell Focus 
  (Enchantment). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks (already added). 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (light mace = d8). Invisibility: Duration 1 
  min./level. 
   
  Prepared Spells: (3/2; base DC = 13 + spell level): 
  0—cure minor wounds, detect magic, touch of fatigue; 
  1st- bless, sleepE. 
   
  E: Enchantment Spell DC = 14 + spell level. 
   
  Possessions: Light mace, potion of cure light 
  wounds, scroll of silent image. 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 9, 
  touch 8, flat-footed 9; Atk and Full Atk +0 melee 
  (1d8+1, light mace); Face/Reach 10 ft./10 ft.; SV Ref +3; 
  Str 12, Dex 10; Skills: Move Silently +4. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 34 
  ENCOUNTER 6: THE MUSTERING 
  CHAMBER 
  �Duergar Warrior: hp 9; see Monster Manual with 
  the following changes: AC 16, touch 10, flatfooted 16 
  (AC 15, touch 10, flat-footed 15 when using glaive); add 
  Atk +2 melee (1d10+1/×3, glaive); Skills: Move Silently 
  –3; Possessions: swap out heavy steel shield with 
  buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  �Turav: male human (Suel) Wiz (Conjurer) 6: CR 6; 
  Medium humanoid; HD 6d4+12; hp 31; Init +2; Spd 30 
  ft.; AC 13, touch 12, flat-footed 11; Base Atk +3; Grp +3; 
  Atk +3 melee (1d4/19-20, dagger); Full Atk +3 melee 
  (1d4/19-20, dagger); SA Spells; SQ summon familiar; 
  AL NE; SV Fort +4, Ref +4, Will +5; Str 10, Dex 14, Con 
  14, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +11, Decipher 
  Script +10, Diplomacy +4, Knowledge (arcana) +12, 
  Knowledge (dungeoneering) +10, Listen +2, Spellcraft 
  +14; Augment Summoning, Combat Casting, Extend 
  Spell, Improved Initiative, Scribe Scroll, Spell Focus 
  (Conjuration). 
   
  Barred Schools: Evocation, Necromancy. 
   
  Spells Prepared: (5/5/5/4; base DC = 13 + spell 
  level): 0-acid splashC (2), detect magic, message, 
  prestidigitation; 1st—color spray, mage armorC, 
  greaseC, summon monster IC/AS (2); 2nd—fox’s 
  cunning, glitterdustC, Melf’s acid arrowC, summon 
  monster IIC/AS (2); 3rd—deep slumber, dispel magic, 
  stinking cloudC, summon monster IIIC/AS. 
   
  C: Conjuration spell DC = 14 + spell level 
   
  AS: Augment Summoning feat used to improved 
  summoned monsters. They gain a +4 enhancement 
  bonus to Strength and Constitution. 
   
  Possessions: Dagger, bracers of armor +1, scroll of 
  fog cloud, scroll of web, potion of cure moderate 
  wounds, potion of blur, ring of protection +1, scroll of 
  blink, wand of Melf’s acid arrow [25 charges]. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 35 
  APPENDIX 3: APL 6 
  �Curadhal: human (Flan) male Brb 1: CR 1; Medium 
  humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 
  16, touch 14, flat-footed 14; Base Atk +1; Grp +2; Atk +3 
  melee (1d6+1/18-20, scimitar) or +3 ranged (1d8/×3, 
  composite shortbow); Full Atk +3 melee (1d6+1/18-20, 
  scimitar) or +3 ranged (1d8/×3, composite shortbow); 
  SA Rage; SQ Fast movement; AL CN; SV Fort +4, Ref 
  +2, Will +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +5, Handle Animal +3, 
  Intimidate +3, Listen +6, Spot +4, Survival +4; 
  Alertness, Weapon Focus (scimitar). 
   
  Languages: Ancient Sueloise, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
  Power-Up Suite (Rage)—hp 16; AC 14, touch 12, 
  flat-footed 12; Grp +9; Atk and Full Atk +5 melee 
  (1d6+3/18-20, scimitar); SV Fort +4, Ref +2, Will +2; Str 
  17, Con 18; Skills: Climb +5. 
   
  ENCOUNTER 1: A BARBARIAN 
  STANDOFF 
  �Warriors of Ghazal: human (Suel) male Brb2: CR 2; 
  Medium Humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 
  ft.; AC 16, touch 14, flat-footed 14; Base Atk +2; Grp +3; 
  Atk +4 melee (1d6+1/18-20, scimitar) or +4 ranged 
  (1d8/×3, composite shortbow); Full Atk +4 melee 
  (1d6+1/18-20, scimitar) or +4 ranged (1d8/×3, 
  composite shortbow); SA Rage; SQ Fast movement, 
  uncanny dodge; AL CN; SV Fort +5, Ref +2, Will +0; Str 
  13, Dex 15, Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal +4, 
  Intimidate +4, Listen +6, Spot +5, Survival +5; 
  Alertness, Weapon Focus (scimitar). 
   
  Languages: Ancient Flan, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
  ENCOUNTER 2: THE ENTRANCE TO 
  THE MINES 
  �Duergar Warrior: hp 9; see Monster Manual with the 
  following changes: AC 16, touch 10, flatfooted 16 (AC 
  15, touch 10, flat-footed 15 when using glaive); add Atk 
  +2 melee (1d10+1/×3, glaive); Skills: Move Silently –3; 
  Possessions: swap out heavy steel shield with buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  ENCOUNTER 3: HIDE AND SEEK, HIT 
  AND RUN. 
  All guardposts: 
  �Duergar Warrior (Crossbowman): male duergar 
  Ftr1: CR 2; Medium humanoid (dwarf); HD 1d10+2; hp 
  12; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; 
  Base Atk +1; Grp +3; Atk +4 melee (1d8+2/×3, 
  masterwork warhammer) or +4 ranged (1d10/19-20, 
  heavy repeating crossbow); Full Atk +4 melee 
  (1d8+2/×3, masterwork warhammer) or +4 ranged 
  (1d10/19-20, heavy repeating crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +4, Listen +2, 
  Move Silently +6, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Weapon Focus (heavy 
  repeating crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, masterwork 
  warhammer, heavy repeating crossbow, 4 bolt cases (20 
  bolts total), potion of cure moderate wounds, potion of 
  cat’s grace. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 15, 
  touch 10, flat-footed 14; Grp +8; Atk and Full Atk +4 
  
  CORS5-02 The Mines of the Eye 
   
  Page 36 
  melee (1d2d6+3/×3, masterwork warhammer) or +2 
  ranged (1d10/19-20, heavy repeating crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, Dex 13; 
  Skills: Move Silently +5. 
   
  �Duergar Warrior: male duergar Ftr 1: CR 2; Medium 
  humanoid (dwarf); HD 1d10+2; hp 12; Init +2; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/×3, warhammer), +4 melee 
  (2d6+3/×3, dwarven warpike) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d8+3/×3, 
  warhammer), +4 melee (2d6+2/×3, dwarven warpike) 
  or +3 ranged (1d8/19-20, light crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb –1, Jump –1, Listen +2, 
  Move Silently +1, Spot +2; Exotic Weapon Proficiency 
  (dwarven warpike), Weapon Focus (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, heavy steel 
  shield, masterwork warhammer, dwarven warpike, 
  light crossbow, 20 bolts, potion of cure moderate 
  wounds, potion of bull’s strength, potion of heroism. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 17, 
  touch 10, flat-footed 15; Grp +8; Atk and Full Atk +3 
  melee (2d6+3/×3, warhammer), +4 melee (3d6+4/×3, 
  dwarven warpike) or +1 ranged (1d8/19-20, light 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, 
  Dex 13; Skills: Move Silently +0. 
   
  Guardpost A: 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 1: CR 
  2; Medium humanoid (dwarf); HD 1d4+3; hp 7; Init +1; 
  Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0, 
  Grp –1; Base Atk –1 melee (1d4-1/19-20, dagger); Full 
  Atk –1 melee (1d4-1/19-20, dagger); SA Spells; SQ 
  Spell-like abilities, immunity to paralysis, phantasms 
  and poisons, +2 bonus on saving throws against spells 
  and spell-like abilities, light sensitivity, darkvision 120 
  ft., summon familiar; AL LE; SV Fort +3, Ref +1, Will 
  +2; Str 8, Dex 13, Con 16, Int 15, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcana) +5, Listen +1, Move Silently +7, Spellcraft +6, 
  Spot +1; Scribe Scroll, Spell Focus (evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Prepared Spells: (4/3; base DC = 12 + spell level): 
  0—acid splash, flareE, lightE, ray of frostE; 1st—
  burning handsE, color spray, mage armor. 
   
  E: Evocation spell DC = 13 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
   
  Possessions: Dagger, wand of magic missile (20 
  charges). 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 9, 
  touch 9, flat-footed 9; Grp +4; Atk and Full Atk –1 
  melee (1d6/19-20, dagger); Face/Reach 10 ft./10 ft.; SV 
  Ref +0; Str 10, Dex 11; Skills: Move Silently +6. 
   
  �Keralzûr: male duergar Ftr 5: CR 6; Medium 
  humanoid (dwarf); HD 5d10+10; hp 45; Init +3; Spd 20 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +5; Grp +7; 
  Atk +8 melee (1d8+2/×3, masterwork warhammer), +10 
  melee (2d6+6/×3, +1 dwarven warpike) or +9 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Full 
  Atk 
  +8 
  melee 
  (1d8+2/×3, 
  masterwork 
  warhammer), +10 melee (2d6+6/×3, +1 dwarven 
  warpike) or +9 ranged (1d10/19-20, masterwork 
  repeating heavy crossbow); SQ Spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft.; AL LE; SV 
  Fort +6, Ref +4, Will +1; Str 14, Dex 16, Con 15, Int 12, 
  Wis 10, Cha 4. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 37 
   
  Skills and Feats: Climb +6, Jump +6, Listen +4, 
  Move Silently +11, Spot +4; Combat Reflexes, Exotic 
  Weapon Proficiency (dwarven warpike) Power Attack, 
  Weapon 
  Focus 
  (dwarven 
  warpike), 
  Weapon 
  Specialization (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, repeating heavy crossbow not 
  affected). Invisibility: Duration 1 min./level. 
   
  Possessions: 
  +2 
  breastplate, 
  masterwork 
  warhammer, 
  +1 
  dwarven 
  warpike, 
  masterwork 
  repeating heavy crossbow, 4 bolt cases (20 bolts total), 2 
  × potion of cure serious wounds, potion of bull’s 
  strength, potion of heroism, amulet of natural armor 
  +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 19, 
  touch 11, flat-footed 17; Grp +12; Atk and Full Atk +8 
  melee (2d6+3/×3, masterwork warhammer), +10 melee 
  (3d6+7/×3, +1 dwarven warpike) or +7 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +3; Str 16, Dex 14; 
  Skills: Move Silently +10. 
   
  Guardpost B: 
   
  �Balavûr: male duergar Ftr 5: CR 6; Medium 
  humanoid (dwarf); HD 5d10+10; hp 45; Init +3; Spd 20 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +5; Grp +7; 
  Atk +10 melee (1d12+6/×3, +1 greataxe), +8 melee 
  (1d10+4/×3, masterwork glaive) or +9 ranged (1d10/19-
  20, masterwork repeating heavy crossbow); Full Atk 
  +10 melee (1d12+6/×3, +1 greataxe), +8 melee 
  (1d10+4/×3, masterwork glaive) or +9 ranged (1d10/19-
  20, masterwork repeating heavy crossbow); SQ Spell-
  like abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +6, Ref +4, Will +1; Str 14, Dex 16, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +6, Jump +6, Listen +4, 
  Move Silently +11, Spot +4; Combat Reflexes, Dodge, 
  Tunnel Fighting, Weapon Focus (greataxe), Weapon 
  Specialization (greataxe). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: greataxe = 3d6, glaive 
  = 2d8, repeating heavy crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: 
  +2 
  breastplate, 
  +1 
  greataxe, 
  masterwork glaive, masterwork repeating heavy 
  crossbow, 4 bolt cases (20 bolts total), 2 × potion of cure 
  serious wounds, potion of bull’s strength, potion of 
  heroism, amulet of natural armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 19, 
  touch 11, flat-footed 17; Grp +12; Atk and Full Atk +10 
  melee (3d6+7/×3, +1 greataxe), +8 melee (2d8+5/×3, 
  masterwork glaive) or +7 ranged (1d10/19-20, 
  masterwork repeating heavy crossbow); Face/Reach 10 
  ft./10 ft. (20 ft. with glaive); SV Ref +3; Str 16, Dex 14; 
  Skills: Move Silently +10. 
   
  �Duergar Rogue: male duergar Rog 1: CR 2; Medium 
  humanoid (dwarf); HD 1d6+3; hp 9; Init +2; Spd 30 ft.; 
  AC 15, touch 12, flat-footed 13; Base Atk +0; Grp +1; 
  Atk +1 melee (1d6+1/19-20, short sword), +1 melee 
  (1d4+1/19-20, dagger) or +2 ranged (1d8/19-20, light 
  crossbow); Full Atk +1 melee (1d6+1/19-20, short 
  sword), +1 melee (1d4+1/19-20, dagger) or +2 ranged 
  (1d8/19-20, light crossbow); SA Sneak attack +1d6; SQ 
  trapfinding, spell-like abilities, immunity to paralysis, 
  phantasms and poisons, +2 bonus on saving throws 
  against spells and spell-like abilities, light sensitivity, 
  darkvision 120 ft.; AL LE; SV Fort +3, Ref +4, Will +0; 
  Str 12, Dex 15, Con 16, Int 13, Wis 10, Cha 4. 
   
  Skills and Feats: Balance +6, Climb +5, Disable 
  Device +6, Hide +8, Listen +5, Move Silently +12, Open 
  Lock +6, Search +3, Spot +5, Tumble +6; Stealthy. 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 38 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (short sword = 1d8, dagger = 1d6, light crossbow = 
  2d6). Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork studded leather armor, 
  short sword, dagger, light crossbow, 10 bolts. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 13, 
  touch 10, flat-footed 12; Grp +6; Atk and Full Atk +1 
  melee (1d8+2/19-20, short sword), +1 melee (1d6+2/19-
  20, dagger) or +0 ranged (1d8/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +3; Str 14, Dex 13; 
  Skills: Balance +5, Disable Device +5, Hide +3, Move 
  Silently +11. 
   
  Guardpost C: 
   
  �Dûneraz: male duergar Ftr 5: CR 6; Medium 
  humanoid (dwarf); HD 5d10+10; hp 45; Init +3; Spd 20 
  ft.; AC 23, touch 13, flat-footed 21 (AC 21, touch 11, 
  flat-footed 19 with glaive or crossbow); Base Atk +5; 
  Grp +7; Atk +9 melee (1d6+5/×4, +1 heavy pick), +8 
  melee (1d10+4/×3, masterwork glaive) or +9 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Full Atk +9 melee (1d6+5/×4, +1 heavy pick), +8 melee 
  (1d10+4/×3, masterwork glaive) or +9 ranged (1d10/19-
  20, masterwork repeating heavy crossbow); SQ Spell-
  like abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +6, Ref +4, Will +1; Str 14, Dex 16, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +6, Jump +6, Listen +4, 
  Move Silently +11, Spot +4; Combat Reflexes, Dodge, 
  Tunnel Fighting, Weapon Focus (heavy pick), Weapon 
  Specialization (heavy pick). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: heavy pick = 1d8, 
  glaive = 2d8, repeating heavy crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: +2 breastplate, heavy steel shield, +1 
  heavy pick, masterwork glaive, masterwork repeating 
  heavy crossbow, 4 bolt cases (20 bolts total), 2 × potion 
  of cure serious wounds, potion of bull’s strength, 
  potion of heroism, amulet of natural armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 21, 
  touch 11, flat-footed 15 (AC 19, touch 11, flat-footed 13 
  with glaive or crossbow); Grp +12; Atk and Full Atk +9 
  melee (1d8+6/×4, +1 heavy pick), +8 melee (2d8+5/×3, 
  masterwork glaive) or +7 ranged (1d10/19-20, 
  masterwork repeating heavy crossbow); Face/Reach 10 
  ft./10 ft. (20 ft. with glaive); SV Ref +3; Str 16, Dex 14; 
  Skills: Move Silently +10. 
   
  Guardpost D: 
   
  �Duergar Cleric: male duergar Clr 1—Laduguer: CR 
  2; Medium humanoid (dwarf); HD 1d8+3;hp 8; Init –1; 
  Spd 20 ft.; AC 17, touch 9, flat-footed 17; Base Atk +0; 
  Grp +1; Atk +2 melee (1d8+1/×3, masterwork 
  warhammer) or –1 ranged (1d8/19-20, light crossbow); 
  Full Atk +2 melee (1d8+1/×3, masterwork warhammer) 
  or –1 ranged (1d8/19-20, light crossbow); SA Spells, 
  rebuke undead; SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +5, Ref –
  1, Will +4; Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 9. 
   
  Skills and Feats: Concentration +5, Diplomacy +1, 
  Knowledge (religion) +2, Listen +3, Move Silently +3, 
  Spellcraft +2, Spot +3; Martial Weapon Proficiency 
  (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  
  CORS5-02 The Mines of the Eye 
   
  Page 39 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (warhammer = 2d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Prepared: (3/2+1; base DC = 12 + spell level): 
  0—cure minor wounds, resistance, virtue; 1st- bless, 
  magic stoneD, shield of faith. 
   
  DDomain Spell. Domains: Earth (3 + Cha modifier 
  daily use, turn or destroy air elementals, rebuke, 
  command or bolster earth creatures as an evil cleric 
  rebukes 
  undead); 
  Protection 
  (protective 
  ward: 
  resistance bonus equal to cleric level on next saving 
  throw). 
   
  Possessions: Splint mail, heavy steel shield, 
  masterwork warhammer, light crossbow, 10 bolts, 
  potion of cure light wounds, scroll of sanctuary, scroll 
  of silence. 
   
  Power-Up Suite (Enlarge Person)—Init –2; AC 
  15, touch 9, flat-footed 14; Grp +6; Atk and Full Atk +2 
  melee (2d6+2/×3, masterwork warhammer) or –3 
  ranged (1d8/19-20, light crossbow); Face/Reach 10 
  ft./10 ft.; SV Ref –2; Str 14, Dex 6; Skills: Move Silently 
  +2. 
   
  �Tûrakal: male duergar Ftr 5: CR 6; Medium 
  humanoid (dwarf); HD 5d10+10; hp 45; Init +3; Spd 20 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +5; Grp +7; 
  Atk +9 melee (2d6+6/×3, +1 large warhammer), or +9 
  ranged (1d10/19-20, masterwork repeating heavy 
  crossbow); Full Atk +9 melee (2d6+6/×3, +1 large 
  warhammer), or +9 ranged (1d10/19-20, masterwork 
  repeating heavy crossbow); SQ Spell-like abilities, 
  immunity to paralysis, phantasms and poisons, +2 
  bonus on saving throws against spells and spell-like 
  abilities, light sensitivity, darkvision 120 ft.; AL LE; SV 
  Fort +6, Ref +4, Will +1; Str 14, Dex 16, Con 15, Int 12, 
  Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +4, Listen +4, 
  Move Silently +9, Spot +4; Combat Reflexes, Dodge, 
  Power Attack, Weapon Focus (warhammer), Weapon 
  Specialization (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: large warhammer = 
  3d6, glaive = 2d8, repeating heavy crossbow not 
  affected). Invisibility: Duration 1 min./level. 
   
  Possessions: +2 breastplate, +1 large warhammer, 
  masterwork repeating heavy crossbow, 4 bolt cases (20 
  bolts total), potion of cure serious wounds, potion of 
  bull’s strength, potion of heroism, amulet of natural 
  armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 19, 
  touch 11, flat-footed 17; Grp +12; Atk and Full Atk +9 
  melee (3d6+7/×3, +1 large warhammer), or +7 ranged 
  (1d10/19-20, masterwork repeating heavy crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +3; Str 16, Dex 14; 
  Skills: Move Silently +8. 
  ENCOUNTER 5: THE BRIDGE OF THE 
  EYE 
  �Duergar Warrior (Crossbowman): male duergar 
  Ftr1: CR 2; Medium humanoid (dwarf); HD 1d10+2; hp 
  12; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; 
  Base Atk +1; Grp +3; Atk +4 melee (1d8+2/×3, 
  masterwork warhammer) or +4 ranged (1d10/19-20, 
  heavy repeating crossbow); Full Atk +4 melee 
  (1d8+2/×3, masterwork warhammer) or +4 ranged 
  (1d10/19-20, heavy repeating crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +4, Listen +2, 
  Move Silently +6, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Weapon Focus (heavy 
  repeating crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, masterwork 
  warhammer, heavy repeating crossbow, 4 bolt cases (20 
  
  CORS5-02 The Mines of the Eye 
   
  Page 40 
  bolts total), potion of cure moderate wounds, potion of 
  cat’s grace. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 15, 
  touch 10, flat-footed 14; Grp +8; Atk and Full Atk +4 
  melee (2d6+3/×3, masterwork warhammer) or +2 
  ranged (1d10/19-20, heavy repeating crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, Dex 13; 
  Skills: Move Silently +5. 
   
  �Duergar Warrior: male duergar Ftr 1: CR 2; Medium 
  humanoid (dwarf); HD 1d10+2; hp 12; Init +2; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/×3, warhammer), +4 melee 
  (2d6+3/×3, dwarven warpike) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d8+3/×3, 
  warhammer), +4 melee (2d6+2/×3, dwarven warpike) 
  or +3 ranged (1d8/19-20, light crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb –1, Jump –1, Listen +2, 
  Move Silently +1, Spot +2; Exotic Weapon Proficiency 
  (dwarven warpike), Weapon Focus (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, heavy steel 
  shield, masterwork warhammer, dwarven warpike, 
  light crossbow, 20 bolts, potion of cure moderate 
  wounds, potion of bull’s strength, potion of heroism. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 17, 
  touch 10, flat-footed 15; Grp +8; Atk and Full Atk +3 
  melee (2d6+3/×3, warhammer), +4 melee (3d6+4/×3, 
  dwarven warpike) or +1 ranged (1d8/19-20, light 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, 
  Dex 13; Skills: Move Silently +0. 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 1: CR 
  2; Medium humanoid (dwarf); HD 1d4+3; hp 7; Init +1; 
  Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0, 
  Grp –1; Base Atk –1 melee (1d4-1/19-20, dagger); Full 
  Atk –1 melee (1d4-1/19-20, dagger); SA Spells; SQ 
  Spell-like abilities, immunity to paralysis, phantasms 
  and poisons, +2 bonus on saving throws against spells 
  and spell-like abilities, light sensitivity, darkvision 120 
  ft., summon familiar; AL LE; SV Fort +3, Ref +1, Will 
  +2; Str 8, Dex 13, Con 16, Int 15, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcana) +5, Listen +1, Move Silently +7, Spellcraft +6, 
  Spot +1; Scribe Scroll, Spell Focus (evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Prepared Spells: (4/3; base DC = 12 + spell level): 
  0—acid splash, flareE, lightE, ray of frostE; 1st—
  burning handsE, color spray, mage armor. 
   
  E: Evocation spell DC = 13 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
   
  Possessions: Dagger, wand of magic missile (20 
  charges). 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 9, 
  touch 9, flat-footed 9; Grp +4; Atk and Full Atk –1 
  melee (1d6/19-20, dagger); Face/Reach 10 ft./10 ft.; SV 
  Ref +0; Str 10, Dex 11; Skills: Move Silently +6. 
   
  ENCOUNTER 6: THE MUSTERING 
  CHAMBER 
  �Duergar Warrior: hp 9; see Monster Manual with the 
  following changes: AC 16, touch 10, flatfooted 16 (AC 
  15, touch 10, flat-footed 15 when using glaive); add Atk 
  +2 melee (1d10+1/×3, glaive); Skills: Move Silently –3; 
  Possessions: swap out heavy steel shield with buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  
  CORS5-02 The Mines of the Eye 
   
  Page 41 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  �Turav: male human (Suel) Wiz (Conjurer) 8: CR 8; 
  Medium humanoid; HD 8d4+16; hp 41; Init +2; Spd 30 
  ft.; AC 13, touch 12, flat-footed 11; Base Atk +4; Grp +4; 
  Atk +4 melee (1d4/19-20, dagger); Full Atk +4 melee 
  (1d4/19-20, dagger); SA Spells; SQ summon familiar; 
  AL NE; SV Fort +5, Ref +5, Will +7; Str 10, Dex 14, Con 
  14, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +13, Decipher 
  Script +12, Diplomacy +4, Knowledge (arcana) +14, 
  Knowledge (dungeoneering) +12, Listen +2, Spellcraft 
  +16; Augment Summoning, Combat Casting, Extend 
  Spell, Improved Initiative, Scribe Scroll, Spell Focus 
  (Conjuration). 
   
  Barred Schools: Evocation, Necromancy. 
   
  Spells Prepared: (5/5/5/5/4; base DC = 13 + spell 
  level): 0-acid splashC (2), detect magic, message, 
  prestidigitation; 1st- color spray, mage armorC, greaseC, 
  summon monster IC/AS (2); 2nd- fox’s cunning, 
  glitterdustC, Melf’s acid arrowC, summon monster 
  IIC/AS(2); 3rd- 
  deep 
  slumber, 
  dispel 
  magic, 
  protection from energy, stinking cloudC, summon 
  monster IIIC/AS; 4th- Evard’s black tentaclesC, lesser 
  globe of invulnerability, stoneskin, summon monster 
  IVC/AS. 
   
  C: Conjuration spell DC = 14 + spell level 
   
  AS: Augment Summoning feat used to improved 
  summoned monsters. They gain a +4 enhancement 
  bonus to Strength and Constitution. 
   
  Possessions: Dagger, bracers of armor +1, scroll of 
  fog cloud, scroll of web, potion of cure moderate 
  wounds, potion of blur, ring of protection +1, scroll of 
  blink, wand of Melf’s acid arrow [25 charges.], dust of 
  disappearance. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 42 
  APPENDIX 4: APL 8 
  �Curadhal: human (Flan) male Brb 1: CR 1; Medium 
  humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 
  16, touch 14, flat-footed 14; Base Atk +1; Grp +2; Atk +3 
  melee (1d6+1/18-20, scimitar) or +3 ranged (1d8/×3, 
  composite shortbow); Full Atk +3 melee (1d6+1/18-20, 
  scimitar) or +3 ranged (1d8/×3, composite shortbow); 
  SA Rage; SQ Fast movement; AL CN; SV Fort +4, Ref 
  +2, Will +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +5, Handle Animal +3, 
  Intimidate +3, Listen +6, Spot +4, Survival +4; 
  Alertness, Weapon Focus (scimitar). 
   
  Languages: Ancient Sueloise, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
  Power-Up Suite (Rage)—hp 16; AC 14, touch 12, 
  flat-footed 12; Grp +9; Atk and Full Atk +5 melee 
  (1d6+3/18-20, scimitar); SV Fort +4, Ref +2, Will +2; Str 
  17, Con 18; Skills: Climb +5. 
   
  ENCOUNTER 1: A BARBARIAN 
  STANDOFF 
  �Warrior of Ghazal: human (Suel) male Brb3: CR 3; 
  Medium Humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 
  ft.; AC 16, touch 14, flat-footed 14; Base Atk +3; Grp +4; 
  Atk +5 melee (1d6+1/18-20, scimitar) or +5 ranged 
  (1d8/×3, composite shortbow); Full Atk +5 melee 
  (1d6+1/18-20, scimitar) or +5 ranged (1d8/×3, 
  composite shortbow); SA Rage; SQ Fast movement, 
  uncanny dodge, trap sense +1; AL CN; SV Fort +5, Ref 
  +3, Will +1; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +7, Handle Animal +5, 
  Intimidate +5, Listen +7, Spot +6, Survival +5; 
  Alertness, Power Attack, Weapon Focus (scimitar). 
   
  Languages: Ancient Flan, Common. 
   
  Rage (Ex): 1/day; Temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution and a +2 morale 
  bonus to Will saves. Takes a –2 penalty to AC. A fit of 
  rage lasts for a number of rounds equal to 3 + the 
  character’s (newly modified) Constitution modifier. 
   
  Possessions: Studded leather armor, light wooden 
  shield, scimitar, composite shortbow, 20 arrows. 
   
  Power-Up Suite (Rage)—hp 16; AC 14, touch 12, 
  flat-footed 12; Grp +4; Atk and Full Atk +5 melee 
  (1d6+3/18-20, scimitar); SV Fort +4, Ref +2, Will +2; Str 
  17, Con 18; Skills: Climb +6. 
   
  ENCOUNTER 2: THE ENTRANCE TO 
  THE MINES 
  �Duergar Warrior: hp 9; see Monster Manual with the 
  following changes: AC 16, touch 10, flatfooted 16 (AC 
  15, touch 10, flat-footed 15 when using glaive); add Atk 
  +2 melee (1d10+1/×3, glaive); Skills: Move Silently –3; 
  Possessions: swap out heavy steel shield with buckler. 
   
  Power-Up Suite (Enlarge Person)—AC 14, touch 
  8, flat-footed 14 (AC 13, touch 8, flat-footed 13 when 
  using glaive); Grp +7; Atk and Full Atk +2 melee 
  (2d6+2/×3, warhammer), or +2 melee (2d8+3/×3, 
  glaive), or +0 ranged (2d6/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft. (20 ft. with glaive); SV Ref –1; 
  Str 15, Dex 9; Skills: Move Silently –4. 
   
  ENCOUNTER 3: HIDE AND SEEK, HIT 
  AND RUN. 
  All Guardposts 
  �Duergar Warrior (Crossbowman): male duergar 
  Ftr1: CR 2; Medium humanoid (dwarf); HD 1d10+2; hp 
  12; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; 
  Base Atk +1; Grp +3; Atk +4 melee (1d8+2/×3, 
  masterwork warhammer) or +4 ranged (1d10/19-20, 
  heavy repeating crossbow); Full Atk +4 melee 
  (1d8+2/×3, masterwork warhammer) or +4 ranged 
  (1d10/19-20, heavy repeating crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +4, Listen +2, 
  Move Silently +6, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Weapon Focus (heavy 
  repeating crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  
  CORS5-02 The Mines of the Eye 
   
  Page 43 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, masterwork 
  warhammer, heavy repeating crossbow, 4 bolt cases (20 
  bolts total), potion of cure moderate wounds, potion of 
  cat’s grace. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 15, 
  touch 10, flat-footed 14; Grp +8; Atk and Full Atk +4 
  melee (2d6+3/×3, masterwork warhammer) or +2 
  ranged (1d10/19-20, heavy repeating crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, Dex 13; 
  Skills: Move Silently +5. 
   
  �Duergar Warrior: male duergar Ftr 1: CR 2; Medium 
  humanoid (dwarf); HD 1d10+2; hp 12; Init +2; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/×3, warhammer), +4 melee 
  (2d6+3/×3, dwarven warpike) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d8+3/×3, 
  warhammer), +4 melee (2d6+2/×3, dwarven warpike) 
  or +3 ranged (1d8/19-20, light crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb –1, Jump –1, Listen +2, 
  Move Silently +1, Spot +2; Exotic Weapon Proficiency 
  (dwarven warpike), Weapon Focus (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, heavy steel 
  shield, masterwork warhammer, dwarven warpike, 
  light crossbow, 20 bolts, potion of cure moderate 
  wounds, potion of bull’s strength, potion of heroism. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 17, 
  touch 10, flat-footed 15; Grp +8; Atk and Full Atk +3 
  melee (2d6+3/×3, warhammer), +4 melee (3d6+4/×3, 
  dwarven warpike) or +1 ranged (1d8/19-20, light 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, 
  Dex 13; Skills: Move Silently +0. 
   
  Guardposts A 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 1: CR 
  2; Medium humanoid (dwarf); HD 1d4+3; hp 7; Init +1; 
  Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0, 
  Grp –1; Base Atk –1 melee (1d4-1/19-20, dagger); Full 
  Atk –1 melee (1d4-1/19-20, dagger); SA Spells; SQ 
  Spell-like abilities, immunity to paralysis, phantasms 
  and poisons, +2 bonus on saving throws against spells 
  and spell-like abilities, light sensitivity, darkvision 120 
  ft., summon familiar; AL LE; SV Fort +3, Ref +1, Will 
  +2; Str 8, Dex 13, Con 16, Int 15, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcana) +5, Listen +1, Move Silently +7, Spellcraft +6, 
  Spot +1; Scribe Scroll, Spell Focus (evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Prepared Spells: (4/3; base DC = 12 + spell level): 
  0—acid splash, flareE, lightE, ray of frostE; 1st—
  burning handsE, color spray, mage armor. 
   
  E: Evocation spell DC = 13 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
   
  Possessions: Dagger, wand of magic missile (20 
  charges). 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 9, 
  touch 9, flat-footed 9; Grp +4; Atk and Full Atk –1 
  melee (1d6/19-20, dagger); Face/Reach 10 ft./10 ft.; SV 
  Ref +0; Str 10, Dex 11; Skills: Move Silently +6. 
   
  �Keralzûr: male duergar Ftr 7: CR 8; Medium 
  humanoid (dwarf); HD 7d10+14; hp 63; Init +3; Spd 20 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +7; Grp +9; 
  Atk +10 melee (1d8+2/×3, dwarvencraft warhammer), 
  +12 melee (2d6+7/×3, +1 dwarven warpike) or +11 
  ranged (1d10/19-20, dwarvencraft repeating heavy 
  crossbow); 
  Full 
  Atk 
  +10/+5 
  melee 
  (1d8+2/×3, 
  
  CORS5-02 The Mines of the Eye 
   
  Page 44 
  dwarvencraft warhammer), +12/+7 melee (2d6+7/×3, 
  +1 dwarven warpike) or +11/+6 ranged (1d10/19-20, 
  dwarvencraft repeating heavy crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +7, Ref +5, Will +2; Str 14, Dex 16, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +8, Jump +7, Listen +5, 
  Move Silently +12, Spot +5; Combat Reflexes, Dodge, 
  Exotic Weapon Proficiency (dwarven warpike), 
  Mobility, Power Attack, Weapon Focus (dwarven 
  warpike), Weapon Specialization (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, repeating heavy crossbow not 
  affected). Invisibility: Duration 1 min./level. 
   
  Possessions: 
  +2 
  breastplate, 
  dwarvencraft 
  warhammer, +2 dwarven warpike, dwarvencraft 
  repeating heavy crossbow, 4 bolt cases (20 bolts total), 2 
  × potion of cure serious wounds, potion of bull’s 
  strength, potion of heroism, amulet of natural armor 
  +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 19, 
  touch 11, flat-footed 17; Grp +14; Atk +10 melee 
  (2d6+3/×3, dwarvencraft warhammer), +12 melee 
  (3d6+8/×3, +1 dwarven warpike) or +9 ranged 
  (1d10/19-20, dwarvencraft repeating heavy crossbow); 
  Full Atk +10/+5 melee (2d6+3/×3, dwarvencraft 
  warhammer), +12/+7 melee (3d6+8/×3, +1 dwarven 
  warpike) or +9/+4 ranged (1d10/19-20, dwarvencraft 
  repeating heavy crossbow); Face/Reach 10 ft./10 ft.; SV 
  Ref +4; Str 16, Dex 14; Skills: Move Silently +11. 
   
  Guardpost B 
   
  �Duergar Rogue: male duergar Rog 1: CR 2; Medium 
  humanoid (dwarf); HD 1d6+3; hp 9; Init +2; Spd 30 ft.; 
  AC 15, touch 12, flat-footed 13; Base Atk +0; Grp +1; 
  Atk +1 melee (1d6+1/19-20, short sword), +1 melee 
  (1d4+1/19-20, dagger) or +2 ranged (1d8/19-20, light 
  crossbow); Full Atk +1 melee (1d6+1/19-20, short 
  sword), +1 melee (1d4+1/19-20, dagger) or +2 ranged 
  (1d8/19-20, light crossbow); SA Sneak attack +1d6; SQ 
  trapfinding, spell-like abilities, immunity to paralysis, 
  phantasms and poisons, +2 bonus on saving throws 
  against spells and spell-like abilities, light sensitivity, 
  darkvision 120 ft.; AL LE; SV Fort +3, Ref +4, Will +0; 
  Str 12, Dex 15, Con 16, Int 13, Wis 10, Cha 4. 
   
  Skills and Feats: Balance +6, Climb +5, Disable 
  Device +6, Hide +8, Listen +5, Move Silently +12, Open 
  Lock +6, Search +3, Spot +5, Tumble +6; Stealthy. 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (short sword = 1d8, dagger = 1d6, light crossbow = 
  2d6). Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork studded leather armor, 
  short sword, dagger, light crossbow, 10 bolts. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 13, 
  touch 10, flat-footed 12; Grp +6; Atk and Full Atk +1 
  melee (1d8+2/19-20, short sword), +1 melee (1d6+2/19-
  20, dagger) or +0 ranged (1d8/19-20, light crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +3; Str 14, Dex 13; 
  Skills: Balance +5, Disable Device +5, Hide +3, Move 
  Silently +11. 
   
  �Balavûr: male duergar Ftr 7: CR 8; Medium 
  humanoid (dwarf); HD 7d10+14; hp 63; Init +3; Spd 20 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +7; Grp +9; 
  Atk +12 melee (1d12+7/×3, +1 greataxe) or +11 ranged 
  (1d10/19-20, dwarvencraft repeating heavy crossbow); 
  Full Atk +12/+7 melee (1d12+7/×3, +1 greataxe) or 
  +11/+6 ranged (1d10/19-20, dwarvencraft repeating 
  heavy crossbow); SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +7, Ref 
  +5, Will +2; Str 14, Dex 16, Con 15, Int 12, Wis 10, Cha 
  4. 
   
  Skills and Feats: Climb +8, Jump +7, Listen +5, 
  Move Silently +12, Spot +5; Combat Reflexes; Dodge, 
  Mobility, Power Attack, Tunnel Fighting, Weapon 
  Focus (greataxe), Weapon Specialization (greataxe). 
  
  CORS5-02 The Mines of the Eye 
   
  Page 45 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: greataxe = 2d8, 
  repeating heavy crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: 
  +2 
  breastplate, 
  +2 
  greataxe, 
  dwarvencraft repeating heavy crossbow, 4 bolt cases 
  (20 bolts total), 2 × potion of cure serious wounds, 
  potion of bull’s strength, potion of heroism, amulet of 
  natural armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 19, 
  touch 11, flat-footed 17; Grp +14; Atk +12 melee 
  (2d8+8/×3, +1 greataxe) or +9 ranged (1d10/19-20, 
  dwarvencraft repeating heavy crossbow); Full Atk 
  +12/+7 melee (2d8+8/×3, +1 greataxe) or +9/+4 ranged 
  (1d10/19-20, dwarvencraft repeating heavy crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +4; Str 16, Dex 14; 
  Skills: Move Silently +11. 
   
  Guardpost C 
   
  �Dûneraz: male duergar Ftr 7: CR 8; Medium 
  humanoid (dwarf); HD 7d10+14; hp 63; Init +3; Spd 20 
  ft.; AC 21, touch 13, flat-footed 18 (AC 19, touch 11, 
  flat-footed 16 with crossbow); Base Atk +7; Grp +9; Atk 
  +10 melee (1d6+6/×4, +2 heavy pick), +10 melee 
  (2d6+3/×3, dwarven warpike) or +11 ranged (1d10/19-
  20, dwarvencraft repeating heavy crossbow); Full Atk 
  +10/+5 melee (1d6+6/×4, +2 heavy pick), +12/+7 melee 
  (2d6+3/×3, dwarven warpike) or +11/+6 ranged 
  (1d10/19-20, dwarvencraft repeating heavy crossbow); 
  SQ 
  Spell-like 
  abilities, 
  immunity 
  to 
  paralysis, 
  phantasms and poisons, +2 bonus on saving throws 
  against spells and spell-like abilities, light sensitivity, 
  darkvision 120 ft.; AL LE; SV Fort +7, Ref +5, Will +2; 
  Str 14, Dex 16, Con 15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +8, Jump +7, Listen +5, 
  Move Silently +12, Spot +5; Combat Reflexes, Dodge, 
  Mobility, Power Attack, Tunnel Fighting, Weapon 
  Focus (heavy pick), Weapon Specialization (heavy 
  pick). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: dwarven warpike = 
  3d6, 
  heavy 
  repeating 
  crossbow 
  not 
  affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: +2 breastplate, +2 heavy pick, 
  dwarvencraft 
  heavy 
  steel 
  shield, 
  dwarvencraft 
  repeating heavy crossbow, 4 bolt cases (20 bolts total), 2 
  × potion of cure serious wounds, potion of bull’s 
  strength, potion of heroism, amulet of natural armor 
  +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 19, 
  touch 11, flat-footed 17 (AC 17, touch 9, flat-footed 15 
  with crossbow); Grp +14; Atk +10 melee (1d8+7/×4, +2 
  heavy pick), +10 melee (3d6+4/×3, dwarven warpike) or 
  +9 ranged (1d10/19-20, dwarvencraft repeating heavy 
  crossbow); Full Atk +10/+5 melee (1d6+7/×4, +2 heavy 
  pick), +12/+7 melee (2d6+4/×3, dwarven warpike) or 
  +9/+4 ranged (1d10/19-20, dwarvencraft repeating 
  heavy crossbow); Face/Reach 10 ft./10 ft.; SV Ref +4; 
  Str 16, Dex 14; Skills: Move Silently +11. 
   
  Guardpost D 
   
  �Duergar Cleric: male duergar Clr 1—Laduguer: CR 
  2; Medium humanoid (dwarf); HD 1d8+3;hp 8; Init –1; 
  Spd 20 ft.; AC 17, touch 9, flat-footed 17; Base Atk +0; 
  Grp +1; Atk +2 melee (1d8+1/×3, masterwork 
  warhammer) or –1 ranged (1d8/19-20, light crossbow); 
  Full Atk +2 melee (1d8+1/×3, masterwork warhammer) 
  or –1 ranged (1d8/19-20, light crossbow); SA Spells, 
  rebuke undead; SQ Spell-like abilities, immunity to 
  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +5, Ref –
  1, Will +4; Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 9. 
   
  Skills and Feats: Concentration +5, Diplomacy +1, 
  Knowledge (religion) +2, Listen +3, Move Silently +3, 
  Spellcraft +2, Spot +3; Martial Weapon Proficiency 
  (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 46 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (warhammer = 2d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Prepared: (3/2+1; base DC = 12 + spell level): 
  0—cure minor wounds, resistance, virtue; 1st- bless, 
  magic stoneD, shield of faith. 
   
  DDomain Spell. Domains: Earth (3 + Cha modifier 
  daily use, turn or destroy air elementals, rebuke, 
  command or bolster earth creatures as an evil cleric 
  rebukes 
  undead); 
  Protection 
  (protective 
  ward: 
  resistance bonus equal to cleric level on next saving 
  throw). 
   
  Possessions: Splint mail, heavy steel shield, 
  masterwork warhammer, light crossbow, 10 bolts, 
  potion of cure light wounds, scroll of sanctuary, scroll 
  of silence. 
   
  Power-Up Suite (Enlarge Person)—Init –2; AC 
  15, touch 9, flat-footed 14; Grp +6; Atk and Full Atk +2 
  melee (2d6+2/×3, masterwork warhammer) or –3 
  ranged (1d8/19-20, light crossbow); Face/Reach 10 
  ft./10 ft.; SV Ref –2; Str 14, Dex 6; Skills: Move Silently 
  +2. 
   
  �Tûrakal: male duergar Ftr 7: CR 8; Medium 
  humanoid (dwarf); HD 7d10+14; hp 63; Init +3; Spd 20 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk +7/+2; Grp 
  +9; Atk +13 melee (2d6+7/×3, +2 large warhammer), or 
  +11 ranged (1d10/19-20, dwarvencraft repeating heavy 
  crossbow); Full Atk +13/+8 melee (2d6+7/×3, +2 large 
  warhammer), 
  or 
  +11/+6 
  ranged 
  (1d10/19-20, 
  dwarvencraft repeating heavy crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +7, Ref +5, Will +2; Str 14, Dex 16, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +6, Jump +5, Listen +5, 
  Move Silently +10, Spot +5; Cleave, Combat Reflexes, 
  Dodge, Mobility, Power Attack, Weapon Focus 
  (warhammer), Weapon Specialization (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, repeating heavy crossbow not 
  affected). Invisibility: Duration 1 min./level. 
   
  Possessions: +2 breastplate, +2 large warhammer, 
  dwarvencraft repeating heavy crossbow, 4 bolt cases 
  (20 bolts total), potion of cure serious wounds, potion 
  of bull’s strength, potion of heroism, amulet of natural 
  armor +1. 
   
  Power-Up Suite (Enlarge Person)—Init +2; AC 19, 
  touch 11, flat-footed 17; Grp +14; Atk +13 melee 
  (2d6+8/×3, +2 large warhammer), or +9 ranged (2d6/19-
  20, masterwork repeating heavy crossbow); Full Atk 
  +13/+8 melee (2d6+8/×3, +2 large warhammer), or 
  +9/+4 ranged (1d10/19-20, masterwork repeating heavy 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +4; Str 16, 
  Dex 14; Skills: Move Silently +9. 
   
  ENCOUNTER 5: THE BRIDGE OF THE 
  EYE 
  �Duergar Warrior (Crossbowman): male duergar 
  Ftr1: CR 2; Medium humanoid (dwarf); HD 1d10+2; hp 
  12; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; 
  Base Atk +1; Grp +3; Atk +4 melee (1d8+2/×3, 
  masterwork warhammer) or +4 ranged (1d10/19-20, 
  heavy repeating crossbow); Full Atk +4 melee 
  (1d8+2/×3, masterwork warhammer) or +4 ranged 
  (1d10/19-20, heavy repeating crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +4, Listen +2, 
  Move Silently +6, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Weapon Focus (heavy 
  repeating crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  
  CORS5-02 The Mines of the Eye 
   
  Page 47 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, masterwork 
  warhammer, heavy repeating crossbow, 4 bolt cases (20 
  bolts total), potion of cure moderate wounds, potion of 
  cat’s grace. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 15, 
  touch 10, flat-footed 14; Grp +8; Atk and Full Atk +4 
  melee (2d6+3/×3, masterwork warhammer) or +2 
  ranged (1d10/19-20, heavy repeating crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, Dex 13; 
  Skills: Move Silently +5. 
   
  �Duergar Warrior: male duergar Ftr 1: CR 2; Medium 
  humanoid (dwarf); HD 1d10+2; hp 12; Init +2; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/×3, warhammer), +4 melee 
  (2d6+3/×3, dwarven warpike) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d8+3/×3, 
  warhammer), +4 melee (2d6+2/×3, dwarven warpike) 
  or +3 ranged (1d8/19-20, light crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb –1, Jump –1, Listen +2, 
  Move Silently +1, Spot +2; Exotic Weapon Proficiency 
  (dwarven warpike), Weapon Focus (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, heavy steel 
  shield, masterwork warhammer, dwarven warpike, 
  light crossbow, 20 bolts, potion of cure moderate 
  wounds, potion of bull’s strength, potion of heroism. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 17, 
  touch 10, flat-footed 15; Grp +8; Atk and Full Atk +3 
  melee (2d6+3/×3, warhammer), +4 melee (2d6+4/×3, 
  dwarven warpike) or +1 ranged (1d8/19-20, light 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, 
  Dex 13; Skills: Move Silently +0. 
   
  �Duergar Wizard: male duergar Wiz (Evoker) 1: CR 
  2; Medium humanoid (dwarf); HD 1d4+3; hp 7; Init +1; 
  Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0, 
  Grp –1; Base Atk –1 melee (1d4-1/19-20, dagger); Full 
  Atk –1 melee (1d4-1/19-20, dagger); SA Spells; SQ 
  Spell-like abilities, immunity to paralysis, phantasms 
  and poisons, +2 bonus on saving throws against spells 
  and spell-like abilities, light sensitivity, darkvision 120 
  ft., summon familiar; AL LE; SV Fort +3, Ref +1, Will 
  +2; Str 8, Dex 13, Con 16, Int 15, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcana) +5, Listen +1, Move Silently +7, Spellcraft +6, 
  Spot +1; Scribe Scroll, Spell Focus (evocation). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (dagger = 1d6). Invisibility: Duration 1 min./level. 
   
  Prepared Spells: (4/3; base DC = 12 + spell level): 
  0—acid splash, flareE, lightE, ray of frostE; 1st—
  burning handsE, color spray, mage armor. 
   
  E: Evocation spell DC = 13 + spell level. Barred 
  Schools: Enchantment, Necromancy. 
  
  CORS5-02 The Mines of the Eye 
   
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  Possessions: Dagger, wand of magic missile (20 
  charges). 
   
  Power-Up Suite (Enlarge Person)—Init +0; AC 9, 
  touch 9, flat-footed 9; Grp +4; Atk and Full Atk –1 
  melee (1d6/19-20, dagger); Face/Reach 10 ft./10 ft.; SV 
  Ref +0; Str 10, Dex 11; Skills: Move Silently +6. 
   
  ENCOUNTER 6: THE MUSTERING 
  CHAMBER 
  �Duergar Warrior (Crossbowman): male duergar 
  Ftr1: CR 2; Medium humanoid (dwarf); HD 1d10+2; hp 
  12; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; 
  Base Atk +1; Grp +3; Atk +4 melee (1d8+2/×3, 
  masterwork warhammer) or +4 ranged (1d10/19-20, 
  heavy repeating crossbow); Full Atk +4 melee 
  (1d8+2/×3, masterwork warhammer) or +4 ranged 
  (1d10/19-20, heavy repeating crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +4, Jump +4, Listen +2, 
  Move Silently +6, Spot +2; Exotic Weapon Proficiency 
  (heavy repeating crossbow), Weapon Focus (heavy 
  repeating crossbow). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  heavy repeating crossbow not affected). Invisibility: 
  Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, masterwork 
  warhammer, heavy repeating crossbow, 4 bolt cases (20 
  bolts total), potion of cure moderate wounds, potion of 
  cat’s grace. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 15, 
  touch 10, flat-footed 14; Grp +8; Atk and Full Atk +4 
  melee (2d6+3/×3, masterwork warhammer) or +2 
  ranged (1d10/19-20, heavy repeating crossbow); 
  Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, Dex 13; 
  Skills: Move Silently +5. 
   
  �Duergar Warrior: male duergar Ftr 1: CR 2; Medium 
  humanoid (dwarf); HD 1d10+2; hp 12; Init +2; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/×3, warhammer), +4 melee 
  (2d6+3/×3, dwarven warpike) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d8+3/×3, 
  warhammer), +4 melee (2d6+2/×3, dwarven warpike) 
  or +3 ranged (1d8/19-20, light crossbow); SQ Spell-like 
  abilities, immunity to paralysis, phantasms and 
  poisons, +2 bonus on saving throws against spells and 
  spell-like abilities, light sensitivity, darkvision 120 ft.; 
  AL LE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  15, Int 12, Wis 10, Cha 4. 
   
  Skills and Feats: Climb –1, Jump –1, Listen +2, 
  Move Silently +1, Spot +2; Exotic Weapon Proficiency 
  (dwarven warpike), Weapon Focus (dwarven warpike). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (weapons do more damage: warhammer = 2d6, 
  dwarven warpike = 3d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Possessions: Masterwork chainmail, heavy steel 
  shield, masterwork warhammer, dwarven warpike, 
  light crossbow, 20 bolts, potion of cure moderate 
  wounds, potion of bull’s strength, potion of heroism. 
   
  Power-Up Suite (Enlarge Person)—Init +1; AC 17, 
  touch 10, flat-footed 15; Grp +8; Atk and Full Atk +3 
  melee (2d6+3/×3, warhammer), +4 melee (3d6+4/×3, 
  dwarven warpike) or +1 ranged (1d8/19-20, light 
  crossbow); Face/Reach 10 ft./10 ft.; SV Ref +1; Str 16, 
  Dex 13; Skills: Move Silently +0. 
   
  �Duergar Cleric: male duergar Clr 1—Laduguer: CR 
  2; Medium humanoid (dwarf); HD 1d8+3;hp 8; Init –1; 
  Spd 20 ft.; AC 17, touch 9, flat-footed 17; Base Atk +0; 
  Grp +1; Atk +2 melee (1d8+1/×3, masterwork 
  warhammer) or –1 ranged (1d8/19-20, light crossbow); 
  Full Atk +2 melee (1d8+1/×3, masterwork warhammer) 
  or –1 ranged (1d8/19-20, light crossbow); SA Spells, 
  rebuke undead; SQ Spell-like abilities, immunity to 
  
  CORS5-02 The Mines of the Eye 
   
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  paralysis, phantasms and poisons, +2 bonus on saving 
  throws against spells and spell-like abilities, light 
  sensitivity, darkvision 120 ft.; AL LE; SV Fort +5, Ref –
  1, Will +4; Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 9. 
   
  Skills and Feats: Concentration +5, Diplomacy +1, 
  Knowledge (religion) +2, Listen +3, Move Silently +3, 
  Spellcraft +2, Spot +3; Martial Weapon Proficiency 
  (warhammer). 
   
  Languages: Common, Dwarven, Undercommon. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  While dazzled duergar are unable to see well and suffer 
  a –1 penalty on attack rolls, Search checks and Spot 
  checks. 
   
  Immunities (Ex): Duergar are immune to 
  paralysis, phantasms and poison. In addition they 
  receive a +2 racial bonus to all saving throws against 
  spells and spell-like abilities. 
   
  Skill Bonuses: Duergar receive a +4 racial bonus to 
  Move Silently checks and a +1 racial bonus on Listen 
  and Spot checks. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. Enlarge person: 
  Duration 1 min./level; Effects: increase to Large size, 
  +2 size bonus to Strength, –2 size penalty to Dex, –1 
  penalty to attack rolls and AC, all equipment becomes 
  large (warhammer = 2d6, light crossbow not affected). 
  Invisibility: Duration 1 min./level. 
   
  Spells Prepared: (3/2+1; base DC = 12 + spell level): 
  0—cure minor wounds, resistance, virtue; 1st- bless, 
  magic stoneD, shield of faith. 
   
  DDomain Spell. Domains: Earth (3 + Cha modifier 
  daily use, turn or destroy air elementals, rebuke, 
  command or bolster earth creatures as an evil cleric 
  rebukes 
  undead); 
  Protection 
  (protective 
  ward: 
  resistance bonus equal to cleric level on next saving 
  throw). 
   
  Possessions: Splint mail, heavy steel shield, 
  masterwork warhammer, light crossbow, 10 bolts, 
  potion of cure light wounds, scroll of sanctuary, scroll 
  of silence. 
   
  Power-Up Suite (Enlarge Person)—Init –2; AC 
  15, touch 9, flat-footed 14; Grp +6; Atk and Full Atk +2 
  melee (2d6+2/×3, masterwork warhammer) or –3 
  ranged (1d8/19-20, light crossbow); Face/Reach 10 
  ft./10 ft.; SV Ref –2; Str 14, Dex 6; Skills: Move Silently 
  +2. 
   
  �Turav: male human (Suel) Wiz (Conjurer) 8: CR 8; 
  Medium humanoid; HD 8d4+16; hp 41; Init +2; Spd 30 
  ft.; AC 13, touch 12, flat-footed 11; Base Atk +4; Grp +4; 
  Atk +4 melee (1d4/19-20, dagger); Full Atk +4 melee 
  (1d4/19-20, dagger); SA Spells; SQ summon familiar; 
  AL NE; SV Fort +5, Ref +5, Will +7; Str 10, Dex 14, Con 
  14, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +13, Decipher 
  Script +12, Diplomacy +4, Knowledge (arcana) +14, 
  Knowledge (dungeoneering) +12, Listen +2, Spellcraft 
  +14; Augment Summoning, Combat Casting, Extend 
  Spell, Improved Initiative, Scribe Scroll, Spell Focus 
  (Conjuration). 
   
  Barred Schools: Evocation, Necromancy. 
   
  Spells Prepared: (5/5/5/5/4; base DC = 13 + spell 
  level): 0-acid splashC (2), detect magic, message, 
  prestidigitation; 1st- color spray, mage armorC, greaseC, 
  summon monster IC/AS (2); 2nd- fox’s cunning, 
  glitterdustC, Melf’s acid arrowC, summon monster 
  IIC/AS(2); 3rd- 
  deep 
  slumber, 
  dispel 
  magic, 
  protection from energy, stinking cloudC, summon 
  monster IIIC/AS; 4th- Evard’s black tentaclesC, lesser 
  globe of invulnerability, stoneskin, summon monster 
  IVC/AS. 
   
  C: Conjuration spell DC = 14 + spell level 
   
  AS: Augment Summoning feat used to improved 
  summoned monsters. They gain a +4 enhancement 
  bonus to Strength and Constitution. 
   
  Possessions: Dagger, bracers of armor +1, scroll of 
  fog cloud, scroll of web, potion of cure moderate 
  wounds, potion of blur, ring of protection +1, scroll of 
  blink, wand of Melf’s acid arrow [25 charges.], dust of 
  disappearance.
  
  CORS5-02 The Mines of the Eye 
   
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  APPENDIX 5: NEW RULE ITEMS 
  From Races of Stone: 
   
  Tunnel Fighting [General]: You are adept at 
  maneuvering and fighting in tight spaces and 
  underground passages. 
   
  Prerequisites: Base attack bonus +1 
   
  Benefit: You do not take a penalty on your attack 
  rolls or to Armor Class when squeezing into or 
  through a tight space. 
   
  Normal: Each movement into or through a narrow 
  pace counts as if it were 2 squares, and while squeezed 
  in a narrow space a character takes a –4 penalty on 
  attack rolls and a –4 penalty to AC. See page 148 of the 
  Player’s Handbook for more information on squeezing 
  through tight spaces. 
   
  Special: A fighter may select Tunnel Fighting as 
  one of his fighter bonus feats (see page 38 of the 
  Player’s Handbook). 
   
  Earthsilk Rope: On addition to being used for 
  clothing, earthsilk fibers can be woven together to 
  form a strong thin rope that finds common use in 
  many dwarf cities. Earthsilk rope feels similar to silk 
  ropes made in the surface world but is roughly twice as 
  thick, putting it between silk and hempen ropes in 
  bulk and ease of use. It is stronger even than silk rope, 
  however, and can bear heavier loads without breaking. 
   
  Earthsilk rope has hardness 1, 10 hit points, and 
  can be burst with a DC 26 Strength check. 
   
  Shield Sheath: This small sheath fits on the inside of a 
  shield (but not a buckler) and holds one light weapon 
  (of your size category or smaller). As long as you have 
  the shield ready, drawing the weapon in the shield 
  sheath is a free action. No shield can have more than 
  one shield sheath attached to it. 
   
  Dwarven Warpike: The dwarven warpike resembles a 
  halberd with a greatly elongated shaft, to the end of 
  which a counter weight has been added. A dwarven 
  warpike has reach. You can strike opponents 10 ft. 
  away with it but you can’t use it against an adjacent foe. 
   
  Normally, you can strike with a dwarven warpike’s 
  axe head, but the spike on the end is useful against 
  charging foes. If you use a ready action to set a dwarven 
  warpike against a charge, you deal double damage on a 
  successful hit against a charging character. 
   
  You can use the hook on the back of a dwarven 
  warpike to make trip attacks. If you are tripped during 
  your own trip attempt, you can drop the dwarven 
  warpike to avoid being tripped. 
  Cost: 45 gp; Dmg (S/M/L): 1d8/2d6/3d6; Crit: ×3; 
  weight: 15 lb; Type: slashing or piercing; 
   
   
   
   
  
  CORS5-02 The Mines of the Eye 
   
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   APPENDIX 6: MINES OF THE EYE MAPS 
  Player’s Map 1: The Entrance to the Mines 
   
   
   
   
   
  
  CORS5-02 The Mines of the Eye 
   
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  DM’s Map 1: The Outer Mines of the Eye 
   
  NOTE: The scale on all maps is 1 square = 10 ft. 
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 53 
  DM’s Map 2: Encounter 3: Hide and Seek, Hit and Run: 
   
  Guardpost A: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 54 
  Guardpost B: 
   
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 55 
   
  Guardpost C: 
   
   
   
   
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 56 
  Guardpost D: 
   
   
   
   
   
   
   
   
   
   
  
  CORS5-02 The Mines of the Eye 
   
  Page 57 
  DM’s Map 3: Encounter 5: The Bridge of the Eye: 
   
  
  CORS5-02 The Mines of the Eye 
   
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  CORS5-02 The Mines of the Eye 
   
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  APPENDIX 7: THE ABBOR-ALZ 
  Karistyne Castle 
  Mines of the Eye
  Sinkhole 
  30 miles 
  
  CORS5-02 The Mines of the Eye 
   
  Page 60 
  APPENDIX 8: KARISTYNE CASTLE AT A GLANCE 
  �Karistyne Castle (small castle): Conventional; AL 
  LG; 200 gp; Assets 1,740 gp; Population Mixed (human 
  78, half-elf 7, elf 2.) 
   
  Authority Figures: Karistyne (LG human female 
  Pal15—Heironeous). 
   
  Important Characters: Aaron Marander (LG 
  human male Ftr13 Caralin Arvendis (LG half-elf male 
  Ftr3/Clr7– Labelas Enoreth); Helena Stanmaer (LG 
  human 
  female 
  Clr12–Fharlanghn); 
  Shianne 
  Stormhanded (LG female human Wiz(E)15; Gasharin 
  Hefloranis (LG elf male Ftr9; Ambara (LG human 
  female). 
   
  Faiths: Fharlanghn, Heironeous, Labelas Enoreth. 
   
  Karistyne’s Castle sits upon a great plateau nestled 
  below some of the highest peaks of the Abbor Alz. This 
  well-fortified and defended five-towered castle is home 
  to the paladin Karistyne and her loyal companions. 
   
  In addition to the plethora of highly skilled 
  adventurers who make the castle their home, the castle 
  is well defended. Forty well-equipped and motivated 
  men-at-arms are to be found here along with almost 
  two dozen specialists. 
   
  Karistyne herself is an extremely devout follower 
  of Heironeous. She believes it is her duty to root out 
  and destroy any and all evil creatures lairing in the 
  Abbor-Alz. In this she has generally been very 
  successful. No fewer than seven dragons have fallen 
  before the combined might of Karistyne and her 
  comrades. As a result, they are generally considered to 
  be incredibly wealthy and extremely well-equipped. 
   
  Rulership and Law: Karistyne rules her castle and the 
  territory within a 10-mile radius of it. Technically, this 
  part of the Abbor-Alz falls into that territory claimed 
  by the Free City of Greyhawk. However, a tacit 
  agreement exists between the paladin and the 
  Mountaineer Militia granting the lands to her, in 
  return for her aid against the denizens of the Abbor 
  Alz. 
   
  Trade and Commerce: The folk of Karistyne’s Castle do 
  not partake in any industry; they are too busy 
  defending their home and slaying evil creatures. Much 
  trade is carried on with the hillmen of Marstefel. From 
  them, the garrison gets fresh meat and a powerful local 
  wine made from bitter berries. Most other trade goods 
  come here by way of the Duchy of Urnst or the 
  Domain of Greyhawk. Historically, no trade is carried 
  out with the denizens of the Bright Desert; with the 
  rise to power of Rary the Traitor this is doubly true. 
   
  Rumors and Whispers: Generally the inhabitants of 
  Karistyne Castle are well disciplined and do not engage 
  in idle gossiping. However, several of the guards claim 
  to have seen a great winged beast flying high above the 
  citadel on moonless nights. A few others (if sufficiently 
  in their cups) may speak of seeing a mysterious cloaked 
  stranger in earnest conversation with Karistyne. No 
  one has seen this person enter or leave the castle; 
  magic is suspected. Rumors also circulate amongst the 
  garrison of alliance with Hardby. 
   
  NPC Spellcasting: Although Karistyne is a relatively 
  small settlement, PCs can call upon spell casting 
  services not normally found in a place of this size. The 
  PCs can call upon either Caralin Arvendis, Helena 
  Stanmaer or Shianne Stormhanded to cast spells on 
  their behalf. In these instances all applicable normal 
  rules from the LIVING GREYHAWK Campaign 
  Sourcebook and the Player’s Handbook apply. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/CORS5-02 Mines of the Eye (Low Level) (3E).pdf